Nov 28, 2017 Many of the ideas I will be presenting use this framework and come from my homebrew game I’ve been designing and redesigning for years that works very well when transferred to D&D 5e. With the OODA Loop you have four steps: Observe, Orient, Decide and Act. The general structure of combat in the PHB 5e on page 189 is as follows: Determine Surprise. Access Google Drive with a free Google account (for personal use) or G Suite account (for business use). Jan 11, 2016 So a lot of the character optimization posts were deleted when Wizards of the Coast’s closed their community page this week. Fortunately, I saved several of the ones that I liked. What follows is the character optimization for the Ranger from Wizards with additions from Giant in the Playground with my editing, formatting and tweaks. Just like the Barbarian Optimization, this is a living. Share your videos with friends, family, and the world.
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Home > Variant Magic Rules > Spell Points
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).
Metagame Analysis: Spell Points
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.
Preparing Spells
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.
Bonus Spell Points and Bonus Spells
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).
Spontaneous Spellcasting
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.
Regaining Spell Points
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.
Casting Spells
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).
Metamagic And Spell Points
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.
Multiclass Spellcasters
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.
Spell Point Variant: Vitalizing
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.
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When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.
Feb 20, 2016 Grim and gritty as a concept and a period, in other words, is not a total illusion, but it does create a conceptual blockage that prevents us from seeing important continuities across superhero. Jun 12, 2006 Review of Grim-n-Gritty Hit Point and Combat Rules, Version 4.0 Ever get annoyed with the extreme unbelievability of the d20 combat system? Do you like d20 overall, but want to make your players fear creatures larger than them? Use the Grim and Gritty Rest options from the DMG. Short Rest is 8 Hours. Long Rest is 7 days. Missed the part where you know that already. Find a good compromise. Short Rest 8 hours, Long Rest 24 hours. Or do what I do when my Players start abusing rests: interrupt them with a combat patrol or some sort of environmental challenge which. Grim and gritty rest options from the dmg lyrics. 'Gritty realism' resting variant, has anyone tried it? As per DMG p.267, this rule changes a short rest to eight hours, and a long rest to one week. I've been looking into using it for my settting (think low-magic, sword-and-sorcery by way of Dragonheart), but I'm worried my players won't react well to it. (or even the shorter.
For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.
Recovering Spell Points
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.
Mundane Fatigue
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.
Optional Vitalizing Variants
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.
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Pact Magic Variants[edit]
In the Player's Handbook there is only one version of spellcasting using pact magic, the pact magic used by the warlock.
D&d 5e Spellcasting Sheets Pdf
There is however numerous other ways to go about providing class's with pact magic that this rule will attempt to address, specifically:
These variants will be useful for homebrew classes which want to give their classes pact magic, but the warlock's version of pact magic would not work in the class.
When using these pact magic variants, you may want to add the following design note to the pact magic feature to signify that you are using a variant of the warlock's pact magic.
Pact Magic Without Mystic Arcanum[edit]
This pact magic is given to classes that want the warlock's pact magic, but don't want to have features that give the class single use spells of higher levels. This version of pact casting specifically does not give classes access to additional spells through Mystic Arcanum.
Inside is a transcribed copy of pact magic without Mystic Arcanum to be put into the 5e Class Feature preload after |classfeatures20= . Your spellcasting is almost identical to the warlock's pact magic(just change the warlock name whenever it mentions a table to the homebrew class name).
|extra1_name=Cantrips Known|extra1_1=2|extra1_2=2|extra1_3=2|extra1_4=3|extra1_5=3|extra1_6=3|extra1_7=3|extra1_8=3|extra1_9=3|extra1_10=4|extra1_11=4|extra1_12=4|extra1_13=4|extra1_14=4|extra1_15=4|extra1_16=4|extra1_17=4|extra1_18=4|extra1_19=4|extra1_20=4|extra2_name=Spells Known|extra2_1=2|extra2_2=3|extra2_3=4|extra2_4=5|extra2_5=6|extra2_6=7|extra2_7=8|extra2_8=9|extra2_9=10|extra2_10=10|extra2_11=11|extra2_12=11|extra2_13=12|extra2_14=12|extra2_15=13|extra2_16=13|extra2_17=14|extra2_18=14|extra2_19=15|extra2_20=15|extra3_name=Spell Slots|extra3_1=1|extra3_2=2|extra3_3=2|extra3_4=2|extra3_5=2|extra3_6=2|extra3_7=2|extra3_8=2|extra3_9=2|extra3_10=2|extra3_11=3|extra3_12=3|extra3_13=4|extra3_14=4|extra3_15=4|extra3_16=4|extra3_17=5|extra3_18=5|extra3_19=5|extra3_20=5|extra4_name=Slot Level|extra4_1=1st|extra4_2=1st|extra4_3=2nd|extra4_4=2nd|extra4_5=3rd|extra4_6=3rd|extra4_7=4th|extra4_8=4th|extra4_9=5th|extra4_10=5th|extra4_11=5th|extra4_12=5th|extra4_13=5th|extra4_14=5th|extra4_15=5th|extra4_16=5th|extra4_17=6th|extra4_18=6th|extra4_19=6th|extra4_20=6th
Below is an example of pact magic without Mystic Arcanum.
1/2 Pact Spellcasting Without Mystic Arcanum[edit]
This pact magic is usually given to classes that are more focused on martial combat compared to spellcasting. This version of pact casting specifically does not give classes access to additional spells through Mystic Arcanum.
Inside is a transcribed copy of 1/2 pact magic without Mystic Arcanum to be put into the 5e Class Feature preload after |classfeatures20= and what your pact magic feature feature would look like.
Pact Magic[edit]
At 2nd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.
The Class table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
At 2nd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Class table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
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.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your warlock spells.
|extra3_name=Spells Known|extra3_1=—|extra3_2=2|extra3_3=3|extra3_4=3|extra3_5=4|extra3_6=4|extra3_7=5|extra3_8=5|extra3_9=6|extra3_10=6|extra3_11=7|extra3_12=7|extra3_13=8|extra3_14=8|extra3_15=9|extra3_16=9|extra3_17=10|extra3_18=10|extra3_19=11|extra3_20=11|extra4_name=Spell Slots|extra4_1=—|extra4_2=1|extra4_3=2|extra4_4=2|extra4_5=2|extra4_6=2|extra4_7=2|extra4_8=2|extra4_9=2|extra4_10=2|extra4_11=2|extra4_12=2|extra4_13=3|extra4_14=3|extra4_15=3|extra4_16=3|extra4_17=3|extra4_18=3|extra4_19=3|extra4_20=3|extra5_name=Slot Level|extra5_1=—|extra5_2=1st|extra5_3=1st|extra5_4=1st|extra5_5=2nd|extra5_6=2nd|extra5_7=2nd|extra5_8=2nd|extra5_9=3rd|extra5_10=3rd|extra5_11=3rd|extra5_12=3rd|extra5_13=4th|extra5_14=4th|extra5_15=4th|extra5_16=4th|extra5_17=5th|extra5_18=5th|extra5_19=5th|extra5_20=5th
Below is an example of 1/2 pact spellcasting without Mystic Arcanum.
1/2 Pact Spellcasting With Mystic Arcanum[edit]
This pact magic is usually given to classes that are more focused on martial combat compared to spellcasting. This version of pact casting specifically gives classes access to additional spells through Mystic Arcanum.
Inside is a transcribed copy of 1/2 pact magic with Mystic Arcanum to be put into the 5e Class Feature preload after |classfeatures20= and what your pact magic and mystic Arcanum features would look like.
Pact Magic[edit]
At 2nd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.
The Class table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
At 2nd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Class table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
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.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your warlock spells.
Mystic Arcanum[edit]
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the warlock spell list as this arcanum.
Osx high sierra dmg mega box. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 5th-level spell at 13th level, one 6th level spell at 15th level, and one 7th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest
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Below is an example of 1/2 pact spellcasting with Mystic Arcanum.
Subclass Spellcasting akin to Pact Magic[edit]Spellcasting Dnd 5e
This pact magic is designed to be used by subclasses, and can be used with or without a patron(your choice). Also, since subclasses get additional features at varying levels, it is impossible to create subclass pact casting with Mystic Arcanum that is balanced in all classes.
Below is a transcribed copy of what subclass pact casting would look like when put into a subclass and a table for it.
When you reach 3rd level, you augment your combat techniques with the ability to cast warlock spells.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice when you reach 10th level.
The Subclass Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots are; all or your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you can have two 2nd level spell slots. To cast the 1st level spell hellish rebuke, you must spend one of those spell slots and you can cast it at 2nd level.
At 2nd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Subclass Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this subclass, 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.
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus/melee martial weapon as a spellcasting focus for your warlock spells.
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