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Tag » How To Calculate Spell Save Dc
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I am a level 3 Cleric. But I still don't know what spell DC is? Is it like spellpower? And, as a level 3 Cleric, can I have these spells prepared for my next session?
https://photos.app.goo.gl/nEaRyPKg86MiQ2TQ9
Rollback Post to Revision RollBackAs any spellcaster, your spell save DC = 8 + your proficiency bonus + your ability modifier. In this case, at level 3, your proficiency bonus is +2 and your ability modifier is wisdom. Your DC is the difficulty class of your spells that you cast. Such as, with a wisdom of 16 (+3), your spell save DC will be 13. So if you cast a spell such as Charm Person, where your target must make a Wisdom saving throw to resist your spell, they must beat the DC 13 to successfully resist your magic. Lets say your target is a goblin, who's Wisdom is 8 (-1). They must roll 14 or higher to resist your spell. And that is what your DC is. This applies to every spell where a DC is required. Such as, Fireball requires a Dexterity save from all creatures within a 20 foot radius of the target point of the spell. So a goblin with a 14 (+2) in Dexterity must roll an 11 or higher on the dice to take half damage from the fireball (Assuming 13 is still the DC). Did that help?
Rollback Post to Revision RollBackI love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
Actually, it was perfect. But, I would still like to know if I can prepare all these spells for my next session? Or, maybe I can prepare more?
https://photos.app.goo.gl/QdPkDrk8hUUiKV498
Rollback Post to Revision RollBackI don't see why you can't prepare these spells. Before I can answer appropriately, what is your character's wisdom score?
Rollback Post to Revision RollBackI love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
Here it is :
https://photos.app.goo.gl/tu7ip4DpjwhKkji58
Rollback Post to Revision RollBackFantastic. So your spell save DC would be 12, meaning that creatures must roll a 12 or higher on the total roll to beat your spells.
At any given level of Cleric, you can only have a certain number of spells prepared. That number of spells equals your wisdom modifier + your cleric level. In this case, you can prepare 5 spells. So currently, you have 1 too many spells prepared. You must decide which you want to rid of or that wont be useful in the near future. Your cantrips do not count towards prepared spells.
Rollback Post to Revision RollBackI love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
And you can swap out your prepared spells at a long rest, so you're not stuck with the same prepared spells forever!
Rollback Post to Revision RollBackYou're absolutely right sir. Did this help you? Or is there still any questions?
Rollback Post to Revision RollBackI love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
I'd like to point out that Clerics also have Domain spells that are specific to the Domain they choose at 1st level. They automatically have these spells prepared once they reach the appropriate level and the spells don't count against the number of spells they can prepare.
Rollback Post to Revision RollBackFind your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Sure helped me
Rollback Post to Revision RollBackThis was mega helpful. I was unaware that as a cleric I could change spells at a long rest. I was always under the impression that it was Wizards only
Rollback Post to Revision RollBack