The spellcasting ability modifier is the bonus you get to spells based on your spellcasting ability. It is simply equal to whatever your modifier for the spellcasting ability is. For example, a Bard with 16 Charisma has a +3 modifier to Charisma, so their spellcasting ability modifier is +3.
The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
For most attacks, you add your ability modifier directly to the damage. There are some exceptions, like how an offhand attack doesn’t get this bonus. Normally you’ll add your Strength modifier, but you can add Dex instead for finesse weapons. For most spells, you do not add your ability score to the damage.
You can only cast this spell at 1st-level, and you must take a long rest before casting it again. Your spellcasting modifier for any spells cast from this feat corresponds to the spellcasting modifier for the class you chose (e.g., if you picked the cleric spell list, your modifier is Wisdom).
The details are located on p. 66, Paragraph 6 of the PHB (Player’s Handbook) under the Spellcasting header. Your DC will be 8 + your proficiency bonus (which is +2 for a level one character) + your Wisdom modifier. Let’s say you have a Wisdom score of 14; that means your modifier is +2.
Some spells require a spell attack roll, which the caster makes to determine if the spell hits its target. The spell attack modifier is calculated as follows: Spell Attack Modifier = Proficiency Bonus + Spellcasting Ability Modifier.
Most spells don’t include your spellcasting modifier for the damage. A few class features can allow you to add it anyways, like the 6th level feature of the Draconic bloodline.
When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them.
Some spells require you to aim them like a laser beam, or to touch a target that might not want you to harm it. In those cases, you roll an attack roll, just like you would with a weapon, but your “to hit” is the ability modifier you use to cast (INT for a Wizard) + your proficiency bonus.
If you have a +4 to your spellcasting ability modifier, and a +6 spell attack bonus (meaning you’re still level 1-4), your spell attack rolls use the +6 modifier. If you cast a spell that requires someone to make a saving throw, the DC for the save would be 14 (8 + prof. bonus + ability modifier, so 8 +2 +4).
The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them.
The Ability
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