Spell List Sanity Each character with the spellcasting class ability has access to a select group of spells based on that class. In vanilla D&D 5e, there was one list of spells for each class, though additional spells might become available from another class depending on the character’s chosen subclass or domain. The One D&D playtest introduced the idea of consolidated spell lists divided into the three magical source types: arcane, divine, and primal. These consolidated lists provided a greater variety of spells available to classes which previously had considerable limitations, but it wasn’t without its drawbacks, and WotC has indicated their intention to revert back to separate spell lists. This campaign has taken a hybrid approach: consolidated spell lists based on magical source, and then individual class lists for additional spells not available on the source list. Artificers, sorcerers, and wizards draw their spells from the arcane list; each class also has access to a smaller list of class-specific spells, some of which are even class-exclusive. Clerics and paladins draw their spells from the divine list; each class also has access to a smaller list of class-specific spells, some of which are class-exclusive. Druids and rangers draw their spells

Finite Energy Magic is unlimited, but your ability to channel it is. Spellcasters can initially cast a number of cantrips equal to their proficiency bonus plus their key ability modifier. Cantrip slots are restored after a short or long rest. At each even-numbered level, characters gain an additional cantrip slot in addition to any increases which come from an increased proficiency bonus and/or key ability modifier. For example, a level 10 wizard with an Intelligence score of 18 would be able to cast her cantrips up to 13 times without needing to take a short rest: 4 from her key ability modifier, 4 from her proficiency bonus, and 5 more from character levels. If creating a character at a level higher than 1st, your number of cantrips per rest is equal to your proficiency bonus plus key ability modifier plus half your character level (rounded down, as is always the case). Cantrip slot increases occur regardless of the class which is raised, meaning that the number of uses increases even for those characters who do not have a spellcasting class, such as an elven fighter who has only a single cantrip granted by his heritage. Added to House Rules in

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

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