Spend Spell Slots On Oath Spells?

Paladin Oath spells add choices to a Paladin’s magical arsenal, not counting against their preparation slots. Starting at 2nd level, when hitting a creature with a melee weapon attack, one spell slot can be expended to deal radiant damage to the target. Lay on Hands and Channel Divinity are not spells, but they do consume slots when used. Paladin Oath spells are always prepared and do not count against the number of spells you can prepare each day.

Since sanctuary is a 1st-level spell, you must expend a 1st-level spell slot to cast it. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

When a character casts a spell, they expend a slot of that spell’s level or higher, effectively “filling” a slot with the spell. It is important to recognize when to use your Smite action or when to cast magic, as spells can debuff and affect your abilities.

Oath spells are currently taking up prepared spell slots, and they are supposed to be casted at will. A 3rd-level paladin has 3 spell slots, so he can cast 3 spells. His oath gives him 2 additional spells.

A paladin’s oath influences what magic she can perform, and an oathbound paladin adds one spell to the paladin spell list at each paladin spell. When you finish a long rest, you regain all expended spell slots. You prepare the list of paladin spells available for you to cast, choosing from the available options.


📹 Oath of the Open Sea Paladin: Critical Role D&D 5e

Timestamps: 0:00 Intro 0:20 Tenets 1:02 Oath Spells 1:49 Level 3 3:53 Level 7 5:51 Level 15 7:01 Level 20 8:10 Oath of the Sea …


How many spell slots are in level 4 paladin?

As a 4th-level paladin, three 1st-level spell slots are available for casting, enabling the preparation of a diverse array of spells equivalent to half the paladin’s level plus the character’s Charisma modifier. Additionally, two free Oath spells are permitted, one of which is derived from the paladin’s 3rd-level experience.

Do failed spells use a spell slot?

Spell failure occurs when a spell is cast in conditions where its requirements cannot be fully met, resulting in the spell being wasted. This occurs when a spell’s associated spell slot or use per day is used, unlike conditions that prohibit spell casting. Spell failure can also occur when a caster fails their concentration check during casting, such as during damage or defensive casting. This is guaranteed and affects both divine and arcane spellcasters. For example, a caster who fails their concentration check against a taunt has a 30 chance of failing any spell for five rounds, affecting both types of spellcasters.

Do innate spells use spell slots?

Innate spells are natural spells that come from a character’s ancestry or a magic item. They don’t qualify for abilities that require spell slots. The ability that grants an innate spell tells you how often you can cast it and its magical tradition. Innate cantrips are cast at will and automatically heightened as normal. Gaining an innate spell trains you in spell attack modifier and spell DC statistics, which increase to expert at 12th level. Charisma is your spellcasting attribute modifier for innate spells. Innate spells can be cast even if it’s not of a spell rank you can normally cast, especially for monsters.

Do ritual spells take up spell slots?
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Do ritual spells take up spell slots?

D and D 5E have simplified the Ritual Casting feature in Dungeons and Dragons, merging it with spellcasting. In Fifth Edition, there are no dedicated Rituals, only spells with the Ritual tag. Casting a spell as a Ritual extends the casting time by 10 minutes, reducing the need for a spell slot. Rituals cannot be cast at higher levels, making them a great choice for utility spells with niche uses and non-time-dependent effects.

In Dungeons and Dragons Fifth Edition, only five classes can cast Rituals by default: Artificers, Bards, Clerics, Druids, and Wizards. These five classes can cast any appropriate spell in their spellbook as a Ritual without preparing it. However, Rituals are not limited to these five classes.

In summary, Ritual Casting is a useful tool for utility spells with niche uses and is not time-dependent.

What are the rules for spell slots in D&D?

Spell slots represent the number of spells that can be cast by a character, analogous to the number of arrows in a quiver. Once the maximum number of spells has been cast, no further spells of that level may be cast until a long rest is taken. Please be advised that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.

How many spells should a level 5 paladin know?

A fifth-level paladin has four first-level and two second-level spell slots, with a base Charisma of 14. It is possible for a paladin to prepare spells of both levels. The number of hit points at the first level is 10 plus the character’s Constitution modifier. At higher levels, the number of hit points is 1d10 or 6 plus the character’s Constitution modifier. The weapon proficiencies include both simple and martial weapons.

Does ceremony cost a spell slot?

Clerics are able to cast Ceremony as a ritual without expending spell slots, thereby affording them greater flexibility in its usage.

Do oath spells take spell slots?

Each oath has a list of associated spells, which can be accessed at specific levels. These spells are always prepared and don’t count against daily preparations. If an oath spell doesn’t appear on the paladin spell list, it’s still a paladin spell. Your oath also allows you to channel divine energy for magical effects. Each option explains how to use it, and you must finish a short or long rest before using it again.

Do Cantrips consume spell slots?
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Do Cantrips consume spell slots?

A cantrip is a spell that can be cast at will without using a spell slot or being prepared in advance. Spellcasting is a common practice in fantasy gaming worlds, where magic often appears in the form of a spell. A spell is a discrete magical effect, shaping the energies that suffuse the multiverse into a specific, limited expression. Characters carefully pluck at invisible strands of raw magic, pin them in place, set them vibrating, and release them to unleash the desired effect, usually within seconds.


📹 How to play Paladin From Level 1 to 5 | Beginners guide to Dungeons & Dragons Fifth Edition

This is a ‘How to’ guide on how the Paladin class works in dungeons and dragons 5th edition. It describes how the Paladin works …


Spend Spell Slots On Oath Spells.
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14 comments

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  • I like how Chris loved the Marine Layer ability when, during the show, it had been nothing but an hindrance for the party anytime it was used! It generally messed up all their turns, often leading the Pally to simply drop the effect quickly as a result. 😅 (They never were within 5feet to start with when used and it was a huge pain for 7 other party members to need to gather in such a small area)

  • Functionally the issue I see with Marine layer is how is screws over allies which are not within 5 feet of you (which can mess up casting or counterspelling) and especially if they can’t get close enough on their, and how the paladin doesn’t get much help from this feature because they are typically melee warriors. Not to mention if they are in melee with an enemy, the ENEMY now can see everyone, allowing them to cast spells without fear of being counterspelled.

  • I played this subclass at level 11 and it felt soooo good. It shined in fights against water elementals because of the 7th level aura, I could set up combos with fury of the tides to push enemies into my steed that was standing behind them, and it really felt like I had some option either from the class or subclass for every encounter

  • Freedom of the Waves is Misty Step + a bit of damage which is why it is 3rd level. You can make sure your friends – who they assume are near you due to your subclass features and the aura of protection – don’t get hurt. It’s ANOTHER teleport with add-ons. I actually like the spell. Does it do a ton of damage? No, but it is Misty Step+ which is good enough for a free spell. Would I take it as the Druid / Ranger / Sorc option? Probably not, but this subclass is a lot about movement and knockdowns which this spell gives us perfectly. I wouldn’t mind an extra die or 2 for damage, but meh.

  • Hey Chris! Optimancer here. It’s pretty funny how a new set of eyes on something can find errors/ issues that the original dev was seemingly blind to. For example, I recently did some QA for a company by reviewing their new hire documents documents and found more than a few errors. Nothing really egregious, but things you can clearly notice. Of course, the original writers probably read the same thing so many times that they either never noticed the error from the start, or the error was a result of multiple development branches coming together and were missed by other people on the team. Or if something was written on mobile, autocorrect might have messed something up. Thankfully DnD is a game where the group at the table can decide to house rule something on the fly. The same cannot be said for a large company’s new hire packet 😅

  • I want to play this SO BAD! It would pair beautifully with my favorite subclass, fathomless warlock. To have an embroiling storm around you as you reach out to slam foes with icy tentacles or appearing behind enemies within the whipping wind to strike them down with trident strikes (probably flavored from rapier or a pole arm)

  • I’d forgotten about this subclass when you first started this series. I do recall thinking that if I ever played in an Exandria campaign, and didn’t play a Chronurgist, that I’d play an Oath of the Sea Sorcadin. I see a good thematic fit for an Eberron character, too. A particularly heroic Lyrandar captain (at sea or in the air) would make a nice thematic fit. The obvious multiclass would be Storm Sorcerer, but… meh. I’d probably go Divine Soul instead.

  • I quite like Freedom of the Waves – it is an upgraded version of misty step in effect, and not that much more expensive. When you do get in trouble surrounded you can now get out AND potentially harm and knock prone all the enemies that were swarming you. Assume that horde fails a few saves and now some of its members will waste more movement to stand and have to dash to catch back up to you, if they even can with that dash – though that is likely enough without some elevation change you can zap to inside that 10′ of height… Would be nice if it was the common half damage on success for a levelled spell, but it is only a level 3 spell. Also the Freedom of the Winds is pretty darn epic, with the grappling parts being but a ribbon on the flying and teleporting parts, mobility is great and mobility on an opponents turn that can just take you out of range of the attack is so much better than just flying (though will lead to some debate with the rules lawyer on if out of line of sight but still inside maximum range counts or not). Also not as useless a ribbon as you make out – assuming you are allowing these spells for the other classes as suggested it really makes sense thematically and it is ultimately just a spell not a class feature.

  • Thought on Marine Layer – it’s effectively a small bubble of light obscurement wrapped in a larger bubble of heavy obscurement. Wouldn’t that still block sight lines for your party? They could stand next to you, but I would think they could then only see people in the small bubble of light obscurement. So, it could be a good tool for isolating enemies to focus fire, but I do think it would be disruptive to ranged Allies and casters.

  • This subclass really just isn’t my cup of tea. To me a paladin is all about getting powers from upholding some explicit oath (whether or not the player actually spells out what that oath is) and this subclass seems to distinctly lack one on purpose. Without the oath, its not a paladin, its some guy with sea powers that can smite.

  • Not talking about mechanics but on thematic level, I am not a fan of these. I know they were going for different ideas but none of them make sense, especially the bard. I mean what is a sea paladin? How does that make sense? If it was something like an atlantian twist, something like an oath of ancient but aquatic. Instead it’s like “lol be a free spirit, do whatever man”. The definition of a tenet is a formal rule, not only are these not rules the description don’t even elaborate, they juat go off on a metaphor about water. I think if you want a swashbuckling paladin character, you can all read do that. In conclusion, if you like them, you do you, but these are dandwiki tier subclasses.

  • I feel like this subclass is a good example of why I dont really care for Mercer’s designs. I feel like the balance tends to be really whiplashy and not always cohesive – but he also is mostly trying to run a game for his friends but because of CR he tends to get put on a pedestal. I am a bit surprised – I normally like his lore/writing and the tenets of this oath feel so wishy-washy as mentioned in your article.

  • I’m going to go out on a limb here and say that speed and movement aren’t the same thing. Movement is the resource I would spend to use speed. This is why most things reduce your speed, not your movement, and why Mobile buffs your movement, not your speed. The verbage is also always spending movement, not spending speed. It’s a little esoteric, but I think this works. I’m fully willing to be wrong if someone knows something I don’t, but I feel like this explains all the inconsistencies in a rules friendly way.

  • For the 7th level feature, I think there’s a bit of an unintended funk to the wording. Creatures that enter the aura while grappled or restrained can spend 5 feet of movement to free themselves – this is physically impossible in D&D, since you have 0 movement, so you can’t really move while outside the aura. And you can only enter the aura if someone drags you into it, which most likely means it’s on an enemy’s turn, in which case you can’t spend 5 feet of movement, unless you’ve prepared the Dash action beforehand (which I’m not even sure you can do while you have 0 speed). So, theoretically, the second part doesn’t work. It should have a fairly simple rewording which fixes it completely – “You or creatures of your choice within the aura can spend 5 feet of movement to remove the grappled or restrained conditions from themselves.” And if you wanna make it really clear, you can write “on their turn.” Otherwise that aura is really, really good.

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