juggerulez
First Post
Join the debate freely but argue only by strict ruleset interpretation, NO DM overruling. Thanks.
From the Player's Handbook:
Magic Initiate (p.168)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' spell list.
In addition, choose one 1st level spell from that same list: you learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: CHA for bard, sorcerer, or warlock; WIS for cleric or druid; or INT for wizard.
From the Errata:
- Magic Initiate (p. 168). The feat’s limit on casting the 1st-level spell applies only to the casting given by the feat.
- Divine Smite (p. 85). You can expend any spell slot, not just a paladin spell slot.
So, given these Errata entries, I'm going to speculate as follows:
Magic Initiate provides you with 3 benefits:
1) TWO cantrips of the chosen class' spell list
2) ONE 1st level spell, of the same list, that you learn and use as your own known spell
3) ONE 1st level spell slot reserved to your chosen 1st level spell.
1) cantrips are innate spells, so you can always use them no matter what, providing you can fulfil the required criteria (e.g. free hand, material components, etc);
2) you can actually use it with your standard spell slots following the same rules of your spells, i.e. a paladin must prepare it (filling one of her CHA+half level prepared spell list) and can cast it any time she wants providing the spell slots. If she uses any spell slot higher that the 1st, the spell will be empowered accordingly (where applicable);
3) the 1st level spell slot can't be used to store/spend any different spell other than the one chosen with the feat. You CAN use this slot to do other things, i.e. a Paladin could spend it to use a 2d8 Divine Smite, but in regard of spell casting it must be used to cast the 1st level spell of choice and nothing else.
A word of advice.
The Magic Initiate Feat description doesn't specify that you gain an extra 1st level spell slot but it also doesn't specify it's an innate spellcasting feature, this is something you imply by following the game mechanics: there is nothing else in any ruleset book that allow you to cast a spell without discharging a spell slot. One can argue that innate spellcasting is "something that allow you to cast a spell without discharging a spell slot" but innate spellcasting specifies that it's an "innate spellcasting feature" in all the contexts it's mentioned.
By this logic, the only possible explanation is that the devs forgot to mention the presence of the spell slot, which is only implied by design.
Prove me wrong
Join the debate freely but argue only by strict ruleset interpretation, NO DM overruling. Thanks.
From the Player's Handbook:
Magic Initiate (p.168)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' spell list.
In addition, choose one 1st level spell from that same list: you learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: CHA for bard, sorcerer, or warlock; WIS for cleric or druid; or INT for wizard.
From the Errata:
- Magic Initiate (p. 168). The feat’s limit on casting the 1st-level spell applies only to the casting given by the feat.
- Divine Smite (p. 85). You can expend any spell slot, not just a paladin spell slot.
So, given these Errata entries, I'm going to speculate as follows:
Magic Initiate provides you with 3 benefits:
1) TWO cantrips of the chosen class' spell list
2) ONE 1st level spell, of the same list, that you learn and use as your own known spell
3) ONE 1st level spell slot reserved to your chosen 1st level spell.
1) cantrips are innate spells, so you can always use them no matter what, providing you can fulfil the required criteria (e.g. free hand, material components, etc);
2) you can actually use it with your standard spell slots following the same rules of your spells, i.e. a paladin must prepare it (filling one of her CHA+half level prepared spell list) and can cast it any time she wants providing the spell slots. If she uses any spell slot higher that the 1st, the spell will be empowered accordingly (where applicable);
3) the 1st level spell slot can't be used to store/spend any different spell other than the one chosen with the feat. You CAN use this slot to do other things, i.e. a Paladin could spend it to use a 2d8 Divine Smite, but in regard of spell casting it must be used to cast the 1st level spell of choice and nothing else.
A word of advice.
The Magic Initiate Feat description doesn't specify that you gain an extra 1st level spell slot but it also doesn't specify it's an innate spellcasting feature, this is something you imply by following the game mechanics: there is nothing else in any ruleset book that allow you to cast a spell without discharging a spell slot. One can argue that innate spellcasting is "something that allow you to cast a spell without discharging a spell slot" but innate spellcasting specifies that it's an "innate spellcasting feature" in all the contexts it's mentioned.
By this logic, the only possible explanation is that the devs forgot to mention the presence of the spell slot, which is only implied by design.
Prove me wrong

Join the debate freely but argue only by strict ruleset interpretation, NO DM overruling. Thanks.
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