Dnd 5e Wizard Spell Slot Chart

  

Remember that a warlock automatically increases the spell slot level of spells he or she casts, meaning that even lower-level spells gain potency when cast by a warlock. The warlock spell list was carefully cultivated to avoid including spells that might become annoying if cast too often at the table.

Dnd 5e wizard known spellsDnd 5e Wizard Spell Slot ChartDnd 5e Wizard Spell Slot Chart

This guide is meant as a deep dive into the DnD 5e Wizard. For a quick overview on the Wizard Class, see our breakdown of the DnD 5e Classes. You can see the Wizard Class Features here. The color code below has been implemented to help you identify, at a glance, how good that option will be for your Wizard. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. DND 5th Edition community wiki. Wizard Spell List. Cantrip; 1st Level; 2nd Level; 3rd Level; 4th Level; 5th Level; 6th Level; 7th Level; 8th Level; 9th Level.

5e Homebrew rule: Getting rid of spell slots.

Dnd 5e Wizard Spell Slot Chart Game

Hello! Basically I don't enjoy spell slots. I always have never enjoyed them. I think they are an outdated restriction that harkens back to the days of old D&D. Times have changed, and I believe that the people deserve a better spell casting system. I have seen various 'spell point' systems, and while they are good at making casters more versatile. But this adds versatility without adding much hindrance. I still want something different.
What I've done is converted my favorite casting model from any D&D: 3e Epic level handbook's, 1d20 DC based spell system and converted it for the current D&D 5e ruleset. Currently this is still a work in process, but the idea is that every time you want to cast a prepared spell, not cantrips, the player rolls their casting ability modifier as a save against a DC of 8+the spell's level for a 'spellcasting roll'. Increasing the spellcasting roll's difficulty is as easy as changing the base DC to 9 or 10. I used 8 as the base because a level 1 spell for a caster class, who often has +3 modifier gives a level 1 spell a 75% chance of success. The chance of failure at 25% is a comfortable place for a level 1 spell in my mind. This spell system is only limited by the spells that the caster knows. A caster could cast a spell at a higher level by increasing the DC of the spell, this makes spellcasting especially interesting to me since there is a definable risk/reward system for casting a spell at a higher level but could do so at any level. I really like that.
Example: A wizard with an Intelligence of 16 trying to cast a 1st level spell would be, 1d20+3 vs. DC 9 (8+1).
Example: A cure wounds spell cast at level 3 would have a DC of 8+3=11 instead of the level 1 version 8+1=9.
A new mechanical condition called 'spell fizzle' accompanies this rule change. A spell fizzle happens when a caster attempts to cast a spell and fails to overcome the DC. The caster may attempt to cast their known spells, however if they fail the DC on one of the spells they know, then that spell cannot be attempted until the spell fizzle is cleared. During a short rest spell fizzles may be cleared equal to the caster's total level in spell levels of fizzled spells. A long rest clears all spell fizzles.
Example: A bard knows 4 spells at level 1. Say Gwendo the level 1 Bard who has 14 charisma knows Charm Person, Cure Wounds, Faerie Fire, and Identify. During battle she attempts to cast cure wounds on a wounded ally. She would roll d20+2 (her ability modifier), against a DC of 9 (8 + the spell's level), let's say for the sake of the example she rolled a 7 total. Not high enough, the spell fizzles, the effects do not happen, now she is unable to cast the Cure Wounds spell until she clears the spell fizzle with a short or long rest, and if Gwendo fizzles on multiple spells since she is only level 1 then on a short rest she would only have the option to clear one level of the spell fizzles.
I know this will make character magic a bit more powerful, but the effects of failure are quite hindering, especially if multiple spells are fizzled the caster might find that they are without spells to cast. I feel like in practice this rule would really capture the feel of magical casting without adding the arbitrary limitation of spell slots, which I have always felt that they are a strange limitation in a world flowing with magic.
Some notes on changes:
Ritual Casting spells do not have a chance for spell fizzle, thus the caster does not need to roll against the DC of the spell. The caster simply casts the spell, and gains its effects.
Many class features also change with this system and I will do my best to address each of them appropriately. Each Class Feature that can spend spell slots also has the chance to fizzle, and suffers the same penalties as if it were a spell that fizzled.

  • Druid Natural Recovery, During a short rest, you choose additional fizzled spells to recover equal to or less than half your druid level, and none of the spells may be 6th level or higher. (round up).
  • Druid Combat Wild Shape, While you are transformed by Wild Shape, you can use a bonus action to make a spell cast roll to regain 1d8 hit points per level of the spell.
  • Paladin Divine Smite, when you hit a creature with a melee weapon attack, you can make a spell cast roll to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for the initial spell cast roll, plus 1d8 for each spell level attempted higher than the first spell level, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
  • Ranger Primeval Awareness, you can use your action and make a spell cast roll to focus your awareness on a the region around you. For 1 minute per level of the spell cast roll, you can sense whether the following types of creatures are present within 1 mile of you...
  • Rogue Spell Thief, For the next 8 hours, you know the spell and can cast it using your spell casting roll.
  • Sorcerer Flexible casting; Creating spell slots, You can transform unexpended sorcery points into one cast spell which bypasses the casting roll as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating the spell by level. You can cast spells no higher than 5th level.
  • Sorcerer Flexible casting; Converting a Spell Slot to Sorcery Points = Converting a Spell to Sorcery Points, As a bonus action on your turn, you can force a spell fizzle on a spell and gain a number of sorcery points equal to the spell's level.
  • Warlock Pact Magic; Spell Slots, You regain all fizzled spells when you finish a short or long rest. (As opposed to every other class's spell slots entry that only recover all spell fizzles on long rests).
  • Warlock Mystic Arcanum, You can cast your arcanum spell once without making a spell cast roll. You must finish a long rest before you can do so again.
  • Warlock Eldritch Master, you can draw on your inner reserve of mystical power while entreating your patron to restore fizzled spells. You can spend 1 minute entreating your patron for aid to regain all your fizzled spells from your Pact Magic feature. Once you regain your fizzled spells with this feature, you must finish a long rest before you can do so again.
  • Wizard Arcane Recovery, Once per day when you finish a short rest, you can choose additional fizzled spells to recover equal to or less than half your wizard level, and none of the fizzled spells can be 6th level or higher.
  • Wizard Spell Mastery, You can cast those spells at their lowest level without making a spell casting roll when you have them prepared. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
  • Wizard Signature Spells, ...and you can cast each of them once at 3rd level without making a spell casting roll. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
  • Wizard Expert Divination, When you cast a divination spell of 2nd level or higher using a spell casting roll, you regain one fizzled spell. The spell you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
  • Wizard Shapechanger, You can cast polymorph without making a spell casting roll... ...though you can still cast it normally using a spell casting roll.
I know many people enjoy the spell slot system, and would not agree to changing it. But I am looking for some constructive criticism for this homebrew rule I've wrangled up. Thanks!

One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead of spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

Dnd 5e Wizard Spell Slot Chart

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character’s level in that class and the consult the table. For a fighter (Eidritch Knight) or rogue (Arcane Trickster), divide the character’s level in that class by three.

This system can be applied to monsters that cast spells using spell slots, but it isn’t recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.

Spell Point Cost

Spell LevelPoint Cost
12
23
35
46
57
69
710
811
913

Spell Points by Level

Dnd 5e Wizard Spell Slot Chart
LevelPointsMax Slot
141st
261st
3142nd
4172nd
5273rd
6323rd
7384th
8444th
9575th
10645th
11736th
12736th
13837th
14837th
15948th
16948th
171079th
181149th
191239th
201339th

Spell Points by Level (Half Caster)

LevelPointsMax Slot
10N/a
241st
361st
461st
5142nd
6142nd
7172nd
8172nd
9273rd
10273rd
11323rd
12323rd
13384th
14384th
15444th
16444th
17575th
18575th
19645th
20645th

Spell Points by level (third caster)

LevelPointsMax Slot
10N/a
20N/a
341st
461st
561st
661st
7142nd
8142nd
9142nd
10172nd
11172nd
12172nd
13273rd
14273rd
15273rd
16323rd
17323rd
18323rd
19384th
20384th

Other Rules

Arcane Recovery and Natural Recovery

Instead of recovering levels of spell slots, you regain a number of spell points equal to your level in the relevant class (minimum of 2).

Expert Divination

When you cast a divination spell of 2nd level or higher using a spell slot you regain a number of spell points equal to the cost of a spell slot one level lower than the slot used to cast the spell, up to a maximum of 7 points.

Font of Magic

When creating a spell slot using Font of Magic the slot created then turns into a number of spell points based on the level of the spell slot. Alternatively sorcery points can be converted into spell points directly, with 1 sorcery point converting to 1 spell point. Up to 7 sorcery points can be converted at a time in this manner.

When converting a spell slot to sorcery points, a spell slot is created using spell points, as shown in the table above, and the spell slot is converted into a number of sorcery points equal to the level of the spell slot.

Dnd 5e Wizard Spell Slot Chart

Pact Magic and Mystic Arcanum

Pact Magic and Mystic Arcanum are unchanged by spell points.

High Magic Epic Boon

Dnd 5e Bonus Spell Slots

You gain an additional 13 spell points and can create a second 9th-level spell slot between long rests.

Pearl of Power Magic Item

Dnd 5e Wizard Spell Slot Chart Download

You regain spell points equal to the cost of the highest level spell slot you can create, up to a maximum of 3rd level.