In 5e, spellcasting is split into 3 different parts:
For a Cleric:
Spells Known equals "all the spells under the Cleric spell list (except the Cantrips) + all the spells listed in their Divine Domain". These are all the spells that the Cleric knows and are the list from which the Cleric can select his Prepared Spells.
Spells Prepared equals "Wisdom mod + Cleric Level" spells. In addition, the spells listed in his Divine Domain are automatically prepared. So, for Oskarr, he automatically has Bless and Cure Wounds prepared, plus he can prepare 3 (WIS mod) +1 (Cleric Lvl) additional spells. These are the actual spells that Oskarr can spend his daily spell slots casting.
Spell Slots equals the number spells Oskarr can actually cast daily, which is listed in the Cleric table. For Oskarr, that number is 2. So Oskarr, can cast two spells from his prepared list (Bless, Cure Wounds, Command, Healing Word, Guiding Bolt, Shield of Faith) each day.
At the end of a long rest, his Spell Slots refresh and he can select a new list of Prepared Spells.
That's my understanding of how spellcasting works for Clerics.
Sorry. Honestly, if I had been in charge or organizing the 5e handbook, I would have done it much differently. The stat info is oddly spread out throughout the chapter, instead of all being in one spot.
Posted on 2017-02-14 at 22:14:46.
Edited on 2017-02-14 at 22:31:25 by Lano
Oskarr is updated. So it Dane, I forgot to switch a key stat on Nomad's sheet.
So I'm assuming Skovl, Dane, and Oskarr are currently finalized.
I'd like Chessicfayth and Padre just to give their final word on that as well when they can. Either way, unless they want to make major changes out of the blue, I think I'm ready to make a first post, so I'm going to start thinking about that. I'm hoping to do this by Monday, but we'll see how it goes.
Yeah, Warlock casting is incredibly rigid, however the spells warlocks cast are all cast at their highest spell level, and they get "Invocations," essentially free and unique metamagic feats. There are a few other fringe benefits to being a Warlock - IE choice of pact allows the player to run a Familiar, to have a weapon that appears in hand on command, or to be a more powerful caster with access to other classes' cantrips.
To be honest, when you said Dwarf Warlock, I thought you were planning on doing the Fiend / Pact of Blade route... Get the medium armor and STR/CON stat boosts from the Mountain Dwarf, add in the auto temp-HP every time you kill a foe, mix in the auto-proficient pact weapon (Greataxe/Greatsword/Maul) and Thirsting Blade / Life-drinker invocations and you have the base of an decent melee fighter.
Add to that your decent range attack with Eldritch Blast (and additional Agonizing Blast/Repelling Blast invocations) and your "I add extra damage to everything I hit" Hex spell... pretty sweet.
And then you still get a few extra battlefield control spells/invocations. All with extra RP flavored sauce.
When I was building, I literally rolled dice to determine my race and class, then worked out the character. I was thinking I would spend the first several sessions talking to something that isn't there, maybe using my unseen servant spell once or twice. Then when I leveled up I would have taken Chain and revealed my familiar was the thing I had been talking to the whole time. After that, I could make the familiar turn invisible and gain advantage in combat pretty much at will.
But you make a very interesting case for Blade Pact.
PS: DM, let's axe Unseen Servant from my sheet and put Hex on there instead.
Posted on 2017-02-15 at 22:25:20.
Edited on 2017-02-15 at 22:26:32 by Schnozzle
i like the pact of book one best actually... and tied to the Ancient One sounds pretty awesome RP-wise... this maddening being whispering occult knowledge into your mind. your book of shadow becomes this journal of chaotic scribbled and deranged mumblings... like a stream of consciousness always half-baked on meth.
I have to admit I've never understood the desire to play a half-baked character. But, hey, if madness is what you want, then madness it is. As long as you aim your spells at the goblins and not us, then we are probably all ok.
I'm going to throw this out there one last time in case I can entice anyone into the longest running game at the Inn - Trilogy. The game currently has one opening (maybe two) - a human ranger/cleric and a Halfling thief/mage. Both are at around 12th level as is everyone else in the group, including my own big human fighter. It is a great game with a solid core group of players that has been running around trying to save the world for about 10 years now. Don't do it in place of this game, just as an addition to it. Come join the fun. "Trilogy War Recruitment" is the thread to look for and Tann is the DM. If you have questions, just ask.