Spellcasting Ruleset and Multiclassing Guide for Shattered Realms TTRPG
Spellcasting & Multiclass Rules
All spellcasters in this system use a unified spell progression and spellcasting approach modeled after the dungeons and dragons 5th edition Bard class, granting versatility in spell acquisition and use. Each caster progresses along the following general framework.
Spell Slots and Spells Known
All casters have a progression identical to the Bard from DnD 5th Edition, simplifying the progression, meaning they know a limited number of spells but possess a flexible number of spell slots to cast spells of varying levels. This helps ensure that spellcasters remain both versatile and powerful, without requiring the complexity of larger spellbooks or preparation.
Prepared vs. Known Spells
Most spellcasters do not prepare spells. Instead, they know a certain number of spells, similar to a Bard, and may cast them freely using their spell slots. Only Mages are allowed the special exception of using spellbooks, which provides them the ability to prepare spells like a traditional D&D Wizard.
Mages must choose a number of spells from their spellbook to prepare each day, based on their level and Intelligence modifier. This creates a flexible but strategic system where Mages can adapt their spell repertoire to suit different challenges they may face throughout the day, similar to the Wizard class.
Spellcasting Focus
Below is a list of Arcane Focus options you can use. Some classes, such as the Spellblade and feats like Warcaster allow you to use weapons as an arcane focus. A caster can only benefit from one Arcane Focus at a time.
Unique Effects. A caster can only benefit from the unique use of one arcane focus at a time—their active focus. If they have a magic item, such as a Ring of Protection, and are using the Sky Blinder Staff, they benefit from the Ring’s magical effects and the staff's effects, but only the unique feature of the active focus.
You can use a non-magical item as your arcane focus instead of a magical one. For instance, if you have a common Crystal Orb and a Sky Blinder Staff, you may choose to use the Orb's unique effect rather than the staff's.
Arcane Focus |
Unique Arcane Focus Effect |
Starting Equipment Gold Cost |
Amulet |
Grants a +1 bonus to saving throws. |
5 gp |
Chalice (Reliquary) |
Grants a +1 bonus to healing spells. |
5 gp |
Colored Orb |
After finishing a long rest, you can change the damage type of elemental spell you cast to match your orb's color. Elemental spells include acid (purple), cold (blue), fire (orange), lightning (yellow), and poison (green). This effect lasts until you finish your next long rest. |
20 gp |
Crystal Shard |
Grants the caster a +1 bonus to Wisdom skill checks. |
10 gp |
Hat |
You can attempt to cast a cantrip that you do not know. The cantrip must be on your spell list, and you must succeed on a DC 10 Intelligence (Arcana) check. If successful, you cast the spell. If the check fails, the spell fails and the action is wasted. |
5 gp |
Holy Symbol |
Grants a +1 bonus to radiant damage spells. |
5 gp |
Lantern |
Casts bright light in a 30-foot radius and dim light for an additional 30 feet. |
5 gp |
Quarterstaff |
Requires two hands to attack, dealing 1d12 bludgeoning damage. |
2 gp |
Robes |
Provides a base armor class of 10 + your spellcasting modifier and does not require armor proficiency. |
30 gp |
Rod |
Grants a +1 bonus to Charisma skill checks. |
5 gp |
Ring |
Grants a +1 bonus to AC while worn. |
15 gp |
Staff |
This weapon has the Versatile and Finesse properties, dealing 1d6 (or 1d8 when wielded with two hands) bludgeoning damage. |
5 gp |
Tattoo |
Allows the caster to ignore somatic components; however, they take damage equal to their proficiency bonus to do so. |
50 gp |
Totem |
Grants a +1 bonus to fire, cold, and lightning spell damage. |
50 gp |
Cantrip Scroll |
Allows the caster to cast any cantrip from their spell list even if they do not have the spell prepared, usable once per long rest. |
25 gp |
Wand |
Allows the caster to use an attack roll cantrip as a bonus action, but does not add their spellcasting modifier. |
10 gp |
Casting Spells
Spells are cast using the appropriate components, with the chosen arcane focus replacing the need for material components if they are not costly (generally those without a specific GP value). Somatic and verbal components still apply, unless specific features alter or remove the requirement.
Spell Lists
Spells categories. Spells are divided into three categories
Arcane, Support, and Martial. Each class has access to a specific spell list, which helps to define their magical style and role within the group. When multiclassing, characters do not gain access to additional spell lists; they can only use the spell list associated with their original spellcasting class. The spell list access for each class is as follows:
- Cleric: Support
- Druid: Arcane
- Inventor: Martial
- Mage: Arcane
- Mystic: Support
- Spellblade: Martial
- Tamer: Support
5th Edition Class Conversion
- Artificer: Martial
- Bard:
Support
- Cleric: Support
- Druid: Support
- Sorcerer: Arcane
- Ranger: Martial
- Paladin: Martial
- Warlock (Pact Magic): Arcane
- Wizard: Arcane
5th Edition Subclass
Conversion
- Arcane Trickster (Rogue subclass): Martial
- Eldritch Knight (Fighter subclass):
Martial
- Blood Hunter (Optional): Martial
Spells from 5th edition. A general rule is
Sorcerer, Druid, Wizard spells are Arcane;
Bard, Cleric, Druid, are Support;
Paladin, Ranger, are Martial. If a spell exists in both 5th edition and Shattered Realms the Shattered Realms version overrides the DnD 5e version of the spell including level, and effects. Characters directly from DnD 5e that do not wish to use any spell, multiclass, or spell list from Shattered Realms follow their original 5th edition class and subclass rules including multiclassing rules.
Multiclassing Rules for Spellcasters and Non-Spellcasters
Most spellcasters do not prepare spells. Instead, they know a certain number of spells, similar to a Bard, and may cast them freely using their spell slots. Only Mages are allowed the special exception of using spellbooks, which provides them the ability to prepare spells like a traditional D&D Wizard. Mages must choose a number of spells from their spellbook to prepare each day, based on their level and Intelligence modifier. This creates a flexible but strategic system where Mages can adapt their spell repertoire to suit different challenges.
Multiclass Spell Progression
Multiclass Spell Progression
When multiclassing between spellcasting and non-spellcasting classes, the spell progression remains based on the Bard progression. For spellcasters, levels stack to determine overall spell slot availability. For non-casters, each level contributes half a caster level (rounded down) when determining spell slot progression.
For example, a character with 4 levels in a spellcasting class (e.g., Inventor) and 4 levels in a martial class (e.g., Brawler) would have an effective caster level of 6, providing spell slots similar to a 6th-level Inventor. However, spells known are still limited by the levels in actual spellcasting classes.
Spells Known and Spell Slots
Multiclass characters only gain spells known from their spellcasting classes. Spell slots, however, are shared and pooled together based on the effective caster level as noted above. This provides multiclass characters with a greater number of slots but limits them in terms of the spells they can actually cast.
Important reminder; multiclass characters do not gain access to the spell list of another spellcasting class. They can only cast spells from the spell list of the original class in which they have spellcasting levels.
Non-Caster Multiclassing
When a character multiclasses into a non-casting class, they do not gain any additional spells known. However, they gain access to class features, proficiencies, and other benefits from that class, which can greatly augment their combat effectiveness and versatility.
Conversely, non-casters who multiclass into a spellcasting class begin with the Bard spell progression from that level onward, gaining spells known as listed in that spellcasting class, see unique effects below.
Unique Effects
A character may only have one unique effect active at a time, allowing them to focus on maximizing the use of one item’s properties. Unique Effect is alongside standard attunement rules.
For example, a Brawler-Mage multiclass is attuned to a Ring of Protection, wearing a basic Amulet, and equipped with medium armor. If they choose to activate the Amulet as their unique effect, they would receive +2 to saving throws and +1 to Armor Class, alongside the base Armor Class provided by the medium armor. This is because the Ring of Protection provides a +1 bonus to saving throws and Armor Class, while the Amulet adds +1 to saving throws. Since the chosen effect comes from the Amulet, no additional bonuses are gained from the Ring or any Unique Armor Effect related to medium armor.
- Unique
Arcane Focus Effect: Only characters who have the ability to cast spells can activate Unique Arcane Focus Effects.
- Unique Armor Effect: You can only activate Unique Armor Effects of armor you are proficient with.
- Unique
Weapon Effect: You can only activate Unique Weapon Effects of weapons you are proficient with.
Ability Scores and Requirements
Ability Score Requirements: To multiclass between a spellcaster and a non-caster, characters must meet the prerequisites for both classes. For most spellcasting classes, this means a minimum score of 13 in the primary spellcasting ability (e.g., Charisma for Sorcerers or Wisdom for Druids).
Primary Spellcasting Ability: Each class has a distinct primary ability that governs spellcasting. When multiclassing, players should carefully consider how ability scores are allocated to ensure they meet casting requirements.
Spell Slot Multiclassing
Unified Spell Slots: When a character has levels in more than one spellcasting class, they use a single pool of spell slots to cast spells from any of their classes. However, they must use the spells known from each class separately, and they can only cast a spell if they have learned it in that class.
Arcane Focuses: Multiclass characters can choose any arcane focus, regardless of their original class. This makes a Brawler-Mage just as capable of wielding a staff as a Mage or an Inventor using an arcane focus, depending on what best fits their chosen flavor.
Multiclassing Example
Suppose a character is a Level 3 Skulker / Level 4 Mage. Here’s how their multiclass spellcasting would work:
- Effective Caster Level:
A Level 4 Mage plus a Level 3 non-caster (Skulker) yields an effective caster level of 5 (since non-casting levels contribute half).
- Spell Slots:
The character uses spell slots as if they were a 5th-level Mage, providing access to 3rd-level spell slots.
- Spells Known: The character knows spells as a Level 4 Mage, meaning they can only use the spells they have learned from the Mage class.
- Spell List Access: The character can only use spells from the Mage spell list, even if they multiclass into other spellcasting classes.
- Arcane Focus: They may use any arcane focus they choose from the list of Arcane Focus options.
Final Notes
- Multiclassing provides significant versatility but requires careful planning to balance abilities and ensure that both magic and non-magic elements are fully effective.
- Mages’ ability to prepare spells makes them uniquely versatile compared to other spellcasters, but at the cost of needing to track and manage their spellbook. Other casters focus on knowing a fixed list of spells for simplicity and reliability.
- Players should remember that spell slots are a shared resource, while spells known are dictated by individual spellcasting classes, and they do not gain access to spell lists outside of those granted by their original class.
- You can use the tool and table below for more information on spell slot progression: