Spell Slot Table 5e

The Eldritch Knight Spellcasting 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. The spell slot is level 2 so any spell of level 1 is cast as a level 2 spell for purpose of casting at higher levels. These two slots restore after a short rest. Bascially 2 slots as a one size fits all style as those 2 slots will work for any spell you know and you cast them at the maximum level listed in the spell slot.

5e SRD >Classes >Barbarian >Primal Paths >

Sometimes the source of a barbarian’s rage isn’t a cultural ideology or a personal vendetta, but eldritch turmoil broiling within the barbarian’s blood. For these individuals, magic is a birthright, but it manifests not as a font of power but a potent physical transformation that manifests as a trance-like rage.

Barbarians whose heritage has been touched by magical entities, such as dragons or elementals, can learn to utilize these powers to augment themselves for battle. Many possess intricate tattoos designed to help channel magical energies across their bodies, while others simply wear the trappings of their people without advertising their magical power much.

After all, a weapon unseen is all the deadlier in battle.

Barbarian LevelFeature
3rdSpellcasting, Spellrage Origin
6thUnflappable Spellcasting
10thSpell Surge
14thManifold Transformations Spellcasting

When you reach 3rd level, your innate font of arcane power manifests, granting you the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Spellrager Spellcasting 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice. Two of these spells must have an appropriate thematic tie to your spellrage origin; work with your GM to decide which spells are an appropriate thematic fit for your spellrage origin.

The Spells Known column of the Spellrager Spellcasting table shows when you learn more sorcerer spells of 1stlevel or higher. Each of these spells must have an appropriate thematic tie to your spellrage origin; work with your GM to decide which spells are an appropriate thematic fit for your spellrage origin. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can be any sorcerer spell of your choice for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Rage. You can cast and concentrate on these spells while raging.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your unusual origins are the source of your spellcasting ability. 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 sorcerer 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.

Spellrage Spellcasting
Barbarian LevelCantrips KnownSpells Known—Spell Slots per Level—
1st2nd3rd4th
3rd232
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3843
13th39432
14th310432
15th310432
16th311433
17th311433
18th311433
19th3124331
20th3134331

Contents

Spellrage Origin

When you choose this path at 3rd level, you choose one sorcerous origin from among those available to a sorcerer, such as dragon bloodline or wild magic. You also learn two transformations of your choice, which are detailed under “Transformations” below. All transformations cause you to undergo a physical transformation based on your spellrage origin. For example, if you choose the natural attacks transformation, you might grow draconic claws and jaws if you have the dragon bloodline spellrage origin or twisted, arcane-infused limbs if you have the wild magic spellrage origin. You can only use one transformation per rage.

Transformations that place you under the effects of a spell don’t count as spells. As a result, anything that dispels or negate spell effects doesn’t function against your transformations. You don’t need to concentrate to maintain a transformation, even if it places you under the effect of a spell with a duration of concentration. All transformations end when your rage ends.

Warlock Spell Slot Table 5e

You learn one additional transformations of your choice at 6th, 10th, and 14th level. Each time you learn new transformations, you can replace one transformation you know with a different one.

Saving Throws. Some of your transformations require your target to make a saving throw to resist the transformation’s effects. The saving throw DC is calculated as follows:

Transformation save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Unflappable Spellrage

Spell Slot Table 5e

At 6th level, you have advantage on Constitution saving throws to avoid breaking your concentration while you’re raging. This only applies to sorcerer spells you’ve gained from this path.

Spell Surge

At 10th level, you can cast a sorcerer spell from your path as part of the bonus action used to enter a rage. The spell must be one that you’ve learned from your path that has a range of touch or personal. The spell only targets you, regardless of how many creatures it can normally target, and its effects last for the spell’s normal duration or until your rage ends, whichever is shorter.

Manifold Transformations

When you enter a rage, you can expend an additional use of your rage to apply two of your learned transformations to yourself instead of just one. In effect, you count your rage as two rages for the purpose of determining the number of times you can rage before you need to complete a long rest to rage again.

Transformations

The transformations are presented in alphabetical order.

  • Arcane Wisps. While raging, all objects within 20 feet of you are outlined in light (this can be white light or a color of your choice). Creatures that start their turn within this area are likewise outlined until the start of their next turn unless they succeed at a Dexterity saving throw. Outlined creatures shed dim light in a 10-foot radius, and any attack against an affected creature has advantage if the attacker can see it. Affected creatures can’t benefit from being invisible.
  • Blurred Appearance. While raging, you are under the effects of a blur spell.
  • Dimensional Leap. While raging, you teleport from place to place rather than move physically. You don’t provoke opportunity attacks. You lose this benefit when you would be unable to teleport.
  • Eldritch Blade. While raging, you can produce a weapon made of elemental energy. You are under the effects of a flame blade spell of a spell level equal to half your level. The GM decides what type of damage your eldritch blade deals based on your spellrage origin; for instance, your eldritch blade likely deals the same type of damage as your draconic ancestor if your origin is a dragon bloodline.
  • Eldritch Barrier. While raging, you are under the effects of a shield spell.
  • Eldritch Courage. While raging, you are under the effects of a heroism spell.
  • Eldritch Leap. While raging, you are under the effects of a jump spell.
  • Eldritch Liberation. While raging, you can use a bonus action to automatically escape from nonmagical restraints, such as manacles or a creature that’s grappling you.
  • Eldritch Weapon. While raging, your font of power enhances your weapons. All weapons you attack with are under the effects of a magic weapon spell of a spell level equal to half your level.
  • Extreme Movement. While raging, you are under the effects of an expeditious retreat spell.
  • False Life Infusion. When you enter a rage, you gain 1d4+4 temporary hit points. These hit points are lost when your rage ends. You gain 5 additional temporary hit points for every 2 levels above 3rd that you possess.
  • Foretold Strike. When you enter a rage, the next attack you make before the start of your next turn has advantage. While raging, you can use your bonus action to cause the next attack you made before the start of your next turn to have advantage. This transformation can only cause one attack per round to have advantage.
  • Juggernaut. While raging, you are under the effects of an aid spell of a spell level equal to half your level.
  • Mark for Dead. When you enter a rage, you choose one target within 150 feet. While raging, you count the target as if it were under the effects of a hunter’s mark spell against your attacks and Wisdom checks.
  • Metamorphosis. While raging, you are under the effects of an alter self spell. You gain the benefits of both the change appearance option, assuming a likeness appropriate for your spellrage origin, and the natural weapons option. If your spellrage origin is connected to aquatic creatures in some way, the GM can allow you to gain the aquatic adaptation option instead of the change appearance option.
  • Mind Ward. While raging, you gain resistance against psychic damage and have advantage on saving throws against any effect that would read your emotions or thoughts, divination spells, and the charmed condition.
  • Size Change. While raging, you are under the effects of enlarge/reduce.
  • Spell Slough. While raging, you can use your bonus action to create an area of grease with a 5-foot radius, centered on your space. You are unaffected by your grease.

5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.

With a brand new expansion comes all sorts of brand new content. Ranging from new potential storylines, items, and cool ways to alter your character’s playstyle. One of the more interesting things that the new expansion Tasha’s Cauldron of Everything has added is a handful of brand new subclasses. Which is always an exciting thing to jump into and mess around with when a new expansion comes around. And today we’re taking a look at a new subclass for the Wizard, the Order of Scribes. A fun and interesting route to making your wizarding adventures more exciting. So let’s jump right into all of the stuff that the Order of Scribes subclass adds!

Order of Scribes Wizard 5E

Wizard Spell Slot Table 5e

So the first thing to note about this subclass is that it is almost entirely centered around knowledge. Which might be fairly obvious if you take a few seconds to look at the name. The Order of Scribes is a group of Wizards that record magical discoveries near and far. All in the name of discovery and knowledge. And as an extra little quirk, they don’t just use their personal book as you’d expect. They can actually awaken it and turn the book into a talkative companion!

Wizardly Quill

The first ability you gain access to in the Order of Scribes subclass is actually a pretty useful one. Even though it may not seem like it at first.

As a bonus action, you can magically create a Tiny quill in your free hand.

A 2nd-level feature that allows you to magically create a Tiny quill as a bonus action. Which might not seem very useful at first, but just wait. The quill itself doesn’t need any kind of ink to be used. You can write with it regardless of whether you have ink in your possession. Plus it can be whatever color you want it to be. Then, when copying a spell into your spellbook, the time to copy it equals 2 minutes per spell level when the quill is being used.

You also get to erase anything that you write with the quill by brushing the feathered end over the writing. This counts as a bonus action and the text has to be within 5 feet of you. Now the usefulness of this ability ultimately comes down to how clever you are with your character role play. There are a bunch of different circumstances where a magical quill could come in handy. And the ability to quickly copy spells into your spellbook is a nifty little tool.

Awakened Spellbook

Next up we’ve got another 2nd-level feature. Alright so this is where this subclass really starts to get interesting.

When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.

So this is a pretty interesting ability and can be a great help when you have a certain spell that doesn’t quite work for the situation. Essentially it lets you swap out the damage type, or in other words the element, of a spell with another spell in your spellbook. Which can be extremely useful if the spell that you want to use can more effectively attack/reach your target, versus a spell that affects the creature’s weakness but won’t be able to reach them successfully. There’s a lot of possible applications for an ability like this and can make way for some pretty interesting encounters.

It also has an extra ability, where when you cast a wizard spell as a ritual, you can use the spell’s regular casting time. Saving the need to add 10 minutes to the overall cast. And really this ability just makes the act of casting ritual spells much easier. But it can’t be used again until you’ve had a long rest. So you’ll want to be doubly sure that the spell you’re casting as a ritual won’t be a waste. And as an extra little benefit, the spellbook can be used as a spellcasting focus for your spells.

Manifest Mind

This next ability is a 6th-level feature for this subclass and has some really useful utility.

Slot

You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you.

So this skill is a very unique one and can lead to some really interesting moments during the game. You get to summon an apparition from your Awakened Spellbook that can take the form of a ghostly tome, a cascade of text or a scholar from the past. This spectral object also sheds a dim light in a 10 foot radius which can be useful if your party has found themselves in a dark cave with no light sources. Also since it’s a spectral object it won’t actually occupy it’s space because it’s intangible.

Multiclass spell slot table 5eWizard spell slot table 5e

In terms of it’s more special abilities, it comes with a pretty useful one. It can use Darkvision with a range of 60 feet and can hear its surroundings. Which means it can relay information to you from a distance. Which is incredibly useful in dungeons that could be littered with traps or for scouting out any locations that you don’t want to risk setting foot into. And what makes it better is that it costs no action for it to relay information to you. So there won’t be any situations where it’s seen something dangerous and not had the time to tell you about it. It can also hover up to 30 feet to an area that both you and it can see.

Let’s get into its limitations now and of course there’s only a set distance it can travel away from you. It can travel up to a maximum of 300 feet away from you before it stops manifesting. But for most situations this might actually be enough to still be really useful. It can also only pass through creatures, not objects. So if there’s a locked room and you want to know what’s inside, this ability won’t be able to tell you unless you can visibly look into the room itself through a decent sized gap. If Dispel Magic is cast on the spectral mind, it stops manifesting and the Awakened Spellbook is destroyed. It also disappears if you die and you can also dismiss it voluntarily as a bonus action.

Master Scrivener

Next up is a 10th-level feature that offers up a useful utility for your character.

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

So this is a fairly simple ability but it’s still a great one in the right hands. Essentially it lets you copy a spell that you have written in your spellbook to any piece of paper or a kind of parchment. Letting you use that spell without expending a spell slot like you would normally. This of course only works if you have a piece of paper on hand to copy the spell to. This doesn’t mean that anyone can use the scroll and its use is strictly limited to you.

There are also limits to what you can place onto the scroll. It has to either be a 1st or 2nd level spell and have a casting time of 1 action. But once the spell has been placed onto the spell, its power is increased by one level higher than normal. So this ability can also be used to turn a weaker spell into a more powerful one for deadly foes. Using the scroll counts as an action and once you use it the spell disappears from the page and can’t be used again. It also disappears when you take a long rest without casting it. This skill also comes with the ability to make spell scrolls for half as much money and twice as fast. As long as you are using the Wizardly Quill to make it.

One with the Word

The final ability granted by the Order of Scribes is a fantastic defensive utility that can get you out of serious danger.

If you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself.

What this ability does is let you use your Manifest Mind ability to take the damage that you would take during a reaction. Which is incredibly useful if you’re approaching near death and could die from another attack. As well as that you also gain advantage on all Intelligence (Arcana) checks.

But having the ability to simply save your life is actually not that simple. Instead, you have to trade a sacrifice for a sacrifice in this scenario. If you were to face an attack that you decide to block with this ability, you have to roll 3d6. Then with that number, you’d have to sacrifice spells that have a level equal to the roll. If the roll amounts to a number such as 4, you could discard two level-2 spells, or perhaps 4 level-1 spells. But if you don’t have enough spells with the levels to cover the outcome of the roll, you will drop to 0 hit points and die.

Now, this doesn’t mean that the spells are gone forever, they’ll actually reappear in your spellbook after you do a certain number of rests. The number is determined by rolling 1d6 and until you take those rests, you cannot use the spells that you sacrificed. A fairly heavy cost but in a life or death situation it’s the best option you’ll have.

Multiclass Spell Slot Table 5e

Best Types of Characters for Order of Scribes

So you’ve probably gone through each of the abilities that we’ve shown you here and might be wondering if this is the subclass for you. But obviously it tends to favour certain kinds of characters over others. So we’re just going to highlight a couple of the key traits that your character should possess if they’re going to join the Order of Scribes.

Bard Spell Slot Table 5e

A Thirst for Knowledge

Spell Slot Table 5e Spells

So purely from a roleplay perspective, your character should have a desire to learn and seek knowledge. It needs to be one of their defining traits and the main motivation. Since attaining new knowledge is so vital for the subclass to work well. You’ll want to make sure that you have the History, Arcana, Insight and Investigation are all skills that will greatly benefit this subclass.

Be Intelligent

This probably goes without saying but Wizards with low Intelligence don’t tend to get very far. And even though they try their best they can find themselves facing difficulties here and there. So your character should have a decent number of points allocated to their Intelligence. Wizards should aim to have a high Intelligence in order to gain access to more spells and also more skill points when they level up. But also this subclass has a few abilities that are driven by the Intelligence score. So just bear in mind that you should be Intelligent to go with this subclass.

Wrapping up our Order of Scribes Wizard 5E Guide

That concludes our Order of Scribes 5E Guide. Any questions? Hit us up in the comment section below. And don’t forget to learn about the other options available in our Tasha’s Cauldron of Everything Subclasses Guide.

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