Hi, I've been going in circles for hours now and desperately need some help. I'm frustrated to the point that I want to throw my computer out a window. I am creating a Level 3 Warlock. If I am reading the instructions correctly, I should have a total of 10 spells (you'll see that there are eleven listed below but one of them won't show up on my spell list ---- more on that later):
Eldritch Blast
Minor Illusion
So, for the two cantrips above, can I use these ANYTIME I want, with no preparation? Can I use them multiple times in a fight? (e.g. Eldritch blast on two consecutive turns, for instance)
Then, because I chose Pact of the Tome (I guess this is Pact Boon?), I guess I get three more cantrips from other classes. That said, DND Beyond very clear says "4 choices" but only lists 3 options, so I'm not sure what kind of math they are using here, but whatever. Here's what I came up with:
Chill Touch
Prestidigitation
Spare the Dying
Again, same questions as above. Can I use these ANYTIME I want? No preparation required? Can I use one/all of these cantrips multiple times in a fight? DNDBeyond seems to offer zero guidance here, which is enormously frustrating.
Then, I have two Eldritch Invocations:
Agonizing Blast
Armor of Shadows (which I guess is "Mage armor" but then they never bother to tell you what Mage armor actually is, so I'm not altogether sure what I've got here)
Now, the Armor of Shadows shows up under my "Spells" (albeit as Mage Armor --- again, calling it one thing in one place and something else in another is completely unhelpful), but why is Agonizing Blast not listed? How the heck am I supposed to use Agonizing Blast if it isn't listed??? This is just maddening.
Again, same questions as above, because DNDBeyond refuses to spell it out --- if I use Agonizing Blast (that is, IF I can figure out how to use it), can it be used multiple times in an encounter? Thankfully, after checking several sources (because its not in the Player's Manual and it's not on DNDBeyond) I was able to find out that Mage Armor lasts 8 hours, so at least that question is answered.
Then, it looks like I should "know" 4 spells at third level. DNDBeyond won't show me any spells greater than 2nd level. Is that how it should work? Why wouldn't I get third level spells if I am at third level? This seems completely counter-intuitive. Anyway, here are the spells I chose:
Cloud of Daggers
Detect Thoughts
Misty Step
Hex
Now, its my understanding that at 3rd level, I have only two "spell slots." So even though I "know" 4 spells I guess I can use only two of them on the same day? How exactly do I utilize these "spell slots?" I see absolutely nothing on the Player Sheet for this.
Which brings me to my last question (for now) ---- at the top of the Spells column of my DNDBeyond Player sheet, there is an area called Pact Magic (and again, zero explanation on DNDBeyond as to what this section means/what it is for). Below that, it says "2nd Level" and then there are two checkboxes. What does this area do? I've checked and unchecked these boxes and absolutely nothing happens. Are these supposed to be the "spell slots" described above? If so, how do I use them? If these aren't the spell-slots, what am I supposed to do with these checkboxes.
Any help would be much appreciated. D&D is supposed to be fun, not stressful to the point where I'd rather be at work than building my character.
Also, why—when I have multiple "attack" spells—are only two of them listed under "Spell Attacks" under "Attacks"? (The two listed are Chill Touch and Eldritch Blast, both of which they previously referred to as "cantrips," not "spells," so I'm not even sure why they are there. Why isn't Cloud of Daggers up there? Surely, that qualifies as an "Attack spell," yeah?
The basic rules section would be able to help with a lot, but I will give you some answers.
Cantrips are spells you are so familiar with you can cast them without using spell slots. Such as eldritch blast. You can cast these as much as you want.
Then comes your pact boons. Agonising blast is not a new spell, it simply improves the damage on your eldritch blast by allowing you to add your charisma bonus to each attack (which really adds up at higher levels). The armour of Shadows gives you the ability to cast Mage armour at will (essentially making it a cantrip)
Next up, spell slots. As a warlock, your spells work differently to wizards or sorceror. Where they have more spell slots, each at different levels say 3 first level and 2 second level. Their spells reset on a long rest. As a warlock, you always cast at the highest level you can, so do not have lower level slots. To counter this, instead of needing a long rest, your spell slots reset on only a short rest. Meaning if you plan breaks right, you can be slinging spells all day. If you click on the plus next to a spell there will be a button saying cast spell, select this and it will automatically tick off a spell slot. If you have no spell slots remaining it will be greyed greyed out and you will have to rest before being able to cast spells other than cantrips
Now for the spells themselves. There are essentially 3 types of spells. Spells which requires your ability to hit, spells which require the enemies ability to resist it and those which automatically take effect. Only spells which rely on your ability to hit show up in spell attacks. These require you to roll to attack. Your attack roll on the d20 + your proficiency bonus (at lvl3 is +3) and your spell ability modifier (which is based on your Charisma level, eg a Charisma of 20 gives you +5. 18 would give you +4.) This is then compared to the enemies armour class. If it matches or exceeds, the attack deals damage. If it is less, it misses, and deals no damage.
In your spells section should be a full list. Those that rely on the enemies ability to resist will show a stat, eg Dex,Wis or Cha and then your save DC. When you cast these spells, the targets have a chance to resist the spell, meaning they roll a save (the stat that is mentioned). For example, if your cloud of daggers says Dex 15 the enemy must try to dodge away from the spell. This means that they make a Dex save. If they match the DC, which in this example is 15, then they save. The advantage of these spells is they normally always deal damage. If they fail their save normally the enemy takes full damage and half damage if they succeed. Read the spell description for more information. Some deal damage, others allow you to restrict the enemy in some way or even control their mind.
Finally, we have auto effect spells. These tend to be more utility based and usually do not damage. These spells work instantly and are normally spells such as Misty Step, which allows you to instantly teleport to a point within 30ft which you can see.
Thank you, this was incredibly helpful. I have three additional questions:
1) my proficiency bonus is listed by DNDBEYOND as being +2 but you say it should be +3 if I am level 3. Any idea as to how to reconcile this?
2) if i use, say, Shatter and Cloud of Daggers, then take a short break, can I use my other two spells (Misty Step and Detect Thoughts) after that? Or am I limited to Shatter and Cloud of Daggers again?
3) can I cast multiple instances of the same spell as long as I have open spell slots? For instance, could I cast Detect Thoughts in first spell slot and Detect Thoughts in 2nd spell slot?
1) that was my bad, I was meant to put+2, I got it wrong
2+3) you can cast any spell that you know providing you have an available slot. That means you can cast the same spell twice in a row. Having cast a spell does not remove it from your list. So as your examples, you could cast shatter, then cloud of daggers, rest and then cast misty step and detect thoughts.
The other thing you need to be aware of is you can only expend one spell slot per turn. Spells either take up an entire action or a bonus action. Due to the time to complete your incantation/cast your spell you could cast a spell using your bonus action, but you would be then limited to only using a cantrip for your action. Or vice versa, bonus action use a cantrip, action use a spell. For example, you could not cast misty step and cloud of daggers on the same round, but you could cast misty step and then Eldritch blast. Although, be aware, quite a few DM's may houserule that this is possible, it worth speaking to your DM to make sure.
Oh, one more question if I may. Can I "un-learn" a spell if I decide that I don't like it? For instance, maybe I'm underwhelmed by Shatter and want to replace with Hex. Is this allowable?
Oh, one more question if I may. Can I "un-learn" a spell if I decide that I don't like it? For instance, maybe I'm underwhelmed by Shatter and want to replace with Hex. Is this allowable?
You most definitely can, but only upon level-up:
From the Spells Known of 1st Level and Higher section of the Warlock:
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Which also means you can swap a lvl 1 spell for a level 3 spell when you get access to 3rd level slots.
See the Warlock class, Pact Magic, Spells Known of 1st Level And Higher:
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Cantrips are spells listed on the warlock spell list. Essential level 0 "spells". The RAW often refer to cantrips as spells, and cantrips are also effected by many "spell" effects. The only place that truly makes a distinction is in the action economy section, where it mentions not being able to cast 2 "spells" on a turn, but being able to cast a spell and a "cantrip" .
Hi, I've been going in circles for hours now and desperately need some help. I'm frustrated to the point that I want to throw my computer out a window. I am creating a Level 3 Warlock. If I am reading the instructions correctly, I should have a total of 10 spells (you'll see that there are eleven listed below but one of them won't show up on my spell list ---- more on that later):
So, for the two cantrips above, can I use these ANYTIME I want, with no preparation? Can I use them multiple times in a fight? (e.g. Eldritch blast on two consecutive turns, for instance)
Then, because I chose Pact of the Tome (I guess this is Pact Boon?), I guess I get three more cantrips from other classes. That said, DND Beyond very clear says "4 choices" but only lists 3 options, so I'm not sure what kind of math they are using here, but whatever. Here's what I came up with:
Again, same questions as above. Can I use these ANYTIME I want? No preparation required? Can I use one/all of these cantrips multiple times in a fight? DNDBeyond seems to offer zero guidance here, which is enormously frustrating.
Then, I have two Eldritch Invocations:
Now, the Armor of Shadows shows up under my "Spells" (albeit as Mage Armor --- again, calling it one thing in one place and something else in another is completely unhelpful), but why is Agonizing Blast not listed? How the heck am I supposed to use Agonizing Blast if it isn't listed??? This is just maddening.
Again, same questions as above, because DNDBeyond refuses to spell it out --- if I use Agonizing Blast (that is, IF I can figure out how to use it), can it be used multiple times in an encounter? Thankfully, after checking several sources (because its not in the Player's Manual and it's not on DNDBeyond) I was able to find out that Mage Armor lasts 8 hours, so at least that question is answered.
Then, it looks like I should "know" 4 spells at third level. DNDBeyond won't show me any spells greater than 2nd level. Is that how it should work? Why wouldn't I get third level spells if I am at third level? This seems completely counter-intuitive. Anyway, here are the spells I chose:
Now, its my understanding that at 3rd level, I have only two "spell slots." So even though I "know" 4 spells I guess I can use only two of them on the same day? How exactly do I utilize these "spell slots?" I see absolutely nothing on the Player Sheet for this.
Which brings me to my last question (for now) ---- at the top of the Spells column of my DNDBeyond Player sheet, there is an area called Pact Magic (and again, zero explanation on DNDBeyond as to what this section means/what it is for). Below that, it says "2nd Level" and then there are two checkboxes. What does this area do? I've checked and unchecked these boxes and absolutely nothing happens. Are these supposed to be the "spell slots" described above? If so, how do I use them? If these aren't the spell-slots, what am I supposed to do with these checkboxes.
Any help would be much appreciated. D&D is supposed to be fun, not stressful to the point where I'd rather be at work than building my character.
Also, why—when I have multiple "attack" spells—are only two of them listed under "Spell Attacks" under "Attacks"? (The two listed are Chill Touch and Eldritch Blast, both of which they previously referred to as "cantrips," not "spells," so I'm not even sure why they are there. Why isn't Cloud of Daggers up there? Surely, that qualifies as an "Attack spell," yeah?
The basic rules section would be able to help with a lot, but I will give you some answers.
Cantrips are spells you are so familiar with you can cast them without using spell slots. Such as eldritch blast. You can cast these as much as you want.
Then comes your pact boons. Agonising blast is not a new spell, it simply improves the damage on your eldritch blast by allowing you to add your charisma bonus to each attack (which really adds up at higher levels). The armour of Shadows gives you the ability to cast Mage armour at will (essentially making it a cantrip)
Next up, spell slots. As a warlock, your spells work differently to wizards or sorceror. Where they have more spell slots, each at different levels say 3 first level and 2 second level. Their spells reset on a long rest. As a warlock, you always cast at the highest level you can, so do not have lower level slots. To counter this, instead of needing a long rest, your spell slots reset on only a short rest. Meaning if you plan breaks right, you can be slinging spells all day. If you click on the plus next to a spell there will be a button saying cast spell, select this and it will automatically tick off a spell slot. If you have no spell slots remaining it will be greyed greyed out and you will have to rest before being able to cast spells other than cantrips
Now for the spells themselves. There are essentially 3 types of spells. Spells which requires your ability to hit, spells which require the enemies ability to resist it and those which automatically take effect. Only spells which rely on your ability to hit show up in spell attacks. These require you to roll to attack. Your attack roll on the d20 + your proficiency bonus (at lvl3 is +3) and your spell ability modifier (which is based on your Charisma level, eg a Charisma of 20 gives you +5. 18 would give you +4.) This is then compared to the enemies armour class. If it matches or exceeds, the attack deals damage. If it is less, it misses, and deals no damage.
In your spells section should be a full list. Those that rely on the enemies ability to resist will show a stat, eg Dex,Wis or Cha and then your save DC. When you cast these spells, the targets have a chance to resist the spell, meaning they roll a save (the stat that is mentioned). For example, if your cloud of daggers says Dex 15 the enemy must try to dodge away from the spell. This means that they make a Dex save. If they match the DC, which in this example is 15, then they save. The advantage of these spells is they normally always deal damage. If they fail their save normally the enemy takes full damage and half damage if they succeed. Read the spell description for more information. Some deal damage, others allow you to restrict the enemy in some way or even control their mind.
Finally, we have auto effect spells. These tend to be more utility based and usually do not damage. These spells work instantly and are normally spells such as Misty Step, which allows you to instantly teleport to a point within 30ft which you can see.
I hope this helps.
Thank you, this was incredibly helpful. I have three additional questions:
1) my proficiency bonus is listed by DNDBEYOND as being +2 but you say it should be +3 if I am level 3. Any idea as to how to reconcile this?
2) if i use, say, Shatter and Cloud of Daggers, then take a short break, can I use my other two spells (Misty Step and Detect Thoughts) after that? Or am I limited to Shatter and Cloud of Daggers again?
3) can I cast multiple instances of the same spell as long as I have open spell slots? For instance, could I cast Detect Thoughts in first spell slot and Detect Thoughts in 2nd spell slot?
Thanks again. Your reply was very helpful.
1) that was my bad, I was meant to put+2, I got it wrong
2+3) you can cast any spell that you know providing you have an available slot. That means you can cast the same spell twice in a row. Having cast a spell does not remove it from your list. So as your examples, you could cast shatter, then cloud of daggers, rest and then cast misty step and detect thoughts.
The other thing you need to be aware of is you can only expend one spell slot per turn. Spells either take up an entire action or a bonus action. Due to the time to complete your incantation/cast your spell you could cast a spell using your bonus action, but you would be then limited to only using a cantrip for your action. Or vice versa, bonus action use a cantrip, action use a spell. For example, you could not cast misty step and cloud of daggers on the same round, but you could cast misty step and then Eldritch blast. Although, be aware, quite a few DM's may houserule that this is possible, it worth speaking to your DM to make sure.
Thank you so much. You have been fantastically helpful!
Oh, one more question if I may. Can I "un-learn" a spell if I decide that I don't like it? For instance, maybe I'm underwhelmed by Shatter and want to replace with Hex. Is this allowable?
Which also means you can swap a lvl 1 spell for a level 3 spell when you get access to 3rd level slots.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
See the Warlock class, Pact Magic, Spells Known of 1st Level And Higher:
Note that cantrips are permanent, however.
The Forum Infestation (TM)
Thanks, you guys have been tremendously helpful. I really appreciate your time and your knowledge.
Helpful and fun video explaining spells in 5e. https://youtu.be/YZFcDNlWkeg
Cantrips are spells listed on the warlock spell list. Essential level 0 "spells". The RAW often refer to cantrips as spells, and cantrips are also effected by many "spell" effects. The only place that truly makes a distinction is in the action economy section, where it mentions not being able to cast 2 "spells" on a turn, but being able to cast a spell and a "cantrip" .
bit confusing but yeah....
agonizing Blast adds your charisma modifier to the dmg of eldritch blast
As they've only posted 6 times since October 2017, they might not notice you answering their question 5 years later.