

Table of Contents

General Gameplay
What is Dungeons and Dragons?
Dungeons & Dragons (D&D) is a tabletop roleplaying game where players create characters and embark on adventures in a fantasy world, guided by a Dungeon Master (DM). The game combines storytelling, strategy, and dice-based mechanics to resolve actions and outcomes. Players work together to explore, solve puzzles, battle monsters, and progress through an evolving narrative, all while developing their characters through experience and imagination. It's a collaborative experience that allows for endless creativity and shared storytelling.
Dungeons & Dragons is more than just a game—it's a shared, collaborative storytelling experience where imagination knows no bounds. Each session unfolds like a chapter or episode in an epic saga, with the player's choices shaping the course of the adventures. The Dungeon Master crafts or borrows the world, bringing to life its characters, dangers, and mysteries, while the players breathe life into their heroes, each with unique abilities, backstories, personalities and quirks. Whether delving into ancient ruins, negotiating with powerful Liches, or unraveling intricate political intrigues, Dungeons and Dragons offers a rich tapestry of experiences where camaraderie and creativity means survival. It's a journey where every roll of the dice can lead to triumph or disaster, making every moment unpredictable and thrilling.
The Role of the Dungeon Master
The Dungeon Master acts as referee, enforcer of the rules, and storyteller. They describe the world your character inhabits, as well as the events that take place in it. Combined with several available resources, the Dungeon Master can often present visual and audible aids to assist in the storytelling experience and emotional investment in the characters - good Dungeon Masters know how to invoke an emotional response! Dungeon Masters (Often simply referred to as "DMs") will also likely use additional resources, such as world and area maps, hand-drawn diagrams, miniatures, and even props!
In addition to their role as the game's narrator and rule enforcer, a skilled Dungeon Master weaves together the threads of the players' actions to create a living, breathing world. They adapt to the unpredictable nature of player decisions, improvising and adjusting the story to maintain a seamless and engaging experience. Through vivid descriptions and well-timed reveals, they can evoke a sense of wonder, fear, joy, or sorrow, making the game an emotionally rich experience. The best DMs foster a collaborative environment where the players feel like their actions truly matter, guiding the story while encouraging creativity and ensuring that every session is memorable.
The Role of the Player
During gameplay, scenarios and roleplaying opportunities for your character will occur. Immerse yourself into your character - make narrative choices you think they'd make, acting out their mannerisms! All you have to do is make decisions for yourself, interact with the world and the people in it, and assist the members of your party in overcoming challenges and obstacles throughout the story - at its core, Dungeons and Dragons is a team-based roleplaying game, with each player needing to rely on the skills of their party members - and vice versa - in order to survive.
Make sure to follow any "House Rules" your DM might have in place, as they usually dictate some type of expected conduct during the game. If you have any questions or concerns during gameplay, bring them up privately with your Dungeon Master, and try to avoid disrupting gameplay if you can help it.

Sequence of Play
Basic gameplay flow can be summarized into several small steps:
Your Dungeon Master describes the scenes, events, and environments the characters are in. These descriptions usually include considerable detail to help the player "paint a mental picture" without the use of visual aids.
Along with your party members, your character(s) collectively choose a course of action based on the information provided. You will roleplay - or "act" - out the scene as though you were that character.
When an action requires the use of dice (DM discretion), relevant dice are rolled, with the result compared to a target number, known as a Difficulty Check (DC). Abilities your characters have can be applied to modify the result of the role. The number and type of dice used by DnD 5e are located in the right sidebar.
The Dungeon Master uses narrative to describe what happens as a result of the die roll (Cycling back to step 1). Depending on whether your roll meets the target DC, you either succeed or fail at your attempted action.
Example of Play
Dungeon Master (DM): The air in the ancient crypt is thick with dust, and the flickering light from your torches casts long, eerie shadows on the walls. Ahead, you see a heavy stone door, slightly ajar, with a faint blue glow seeping through the crack. You hear the distant sound of chanting in a language you don't understand, echoing through the dark corridor. What do you do?
Player 1: I cautiously approach the door and try to peer inside, holding my axe at the ready. I want to see if I can identify where the chanting is coming from.
DM: Alright, give me a Perception check.
(Player rolls a d20.)
Player 1: I rolled a 15, plus my Perception modifier of 2—that’s a 17.
DM: With a 17, you carefully peek through the crack and see a large chamber beyond. The blue glow is coming from a circle of runes etched into the floor, and in the center, a robed figure is kneeling, chanting in a low, ominous voice. Surrounding him are four skeletons, armed with rusted swords, standing guard. They haven't noticed you yet. What do you want to do?
Notice how the gameplay is cyclical - the DM presents a scenario and you act according to your wishes as that character. Rolls may or may not be applied to all situations.


The Basics
Character Abilities
Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Ability Scores and Modifiers | |
Score | Modifier |
|---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

Abilities
The six Core Abilities are listed below, along with what actions they may govern or what Classes use them as their primary Ability.
Strength
The Strength ability governs any action that requires raw, physical capability, such as holding a door shut against an enemy, scaling a cliff, or lifting a boulder off the ground. Fighters and Barbarians utilize Strength to be effective in Combat.
Having a Strength score of 0 means that a creature cannot move at all. It lies helpless on the ground.
Dexterity
The Dexterity ability governs any action that involves having to be agile, balanced, reactive, or poised. Such actions may include walking a tightrope, dodging a Fireball, or catching a comrade before they fall. Monks and Rogues utilize Dexterity to maneuver swiftly in Combat.
Having a Dexterity score of 0 means that a creature cannot move at all. It stands motionless.
Constitution
The Constitution ability governs any action that involves having endurance, vitality, or health. Actions that involve Constitution may include resisting a poison's effects, postponing the onset of inebriation, or running long distances to catch your prey. Barbarians, Fighters, and Clerics utilize Constitution to remain hardy and tough for the most difficult of combats.
IMPORTANT: A higher Constitution score results in having higher Hit Point totals.
Having a Constitution score of 0 means that a creature is dead. (Does not apply to Undead)
Intelligence
The Intelligence ability governs any action that invokes the need for mental acuity, memory recall, or analytical skill. Actions that involve Intelligence might be recalling a conversation overheard in a bar a month back, or committing a treasure map to memory. Wizards utilize Intelligence to power their spells and Arcane capabilities.
Having an Intelligence score of 0 means that a creature is incapable of thought and in a stupor.
Wisdom
The Wisdom ability governs any action that involves intuition and your perceptiveness of the world around you. Actions that involve Wisdom might be peering into someone's motives or actions, spotting a hidden detail about your environment, or concocting a poultice for a wound. Clerics and Druids rely on Wisdom to fuel their powers of Nature and the Divine.
Having a Wisdom score of 0 means a creature is drawn into a nightmarish and deep sleep, helpless.
Charisma
The Charisma ability governs any action that requires forcing your willpower onto others. Actions that involve Charisma might be attempting to charm a guard into letting you enter a restricted area, performing a musical number to sway the hearts of patrons, or resisting the lure of a silver-tongued conversationalist. Paladins, Bards, and Sorcerers utilize Charisma to fuel their powers of will.
Having a Charisma score of 0 means a creature is catatonic and in a coma-like stupor, helpless.
Ability Checks
An ability check comes into play when your Dungeon Master deems it necessary, which is when your character takes an action that has a certain degree of failure. As the book states, "when an outcome is uncertain, the dice determine the results" (please refer to the House Rules for clarification on this).
When making an Ability Check, you roll a d20 and the result is compared to a Difficulty Class (very commonly referred to as "DC" by the DM), which is a static number corresponding to a degree of difficulty. You must meet or exceed this static number to succeed in your chosen task. The tiers of difficulty - as well as examples of such difficulty - are listed below:
Task Difficulty | DC | Example |
|---|---|---|
Very Easy | 5 | Spotting a lit torch in a dark room, recalling the name of a local Inn |
Easy | 10 | Climbing a tree with plenty of branches for footholds |
Medium | 15 | Swimming across a calm river, picking a simple lock |
Hard | 20 | Tracking a party of Goblins through dense woods |
Very Hard | 25 | Spotting a hidden assassin in the crowd, climbing a sheer cliff |
Nearly Impossible | 30 | Lifting a portcullis gate single-handedly |
When the Dungeon Master calls for an Ability Check, it will be associated with the action you are trying to take. When you make an Ability Check you will:
Roll a d20
Add your relevant Ability Score Modifier to the result.
If an Ability Check is a bit more skill-focused in its intent, the DM may call for a relevant Skill Check instead...

Skill Checks
Much like abilities, your character has a set of skills that set them apart from other characters, all of which are drawn from your character's core Ability Scores - the higher an ability score that governs a skill, the greater your affinity for that particular skill. Listed below are the many skills found in DnD 5e, as well as the abilities that govern them:
Strength | Athletics |
|---|---|
Dexterity | Acrobatics, Sleight of Hand, Stealth |
Constitution | None |
Intelligence | Arcana, History, Investigation, Nature, Religion |
Wisdom | Animal Handling, Insight, Medicine, Perception, Survival |
Charisma | Deception, Intimidation, Performance, Persuasion |
When the Dungeon Master calls for a Skill Check, they will specify what skill you are using and (usually) why you are using it. If you are attempting to sneak through a graveyard infested with Ghouls, the DM may call for a Stealth Check, for example. When making a Skill Check you will:
Roll a d20
Add your Skill Modifier to the roll (this number is drawn from your core Ability Score and your Proficiency Bonus, if applicable)
Some Skill Checks require proficiency, in which case, you will add your Proficiency Bonus to your roll.

Tool Checks
Much like Skill checks, your character may have an affinity with a certain kind of tool or supply kit. These tools fulfil many different purposes, often falling within the bounds of Crafting items, but some tools are utilitarian, such as Thieves' Tools. Though the way in which you use the tools will vary, the game mechanics behind them remain the same - all they do is allow you to add your proficiency modifier to your roll result when making a Tool check.
When making a Tool Check, the Ability Score used can vary, as using toolsets don't necessarily fall under a particular Skill. For example, the DM may call upon you to roll a Strength Check to sculpt a statue from stone using Mason's Tools.
You will need to possess a particular toolset to craft certain items; i.e. Carpenter's Tools for building houses, and Alchemist's Supplies for brewing potions. Such toolkits can usually be purchased from local shops or artisans, or found during adventures.

Passive Checks
Sometimes, your character might be so good at a particular skill or attribute, that it's better to assume they simply succeed at whatever they're trying to do if their skill level justifies it; i.e. a character with a high STR score should - theoretically - be able to lift a great many more things by themselves, compared to another creature with a weaker STR score or modifier, posing a problem when it comes to lifting objects without assistance. The same goes for Passive Perception - sometimes, characters can be far more aware or aloof than others (which also presents opportunities for natural and organic roleplay), giving them an edge during exploration, while also setting their character apart from the others in ways that can promote good teamwork.

Saving Throws
Whenever your character must attempt to resist an effect imposed upon them, the DM may call for a "Saving Throw" associated with an Ability, such as Strength or Constitution. Each saving throw is unique in the sense that they protect against varying effects based on the nature of the effect's source.
For example, when trying to resist the effects of Poison, your bodily resilience is called into question. Thus, you would make a Constitution Saving Throw. As another example, when a spellcaster launches a Fireball spell at you, your capability to dodge its explosive effects will call for a Dexterity Saving Throw, as mobility and reflexes count in that circumstance.
Success on a Saving Throw guarantees that you resist the imposed effect, while failure guarantees the opposite. Such effects can vary from source to source.
To roll a Saving Throw:
Roll a d20.
Add the associated Ability Score modifier to the result.
If proficient in the Saving Throw type, add your proficiency bonus to the result.

Inspiration
Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to their personality traits, ideals, bonds, and flaws.
Gaining Inspiration
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.
Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.


Advantage & Disadvantage
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Proficiency Bonus
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once.
For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

Alignment
A typical character or 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. Brief summaries of the nine alignments are as follows:
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.
Lawful Neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
True Neutral (TN) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
Chaotic Neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful Evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral Evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many Drow, some cloud giants, and goblins are neutral evil.
Chaotic Evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Beyond 1st Level
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.

XP Advancement
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.
Character Advancement | ||
|---|---|---|
Experience Points | Level | Proficiency Bonus |
0 | 1 | +2 |
300 | 2 | +2 |
900 | 3 | +2 |
2,700 | 4 | +2 |
6,500 | 5 | +3 |
14,000 | 6 | +3 |
23,000 | 7 | +3 |
34,000 | 8 | +3 |
48,000 | 9 | +4 |
64,000 | 10 | +4 |
85,000 | 11 | +4 |
100,000 | 12 | +4 |
120,000 | 13 | +5 |
140,000 | 14 | +5 |
165,000 | 15 | +5 |
195,000 | 16 | +5 |
225,000 | 17 | +6 |
265,000 | 18 | +6 |
305,000 | 19 | +6 |
355,000 | 20 | +6 |




Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-‐‑class character of the same level, you’ll sacrifice some focus in exchange for versatility.
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
Multiclassing Prerequisites | |
Class | Ability Score Minimum |
|---|---|
Barbarian | Strength 13 |
Bard | Charisma 13 |
Cleric | Wisdom 13 |
Druid | Wisdom 13 |
Fighter | Strength 13 or Dexterity 13 |
Monk | Dexterity 13 and Wisdom 13 |
Paladin | Strength 13 and Charisma 13 |
Ranger | Dexterity 13 and Wisdom 13 |
Rogue | Dexterity 13 |
Sorcerer | Charisma 13 |
Warlock | Charisma 13 |
Wizard | Intelligence 13 |
Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
Proficiency Bonus
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.
Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table below.
Multiclassing Proficiencies | |
Class | Proficiencies Gained |
|---|---|
Barbarian | Shields, simple weapons, martial weapons |
Bard | Light armor, one skill of your choice, one musical instrument of your choice |
Cleric | Light armor, medium armor, shields |
Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |
Fighter | Light armor, medium armor, shields, simple weapons, martial weapons |
Monk | Simple weapons, shortswords |
Paladin | Light Armor, medium armor, shields, simple weapons, martial weapons |
Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list |
Rogue | Light armor, one skill from the class's skill list, thieves' tools |
Sorcerer | — |
Warlock | Light armor, simple weapons |
Wizard | — |
Class Features
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 class 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 feature 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 |
