what do you roll to cast a spell

Magic is a staple in almost whatever fantasy tabletop roleplaying game. That remains true for spellcasters in Dungeons & Dragons vth Edition.

But, spellcasting in D&D can seem like an overly circuitous system to new players and Game Masters.

How practice you lot cast a spell? What are Spell Slots? How do you decide your Spellcasting Ability? What are components? How does Concentration piece of work?

This beginner's guide to spellcasting in D&D 5e helps clear upwards whatsoever questions you may have then you lot can offset slinging spells around with the best of them.


Tabular array of Contents


Allow'southward start things off with what spellcasting fifty-fifty is and how to cast a spell in D&D 5e.

Spellcasting in D&D 5e

5e Spellcasting, Photo Sketch of an Open Spellbook
Spellcasting in 5e is the act of using magic immune past certain monsters & playable classes

Spellcasting in D&D is the deed of producing magical effects. This often takes the form of spells meant to cause impairment to a creature. But, information technology also includes magic that heals, hinders, or improves the abilities of a target, amidst many other things.

That'south the simplest answer.

Now, at that place's a lot that goes into casting a spell in 5e. This article gets into each aspect of spellcasting to make things a bit easier for you. Merely, the basics of how to cast a spell are pretty piece of cake.

How to Cast a Spell in D&D 5e

  1. Decide which spell yous want to cast
  2. Check if the spell is an Action, Bonus Activeness, or Reaction
  3. Make sure you take the right Components
  4. See if you have an available Spell Slot
  5. Roll whatsoever dice required (you roll for a Spell Attack or strength the target brute to scroll a Saving Throw)
  6. Resolve the effects of the spell

There's enough that goes on before, during, and afterwards casting a spell. But, that's the basics of information technology.

Can You Bandage Multiple Spells?

Usually, you can not cast more than one spell on your turn. This dominion applies even if the two spells you lot wish to cast use an Activity for one and a Bonus Action for the other. The most common exception is you may cast a spell and a Cantrip if one is an Activeness and the other a Bonus Action.

To put information technology frankly; casting more than one spell on your turn would be very strong. Then, to go along things balanced, y'all typically can't bandage more than than one spell on your turn.

Now, as an exception of sorts, yous can bandage a Cantrip and a spell on the same turn as long equally ane of them uses an Action and the other uses a Bonus Activeness. So, you can't cast these if they both use an Action or both use a Bonus Action.

For example, a Cleric with the Low-cal Domain could bandage healing give-and-take, a 1st-level bonus action spell, and sacred flame, an action Cantrip, on the same turn.

The more edge-instance exception is multiclassing and taking 2 levels in Fighter to go the Activity Surge characteristic. This feature lets you take a 2d Activity on your turn which ways you tin can bandage 2 spells (or two Cantrips) that use an Activeness.

Types of D&D Spells

Photo Sketch of Tarot Cards Layed Out on a Table
D&D 5e has spells that require Spell Slots, sometimes chosen "Leveled Spells", & Cantrips, magical effects that don't require a Spell Slot to use

Spells in D&D 5e fall into one of two categories; Cantrips or Leveled Spells.

This distinction is very of import for spellcasters to manage what they can do on whatever given plough. Leveled Spells require the use of Spell Slots which ways you have a limited number of uses of them for whatever given day. On the other mitt, Cantrips don't utilize Spell Slots so you can cast as many equally y'all desire between rests.

Cantrips
Cantrips in D&D 5e are spells that don't require a Spell Slot. Basically, a spellcaster knows these minor spells to such a degree that they don't need to expend a Spell Slot to cast them. The drawback is they are often much weaker in their effects when compared to Leveled Spells.
Leveled Spells
Leveled Spells crave the expenditure of a Spell Slot. These are more powerful spells that drain a caster'southward available resources.

Now, usually yous wouldn't refer to Cantrips as "spells" since they don't use a Spell Slot. You'd but call them "Cantrips", just for this distinction, information technology might be a flake easier to call back of them as 0-level spells.

Now, D&D 5e has its ain classification for spells called Schools. These Schools help in grouping spells with similar furnishings so you can build out characters that specialize in a type of magic. Each school has its exceptions, but they generally group like spells together.

The Schools of magic in D&D 5e include:

  • Abjuration: Defensive spells
  • Conjuration: Summoning and teleportation spells
  • Divination: Foresight and scrying spells
  • Enchantment: Mind-altering spells
  • Evocation: Damaging and healing spells
  • Illusion: Magical illusion spells
  • Necromancy: Spells that enhance the dead and manipulate life strength
  • Transmutation: Spells that alter a creature's or object'south form

Like I said, these are general rules. But, each schoolhouse of magic has its exceptions…and some contradictions. Then, don't be surprised that hex is an Enchantment spell but hunter'south mark is divination.

Understanding the deviation in spell types helps you lot know better what your character is capable of in any given scenario. So, having a general idea of Cantrips, Leveled Spells, and the Schools of magic makes you a better spellcaster.

Types of Spellcasters in 5e

Photo Sketch of a Cloaked Woman In a Forest Casting a Spell
Not every playable class is capable of spellcasting, at that place are specific classes that wield magic as role of their abilities

Outside how the playable classes differ from each other, D&D spellcasters consist of different types of casters. Each type has a

D&D 5e'south spellcasters fall into substantially one of iii types:

  • Full Casters
  • Half Casters
  • ane/iii Casters

At present, the Warlock has it'southward own type of magic chosen Pact Magic. This limits the number of full spell slots a Warlock gets which makes the class a bit different from other spellcasters. But, I'll get to that a chip subsequently.

That said, the three types of spellcasters in 5e differ from each other in the number of spells and Spell Slots they accept (nosotros'll become to Spell Slots in a bit).

Total Caster
Total Casters in D&D 5e have the full amount of Spell Slots available to them. These classes include the Cleric, Druid, Sorcerer, and Wizard.
Half Caster
Half Casters get roughly one-half the number of Spell Slots at Total Casters. These classes include the Paladin and Ranger.
1/three Caster
1/3 Casters, also known as Partial Casters, go roughly one-third of the Spell Slots as Full Casters. The only base course of this type is the Artificer, but the Eldritch Knight Fighter and Arcane Trickster Rogue subclasses were the get-go instances of this type of spellcaster.

Information technology'southward honestly as unproblematic as that. The blazon of caster you play is determined past the number total Spell Slots they go.

Does this take a huge bear on on play?

Honestly, not really. Information technology's more benign as a measurement to effigy out what kind of character you want to play. If you desire to play the classic spellcaster, throwing spells around with reckless abandon, y'all probably shouldn't play a one/iii or Half Pulley.

Every bit you lot've probably noticed, determining your caster type depends on which class you play. So, let'due south go over the spellcasting classes in D&D 5e.

How Spell Slots Work in 5e

Photo Sketch of an Open Book Spilling Magical Energy Atop a Pedestal
Spell Slots are the resource required to cast spells in D&D 5e

Spell Slots dictate how many spells a spellcaster tin utilize at any given time. They have levels that correlate with the forcefulness of a spell. So, a spellcaster has a certain number of leveled Spell Slots and gain more equally they level upwards.

So, how do Spell Slots piece of work in D&D 5e?

Well, Spell Slots are basically a spellcasters resource for their magic. A creature has a certain number of Spell Slots of a specific level which means they can only cast that many spells of that level at any given time.

Spell Slots range in level from 1-9. anest-level spells are stronger than Cantrips but are much weaker than 9th-level spells. Spellcasters also go considerably fewer, high-level spell slots because of the increase in power.

And so, what does this all hateful?

Well, it means spellcasters tin can but cast a limited number of leveled spells every 24-hour interval. Luckily, Cantrips accept no limit on daily usage, so you lot won't feel completely useless once you've used up all your Spell Slots.

Let'due south get over an instance.

A 3rd-level Wizard has four onest-level and two 2nd-level Spell Slots. And then, they tin can only bandage four 1st-level and two 2nd-level spells before needing a rest. Simply, they can proceed casting Cantrips.

If you play fantasy video games, call back of Spell Slots similar mana or whatsoever other magic-using resource. You demand it to cast spells and when you run out, you tin can't cast anymore.

Casting Spells at Higher Levels

Spellcasters in D&D 5e may cast lower-level spells using higher-level Spell Slots. This often confers a boost in power for those spells. You may not cast higher-level spells using lower-level Spell Slots, though.

One thing to call back is that spellcasters can elect to use a higher-level Spell Slot for lower-level spells. This is sometimes chosen "upwards-casting".

Many spells get a power heave when cast with a higher-level Spell Slot; dealing more than damage, extending the spell's range, or bestowing additional striking points.

Permit's accept a wait at an example.

Healing word is a 1st-level spell. So, it requires at least one 1st-level Spell Slot to cast. But, y'all can bandage it using a 2nd, threerd, all the way upward to 9th-level Spell Slot instead. For each level to a higher place 1st, healing word heals an additional 1d4 damage. And so, by using a 2nd-level Spell Slot, healing word heals 2d4 + your Spellcasting Ability Modifier, 3d4 for a 3rd-level Spell Slot, and and then on.

Now, not all spells benefit from up-casting. Significant they don't receive extra ability. Simply, that doesn't mean you can't utilise a higher-level Spell Slot if you're out of the minimum level for that spell.

This all said, you can't cast a college-level spell using a lower-level Spell Slot. For example, you can't cast fireball, a 3rd-level spell, with a 2nd-level Spell Slot.

D&D 5e Spellcasting Ability

Photo Sketch of a Woman with an Owl Familiar
Each magic-using course uses a specific Ability Score as its Spellcasting Ability to determine how capable they are at casting spells

Every spellcaster in D&D 5e uses a specific Spellcasting Ability to determine their Spell Assail Bonus and Spell Saving Throw Difficulty Class (DC). The Spellcasting Ability is ane of iii from the Ability Scores found in 5e; Intelligence, Wisdom, or Charisma.

Spellcasting in 5e requires the employ of one of D&D's Ability Scores as a Spellcasting Ability. This number dictates how constructive at casting you are, the number of spells you tin can gear up, and how difficult your spells are to avoid.

Each spellcasting grade uses one of three Ability Scores every bit their Spellcasting Power; Intelligence, Wisdom, or Charisma.

  • Intelligence: Artificer, Fighter (Eldritch Knight), Rogue (Cabalistic Trickster), Wizard
  • Wisdom: Cleric, Druid, Ranger
  • Charisma: Bard, Paladin, Sorcerer, Warlock

Now, yous'll use your corresponding Spellcasting Ability to determine three things: your Spell Attack Bonus, Spell Saving Throw DC, and number of Prepared Spells.

D&D Spellcasting Attack Bonus

Your Spell Attack Bonus comes from calculating your course' Spellcasting Ability modifier and your Proficiency Bonus.

Like regular attack bonuses, you make up one's mind your Spell Attack Bonus by adding your Spellcasting Ability modifier with your Proficiency Bonus. Your modifier comes from your corresponding Ability Score and your Proficiency Bonus comes from your character's total level.

For example, a iiird-level Magician with a 16 in Intelligence has a +iii for the Spellcasting Power modifier and +2 every bit their Proficiency Bonus. So, their Spell Attack Bonus is +five.

Spell Saving Throw Difficulty Class

Spellcasters in D&D 5e take a Spell Saving Throw Difficulty Class (DC) that determines how hard it is to resist a given spell's effect.

To determine your Spell Saving Throw Difficulty Class, shortened to Spell Save DC, y'all use the following formula:

Spell Salve DC = 8 + Spellcasting Power + Proficiency Bonus

Whenever you lot cast a spell that forces any kind of saving throw, the target affected by the spell needs to match or exceed your Spell Salve DC to succeed. This is ane reason why knowing your Spellcasting Ability and Proficiency is important if you're playing a spellcaster.

For example, if a 1st-level Sorcerer with a 16 in Intelligence casts the friends Cantrip, the target of the Cantrip makes a DC 13 (8 + 3 from Intelligence + 2 Proficiency Bonus) Wisdom saving throw. The target rolls a total of 13. Since this meets the Spell Save DC, the target succeeds and doesn't endure the effects of the friends Cantrip.

Known vs Prepared Spells

Photo Sketch of a Spellcaster's Study
A spellcaster has a list of either Known or Prepared spells bachelor to them each mean solar day

An important stardom in 5e's spellcasting system is the difference between Known and Prepared spells. In essence, Known and Prepared spells attain the same thing; they brand upward the spells a animate being has readied on whatsoever given day.

Honestly, the distinction isn't as bad as information technology sounds. It'south by and large semantic with only the slightest mechanical differences. And, information technology might only be a chip confusing when yous're starting out playing D&D 5e.

Known Spells

Some spellcasting classes in 5e have Known spells. These classes inherently understand what spells they take available to them at any given time and tin sometimes switch out spells at specific times.

Usually, spellcasters that have Known spells depict their magic from natural or divine means. This basically means they just know what spells they can cast for the day.

As well, casting classes that use Known spells typically have a express number ready by their class' unique Spellcasting feature.

Classes that use Known spells include:

  • Bard
  • Fighter (Eldritch Knight)
  • Ranger
  • Rogue (Arcane Trickster)
  • Magician
  • Warlock

You tin sometimes alter your Known spells depending on which class you play. For instance, the Magician can switch out one Known spell when they level up for another. Many of the other classes utilize a similar mechanic for changing their Known spells.

Prepared Spells

Some spellcasting classes fix a list of spells each twenty-four hours, giving them improve day-to-24-hour interval versatility. These classes take Prepared spells.

These casters often have the ability to ready more spells per day than the other classes. But, this comes at the toll of having to do math.

To gear up a list of spells, you lot employ the following formula:

Number of Prepared Spells = Your Grade' Level + Spellcasting Ability Modifier

For example, a 3rd-level Cleric with a 16 in Wisdom (+3 modifier) prepares 6 spells after finishing a long rest.

Also, unlike classes that accept Known spells, spellcasters that use a Prepared spell list tin can change their list of Prepared spells afterward completing a long remainder. Even better, they can change out their unabridged list of spells every bit opposed to merely one per level upwardly. The trade off is these spellcasters demand to spend one infinitesimal per every spell'south level to modify them out.

Classes that apply Prepared spells include:

  • Artificer
  • Cleric
  • Druid
  • Paladin
  • Wizard

At present, of course, each grade has information technology's differences. For example, the Sorcerer follows the normal rules for Preparing spells but take a limited number of available spells in their Spellbook. Just, the Cleric has the full extent of their spell list available to prepare each twenty-four hours.

5e Spellcasting Components

Photo Sketch of Various Spellcasting Components
Spellcasting in D&D 5e uses a combination of Textile, Somatic, & Verbal components to use magic

Every spell and Cantrip in D&D 5e uses a combination of components required for casting. These components include Material, Somatic, and Exact.

Not every spell uses all 3 components. Rather, each one uses a combination of one, two, or all three components.

If a spellcaster is unable to perform a required spell component, they tin can not cast spells using that given component. And then, for instance, a spellcaster within the area of effect of the silence spell can't bandage spells that crave Verbal components.

Material (Chiliad)

Cloth components in D&D 5e are the physical supplies needed for casting a spell or Cantrip. Near of these components can be replaced if a spellcaster is able to use a Spellcasting Focus unless the material has a monetary value stated in the spell.

Some spells crave specific Material components to bandage. At that place supplies vary from relatively mundane similar two lodestones for the mending Cantrip to exotic like bat guano and sulfur for the fireball spell.

The real kicker is the spells that crave components with specific monetary value. Spells similar revivify and heroes' feast list Material components with a gold value. These supplies are special in how they interact with a Spellcasting Focus which we'll get into a bit later.

Somatic (S)

Somatic components in D&D 5e are the motions required to cast a spell. These include paw motions, drawing arcane sigils, and other movements unique to each spell.

Spells that require a Somatic component involve performing specific movements as office of their casting. This often means a spellcaster needs at to the lowest degree 1 mitt free to cast these spells.

If a spellcaster becomes unable to perform these movements, like through binding their easily and fingers, they can't cast spells that crave Somatic components.

Verbal (V)

Verbal components in D&D 5e include the spoken words, commands, and incantations required to cast a given spell.

Many spells crave some sort of incantation as part of their casting. The linguistic communication rarely matters. What matters is the ability to clearly speak aloud the commands or phrases.

This means that if a spellcaster becomes incapable of speech with articulate diction, like standing in an area affected by the silence spell or gagged by cloth, they can't cast spells that require a Verbal component.

How a Spellcasting Focus Works in 5e

Photo Sketch of a Crowned Spellcasting Woman Wielding a Wand
Some classes may apply a Spellcasting Focus to remove common Material Spellcasting Components

A Spellcasting or Arcane Focus in D&D 5e is a tool used past spellcasters to forego most Material component requirements.

That's pretty much all a Spellcasting Focus does.

Certain spells call for Material components as mentioned above. A spellcaster tin either have a Component Pouch that contains the supplies they need for their various spells or they may elect to utilize a Spellcasting Focus to ignore almost of the Material components needed.

For instance, the friends Cantrip has the Material component "a small corporeality of makeup applied to the face as this spell is cast". Now, yous tin can either follow this with by using a Component Pouch that includes the makeup, or you ignore this by using a Spellcasting Focus.

Now, there is an exception to using a Spellcasting Focus in lieu of actual Material components. If a spell lists a Textile component with a monetary value (usually in Gold Pieces or GP), you lot must have that component to bandage the spell regardless if you're using a Spellcasting Focus.

And so, as an case, the revivify spell requires "diamonds worth 300 gp, which the spell consumes". A spellcaster who wishes to cast revivify can't forego the Cloth components with a Spellcasting Focus because the spell lists an explicit monetary value of 300 gp. So, the caster must have 300 gold worth of diamonds on mitt to cast it. No exceptions.

It'southward important to mention that non every course can use a Spellcasting Focus, they need a specific item or items every bit their focus, or employ a Holy Symbol instead. These classes include:

  • Artificer: employ Thieves' Tools or i of the Artisan'southward Tools
  • Bard: utilise a musical instrument
  • Cleric: utilize a Holy Symbol
  • Druid: use a Druidic Focus
  • Fighter (Eldritch Knight): may non use a Focus
  • Paladin: employ a Holy Symbol
  • Ranger: may not use a Focus
  • Rogue (Arcane Trickster): may not utilise a Focus

And then really, only Sorcerers, Warlocks, and Wizards may use the traditional Arcane Foci. Just keep this in heed when picking your character's equipment.

How Concentration Works for D&D Spells

Photo Sketch of a Young Wizard Concentrating on a Spell
Some spells require the caster to maintain Concentration on them for their elapsing

Sure spells in D&D 5e require the caster to maintain focus on them. This is referred to every bit Concentration. Spellcasters may only maintain Concentration on ane spell that requires it at a time. Taking damage forces a caster to scroll a Concentration saving throw.

Concentrating on a spell that requires Concentration is something I see new players get confused about.

Basically, some spells require a caster to maintain Concentration, as it's chosen. Here are some things to remember most Concentration.

  • You lot can merely maintain Concentration on one spell that requires information technology at a time
  • Casting another spell that requires Concentration immediately ends the effect(s) of any previous spell that requires it
  • You tin can bandage other spells that don't require Concentration while maintaining information technology for a different spell
  • You can merely maintain Concentration on a spell for as long as its Elapsing dictates
  • Taking damage or suffering boggling furnishings aside from normal motion and attacking forces y'all to brand a Concentration saving throw
  • You may end Concentration on a spell at any fourth dimension
  • Falling unconscious or dying ends your Concentration on a spell

At present, how does rolling a Concentration saving throw work?

Well, information technology gets a footling confusing and involved a flake of math.

Rolling a Concentration saving throw works in much the same way as a normal Constitution save. You'll roll a 20-sided die add your Constitution Saving Throw modifier to become your total.

The tricky part is the Difficulty Class (DC) for Concentration saves varies. The DC for a Concentration save equals 10 or half the total harm taken whichever is higher. So, you may demand to figure out how much damage you take for a given attack to determine how hard your Concentration save it.

So, for example, say a Sorcerer wants to maintain Concentration on their Tasha'due south hideous laughter spell. They accept 30 points of damage from an attack (and don't somehow die because they're a Sorcerer). To maintain their Concentration, they must succeed on a DC 15 Constitution saving throw because one-half of xxx equals 15 which is greater than the base 10 for Concentration saves.

This all leads to the fact that failing your Concentration save ways dropping Concentration on any given spell that requires it.

The Durations of Spells in D&D

Photo Sketch of a Spirit Board Featuring a Pentagram with Spirit, Water, Fire, Fire, Earth, and Air at its Points
Every spell in D&D 5e has a Duration; some happen & finish immediately while others may last for days at a time

Every spell in D&D 5e has a Duration. This tells you how long a spell lasts in one case cast. Spells range from immediate effects with no lasting furnishings to lasting for years at a time or even condign permanent.

You tin find the Duration of any given spell past referencing its listing in the sourcebook it comes from. Each spell explicitly lists its Elapsing for piece of cake reference.

Now, spells that list "instantaneous" for their Elapsing mean their furnishings happen immediately and don't take any lasting, magical effects. That doesn't mean they don't have later effects. For example, the fireball spell ignites flammable objects that aren't worn or carried. But, they don't have magical lasting effects.

Spells that take a Elapsing for longer than instantaneous list how long they last in their spell description. Usually, it tells you lot how long the spell lasts at its maximum with wording similar "upwardly to 1 infinitesimal". For case, the friends Cantrip has a Elapsing of up to ane minute and not a 2d longer.

Normally, spells with Durations longer than instantaneous requires Concentration. Only, this isn't always the case like with the spiritual weapon and geas spells among others. And so, yous should always check to see if a long-lasting spell requires a graphic symbol to maintain Concentration or not.

Casting Ritual Spells in 5e

Photo Sketch of a Witch Woman Casting a Ritual Out of a Cauldron
Y'all may cast sure spells marked with the (ritual) tag without expending a Spell Slot at the toll of taking longer to bandage

Some spells in D&D 5e may get cast as a ritual. A spell must take the ritual tag in its clarification. And, a creature must take the Ritual Casting feature or Ritual Caster feat to cast a spell as a ritual. Casting a spell as a ritual doesn't expend a Spell Slot but requires an extra 10 minutes to bandage.

Ritual casting a spell is a cracking way to conserve Spell Slots while out of combat. Yous can proceeds the benefit of a spell to help overcome an obstacle without using a Spell Slot.

The main drawback is that yous need an boosted 10 minutes to cast that spell.

Now, not all spellcasters can cast a spell as a ritual. They need to have Ritual Casting as part of their overall Spellcasting characteristic. That, or they need to pick upward the Ritual Pulley feat at some point.

Nosotros'll get into the different spellcasting classes later, just here are the classes that automatically have Ritual Casting:

  • Artificer
  • Bard
  • Cleric
  • Druid
  • Sorcerer

So, near of the Total Casters have the power to ritually bandage sure spells. But, it's of import to know whether your graphic symbol or an NPC has this ability or not for optimizing your Spell Slot spending.

The next thing to remember is that not every spell can get ritually bandage.

To cast a spell using a ritual, that spell must take the (ritual) tag in its description. Otherwise, you can't bandage information technology ritually and must utilise a Spell Slot.

As an example, the discover magic spell has the (ritual) tag. So, y'all can have an actress x minutes to cast information technology without using a Spell Slot. On the contrary, the charm person spell lacks the (ritual) tag and can't become cast ritually.

Spellcasting Classes in D&D

Photo Sketch of a Woman Casting a Space-like Spell
Only certain classes in D&D 5e have the ability to cast spells

D&D 5e has a number of spellcasting classes. These include the Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, and Sorcerer. The Fighter and Rogue subclasses also have spellcasting subclasses in the Eldritch Knight and Arcane Trickster, respectively.

If you want to play a spellcaster or magic user in D&D 5e, yous normally need to play a cast that comes with the Spellcasting feature.

Luckily, you're not stuck with one or only a couple options for spellcasting classes in D&D. You can play the nature-based Druid, the studied Wizard, or the divine-casting Cleric amid others. Each class comes with its own specialty and diversity so you can play a magic user the manner you lot want to.

The spellcasting classes in D&D 5e include:

  • Artificer*
  • Bard
  • Cleric
  • Druid
  • Fighter (Eldritch Knight Classic)
  • Paladin
  • Ranger
  • Rogue (Arcane Trickster Archetype)
  • Sorcerer
  • Warlock
  • Wizard

*Artificer available from Tasha'south Cauldron of Everything

Now, as I said, each of the spellcasting classes specialize in their ain type of magic. And, they too each use i of the different Spellcasting Abilities.

Here's a quick breakdown of each of the spellcasting classes in D&D 5e, their specialty, and their ability.

Artificer*
Artificers specialize in the creation magic items. Their subclasses, chosen a Specialist, include the Alchemist, Armorer, Artillerist, and Boxing Smith. This class uses Intelligence as its Spellcasting Ability.
Bard
Bards wield the power of song, diction, and stories to depict magic from the world. Their subclasses, called Colleges, include Cosmos*, Eloquence*, Glamour*, Lore, Swords*, Valor, and Whispers*. This class uses Charisma as its Spellcasting Power.
Cleric
Clerics apply the power of deities or their own faith to cast divine spells. Their subclasses, called Domains, include Forge*, Grave*, Knowledge, Life, Light, Nature, Order*, Peace*, Storm, Trickery, Twilight*, and War. This class uses Wisdom every bit its Spellcasting Ability.
Druid
Druids describe their magic from the natural world. Their subclasses, chosen Circles, include Dreams*, Land, Moon, Shepherd*, Spores*, Stars*, and Wildfire*. This form uses Wisdom as its Spellcasting Power.
Fighter (Eldritch Knight)
The Fighter Archetype, Eldritch Knight, is a 1/3 Caster and gives the course a chip of magic to back up their martial prowess. This subclass uses the Wizard spell list and uses Intelligence as its Spellcasting Ability.
Paladin
Paladins are Half Casters that channel power through the divine or their own unwavering faith in their adjuration. Their subclasses, called Sacred Oaths, include Ancients, Conquest*, Devotion, Glory*, Redemption*, Vengeance, and Watchers*. This class uses Charisma as its Spellcasting Power.
Ranger
Rangers are Half Casters that employ the natural energies of the world to wield their magic. Their subclasses, called Archetypes, include Beast Master, Fey Wanderer*, Gloom Stalker*, Horizon Walker*, Hunter, Monster Slayer*, and Swarmkeeper*. This class uses Wisdom as its Spellcasting Ability.
Rogue (Cabalistic Trickster)
The Rogue Archetype, Cabalistic Trickster, is a 1/three Caster that gives the class some magical utility. This subclass uses the Wizard spell list and uses Intelligence every bit its Spellcasting Ability.
Magician
Sorcerers can wield magic naturally due to their bloodline or some otherworldly benefaction or curse bestowed upon them or their family unit. Their subclasses, chosen Origins, include Aberrant Heed*, Clockwork Soul*, Divine Soul*, Draconic Bloodline, Shadow Magic*, Storm Sorcery, and Wild Magic. This class uses Charisma every bit its Spellcasting Ability.
Warlock
Warlocks draw their magic from an otherworldly entity called a patron. Their subclasses, called Otherworldly Patrons, include the Archfey, Celestial*, Fathomless*, Fiend, Genie*, Great Old One, and Hexblade*. This class uses Charisma as its Spellcasting Ability.
Wizard
Wizards are learned scholars of the arcane arts, practicing magic equally an intellectual pursuit and developing spells through study. Their subclasses, called Arcane Traditions, include Abjuration, Bladesinging*, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Order of Scribe*, Transmutation, and War Magic*. This grade uses Intelligence as its Spellcasting Ability.

*These subclasses come from either Xanathar's Guide to Everything or Tasha's Cauldron of Everything

So, every bit you can come across, y'all have a wide multifariousness of spellcasting classes in D&D 5e to choose from depending on the blazon of magic user you want to play.

Spellcasting & Multiclassing

Photo Sketch of a Woman Holding a Magical Flame in Each Hand
Multiclassing adds a bit of complication to the spellcasting classes

Spellcasting gets a scrap disruptive once you starting time multiclassing. The calculation of of Spell Slots often proves to be the most complex attribute of these mechanics.

Multiclassing and spellcasting in D&D 5e introduces a few complications to your character.

Showtime off, you demand to run across the minimum Ability Score requirement to multiclass into some other class. This often means having a 13 Power Score in a caster grade' Spellcasting Ability.

2nd, your number of Spell Slots involves calculating your spell level depending on which classes you're playing. Each course contributes a different amount to your overall level. So, yous demand to empathise which classes add how many levels.

Finally, yous demand to go on rails of what spells belong to which form. This is considering you lot still use that grade' corresponding Spellcasting Ability to bandage those spells. This ways recalculating your Spell Attack Modifier and Spell Save DC for those spells.

If you desire a full breakdown of how these systems work, check out my Beginner'due south Guide to Multiclassing in D&D 5e.

D&D 5e Spellcasting FAQ

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Exercise You Need a Spellcasting Focus for Cantrips?

Some Cantrips require a Spellcasting Focus equally they have Material requirements. For example, dancing lights, friends, and light all require Material components. So, a Spellcasting Focus helps overcome this requirement.

Can You lot Make a Melee Spell Attack for an Opportunity Attack?

Yous can not make a melee spell attack every bit an Opportunity Attack in D&D 5e. This is considering you lot're not technically making an assault. When you cast a melee attack spell, you're actually casting a spell that requires a melee spell set on which is enough of a semantic difference to disqualify them from Opportunity Attacks. That said, the State of war Caster feat does let you lot cast a spell as an Opportunity Assail if you take information technology.

Summary of D&D Spellcasting

That'south about it for spellcasting in 5e.

At its core, spellcasting is the method of using magic. Y'all demand to sympathise what your Spellcasting Power is and how it affects your Spell Set on Modifier and Spell Save DC. Too, you should know what each of the spellcasting classes are so you can build the character you want to.

Now, if you're 100% fresh to Dungeons & Dragons, I usually recommend not playing a spellcaster as your first graphic symbol. 5e has enough going on that keeping runway of the full general mechanics and the spellcasting rules can get overwhelming.

That said, if y'all actually want to play a spellcaster, become for it. I'll always encourage players to play the graphic symbol they want.

What's your favorite spellcasting form to play in D&D 5e? Personally, I'm partial to Clerics because of their versatility. Go out a annotate below with yours.

Be certain to follow Part Player'due south Respite and so you can go notifications of new posts when they go live!

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Source: https://roleplayersrespite.com/5e-spellcasting-rules

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