This is my first time multiclassing a character.  I wanted to multiclass my bard with something, and I wanted to make sure I have the rules for multiclassing correct - because with my understanding, there's no way what I'm about to say could make sense.   Important Stats: Charisma: 19 (+4), Intelligence: 19 (+4)  My 6th-level College of Lore Bard knows 9 spells. My feature Additional Magical Secrets gives me 2 more spells. If I read the multiclassing rules correctly, then by multiclassing into wizard, my character can then prepare 5 more spells out of his 6 from his spellbook.  So in total: 9 Known + 2 + 5 Wizard = 16 Spells he knows at once. Is this right? For a level 7 character, that seems like a lot.   (Side note: I understand the number of spell slots I can use.)
24478
If I multiclass into 2 or more classes/subclasses that can cast spells, how do I determine what spells I know or can prepare?  For instance, if I am playing a multiclassed character with 1 level in warlock, 2 levels in bard, and 3 levels in paladin, how do I determine which spells I know/have prepared?    Related:
27024
At level 6, a Sorcerer may have a maximum of 6 Sorcery Points. This is enough to create a level 4 spell slot. Would the Sorcerer be able to create a level 4 spell slot, even though he only knows level 3 spells, in order to cast a spell with a higher slot (such as Fireball to add an extra 1d6 to the damage and make it hard to Counter Spell)?
103773
My understanding is that when a spell is known or prepared via one of your class features, or if you cast it via a class feature, it's considered a "class spell" (sorcerer spell, cleric spell, etc.) for you. If you cast it via some method outside your class (items, etc.), it isn't considered a spell from your class.  For clarity, some class features care about whether or not a spell is a 'class' spell (emphasis mine):    Wild Magic Surge for Wild Magic sorcerers can only trigger "[...] immediately after you cast a sorcerer spell [...]". Overchannel for School of Evocation wizards can only be used "when you cast a wizard spell [...]" Empowered Evocation for School of Evocation wizards can also only be used on "[...] any wizard evocation spell you cast". Rod of the pact keeper gives a bonus "[...] to the saving throw DCs of your warlock spells".   Contrast with a feature like Blessed Healer for Life Domain clerics that just use the language of "When you cast a spell [...]", and you'll see why I believe there's an important distinction as to whether or not a spell instance is a 'class' spell.  However, comments on  made me question where my understanding of what makes a spell instance a 'class' spell comes from, and I'm not sure of a concise spot that explains it. What are the rules that govern what is or is not considered a class spell when cast?   Of particular concern is whether or not a spell is, in all instances, a class spell once you've obtained it from your class. For example, if you were a wizard that had magic missile both prepared and in your spellbook, would any instance of magic missile you cast be considered a wizard spell, even if it was cast by way of, say, a wand of magic missile?
52344
I have a party consisting of two PCs; a lv5 fighter (3 fighter, 1 rogue, 1 barbarian) , and a lv5 ranger (4 ranger, 1 cleric). Focusing on the ranger for the purposes of this question. She doubles as our caster, and it's been working super well for us. However, we're feeling really hemmed in by the way prepared spells are managed in 5e. As a GM I don't like a) hounding her to pick spells after each long rest and b) limiting what they can do just because she didn't magically see into the future to realize Comprehend Languages would have been useful today. I want to change how she prepares spells to allow her the roleplaying freedom to pick some spells at the time of casting, rather than needing to set them ahead of time. On the flip side I can see a lot of room for abuse so I'm considering offering one of the following two systems but would like someone to double check my logic (I'm a first-time GM and fairly unaware of what the later levels will bring.) At this point her prepared spells work out like so;  She has access to eight spells total. Five are predetermined; three because she's a ranger and knows those spells, and two which are always prepared for her because of her cleric domain. This leaves three spells she must prepare at the beginning of each day.  I see two logical ways to resolve this. Method 1 Of the three remaining prepared spells, one can be swapped at will at the cost of an action. The other two must be prepared ahead of time like normal. IE, she can take a turn during combat to switch one spell for another spell of her choice (or prepare one if the slot was previously empty). Needing to take an action to prepare the spell should be enough of a limiter to prevent abuse, and it gives her plenty of flexibility during combat. However, outside of combat it would logically follow that she can switch spells, at will, every 6 seconds. That seems pretty game breaking. Method 2 The remaining prepared spells are empty until used. She can declare the use of a spell at any time for no penalty, but once the spell is declared she can't switch it again until the next long rest. IE, over the course of a day she can select any three spells she likes to use but there's no option to change them once selected. This feels more balanced between in-and-out of combat scenarios, but I can see it potentially getting out of control in later levels. I was thinking of restricting this down to just 1-2 &quot;empty&quot; prepared spells (the rest would be pre-prepared as usual) as a limitation if three is too broad. TL;DR: I want to give my player more flexibility in her prepared spells. Is one of these two methods more acceptably balanced than the other? Will it become unbalanced as she levels up?
93714
The number of spells a sorcerer can learn is listed in the PHB, e.g. a 5th level sorcerer can know 6 spells total. For a wizard, it says they learn 2 spells per level.  This however is not shown for the cleric. How many spells can a cleric learn(not prepare) per cleric level, not including domain spells?
36122
I'm a pretty new player, and I'm building a bard in D&amp;D 5e. I understand how saving throws work in general, but I am a little confused about one thing. Say I cast Blindness/Deafness on a humanoid. They must then make a Constitution saving throw. My question is: what value do they have to roll in order to make the save? Does their roll (plus their constitution modifier) have to beat my constitution (plus my modifier)? This is more of a general player question than one specific to the Bard or that spell.
101548
First time player in a group figuring out things as we all go.  I just hit level four as a Ranger, and I get to improve one ability score of my choice by 2, or I can increase two ability scores of my choice by 1.  My first thought was Strength, as I've been rocking a score of 11 with a mod of +0 so far. But I read that Rangers use (wisdom mod + 10) for their spell casting modifier. Currently my wisdom is 13, with a mod of +1. If I increase either STR or WIS, will the modifier increase as well? How and why?  A Monk in our party went from 9 CON to 11 during their ability score improvement, and by doing so their modifier went from −1 to 0.  We're all pretty new, so between eight people we're currently sharing one book, and all trying to locate our own copies for later campaigns. That's making it… inefficient for us to learn these things quickly.
51463
With the exception of multiclassing, is there any big reason that if you were to change the spellcasting ability of a (spellcasting) class it would be a bad idea?  As a specific example: Let's say I was switching Sorcerers from Cha to Wis, what unexpected effects could this have on that class's balance? Additionally let's assume all places in spellcasting where you added your charisma modifier instead you now add wisdom (and vice-versa).
57951
Specifically I am asking as a level 1 Half-elf Bard. As far as I know he doesn't have any dual wielding capabilities yet, or anything that states he has a bonus action to attack.  So I'm wondering if I can either cast my spells as bonus actions and use my action to attack, or if I can cast the same spell as an action and use my bonus action to attack?
60444
I am new to D&amp;D and I'm starting with the 5th edition. I have a question about how many hit points I have for a level. I am confused about the con modifier per level and if it is added to first level.  Let's say my con modifier is +3 and I decide to take 6 instead of rolling the d10 (as a Ranger).   Hit Points at 1st level: 10 + Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per ranger level after 1st.   At first level, my HP is 13. OK. That I understand. At the 2nd level is it 6 + 3 (con. modifier) equal to 9, then added to my first level's HP, for a total of 22? Or is it 6 + 3 (con modifier for first level) + 3 (con modifier for second level) equal to 12? Then is this added to the HP from first level?  If you could give me an example of, say, the first 4 levels of a ranger using the numbers I gave you (6 instead of d10 and +3 as a con modifier), that might make it easier to explain.
107173
In my group, I have a Cleric 1/ Bard 1 character. He bangs on his engraved shield (cleric focus) to turn it into a war drum (bard focus).  What are the rules concerning if a player can have two different class foci, and if they can be the same thing?
60086
Say I play a Cleric 14/Paladin 6. I have the spell slots of a lvl 17 spellcaster, but can I cast the 9th level spells of the Cleric, or am I limited to 7th? Would this also work with other classes like Sorcerer or Wizard?
84044
Never had an issue with spellcaster scaling until today. A player in the group claims he can cast Eldrich Blast twice on his turn. Once as an action, and a second time as a bonus action since it is a cantrip. Allowing him to shoot 4 beams for a d10 each (he's 5th level so 2 beams per cast). This seems vastly stronger than anyone else's max 2 attacks. After the session which ended early with many players angry this player ruined all encounters, there was much talk of re-rolling into all caster party. One wanting to do the same with a wizards Firebolt spell as a bonus every turn, others still browsing.  So, is it possible for a caster to cast multiple spells in 1 turn? From what I was quoted from the PHB, it's possible to cast any spell as an action, then cast a second spell; as long as the bonus action spell was a cantrip with a cast time of 1 action? So 99% of all cantrips? Please tell me this is wrong, because I feel that if anyone else does this our melee characters will never see a fight again before the casters nuke them down.
82523
When you multiclass, do you only use the highest proficiency bonus of any of the classes you have, do you add together all the proficiency bonuses from any classes you might have levels in or do you use the proficiency bonus that corresponds to your character level from your original class? (For example, a level 13 character starts as a fighter so they use the fighter 13 proficiency bonus.)
64471
Say you have a Wizard 7/Bard 9. You gain your 17th level and choose to gain the level in Bard (which grants you Magical Secrets). According to the Multiclass Spellcaster: Spell Slots per Spell Level table, you now have a single 9th level spell slot. Can the spells you choose from Magical Secrets be 9th level spells even though you can only cast up to 5th level Bard spells?
39701
I just want to make sure I have ALL of this correct.  Let's I'm a moon druid at level 3.     My druid has: 2 cantrips, 4 level 1 spell slots, and 2 level 2 spell slots.    Assuming a Wisdom of 16, I can prepare wisdom mod (+3) + level (3) per "instance" (before doing a long rest) which means that I can prepare 6 different spells.  I can choose any combination of 6 spells from the level 1 and 2 list since I only have level 1 and 2 spell slots.    I can cast the same spell as many times as I want (like I can cast goodberry (a lvl 1 spell) technically 6 times (4 level 1 spell slots, and 2 level 2 spell slots). The level 2 slots will increase the damage of course.   I could only cast spike growth (a level 2 spell) 2 times, because I cannot cast it as a level 1 spell.    I could do a long rest and re-prepare 6 more spells and my spell slots would all be refreshed.    Is this correct? Am missing something?
111991
I'm new to D&amp;D and am the DM playing with a group of lower-level players. I do not understand spell slots for druids and sorcerers, am I correct to say: Each day players &quot;prepare&quot; list of spells for that day, and place one in each spell slot to use later.  Is this correct? Can each spell be used only once per day? Do spells come from all spells for that level or only known spells? If it comes from &quot;known spells&quot;, how does a druid or sorcerer add to their list of &quot;known spells&quot;?  I have a level 2 sorcerer who wants to use the same spell every round. We've played that he can use that spell every time, but only as many times as the spell slots he has. But, I think we misunderstand the rules. I've read the  and many answers on this site, and I've figured a lot of it out. I'm still confused about how the spell slots work, and which spells are available at a certain level.