Spell Slot Table 5e
The Wizard 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 slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast.
- The spell progression tables tell how mage, sorcerer, cleric, druid, bard,paladin, ranger or shaman class gain more spellslot(s) and of which spell level(s), and learn new spells. 1 Mage 1.1 Spell progression table for specialist and wild mages 2 Sorcerer 3 Cleric 4 Druid 5 Bard 6 Paladin 7 Ranger 8 Shaman 9 See also Compared to a generalist mage, Wild Mages gain one extra spellslot for each.
- 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.
- The Wizard 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 Wizard Spells that are available for you to cast.
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
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.
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.
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.
Dnd 5e Spell Slot Table
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.
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.
A Thirst for Knowledge
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.
Related
Level | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|
3rd | 2 | 1 | 1 | 1st |
4th | 2 | 2 | 2 | 1st |
5th | 2 | 2 | 2 | 2nd |
6th | 2 | 3 | 2 | 2nd |
7th | 2 | 3 | 2 | 2nd |
8th | 2 | 4 | 2 | 2nd |
9th | 2 | 4 | 2 | 2nd |
10th | 3 | 5 | 2 | 2nd |
11th | 3 | 5 | 2 | 3rd |
12th | 3 | 6 | 2 | 3rd |
13th | 3 | 6 | 3 | 3rd |
14th | 3 | 7 | 3 | 3rd |
15th | 4 | 7 | 3 | 3rd |
16th | 4 | 8 | 3 | 3rd |
17th | 4 | 8 | 3 | 4th |
18th | 4 | 9 | 3 | 4th |
19th | 4 | 9 | 3 | 4th |
20th | 4 | 10 | 4 | 4th |
Contents
- 1 Class Features
- 1.1 Pact with Hel
Class Features
You gain the following features:
Pact with Hel
Your conduct with the forces of Hel has granted you limited access to magic most dire.
Cantrips
Warlock Spell Slot Table 5e
Starting at 3rd level when you take this archetype, you know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as show in the Cantrips Known column of the Hel Savant table.
Spell Slots
The Hel Savant 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 Hel Savant 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.
Spells Known of 1st level and Higher: At 3rd level, you know 1 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Hel Savant table shows when you learn more warlock spells of your choice of 1st level or 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. 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.
Spellcasting Ability: Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast when making an attack roll with one.
Spell Save DC: 8 + your proficiency bonus + Wisdom modifier
Spell Attack modifier: Your proficiency bonus + your Wisdom modifier
Hel Fire’s Body
At 6th level, your mutating body has already adapted to the rigors of subtle infusions of Hel-energies coursing through your body. When assigning evolution points to the energy dampening body evolution and choose fire as the damage type you resist, you also gain resistance to necrotic damage. If you instead assign enough evolution points to gain immunity against fire, you also gain immunity against necrotic damage. This is a permanent modification of the energy dampening body evolution. Finally, if you suffer from vulnerability to either fire damage or necrotic damage, you lose one of these permanently upon gaining this class feature.
Hel Fire’s Assault
At 11th level, your weaponized evolutions brim with the powers of Hel fire. When assigning evolution points to the energy mutation improved weaponized evolution and choose fire as the damage type you inflict with the evolution, you may choose to instead have your weaponized evolution cause Helfire damage, which is half fire and half necrotic damage. Additionally, when you hit a creature with a mutation attack that deals Helfire damage, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
The Road to Hel
At 17th level, your connection with the forces of Hel makes you the grim reaper of the underworld.
Whenever you successfully kill a creature by using Hel fire via your mutation attacks, it is treated as though you had fashioned a blood candle from it, receiving the benefits of fulfilling the Toll of Souls and gaining the benefits of fashion blood candle. Additionally, whenever you successfully send someone to hell, you may use your favor of Hel class feature again, as though you had completed a short or long rest.
Underworld Races and Classes © 2017 AAW Games LLC; Designers: Thilo Graf and Mike Myler