System	
  Reference	
   Document	
  5.1 	
   58	
  
but	
  have	
  the	
  Spellcasting	
  feature	
  from	
  only	
  one	
  class,	
  
you	
  follow	
  the	
  rules	
  as	
  described	
  in	
  that	
  class. 	
  
	
   Spells	
  Known	
  and	
  Prepared. 	
  You	
  determine	
  what	
  
spells	
  you	
  know	
  and	
  can	
  prepare	
  for	
  each	
  class	
  
individually,	
  as	
  if	
  you	
  were	
  a	
  single -­‐‑classed	
  member	
  
of	
  that	
  class.	
  If	
  you	
  are	
  a	
  ranger	
  4/wizard	
  3,	
  for	
  
example,	
  you	
  know	
  three	
  1st -­‐‑level	
  ranger	
  spells	
  
based	
  on	
  your	
  levels	
  in	
  the	
  ranger	
  class.	
  As	
  3rd -­‐‑level	
  
wizard,	
  you	
  know	
  three	
  wizard	
  cantrips,	
  and	
  your	
  
spellbook	
  contains	
  ten	
  wizard	
  spells,	
  two	
  of	
  which	
  
(the	
  two	
  you	
  gained	
  when	
  you	
  reached	
  3rd	
  level	
  as	
  a	
  
wizard)	
  can	
  be	
  2nd -­‐‑level	
  spells.	
  If	
  your	
  Intelligence	
  
is	
  16,	
  you	
  can	
  prepare	
  six	
  wizard	
  spells	
  from	
  your	
  
spellbook.	
  	
  
	
   Each	
  spell	
  you	
  know	
  and	
  prepare	
  is	
  associated	
  
with	
  one	
  of	
  your	
  classes,	
  and	
  you	
  use	
  the	
  
spellcasting	
  ability	
  of	
  that	
  class	
  when	
  you	
  cast	
  the	
  
spell.	
  Similarly,	
  a	
  spellcasting	
  focus,	
  such	
  as	
  a	
  holy	
  
symbol,	
  can	
  be	
  used	
  only	
  for	
  the	
  spells	
  from	
  the	
  c lass	
  
associated	
  with	
  that	
  focus. 	
  
	
   Spell	
  Slots.	
  You	
  determine	
  your	
  available	
  spell	
  
slots	
  by	
  adding	
  together	
  all	
  your	
  levels	
  in	
  the	
  bard,	
  
cleric,	
  druid,	
  sorcerer,	
  and	
  wizard	
  classes,	
  and	
  half	
  
your	
  levels	
  (rounded	
  down)	
  in	
  the	
  paladin	
  and	
  
ranger	
  classes.	
  Use	
  this	
  total	
  to	
  determine	
  your	
  spell	
  
slots	
  by	
  consulting	
  the	
  Multiclass	
  Spellcaster	
  table. 	
  
	
   If	
  you	
  have	
  more	
  than	
  one	
  spellcasting	
  class,	
  this	
  
table	
  might	
  give	
  you	
  spell	
  slots	
  of	
  a	
  level	
  that	
  is	
  
higher	
  than	
  the	
  spells	
  you	
  know	
  or	
  can	
  prepare.	
  You	
  
can	
  use	
  those	
  slots,	
  but	
  only	
  to	
  cast	
  your	
  lower -­‐‑level	
  
spells.	
  If	
  a	
  lower -­‐‑level	
  spell	
  that	
  you	
  cast,	
  like	
  
burning	
  hands ,	
  has	
  an	
  enhanced	
  effect	
  when	
  cast	
  
using	
  a	
  higher-­‐‑level	
  slot,	
  you	
  can	
  use	
  the	
  enhanced	
  
effect,	
  even	
  though	
  you	
  don’t	
  have	
  any	
  spells	
  of	
  that	
  
higher	
  level.	
  	
  
	
   For	
  example,	
  if	
  you	
  are	
  the	
  aforementioned	
  ranger	
  
4/wizard	
  3,	
  you	
  count	
  as	
  a	
  5th -­‐‑level	
  character	
  when	
  
determining	
  your	
  spell	
  slots:	
  you	
  have	
  four	
  1st -­‐‑level	
  
slots,	
  three	
  2nd -­‐‑level	
  slots,	
  and	
  two	
  3rd -­‐‑level	
  slots.	
  
However,	
  you	
  don’t	
  know	
  any	
  3rd -­‐‑level	
  spells,	
  nor	
  
do	
  you	
  know	
  any	
  2nd -­‐‑level	
  ranger	
  spells.	
  You	
  can	
  
use	
  the	
  spell	
  slots	
  of	
  those	
  levels	
  to	
  cast	
  the	
  spells	
  
you	
  do	
  know—and	
  potentially	
  enhance	
  their	
  effects. 	
  
	
   Pact	
  Magic.	
  If	
  you	
  have	
  both	
  the	
  Spellcasting	
  class	
  
feature	
  and	
  the	
  Pact	
  Magic	
  class	
  f eature	
  from	
  the	
  
warlock	
  class,	
  you	
  can	
  use	
  the	
  spell	
  slots	
  you	
  gain	
  
from	
  the	
  Pact	
  Magic	
  feature	
  to	
  cast	
  spells	
  you	
  know	
  
or	
  have	
  prepared	
  from	
  classes	
  with	
  the	
  Spellcasting	
  
class	
  feature,	
  and	
  you	
  can	
  use	
  the	
  spell	
  slots	
  you	
  gain	
  
from	
  the	
  Spellcasting	
  class	
   feature	
  to	
  cast	
  warlock	
  
spells	
  you	
  know. 	
  
Multiclass	
  Spellcaster:	
  	
  
Spell	
  Slots	
  per	
  Spell	
  Level	
  
Lvl.	
   1st	
   2nd	
   3rd	
   4th	
   5th	
   6th	
   7th	
   8th	
   9th	
  
1st	
   2	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
  
2nd	
   3	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
  
3rd	
   4	
   2	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
  
4th	
   4	
   3	
   —	
   —	
   —	
   —	
   —	
   —	
   —	
  
5th	
   4	
   3	
   2	
   —	
   —	
   —	
   —	
   —	
   —	
  
6th	
   4	
   3	
   3	
   —	
   —	
   —	
   —	
   —	
   —	
  
7th	
   4	
   3	
   3	
   1	
   —	
   —	
   —	
   —	
   —	
  
8th	
   4	
   3	
   3	
   2	
   —	
   —	
   —	
   —	
   —	
  
9th	
   4	
   3	
   3	
   3	
   1	
   —	
   —	
   —	
   —	
  
10th	
   4	
   3	
   3	
   3	
   2	
   —	
   —	
   —	
   —	
  
11th	
   4	
   3	
   3	
   3	
   2	
   1	
   —	
   —	
   —	
  
12th	
   4	
   3	
   3	
   3	
   2	
   1	
   —	
   —	
   —	
  
13th	
   4	
   3	
   3	
   3	
   2	
   1	
   1	
   —	
   —	
  
14th	
   4	
   3	
   3	
   3	
   2	
   1	
   1	
   —	
   —	
  
15th	
   4	
   3	
   3	
   3	
   2	
   1	
   1	
   1	
   —	
  
16th	
   4	
   3	
   3	
   3	
   2	
   1	
   1	
   1	
   —	
  
17th	
   4	
   3	
   3	
   3	
   2	
   1	
   1	
   1	
   1	
  
18th	
   4	
   3	
   3	
   3	
   3	
   1	
   1	
   1	
   1	
  
19th	
   4	
   3	
   3	
   3	
   3	
   2	
   1	
   1	
   1	
  
20th	
   4	
   3	
   3	
   3	
   3	
   2	
   2	
   1	
   1	
  
Alignment 
A	
  typical	
  creature	
  in	
  the	
  game	
  world	
  has	
  an	
  
alignment,	
  which	
  broadly	
  describes	
  its	
  moral	
  and	
  
personal	
  attitudes.	
  Alignment	
  is	
  a	
  combination	
  of	
  
two	
  factors:	
  one	
  identifies	
  morality	
  (good,	
  evil,	
  or	
  
neutral),	
  and	
  the	
  other	
  describes	
  attitudes	
  toward	
  
society	
  and	
  order	
  (lawful,	
  chaotic,	
  or	
  neutral).	
  Thus,	
  
nine	
  distinct	
  alignments	
  define	
  the	
  possible	
  
combinations.	
  
	
   These	
  brief	
  summaries	
  of	
  the	
  nine	
  alignme nts	
  
describe	
  the	
  typical	
  behavior	
  of	
  a	
  creature	
  with	
  that	
  
alignment.	
  Individuals	
  might	
  vary	
  significantly	
  from	
  
that	
  typical	
  behavior,	
  and	
  few	
  people	
  are	
  perfectly	
  
and	
  consistently	
  faithful	
  to	
  the	
  precepts	
  of	
  their	
  
alignment.	
  
	
   Lawful	
  good	
  (LG)	
  creatures	
  can 	
  be	
  counted	
  on	
  to	
  
do	
  the	
  right	
  thing	
  as	
  expected	
  by	
  society.	
  Gold	
  
dragons,	
  paladins,	
  and	
  most	
  dwarves	
  are	
  lawful	
  
good.	
  
	
   Neutral	
  good	
  (NG)	
  folk	
  do	
  the	
  best	
  they	
  can	
  to	
  
help	
  others	
  according	
  to	
  their	
  needs.	
  Many	
  celestials,	
  
some	
  cloud	
  giants,	
  and	
  most	
  gnomes 	
  are	
  neutral	
  
good.	
  
	
   Chaotic	
  good	
  (CG)	
  creatures	
  act	
  as	
  their	
  
conscience	
  directs,	
  with	
  little	
  regard	
  for	
  what	
  others	
  
expect.	
  Copper	
  dragons,	
  many	
  elves,	
  and	
  unicorns	
  
are	
  chaotic	
  good. 	
  