With the drastic changes to spellcasting every single class has changed. Classes that didn’t have spellcasting now have a minor version of it while classes that did have spellcasting are now drastically changed in how they obtain spells.
For simplicity, every class now uses the exact same system to cast spells. The system will bring back an older concept called Caster Level to help simplify the system even further.
All classes gain levels in caster level to determine how many spell slots they have, how many cantrips they know, and how many spells they can learn. Each class is given a caster archetype to determine how many caster levels they grant.
Full Casters (Full Caster Level Progression)
Wizards, Arcanists, and Spiritualists are full casters and add their full level to the character's caster level.
Martial Casters (Half Caster Level Progression)
Paladins, Rangers, Totem Warriors, Eldritch Knights, Elemental Fists, and Arcane Tricksters are martial casters add half their level to their caster level. These classes round their class level up when determining caster level.
Partial Casters (One Third Caster Level Progression)
Fighters, Rogues, Barbarians, and Monks are Partial Casters and add one third their level to their caster level. These classes round their class level up when determining caster level.
All classes have an associated attribute that represents their spellcasting ability.
Fighters, Rogues, and Wizards practice magic through careful study and use Intelligence as their spell casting ability score.
Barbarians, Rangers, and Spiritualists use magic derived through the spirit plane and use Wisdom as their spell casting ability score.
Arcanists, Monks, and Paladins control magic through force of will and use Charisma as their spell casting ability score.
You use your spellcasting ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Due to the restrictive nature of magic, it is difficult for a person to use magic while training in a discipline that goes against their initial teachings.
At first level, the attribute a caster uses to cast spells is set for them. If a creature takes levels in a class that doesn’t use the same attribute as their Spellcasting Ability, their levels in that class do not count towards Caster Level.
For example, a Wizard who later takes Adept levels does not add their Adept levels to their Caster Level.
Elemental Affinity and Branches
A human must select one element that their character has an affinity for at character creation. This choice can never change.
The element that the creature selects determines which branches they can learn spells from. At first level, a character can select spells from their fundamental branch. They may also select one additional branch from any element they can cast. Once selected, this choice cannot be changed.
At caster level 8 a character gains access to one additional branch they can select spells from. This branch must be selected from one of the elements they have affinity for. A character gains access to an additional branch again at caster level 14, and 20.
Spells Known and Spell Slots
Consult the Table below to determine the number of cantrips known, spells known, and spell slots your character can use.