The Slot Machine Casters who have positive modifiers on their key casting ability have additional spell slots available at each level per the table Bonus Spell Slots. For a multiclass spellcaster, use the highest key ability to determine extra spell slots per the Spell Slots per Spell Level chart in Chapter 6 of the Player’s Handbook (p.165 in the 2018 edition). Bonus Spell Slots Key Mod Bonus Spell Slots 1 2 3 4 5 6 7 8 9 +1 1 — — — — — — — — +2 1 1 — — — — — — — +3 2 1 1 — — — — — — +4 2 2 1 1 — — — — — +5 2 2 2 1 1 — — — — +6 3 2 2 2 1 1 — — — +7 3 3 2 2 2 1 1 — — +8 3 3 3 2 2 2 1 1 — +9 3 3 3 3 2 2 2 1 1 +10 4 3 3 3 3 2 2 2 1 The bonus spell slots don’t work precisely the same for warlocks since they only ever have one level of spell slots
Category: House Rules
Good Memory Spontaneous casters (bards and sorcerers) who have positive Intelligence modifiers have additional spells known at each level per the table Bonus Spells Known. Prepared casters gain bonus cantrips known only, but can prepare additional spells at each spell level based on having a higher Intelligence (and therefore a greater capacity for memorization). Warlocks and rangers are now prepared casters under House Rules; see Access to Omnipotence . The usual rules still apply for learning said spells, as a 5th-level sorcerer who attunes to a headband of intellect +2 which increases his Intelligence score from 14 to 16 (and therefore his modifier from +2 to +3) doesn’t “suddenly” know an additional 2nd-level spell, nor does he automatically know an additional 4th level spell, as he can’t yet cast from that level anyway; it must be a spell you have studied (from a spellbook or scroll) or which has been taught to you by another spellcaster. Typically, you must have studied and practiced the new spell(s) for at least one long rest per spell level before you can add them to your repertoire, so the aforementioned 5th-level sorcerer will need to wait two long rests before the new 2nd-level spell becomes
Applied Learning A positive Intelligence modifier grants additional non-skill proficiencies per point, such as a new language or tool. A negative Intelligence modifier removes only one additional non-skill proficiency (though never Common or the language of their heritage), regardless of the value (e.g. a -3 Intelligence modifier still removes only one non-skill proficiency). At any level where your Intelligence modifier permanently increases (e.g. through gaining a level or taking a feat), you may add another non-skill proficiency. Added to House Rules in 2023; modified 24 Aug 2024 to clarify modifier increases.
Shaped by Experience Each character gets one feat at first level from their background. If making a custom background, the following feats are permitted as first level feats: Ambidextrous, Artificer Initiate, Crafter, Healer, Lucky, Magic Initiate, Martial Initiate, Musician, Poisoner, Savage Attacker, Sentinel, Skilled, Tavern Brawler, Tough, or Vigilant. Added to House Rules in 2023; modified 18 Feb 2024 to add Artificer Initiate, Martial Initiate, and Poisoner feats.
Flex-Ability None of the base heritages confer an ability score improvement; instead, players choose one score to improve by 2 and another to improve by 1. Added to House Rules in 2023.