So I just leveled up from 1 to 3 and I got most things, but I'm super confused about spell slots. The PHB says your spell slots are your wisdom modifier(mine is +4) plus your cleric level. So in theory I would have 7 first-level spells and 5 second-level spells. But when I checked if I had everything right on DNDbeyond I only had 4 first-level spells and 2 second-level spells. Was this some sort of change in a later content book, or am I just shocking myself with the number of spell slots I have. Also, I'm doing all of this on paper in case that wasn't clear that's why I'm using DNDbeyond to check everything.
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You may prepare up to 7 first level spells, and 5 second level spells, but you may only cast 4 first and 2 second level spells with you spell slots. Then you will need to take a Long Rest (8 hours) before you can make a new list.
So I just leveled up from 1 to 3 and I got most things, but I'm super confused about spell slots. The PHB says your spell slots are your wisdom modifier(mine is +4) plus your cleric level. So in theory I would have 7 first-level spells and 5 second-level spells. But when I checked if I had everything right on DNDbeyond I only had 4 first-level spells and 2 second-level spells. Was this some sort of change in a later content book, or am I just shocking myself with the number of spell slots I have. Also, I'm doing all of this on paper in case that wasn't clear that's why I'm using DNDbeyond to check everything.
That is not what the PHB says, nor is that true for any spellcasting class. What you are thinking of is the number of spells known/prepared. From the Cleric Class:
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
Regarding spell slots, it is straight-forward by The Cleric Table that tells you exactly how many spell slots a Cleric of a particular level has.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Oh thank, that makes so much more sense. I’m sorry for my ignorance.
Don't worry about it... the whole point of this forum is to resolve these moments of confusion. D&D is a pretty complicated game, and Clerics are one of the more complicated classes within that game.
I’d even say Clerics are the most complicated, save for Druids, who have to deal with Wildshape stat blocks and skill nonsense. They are pretty cool though!
So I just leveled up from 1 to 3 and I got most things, but I'm super confused about spell slots. The PHB says your spell slots are your wisdom modifier(mine is +4) plus your cleric level. So in theory I would have 7 first-level spells and 5 second-level spells. But when I checked if I had everything right on DNDbeyond I only had 4 first-level spells and 2 second-level spells. Was this some sort of change in a later content book, or am I just shocking myself with the number of spell slots I have. Also, I'm doing all of this on paper in case that wasn't clear that's why I'm using DNDbeyond to check everything.
Think of spell slots as currency. Part of casting a spell means "spending" a spell slot of a level at least as high as the level of the spell. You can "overpay", for example casting a 1st-level spell with a 2nd-level spell slot, but you cannot "underpay". When you overpay, the spell counts as a spell of the higher level slot for purposes of things like Counterspell where the level of the counterspell vs the level of the spell being countered affects the chance of success. Some spells increase in power when you overpay with a higher-level spell slot. Cure Wounds for example, lets you roll additional dice for extra healing based on the level of the spell slot used. Other spells, like Detect Magic, have the same effect regardless of what level they're cast at. Your spellcaster's level determines how much "currency" you have to spend in a day. Spellcasting classes also have a rule that determines how many spells they can choose from on a given adventuring day. Some classes just learn spells as they go and can always pick from that full list during the day. Other classes can only "prepare" a subset of their known spells each day. Think of it like a musician memorizing a set of songs to play during the day. They may have a large collection of sheet music, but can only keep so many songs in their head at a time and still be able to play them correctly from memory. As a Cleric, your collection of spells to pick from is the entire Cleric spell list. You pray each morning and choose which spells you want to have ready to go in your head that day. The number spells you can memorize is based on your Cleric level and Wisdom modifier. In addition the Divine Domain you chose as a Cleric includes a list of bonus spells that you always have ready to go, that don't count against the number you can prepare. Sometimes they're basic Cleric spells that you likely would've prepared anyway, which means you can choose some less common Cleric spells to prepare for special situations. A good example of this is the Life Domain, it lets you have the standard healing spells always ready without using your "prepared spell" spots. Other domains give you spells that aren't on the standard Cleric list, adding some extra flavor to your Cleric. For example, the Nature Domain borrows some spells from the Druid list, and the Arcana Domain gives you a little bit of Wizard fun.
Note that multiclassing complicates things when it comes to spell slots and how many spells you can prepare, so if you're still new to the game it's probably easiest to just stick to playing one class at a time. :)
You do not need to preassign spells to slots before casting.
Spell slots do not limit the minimum or maximum of spells of that level you can know/prepare.
You can cast the same spell multiple times with multiple slots.
You can cast lower level spells with higher level slots even if it does not strengthen the spell.
Excellent list of answers to spellcasting FAQs! It would be nice if WotC just put that right at the beginning of Ch. 10
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
So I just leveled up from 1 to 3 and I got most things, but I'm super confused about spell slots. The PHB says your spell slots are your wisdom modifier(mine is +4) plus your cleric level. So in theory I would have 7 first-level spells and 5 second-level spells. But when I checked if I had everything right on DNDbeyond I only had 4 first-level spells and 2 second-level spells. Was this some sort of change in a later content book, or am I just shocking myself with the number of spell slots I have. Also, I'm doing all of this on paper in case that wasn't clear that's why I'm using DNDbeyond to check everything.
You don't get spell slots from your Wisdom.
You may prepare up to 7 first level spells, and 5 second level spells, but you may only cast 4 first and 2 second level spells with you spell slots. Then you will need to take a Long Rest (8 hours) before you can make a new list.
<Insert clever signature here>
Oh ok, thank you, that makes so much more sense. I apologize for my ignorance.
That is not what the PHB says, nor is that true for any spellcasting class. What you are thinking of is the number of spells known/prepared. From the Cleric Class:
Regarding spell slots, it is straight-forward by The Cleric Table that tells you exactly how many spell slots a Cleric of a particular level has.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Don't worry about it... the whole point of this forum is to resolve these moments of confusion. D&D is a pretty complicated game, and Clerics are one of the more complicated classes within that game.
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I’d even say Clerics are the most complicated, save for Druids, who have to deal with Wildshape stat blocks and skill nonsense. They are pretty cool though!
I have no idea how you got your theoretical slot numbers...
But it happens. Spells known/prepared vs spell slots and the separation of those two concepts is a hurdle for a lot of new players.
Common misconceptions to set straight:
Think of spell slots as currency. Part of casting a spell means "spending" a spell slot of a level at least as high as the level of the spell. You can "overpay", for example casting a 1st-level spell with a 2nd-level spell slot, but you cannot "underpay". When you overpay, the spell counts as a spell of the higher level slot for purposes of things like Counterspell where the level of the counterspell vs the level of the spell being countered affects the chance of success. Some spells increase in power when you overpay with a higher-level spell slot. Cure Wounds for example, lets you roll additional dice for extra healing based on the level of the spell slot used. Other spells, like Detect Magic, have the same effect regardless of what level they're cast at. Your spellcaster's level determines how much "currency" you have to spend in a day. Spellcasting classes also have a rule that determines how many spells they can choose from on a given adventuring day. Some classes just learn spells as they go and can always pick from that full list during the day. Other classes can only "prepare" a subset of their known spells each day. Think of it like a musician memorizing a set of songs to play during the day. They may have a large collection of sheet music, but can only keep so many songs in their head at a time and still be able to play them correctly from memory. As a Cleric, your collection of spells to pick from is the entire Cleric spell list. You pray each morning and choose which spells you want to have ready to go in your head that day. The number spells you can memorize is based on your Cleric level and Wisdom modifier. In addition the Divine Domain you chose as a Cleric includes a list of bonus spells that you always have ready to go, that don't count against the number you can prepare. Sometimes they're basic Cleric spells that you likely would've prepared anyway, which means you can choose some less common Cleric spells to prepare for special situations. A good example of this is the Life Domain, it lets you have the standard healing spells always ready without using your "prepared spell" spots. Other domains give you spells that aren't on the standard Cleric list, adding some extra flavor to your Cleric. For example, the Nature Domain borrows some spells from the Druid list, and the Arcana Domain gives you a little bit of Wizard fun.
Note that multiclassing complicates things when it comes to spell slots and how many spells you can prepare, so if you're still new to the game it's probably easiest to just stick to playing one class at a time. :)
Excellent list of answers to spellcasting FAQs! It would be nice if WotC just put that right at the beginning of Ch. 10
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I prefer it listed in what they do do, rather than not.
Any cleric can cast spells as follows:
# of spells of each level listed as the 'spell slots' on the cleric table
Chosen from the number of spells you prepared that day, equal to no more than their spell level + wisdom modifier.
but you can only prepare a spell that is on your cleric list, including those granted by Domain.
You can cast lower level spells more often by using higher level slots.
You mean class level.
Domain spells are always prepared and they don't count against limited number of prepared spells.