How Do Spell Slots Work With Multiclassing 5e
- How Do Spell Slots Work With Multiclassing 5e Spell
- How Do Spell Slots Work With Multiclassing 5e Spells
- How Do Spell Slots Work With Multiclassing 5e Players
- How Do Spell Slots Work With Multiclassing 5e Stat
Hello! Welcome back to another entry into our series on Multiclassing, where today we’ll be talking about what I think is one of the most powerful multiclasses in the game… the Sorcerer/Paladin! Let’s take a look at what makes this multiclass so incredible!
How Do Spell Slots Work With Multiclassing 5e Spell
- Warlock Spell Slots. Unlike wizards and most other spellcasting classes, warlocks do not have a set number of spell slots they can cast at each spell level. Instead, the spell level of each of their spells (other than cantrips) increases as they level up. For example, a level two warlock knows three spells and has two spell slots.
- The sum determines the effective spellcasting level in determining how many and what level spell slots you have. These are the spell slots that reset on a Long Rest. In determining what spells you know and can prepare, though, you can only learn/use spells from each of your classes spell lists up to the spell slot level you would have if you.
Starting things off, let’s take a look at some similarities between the two classes! Really the only similarity between these two classes is their reliance on Charisma as a spellcasting stat. As a result of this, they both also get the ability to cast spells, though the Sorcerer is a full caster while the Paladin is a half caster.
With that though, their similarities end. To start, Paladins are divine in their powers, swearing an Oath to either a God or certain principals they uphold. Sorcerers on the other hand base their powers in the Arcane, coming to them from the innate magic of the world. Paladins are martial classes, giving them a d10 hit die and proficiency in all weapons and armor. Sorcerers have a d6 hit die, the lowest in the game, and have proficiency in no armors and only a select few weapons. I think you can start to tell why good things happen when you combine these two….
Where 5E does a fantastic job – in my opinion – is with the Spell slots. A multiclass character gains spell slots based on the power of the casting classes they are part of. A full caster – one that can potentially learn 9th level spells – adds 1 level to the basic caster table.
The Light of Magic
When combined, the Paladin/Sorcerer multiclass is easily one of the most powerful, and here’s why:
One, you get an incredible buff to your spellcasting. While the Paladin does have some incredible spells such as smites and Find Steed, they’re often gated in how many spell slots they’re able to use to cast these spells. Multiclassing into Sorcerer grants you both more spell slots and a wider array of spells. If you find that you’re at range, as opposed to using Javelins, you can use spells like chromatic orb or fire bolt. Additionally, you will be able to pump your sorcery points into more spells or….
Let’s talk about two abilities. Metamagic and Divine Smite. While the two of these are immense boons to the single classes, they make this combination of classes incredible. Let’s talk about Metamagic first:
Metamagic will heavily increase your martial prowess when you take spells like Green Flame Blade or Booming Blade. If you take Quicken Spell, you’ll be able to use one of these cantrips as a bonus action, essentially giving you 3 attacks with Multiattack as long as you have sorcery points and a bonus action. You could also use Twinned Spell with these cantrips, allowing you to hit two enemies at once with a Booming Blade (Not Green Flame Blade) and control the battlefield well. If you wanted to use one of the attack cantrips with a reach weapon, you can even take Distant Spell! Metamagic compliments the Paladin’s martial ability with those cantrips insanely well, and still is able to work wonders with the normal Sorcery/Paladin spells.
Divine Smite is the Paladin’s main damage ability, and as noted is kind of gated by the lower amount of spell slots. Multiclassing into Sorcerer gives you many more spell slots to work with, allowing you to cast higher level smites quicker and more often. With the ability to manipulate Spell Slots/Sorcery Points with Font of Magic, you’ll be able to decide if you want to use your resources to smite more or use your Metamagics more, granting you a great choice between the two.
Lastly, the amount of proficincies that you gain from levels in Paladin is extraordinary. A sorcerer wearing Plate Armor in addition to spells like shield and shield of faith will make you nigh untouchable as early as level 3. The main grab of the multiclass is the amount of versatility you gain from two different spell lists and proficiency in all armors/weapons while still gaining solid spell slot progression.
A Guided Path of Chaos
When it comes to actually building the character, 9 times out of 10 you’ll be wanting to start out in Paladin. Gaining all the martial proficiencies and the generally better starting equipment will serve you better. However, Sorcerers do get a very appealing proficiency in Constitution saving throws, which will be very helpful since you’ll more often than not be near the front lines. Despite this, I think everything that the Paladin gives you is well worth taking your first level in that class.
From here, you have two options and a lot of decisions to make. You could simply go up to level 3 in Paladin and go the rest of the way in Sorcerer, focusing more on Nova potential and being generally squishier but having higher damage output. You could go to level 5 in Paladin then the rest in Sorcerer, or you could even go to level 7! What I’m getting at is the level in each class is less strict than other multiclasses and you can pick and choose as you go along. Generally though you’ll be wanting to pick up key abilities like Divine Smite, Multiattack and Aura of Courage from Paladin and Metamagic and 3rd level Spell Slots from Sorcerer.
When it comes to subclass, you can come up with a ton of cool ideas! The simple one is Divine Soul Sorcerer/Devotion Paladin, which will give you access to the Cleric Spell List as well! However, you could make an awesome Shadow Sorcerer/Oath of Vengeance Paladin, hellbent on using his innate shadow magics to exact the vengeance he has set out for. Maybe even consider Wild Magic Sorcerer/Oath of the Ancients if you’re playing in a setting where the land is incredibly volatile with magic! The choice is up to you, since the subclasses don’t matter quite as much as the main class abilities!
There we go! The Sorcadin is probably one of the most powerful multiclasses as well as being very RP friendly! Have you played this awesome multiclass? Let us know on our twitter or instagram. Thanks for taking the time to join us, we appreciate it!
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The Cleric
Level | Proficiency Bonus | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 3 | 2 | - | - | - | - | - | - | - | - | Spellcasting, Divine Domain |
2nd | +2 | 3 | 3 | - | - | - | - | - | - | - | - | Channel Divinity (1/rest), Divine Domain feature |
3rd | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
4th | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - | Ability Score Improvement |
5th | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | Destroy Undead (CR 1/2) |
6th | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | Channel Divinity (2/rest), Divine Domain feature |
7th | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | - |
8th | +3 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature |
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - |
10th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | Divine Intervention |
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Destroy Undead (CR 2) |
12th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | Ability Score Improvement |
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - |
14th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | Destroy Undead (CR 3) |
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
16th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | Ability Score Improvement |
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | Destroy Undead (CR 4), Divine Domain feature |
18th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Channel Divinity (3/rest) |
19th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement |
20th | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Divine Intervention improvement |
Class Features
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor. shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your 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.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting
Focus You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level | Destroys Undead of CR... |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Life Domain
The Life domain focuses on the vibrant positive energy, one of the fundamental forces of the universe, that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Life Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
How Do Spell Slots Work With Multiclassing 5e Spells
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
How Do Spell Slots Work With Multiclassing 5e Players
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
How Do Spell Slots Work With Multiclassing 5e Stat
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.