Can I Use A Warcaster To Cast More Spells In A Turn?

A spell cast with a bonus action is a powerful and quick way to cast a spell. However, the bonus action spell casting rule only applies for the specific turn in which the spell is cast, not the round. Casting another spell during the same turn, except for a cantrip with a casting time of 1 action, is not allowed.

Some magic items allow users to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level and doesn’t expend any charges. The ability to cast an additional offensive spell as a reaction can be extremely powerful, especially when a hostile creature provokes an opportunity attack from you.

When casting a spell as a bonus action, you can cast more than one spell per turn/round, but only for a cantrip with a casting time of 1 action. This is the only restriction on spellcasting during your turn.

War Caster is a feat that works for any spell caster, so different PCs will have access to different sets of spells. As long as you don’t cast any spells as a bonus action, there is no specific limit.

Action + reaction can be used to counterspell the attempt, or one spell can be a reaction. On table top casters, there is a 1 turn limit for gamebreaking magic, which is why fighters get 5 attacks per turn on high level.


📹 How to Cast the MOST Spells in One Turn!

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📹 Feat #58: War Caster (5E)

Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques …


Can I Use A Warcaster To Cast More Spells In A Turn?
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  • kickstarter.com/projects/monkey-dm/eldritch-hunt?ref=bhixmg Check out Steinhardt’s Guide to the Eldritch Hunt! Or just visit the Kickstarter for a copy of “The Remedy”, a free 27-page sample adventure from the book! I wholeheartedly support this release, and I hope you guys enjoy it too. 😀

  • Arguably, you could use haste on a previous turn, then use the hasted action to make the attack action which you replace with the Green-Flame Blade cantrip using bladesinger’s 6th level feature. Of course it’s possible that this is mearly an attack with a weapon instead of a “weapon attack,” but hey, I tried.

  • Very helpful article. I didn’t realize that you were supposed to read it that way regarding bonus action spells and cantrips. That’s very good to know. I thought the “1 action” cantrip meant that it normally had to have a 1 action casting time, but that you could quicken it. Seems that’s not at all how you do it.

  • To be fair, you can reliably activate Wild Magic surge if your DM is crazy enough to give the wild magic sorcerer the Feywild Shard from Tasha’s, where you can willingly proc a surge whenever you use metamagic. This can more reliably bring it to 5… if you’re lucky. Hell it can DOUBLE your spellcount if you are able to metamagic ALL the spells since the feywild shard isn’t once per turn. I know “No magic items” was a thing in the article but all that does is guarantee wild magic surge which is technically possible on all these spells without it.

  • 1 action or bonus action + 1 reaction = 2 spells+1 cantrip at max PS : saw the article, did not think the challenge included exceptions and multiclassing…. So : 1 spell action 1 atk from haste, cantrip from blade singer 1 action surge spell 1 bonus action spell 1 reaction spell (like Shield) or warcaster ft +1 from wild magic (wierd multiclassing though). =6 a turn maximum

  • I would disagree about reaction spells seeing as there is a major difference between turn and round. The spell says your “turn” which I would argue means your turn in the initiative order. NOT the round. Meaning that reaction spells are technically cast on another creatures turn making them bypass the “only your turn rule”

  • Not sure if this breaks your “no magic items” clause, but the Artificer’s 11th-level Spell-Storing Item feature could provide an avenue for casting a spell as a bonus action without stepping on the feet of your other spells, like commanding any of the various magical pets or using the Thief Rogue’s 3rd-level Fast Hands feature.

  • I know for a fact that 3 is possible with multiple different methods and 4 might be. 5 maybe but 6? Probably not happening. Edit 4: 11 cobalt soul monk 2 fighter 3 wild magic 2 warlock: action, action surge, 11 reactions (be a bugbear and coffeelock until you get enough spells lots to cast dissonant whispers that many times), 1 wild magic surge. Grand total of 14 spells. Edit 5: I made a mistake. Taking levels in fighter is suboptimal due to being able to get more reactions than the 2 levels of fighter provides. So the final build is 15 cobalt soul, 3 wild magic sorcerer and 2 warlock. Take fey touched for dissonant whispers, war caster and pole arm master to be able to reaction cast. Everything else goes into bumping the con save as much as possible so you don’t die of exhaustion due to coffeelocking. Also take the grasp of Hadar eldritch invocation and heightened spell metamagic The final ingredient is another gnome cobalt soul monk or any other creature that can take as many reactions as you. They don’t have to be a party member and they don’t have to necessarily be helping, but they are required to be a “dummy”. So basically before you have your showdown with the monk you’re going to want to coffee lock until you have enough Lv 1 spell slots and enough sorcery points to heightened spell all the dissonant whispers. From there you’ll want to walk up to them and heightened spell cast dissonant whispers on them and then take 15 reactions of you alternating between eldritch blast too pull them closer and pushing them back with heightened dissonant whispers.

  • I’ve poured over a few things and I think I’ve actually found a way to cast 7 spells! Admittedly it makes use of both Glyph of Warding and Contingency, but not in a way you’d expect! Our build for this is a Lizardfolk Wizard 17, Fighter 2, Wild Magic Sorcerer 1 with War Caster & Fey Touched (Dissonant Whispers) Then, our turn plays out as follows: Action 1: Cast Wish, replicating the effect of Glyph of Warding in order to cast Contingency which then has us cast something like Mage Armor as a sorcerer. (We don’t need to trigger these spells, as merely the process of casting them has you cast the subsequent spells.) Bonus Action: Attack via Hungry Jaws to use the optional action Mark on an adjacent creature Action 2: Cast Dissonant Whispers on the adjacent creature, forcing them to use a reaction to flee and thus trigger an AoO (which doesn’t spend a reaction as per Mark) Free Action: Cast something like Chromatic Orb as a Sorcerer as your AoO against the fleeing creature Reaction: Cast Feather Fall as a sorcerer by falling after a high jump Misc: Cause a Wild Magic Surge on any of the sorcerer spells (Most likely from recharging Tides of Chaos) to cast another spell such as a Fireball on yourself. All in all, we cast each of the following 7 spells during this turn: Wish, Contingency, Mage Armor, Dissonant Whispers, Chromatic Orb, Feather Fall & Fireball Oddly enough we don’t actually cast Glyph of Warding, Wish replicates its effect without explicitly casting it.

  • i think 5. Bladesinger wizard 6/warlock 1/fighter 2/sorcerer 5. The extra attack from haste being able to work with the special extra attack from bladesinger is a bit of a discussion in the community but if we considered that it worked we could: -bonus action: cast quickened haste -action: attack action, cast eldritch blast as one of the attacks -action surge: same as our main action -hasted action: replace the attack with eldritch blast -reaction: counterspell one of our spells or hit ourselves and shield So in total 5 with this setup< EDIT: i didn't know bonus action spells also afected reactions, so as in the article use the war caster strategy ALSO: with the wild magic subclass if you are able to choose what the roll is going to be you could choose to always get the wild magic surge and get the extra action one for an amount of spells casted in one turn equal to the amount of leveled spells you can cast. If you use the spell points variant and cast only 1st lvl slots you can cast a crazy amount EVEN BETTER: with the previous set up grab any warlock invocation that lets you cast a 1st lvl spell at will for theorical infinite spells in a turn

  • I knew this exept for the wild magic consideration. I am not sure we have always executed it correctly in game, because getting rules right in real time isn’t my thing. The wild magic thing suggest infinite actions, if a wild magic surge can trigger a wild magic surge. They probably shouldn’t as that could make for gameplay that is simply too wild. But it might make for a really memorable table moment, I’ve never had a wild magic sorceror at the table with me so I don’t know how a DM would allow it to play out. Note to self. Make a wild magic character…

  • Should be 3 leveled spells in a turn. 2 levels wizard, 2 levels fighter. 10ft cliff. Start of turn jump off cliff, reaction on your turn feather fall, then cast magic missile and then once more with action surge magic missile. Can’t do anything with your bonus action except like do a tiny dance I guess. This works as the phb doesn’t restrict 1 spell per turn, it restricts casting leveled spells with actions when you cast a spell using a bonus action i.e misty step (leveled) or shaleleigh (cantrip). The key here is bonus action spells. If you have the action for it then nothing is stopping you from casting two leveled spells with actions. If you don’t care about leveled spells at all you can also be a sorcerer and fighter multiclass and either cast a bonus action spell or quicken cast a spell then a cantrip with you can much like before action surge and cast again. A lot of hexblade fighter multiclasses take a metamagic adept feat to do just this. Quite effective and very suited for damage bursts! The challenge of 6 seconds could also theoretically be voided with say a spell like time stop and a fighter dip but it might be a bit of a waste of resources. Plus between you and me time stop kind of sucks as a ninth level spell

  • I don’t have the patience to do all the math, but utilizing the 9th level spell time stop would allow you to have a potential of 1+1D4+1 turns to cast as many spells as you like within just 6 seconds (the first 1 being the initial turn time stop is being cast on). That gives us 7 actions if we multiclass into fighter for action surge, as well as 6 bonus actions and 6 reactions. Theoretically that means we have enough action economy to churn out 19 spells in just 6 seconds. Bonus action rules make this a pain and reactions are much harder to utilize when everybody else are frozen in time. To top it all off, time stop has it’s own rules for what spells can be cast without ending the effect, so the total is definitely below the ideal 19. It does seem like we have to ignore bonus actions to allow the casting of other spells (including the time stop), but even then it means a total of 13 spells. This might be cheating though, since technically this games the system by allowing more turns in a turn. The “real” answer would probably be 4 spells, and the same build could do it. Action + Action surge + bonus action + reaction, if you pick the spells and engineer a situation to fit the bonus action rule.

  • high level eldritch knight fighter, with either multiclass into sorcerer or the feat to gain sorcerey points and a couple metamagics, and you can get 6, potentially 7 with the 18% chance, and with the proper setup in a prior turn instead of a bunch of casted cantrips they can all be fireball, with a bonus action attack from a preexisting concentration spell like flaming sphere, and now your the most powerful spellcaster at the table, casting 4 fireballs, a flaming sphere attack, and a reaction spell like shield or any other you would want, and if you chose wild sorcery instead of the feat an 18 chance to cast some other spell or even blow yourself up XD

  • >Be me, a wild magic sorcerer 1 with the eldritch adept feat for the infinite mage amor >action: i cast mage armor on myself for free >wild magic procs and i roll a 81 or 82, i get another action >repeat we did it boys, the chance is practically 0 but it is posible to cast infinite spells in a turn at lvl 1

  • You can cast 4 spells on a turn without multiclassing and your single class is of course fighter. Even more surprising is that you don’t require eldritch Knight in fact it wouldn’t help as you wouldn’t get a cantrip or dissonant whispers. So fighter and three feats warcaster, metamamagic adept and magic adept for dissonant whispers and two bard cantrips. You would still need to multiclass to sorcerer instead of metamagic adept to get the wild magic table for 5 feats unless your DM is in love with the table and uses it in the mournlands of ebberon or some similar chaotic place for all spellcasters just for funzies. Which I absolutely would if I didn’t have a wild magic sorcerer at the table cause obviously you don’t want to steal their unique feature. Still 4 spells in one turn without multiclassing is funny though again a definitely suboptimal build.

  • My guess is 5. Any Artificer 11 for SSI and haste (put shatter) Fighter 2 for that sweet action surge Get metamagic adept. (Quicken) Bonus action: quicken haste Action: Booming Blade Action Surge: Booming Blade Haste Action: Use SSI to cast Shatter Reaction: if enemy attack, cast Shield, if it ran cast Booming blade again Edit 1: 5:01 “you can’t cast any other spells before or after it on the same turn”. Reactions typically occur on enemy’s turn for example using shield spell on enemy’s attack roll on their turn. However, you can’t counterspell a counterspell against your quickened fireball because it is counterspelled on your turn and thus counterspelling it is also in your turn. Edit2: 7:20 20% because you can roll 81-82 which says “You can take one additional action immediately”

  • I was thinking 4, play a Hadozee which has dexterous feet and as a race feature you can use objects as a bonus action, play a Chronurgy wizard and play level 10 with Arcane Abeyance, now multi-class into fighter for action surge, now you can cast 3 action time casting spells on your turn and still have a reaction for silvery barbs or shield

  • okay here me out. Take 11 levels of artificer to get spell storing item and put a spell in a sword or something, then cast haste on your self and use the additional action to interact with the sword. I think this fits your rules as you said any class feature. However i don’t know how this would interact with action surge.

  • Kudos for using a Dota 2 character in the thumbnail! I wonder if there’s a magic item that can cast a spell during the attack, such as “on a critical hit, cast Booming Blade” or something like that. Then a Fighter could potentially cast eight spells with fortunate attack rolls at level 20. Great article 😛

  • Shouldn’t you actually be able to do 6, with a turn of setup before and incredible luck? On your first turn, do wild magic, roll a 1 or 2. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Then turn 2, you do action, action surge, bonus action, reaction, and roll a 1 on the leveled spell for a wild magic surge, in addition to the roll on each turn for the next minute?

  • Before I’m perusal I’m gonna guess Sorcerer 3 Bladesinger 6 Fighter 2 Take the attack action, 1 weapon attack, cast a cantrip, use bonus action to cast cantrip action surge cantrip again and I guess use a reaction to cast a spell idk You actually can just get this done anyways without the 6 in Bladesinger btw but idk it just seems wilder

  • I was aware of these limitations on bonus action spells (and that they prove the only major limitation besides action economy on how many spells you can cast in a turn) but wouldn’t war caster effectively change the casting time for that particular casting into 1 reaction thus making it invalid to use with a bonus action spell in the same turn? And if this isn’t the case and the bonus action spell limitations only pay attention to the spell’s printed casting time rather than the resource you spent to cast it, wouldn’t the wild magic surge spells be prevented since they are leveled spells?

  • ADD ACTION SURGE TO EVERY SPELL CASTER REPLACE ANOTHER FEATURE. ITS NOT HOMEBREW ITS RAW, IF THE CLASS FEATURE DOESNT FIT THE CAMPAIGN EXCHANGE IT OR CREATE A NEW FEATURE. TRY TO MATCH IT TO OTHER FEATURES OR LV POWER RESTRICT IT. (Substituting Class Features p287 DMG) If one or more features of a given class don’t exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appealing as the ones you are removing, and that the substitute class features contribute to the class’s effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a specific need for your campaign, or to appeal to a player trying to create a specific kind of character (perhaps one modeled after a character from a novel, TV series, comic book, or movie). The first step is to figure out what class feature or group of class features you’re going to replace. Then you need to evaluate what each feature provides to the class, so that the features you are adding don’t make the class over- or underpowered. Ask yourself the following questions about a feature you’re replacing: What impact does replacing the feature have on exploration, social interaction, or combat?

  • Tiefling Warlock with Celestial Patron, Pact of the Tome, Flames of Phlegethos, and War Caster. At level 1 when picking cantrips pick Green Flame Blade and anything else. Make sure one of your starting weapons is a club or staff. At level 3 pick Shillelagh as one of your tome cantrips and anything else. Take Warlock to level 6 for the subclass trait that adds your CHA mod to any one roll for all fire and radiant damage spells. If multiclassing is on the table start with 2 levels of Paladin and pick either Defense or Dueling fighting styles or the new UA one that gives you extra CHA based Cleric Cantrips. Then consider taking 6 levels of Pyromancy Sorcerer from the Plane Shift Kaladesh PDF. Without the multiclassing you are a lightly armored fireball that wades into battle swatting everything with your magic burning billy club. Your club attacks are magic, deal 1d8, and rely on CHA with Shillaelagh. You make a Club attack as part of casting Green Flame Blade which adds your CHA and a few d8’s depending on level to one target and potentially the same fire damage to their friend standing within 5 feet. Anytime you cast a fire spell, like green flame blade, you can reroll a single die that rolled a 1, wreath yourself in flames until you next turn, and deal 1d4 fire to anything that hits you. With muticlassing you are a walking blast furnace. Your full plate and shield give you 20 AC while you are whacking things with your flaming billy club. Divine smite can be stacked on top of any Green Flame Blade hit, adding more D8’s of force damage on top of all your fire.

  • NOTE: Eldrich Blast can only be used with War Caster levels 1-4. Once you hit level 5, Eldrich Blast can hit multiple targets and thus is disqualified. How I would use War Caster, is in conjunction with Polearm Master. If you go Hexblade, Pact of the Blade, you can make a polearm your pact weapon. Then simply use your opportunity attacks from Polearm Master to cast cantrips or leveled spells. Just make sure the range on the spell matches, and it targets only 1 enemy. Also note: after the errata spear is on the list of acceptable polearms, so you can use it with a shield and still go ham.

  • Needless to say, it’s an absolute must for Clerics although all other casters benefit massively themselves. Although I do have a question, the part of a feat that allows you to do somatic components while holding sword/shield. Do you still have to move your hands to preform the component or does it act as a ‘somatic focus’, basically if your hands are restrained but you are holding weapons can you still perform somatic components?

  • I love this feat for any caster with Blur (particularly Hexblade, Abjuration Wizard, and maybe some Clerics). Imposing disadvantage on attack rolls against you is great. Having advantage on the CON save to keep that effect is extremely good. My current Fighter/Hexblade has +6 to CON saves and a 19 AC (chainmail, shield, and Defense Fighting Stance). He’s extremely slippery if he’s not up against fireballs or sacred flames and the like.

  • Human warlock with pack of blade boon using whip and having spell sniper. With 2 lvl into fighter for the action surge sake . Use Eldrich bast (repelling blast). Action surge eldrich bast + blowing blast as a bonus action on whip. Immediately use reaction reaction reaction use booming blade thought the whip (second eldrich blast with a hand of xhadare ). In a paper as you push an enemy you trigger reaction with already enchanted weapon and use a new enchant . As long as it different types both of them will work. And the second you chapter hit foe you are going to pull it back . My DM was furious to the point making me doing check for replacement and arcana on to just if a can do all of this .

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