I'm new to 5e and DM-ing my first games, no matter how many times i read the players handbook i CANNOT figure out how spellcasting works! between the cantrips and spell slots and sorcerer points and so on i get completely lost. I dont think my players would take advantage or anything, but honestly i feel like im not being a good DM when a bard can send people to sleep without either of us rolling a d20, and im concerned that at times spells that should normally be used once a day are being used too often. Can anyone explain how cantrips and spells differ (if at all?) and how i can tell who should know what spell, how its used, who rolls what, etc? Honestly, I'm at the end of my tether and seriously considering telling the players we're switching to 3.5e rules (the edition i played previously) because i just CAN'T figure any of this out
In no edition (that I'm aware) has Sleep ever required a d20 roll - it's a set of HP of creatures automatically fall asleep, which is why it's great early on and not good later.
Cantrips are "0-level" spells that can be cast at will. There is no limit. The only other difference compared to regular spells is that attack cantrips are the only spells that scale anymore - they scale by character level as described in each spell's description. They are simple and meant to replace using mundane weapons and skills for those who want to do so.
If the spell is a "spell attack" (melee or ranged), it works similarly to any other attack - roll an attack roll by rolling d20, adding your proficiency, and adding your spellcasting modifier (e.g., +3 from Charisma). This is the exact same way "touch" attacks like Inflict Wounds and Acid Arrow worked in 3.5, only you don't have different kinds of AC for the attack.
If the spell involves a saving throw instead, it will indicate in the description what save (Constitution, Wisdom, etc.). The saving throw DC is equal to 8 + your proficiency modifier + your spellcasting mod. Characters should keep track of their own attack and saving throw mods, and monster stat blocks include them for your ease of use.
Spell slots are the strangest part of this edition, but just give you flexibility - instead of memorizing a single spell "into" a slot, you memorize a number of spells and can cast the ones you have prepared using any of the eligible slots you have left for the day. These are described in each class' "Spellcasting" section, which is generally very similar but has small changes based on the specific class.
Genuinely, everything is very similar to 3.5, just streamlined in places. The main difference is that more of the fine details are backended to the spell descriptions, so your PCs need to keep careful track of the ins and outs of their spells.
Don't worry so much about getting things perfect as you go.
Ok. Big question. First, cantrips are small spells and castable unlimited times. Each class will have a table showing how many cantrips they should know, and when they learn a new one. Some cantrips scale up in power when the character reaches a certain level.
For other spellcasting it is (unfortunately) slightly different for all classes. You will need to read each class spellcasting description carefully to work out how they learn, prepare and cast spells, and when the slots recharge. Remember that a spell can be cast with any spell slot of its level or higher. Some spells are more powerful when cast at higher levels. To help myself understand the different classes I grouped the spellcasting styles into three groups:
Studied: (Wizard) You learn spells each level, and can also learn them in game at a cost. Each day you Prepare a list of spells (number = spellcaster class level + casting attribute modifier) that you are able to use that day. To cast a spell you choose it from your prepared list (but don't remove it from that list) and expend a spell slot of that level of higher.
Meditative: (Cleric, Druid, Paladin) You know all the spells on your class list, and access higher level spells when you reach a high enough level. Each day you Prepare a list of spells (number = spellcaster class level + casting attribute modifier) that you are able to use that day. To cast a spell you choose it from your prepared list (but don't remove it from that list) and expend a spell slot of that level of higher.
Intuitive: (Sorcerer, Warlock, Bard, Ranger, Eldrich Knight, Arcane Trickster) You learn spells with each level, and can usually also swap out old spells for new at the same time. All the spells you know are always ready to cast. To cast a spell you expend a spell slot of that level of higher.
Beyond those large groupings there are many other class-specific rules that affect available spells, using/replenishing spell slots, and other spellcasting effects. There is also components to consider, but I don't want to get into that just now (many people just ignore this except if there is a gold cost to cast).
Finally there are many other racial or class traits, feats, magic items, monsters etc which can cast spells or spell-like effects. In all cases the role which describes them will indicate how often they can be cast; at will, number of charges, once per short/long rest, etc.
And, yep, Sleep is a really good spell especially against many small enemies - though not undead or anything immune to charm.
Each spellcasting class either lets you have a fixed list of spells known or lets you prepare a new list of spells every long rest.
Unlike 3.5, you don't have to assign spells to slots up front any more. You can spend your slots as you see fit; in a sense, everyone is a spontaneous caster now.
Most classes have the ability to cast certain spells as rituals. When cast this way the spell doesn't use a slot, but the casting time goes up by 10 minutes.
Cantrips are learned separately from noncantrip spells and don't use spell slots, but otherwise they're (level 0) spells and follow all other spellcasting rules.
Spell attacks always use d20 + Proficiency Bonus + Spellcasting Ability Modifier (e.g. INT for wizards.)
Spell save DCs are always 8 + Proficiency Bonus + Spellcasting Ability Modifier.
A component pouch can be used instead of material components that don't have a cost. Some classes can use a spellcasting focus instead of a component pouch.
Material components aren't consumed unless the spell says they are. If they're consumed, they have to be provided for each casting.
If you cast a spell as a bonus action, any other spells you cast that turn have to be cantrips with a casting time of 1 action.
This is all covered in Player's Handbook/Basic Rules Chapter 10.
Rollback Post to RevisionRollBack
The Forum Infestation (TM)
To post a comment, please login or register a new account.
I'm new to 5e and DM-ing my first games, no matter how many times i read the players handbook i CANNOT figure out how spellcasting works! between the cantrips and spell slots and sorcerer points and so on i get completely lost.
I dont think my players would take advantage or anything, but honestly i feel like im not being a good DM when a bard can send people to sleep without either of us rolling a d20, and im concerned that at times spells that should normally be used once a day are being used too often.
Can anyone explain how cantrips and spells differ (if at all?) and how i can tell who should know what spell, how its used, who rolls what, etc?
Honestly, I'm at the end of my tether and seriously considering telling the players we're switching to 3.5e rules (the edition i played previously) because i just CAN'T figure any of this out
In no edition (that I'm aware) has Sleep ever required a d20 roll - it's a set of HP of creatures automatically fall asleep, which is why it's great early on and not good later.
Cantrips are "0-level" spells that can be cast at will. There is no limit. The only other difference compared to regular spells is that attack cantrips are the only spells that scale anymore - they scale by character level as described in each spell's description. They are simple and meant to replace using mundane weapons and skills for those who want to do so.
If the spell is a "spell attack" (melee or ranged), it works similarly to any other attack - roll an attack roll by rolling d20, adding your proficiency, and adding your spellcasting modifier (e.g., +3 from Charisma). This is the exact same way "touch" attacks like Inflict Wounds and Acid Arrow worked in 3.5, only you don't have different kinds of AC for the attack.
If the spell involves a saving throw instead, it will indicate in the description what save (Constitution, Wisdom, etc.). The saving throw DC is equal to 8 + your proficiency modifier + your spellcasting mod. Characters should keep track of their own attack and saving throw mods, and monster stat blocks include them for your ease of use.
Spell slots are the strangest part of this edition, but just give you flexibility - instead of memorizing a single spell "into" a slot, you memorize a number of spells and can cast the ones you have prepared using any of the eligible slots you have left for the day. These are described in each class' "Spellcasting" section, which is generally very similar but has small changes based on the specific class.
Genuinely, everything is very similar to 3.5, just streamlined in places. The main difference is that more of the fine details are backended to the spell descriptions, so your PCs need to keep careful track of the ins and outs of their spells.
Don't worry so much about getting things perfect as you go.
Even a blind squirrel finds a nut once in awhile.
Ok. Big question. First, cantrips are small spells and castable unlimited times. Each class will have a table showing how many cantrips they should know, and when they learn a new one. Some cantrips scale up in power when the character reaches a certain level.
For other spellcasting it is (unfortunately) slightly different for all classes. You will need to read each class spellcasting description carefully to work out how they learn, prepare and cast spells, and when the slots recharge. Remember that a spell can be cast with any spell slot of its level or higher. Some spells are more powerful when cast at higher levels. To help myself understand the different classes I grouped the spellcasting styles into three groups:
Studied: (Wizard) You learn spells each level, and can also learn them in game at a cost. Each day you Prepare a list of spells (number = spellcaster class level + casting attribute modifier) that you are able to use that day. To cast a spell you choose it from your prepared list (but don't remove it from that list) and expend a spell slot of that level of higher.
Meditative: (Cleric, Druid, Paladin) You know all the spells on your class list, and access higher level spells when you reach a high enough level. Each day you Prepare a list of spells (number = spellcaster class level + casting attribute modifier) that you are able to use that day. To cast a spell you choose it from your prepared list (but don't remove it from that list) and expend a spell slot of that level of higher.
Intuitive: (Sorcerer, Warlock, Bard, Ranger, Eldrich Knight, Arcane Trickster) You learn spells with each level, and can usually also swap out old spells for new at the same time. All the spells you know are always ready to cast. To cast a spell you expend a spell slot of that level of higher.
Beyond those large groupings there are many other class-specific rules that affect available spells, using/replenishing spell slots, and other spellcasting effects. There is also components to consider, but I don't want to get into that just now (many people just ignore this except if there is a gold cost to cast).
Finally there are many other racial or class traits, feats, magic items, monsters etc which can cast spells or spell-like effects. In all cases the role which describes them will indicate how often they can be cast; at will, number of charges, once per short/long rest, etc.
And, yep, Sleep is a really good spell especially against many small enemies - though not undead or anything immune to charm.
Each spellcasting class either lets you have a fixed list of spells known or lets you prepare a new list of spells every long rest.
Unlike 3.5, you don't have to assign spells to slots up front any more. You can spend your slots as you see fit; in a sense, everyone is a spontaneous caster now.
Most classes have the ability to cast certain spells as rituals. When cast this way the spell doesn't use a slot, but the casting time goes up by 10 minutes.
Cantrips are learned separately from noncantrip spells and don't use spell slots, but otherwise they're (level 0) spells and follow all other spellcasting rules.
Spell attacks always use d20 + Proficiency Bonus + Spellcasting Ability Modifier (e.g. INT for wizards.)
Spell save DCs are always 8 + Proficiency Bonus + Spellcasting Ability Modifier.
A component pouch can be used instead of material components that don't have a cost. Some classes can use a spellcasting focus instead of a component pouch.
Material components aren't consumed unless the spell says they are. If they're consumed, they have to be provided for each casting.
If you cast a spell as a bonus action, any other spells you cast that turn have to be cantrips with a casting time of 1 action.
This is all covered in Player's Handbook/Basic Rules Chapter 10.
The Forum Infestation (TM)