So I'm making this character, my first wizard, and I'm a bit crossed due to the descriptions in "Spellcasting", and the +3 modifier that seems to come from nowhere? I thought a +3 modifier was supposed to add to the stat, yet this +3 doesn't add anything. If I set my INT to 10, it says -4? why not just 10 with 0 modifier? If I add an extra 3 modifier, it goes to 5? Are my modifiers buggy or am I misunderstanding?
Also, what is the wizard table, just the spell slot chart? Then, it says a lvl 1 wizard starts out with 6 1st level spells in their book, but it also says that you can only put in your book INT modifier + wizard level, which is 4, and 4 is the number I see when I go to my book and not the 6 it previously claims.
One last thing, all the spells can have "Learn" clicked. Is that just character and DM responsibility to learn them according to the story, if you find scrolls, etc?
So I'm making this character, my first wizard, and I'm a bit crossed due to the descriptions in "Spellcasting", and the +3 modifier that seems to come from nowhere? I thought a +3 modifier was supposed to add to the stat, yet this +3 doesn't add anything. If I set my INT to 10, it says -4? why not just 10 with 0 modifier? If I add an extra 3 modifier, it goes to 5? Are my modifiers buggy or am I misunderstanding?
Also, what is the wizard table, just the spell slot chart? Then, it says a lvl 1 wizard starts out with 6 1st level spells in their book, but it also says that you can only put in your book INT modifier + wizard level, which is 4, and 4 is the number I see when I go to my book and not the 6 it previously claims.
One last thing, all the spells can have "Learn" clicked. Is that just character and DM responsibility to learn them according to the story, if you find scrolls, etc?
To anyone who responds, thank you in advance!
Welcome to D&D and D&D Beyond!
For #1, your ability score for INT is a 17, which means the ability modifier is a +3. That +3 is what's mainly used in other calculations (like the Wizard class to determine your spellcasting ability bonus). You can see here (https://www.dndbeyond.com/sources/basic-rules/step-by-step-characters#AbilityScoresandModifiers) for the full ability score table from the official rules. Your spell save DC and Spell attack modifier are based on this (because you are a wizard and wizards use INT). Your spell save DC is 8 + your proficiency bonus + your Intelligence modifier, so for you a 13. This is what enemies have to roll higher than when you cast a spell at them (for example, if I cast Charm Person, they have to roll a 13 or higher to not be affected. Your spell attack modifier is your proficiency bonus + your Intelligence modifier, so for you is +3 INT plus +2 proficiency bonus which equals +5. This is what you add when a spell tells you to make a spell attack (e.g. hurling a Fire Bolt). I hope I understood your question correctly, if not please tell me!
For #2, each class has a table at the beginning of it's description. Yes, for most spellcasting classes the "most important" information there is the spell slots, but it also tells you exactly when you get your class features. Link to the wizard table is here (https://www.dndbeyond.com/classes/wizard#TheWizardTable).
For #3, I'm sure someone can explain it better than I can, but pretty much wizards are a class that must both "Learn" and "Prepare" spells. You can only cast spells that you have prepared. For all your spells (except cantrips), at the end of each long rest you can choose your Prepared spells, and you choose them from your pool of Learned spells. An example is if my Wizard knows (aka has Learned) Feather Fall, Catapult, Charm Person, Alarm, Chromatic Orb, and Burning Hands, when I go to pick my Prepared spells for the day, I can choose from those. If I can only pick 4 spells to Prepare for the day, I might decide Catapult and Alarm aren't useful today, so I only prepare the others, and thus I can only actually cast Feather Fall, Charm Person, Chromatic Orb, and Burning Hands. Of course, if I take a long rest before entering the dungeon, I might decide to swap Feather Fall for Alarm.
Part of the Wizard's uniqueness is that they can fill their spellbook (aka Learn) with any amount of spells. The ones given to you by the Wizard class (e.g. "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free") are just to make sure you always have a decent amount of spells, but if your DM says "hey this mage NPC wants to teach you Disguise Self", you can simply learn the spell and add it to your spellbook (e.g. Learned spells). That's the cool part of wizards.
Don't know what is causing modifier weirdness. It looks normal right now. INT 17 gives +3 bonus, +2 proficiency bonus makes attack modifier +5 and save DC 13 (8+INT+PB).
The wizard table is mostly for number of spell slots and cantrips, which DDB does automatically.
Spellbook (spells known) and preparing spells: this is where wizard is more complicated than other spellcasters. Your spellbook starts with 6 spells and you add 2 each level up for free and can add more from scrolls and other spellbooks. These are your "learned" spells. DDB gas to let you be able to add as many as the DM gives you so you will have to stay in the limits yourself. Then you can prepare a number of spells equal to INT + wizard level (4 in your case). You can only cast the spells that are prepared, but can perform rituals even without preparing them (as long as they are in your spellbook).
I usually recommend not playing a wizard if you've never played a spellcaster before.
A wizard can only cast spells they have prepared. When they cast, they use up spell slots from that table you mentioned. Once you get to Level 3, then you can use a higher level slot to 'upcast' a lower level spell, but otherwise you use a spell slot of the same level as the spell. Some spells when upcast do more (look for "Higher Levels"), but some do not.
They can only prepare spells they learned. They can only prepare a # of spells = their Int Modifier (that +3 in your case) + your wizard level (starting at 1, goes to 20).
They can only learn spells on their spell list. You put spells you learn into your spell book, costing you time and gold. You start with 6 of first level and you also learn 2 spells of any level you can cast when you go up a level. Finally you can learn from other's spell books or scrolls, should you find or buy them.
In addition to increasing the # of spells you can prepare (important), Int Modifier also increases the DC of spells you cast, makes it easier for you to hit with an attack spell, makes it easier for you to pass Int Saves and makes it easier for you to pass any Int Ability Checks.
BUT
They get a wider selection of spells on their spell list then any other caster. They tend not to get healing spells and a few of the more iconic class spells, but otherwise they get the most.
In particular, they are famous for Shield, Misty Step, Fireball, Counterspell, Contigency, and Wish. All of these spells tend to be particularly useful even at higher levels.
https://www.dndbeyond.com/characters/73588435
So I'm making this character, my first wizard, and I'm a bit crossed due to the descriptions in "Spellcasting", and the +3 modifier that seems to come from nowhere?
I thought a +3 modifier was supposed to add to the stat, yet this +3 doesn't add anything. If I set my INT to 10, it says -4? why not just 10 with 0 modifier? If I add an extra 3 modifier, it goes to 5? Are my modifiers buggy or am I misunderstanding?
Also, what is the wizard table, just the spell slot chart?
Then, it says a lvl 1 wizard starts out with 6 1st level spells in their book, but it also says that you can only put in your book INT modifier + wizard level, which is 4, and 4 is the number I see when I go to my book and not the 6 it previously claims.
One last thing, all the spells can have "Learn" clicked. Is that just character and DM responsibility to learn them according to the story, if you find scrolls, etc?
To anyone who responds, thank you in advance!
Welcome to D&D and D&D Beyond!
For #1, your ability score for INT is a 17, which means the ability modifier is a +3. That +3 is what's mainly used in other calculations (like the Wizard class to determine your spellcasting ability bonus). You can see here (https://www.dndbeyond.com/sources/basic-rules/step-by-step-characters#AbilityScoresandModifiers) for the full ability score table from the official rules.
Your spell save DC and Spell attack modifier are based on this (because you are a wizard and wizards use INT). Your spell save DC is 8 + your proficiency bonus + your Intelligence modifier, so for you a 13. This is what enemies have to roll higher than when you cast a spell at them (for example, if I cast Charm Person, they have to roll a 13 or higher to not be affected. Your spell attack modifier is your proficiency bonus + your Intelligence modifier, so for you is +3 INT plus +2 proficiency bonus which equals +5. This is what you add when a spell tells you to make a spell attack (e.g. hurling a Fire Bolt).
I hope I understood your question correctly, if not please tell me!
For #2, each class has a table at the beginning of it's description. Yes, for most spellcasting classes the "most important" information there is the spell slots, but it also tells you exactly when you get your class features. Link to the wizard table is here (https://www.dndbeyond.com/classes/wizard#TheWizardTable).
For #3, I'm sure someone can explain it better than I can, but pretty much wizards are a class that must both "Learn" and "Prepare" spells. You can only cast spells that you have prepared. For all your spells (except cantrips), at the end of each long rest you can choose your Prepared spells, and you choose them from your pool of Learned spells. An example is if my Wizard knows (aka has Learned) Feather Fall, Catapult, Charm Person, Alarm, Chromatic Orb, and Burning Hands, when I go to pick my Prepared spells for the day, I can choose from those. If I can only pick 4 spells to Prepare for the day, I might decide Catapult and Alarm aren't useful today, so I only prepare the others, and thus I can only actually cast Feather Fall, Charm Person, Chromatic Orb, and Burning Hands. Of course, if I take a long rest before entering the dungeon, I might decide to swap Feather Fall for Alarm.
Part of the Wizard's uniqueness is that they can fill their spellbook (aka Learn) with any amount of spells. The ones given to you by the Wizard class (e.g. "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free") are just to make sure you always have a decent amount of spells, but if your DM says "hey this mage NPC wants to teach you Disguise Self", you can simply learn the spell and add it to your spellbook (e.g. Learned spells). That's the cool part of wizards.
Again, welcome to D&D, and don't hesitate to use the free Basic Rules available on D&DB if you need to reference the rules! Link: (https://www.dndbeyond.com/sources/basic-rules).
Don't know what is causing modifier weirdness. It looks normal right now. INT 17 gives +3 bonus, +2 proficiency bonus makes attack modifier +5 and save DC 13 (8+INT+PB).
The wizard table is mostly for number of spell slots and cantrips, which DDB does automatically.
Spellbook (spells known) and preparing spells: this is where wizard is more complicated than other spellcasters. Your spellbook starts with 6 spells and you add 2 each level up for free and can add more from scrolls and other spellbooks. These are your "learned" spells. DDB gas to let you be able to add as many as the DM gives you so you will have to stay in the limits yourself. Then you can prepare a number of spells equal to INT + wizard level (4 in your case). You can only cast the spells that are prepared, but can perform rituals even without preparing them (as long as they are in your spellbook).
I usually recommend not playing a wizard if you've never played a spellcaster before.
A wizard can only cast spells they have prepared. When they cast, they use up spell slots from that table you mentioned. Once you get to Level 3, then you can use a higher level slot to 'upcast' a lower level spell, but otherwise you use a spell slot of the same level as the spell. Some spells when upcast do more (look for "Higher Levels"), but some do not.
They can only prepare spells they learned. They can only prepare a # of spells = their Int Modifier (that +3 in your case) + your wizard level (starting at 1, goes to 20).
They can only learn spells on their spell list. You put spells you learn into your spell book, costing you time and gold. You start with 6 of first level and you also learn 2 spells of any level you can cast when you go up a level. Finally you can learn from other's spell books or scrolls, should you find or buy them.
In addition to increasing the # of spells you can prepare (important), Int Modifier also increases the DC of spells you cast, makes it easier for you to hit with an attack spell, makes it easier for you to pass Int Saves and makes it easier for you to pass any Int Ability Checks.
BUT
They get a wider selection of spells on their spell list then any other caster. They tend not to get healing spells and a few of the more iconic class spells, but otherwise they get the most.
In particular, they are famous for Shield, Misty Step, Fireball, Counterspell, Contigency, and Wish. All of these spells tend to be particularly useful even at higher levels.