Healing Word in a Higher Level Slot — is it still a Bonus Action to cast?

If I prepare healing word in a higher level spell slot, is it still a Bonus Action to cast?

Related context

My DM cites Critical Role as evidence that this is probably not the case because in all the hours he’s watched them play their 5e campaign, they have ruled healing word in higher slots as not a Bonus action.

I’ve not watched Critical Role, so I don’t know if this is even the case in the show.

Can you use you once a day Lv1 Spell with Magic Initiate feat with a higher spell slot you have if you are a caster class? [duplicate]

Can you use you once a day Lv1 Spell with Magic Initiate feat with a higher spell slot you have if you are a caster class?

EX: If Wizard with Magic Initiate feat hand chose the Lv1 Chromatic Orb spell as their once a day, can they use that spell with allotted spell slots the wizards have. Can they use the spell with 3rd r 4th Lv slot?

Does “Spare the Dying” eat up a Warlock cantrip slot?

The Sword Coast Adventurer’s Guide, for the Undying Otherworldly (Warlock) Patron, on page 139 explicitly says

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a Warlock cantrip for you.

Does that mean you’re now forced to take this cantrip and use up one of your cantrip “slots”, or does it mean you now have access to learn it if you choose to?

Does it actually mean that you get Spare the Dying in addition to the 2 cantrips you already get?

counts as a warlock cantrip for you

could be read with the context: “as opposed to counting as a Cleric cantrip”… so that’s why I’m finding it confusing.

D&D5e Warlock Spell slot level with the feat Metamagic Adept from Tasha’s Cauldren of Everything

I have a warlock tiefling for which I am considering to choose the feat Metamagic Adept from Tasha’s Cauldren of Everything. This will get me 2 sorcery points to spend.

  1. Looking at the sorcery point system I believe I could spend these 2 sorcery points to regain one 1st-level spell slot, since a warlock only has a few this. I imagine this would be helpful. However this is not stated in the feat specifically, only to use two Metamagic options. Is there a source that mentions something about the feat that one could exchange the 2 sorcery points into spell slots as well? Or would someone rule it as possible?

  2. If I understand correctly, as a warlock I could only cast spells at a certain level. The reason I am asking is related to the question above. If I am returning 2 sorcery points and get a 1st-level spell back. That would be great at lower levels I think. Since a warlock as of 3rd level could only cast spells from level 2, a warlock starting from level 5 casting level 3 spells, etc. Meaning I (most likely) wouldn’t prepare a 1st level spell at higher levels. Could I exchange 2 sorcery points for a 1st level spell, but then cast it at a higher level spell since I am a warlock, or is that the reason why the answer to question 1 would be no?

Below the information on sorcery points (flexible casting) and the feat metamagic adept.

Feat Metamagic Adept:

You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Flexible Casting:

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of Creating a Spell slot of a given level. You can create Spell Slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a Long Rest.

How valuable is each magic item slot?

For context: I recently made a mid-level gunslinger character who wields a 15 lb. double-barreled shotgun. This is a problem, because this gunslinger only has 7 STR, so their light load is only 23 lbs. I wanted to solve this with an item that gave me continuous Ant Haul, and noticed that there already exists a wondrous item that does exactly this, but it’s a belt slot item, which obviously would interfere with a Belt of Incredible Dexterity.

In theory I could get an item with Ant Haul for a different magic item slot, but putting an existing wondrous item effect on a different item slot has to be very heavily regulated, due to the popularity of each slot, so my question is this: Which item slots would you consider of equal demand to the Belt slot? Or to bring it to a broader scope;

How high in demand would you consider each magic item slot in relation to one another?

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Can a monster cast a higher level spell using a lower level spell slot? (Shadow Fey Enchantress)

Is there a (monster creation) rule that allows a higher level spell to be cast using a lower level? I ask because I came across the "Shadow Fey Enchantress" (Kobold Press "Tome of Beasts", pages 170-172), as it states:

Spellcasting. The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells.

Cantrips (at will): blade ward, friends, message, vicious mockery
1st level (4 slots): bane, charm person, faerie fire
2nd level (3 slots): enthrall, hold person
3rd level (3 slots): conjure fey, fear, hypnotic pattern
4th level (3 slots): confusion, greater invisibility, phantasmal killer
5th level (2 slots): animate objects, dominate person, hold monster

However, Conjure Fey is a level 6 spell: https://www.dndbeyond.com/spells/conjure-fey

Shadow Fey Enchantress, stats: https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/humanoids/shadow-fey/shadow-fey-enchantress-3pp/

I checked with the Errata, but it doesn’t mention this as an error. Perhpaps it was overlooked, or perhaps there is a monster creation mechanic that I’m not aware of?

EDIT: Bonus points for a suitable replacement spell (if indeed an error)!

Using slot and application to variable length vector

I have a list of 2D coordinates with a maximum length of 3, e.g.

peakdatAB {{1007.81, 8.64842}, {1008.38, 8.19264}} 

I need to generate something like this

({PointSize[0.01], Blue, Point[#1], Red, Point[#2], Black, Point[#3]}) & @@ peakdatAB 

but here the problem is the variable length of peakdatAB as when there is say no third point, it returns an error. How can I fix this?

What is a spell slot in-lore, and how does it justify the limits on casting spells?

Spell slots are something that we, as players, expend when we want our spellcasting PCs to cast a spell. It is a resource to limit how many powerful spells we can cast in a day. But for our characters in-game, they don’t exist. So what are they?

The best way I can think of to illustrate my question is via an example involving a Kenku.

Background

I was going to ask the question “Can a (non-spellcaster) Kenku cast a Verbal-component-only spell that they have heard a spellcaster cast via Mimicry?” I knew the answer would be that they can’t, but I was wondering what the in-game justification is for this.

Out-of-game, the answer is that they do not have the Spellcasting (or Pact Magic) class feature, and therefore do not have spell slots to expend to cast the spell, but that just replaced one question with another; what is a spell slot in-game? Knowing the answer to this would justify why the Kenku perfectly mimicking the Verbal component of a spell doesn’t work in-game.

Comparison

There are other terms we use: HP, AC, XP; these terms do not exist in-game. My PC won’t know what “HP” is. HP has an in-game description, as explained further in this question: What does HP represent?

In short, from the PHB, pg. 196:

Hit points represent a combination of physical and mental durability, the will to live, and luck.

So those are things that my PC might know about and understand; luck, the will to live, etc. They make sense in-game and are something my character could talk about.

What I’ve Looked Up

A Wizard’s Spellcasting class feature (PHB, pg. 114) only describes the mechanics of what a spell slot is to the player (I didn’t check the Spellcasting class feature for all the other classes), and the Spell Slots section (PHB, pg. 201) simply says (regarding flavour):

Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so.

But that doesn’t explain why, say, a Kenku who has learned to mimic a Wizard’s spell’s Verbal components couldn’t cast a spell (without being a spellcaster class themselves; i.e. they have no spell slots).

Sure, it might “tax” them, but surely they’d be able to pull it off at least once that day? Or is it so taxing to even say that specific word or phrase that they wouldn’t actually be able to even finish saying it “without the proper training” (e.g. being a Wizard), and thus cannot “complete” the spell? (NB: This isn’t my question, it’s just included to show my train of thought.)

Question

So what are spell slots in-game? What in-game “thing” do they represent? Is there an in-game justification for why a character who has spell slots can cast a spell in-game, whereas a different character without spell slots could not (even if they can satisfy the spell’s components; i.e. a Kenku perfectly mimicking the Verbal component)?


If the flavour of certain spellcasting classes would influence the answer such that all classes cannot be explained by one explanation (i.e. because Warlocks have Patrons, Sorcerers have “a spark of magic within them”, divine casters have gods or ideals, etc) then this question can just focus on Wizards specifically and what their spell slots mean, since a Wizard’s relationship with magic (i.e. “learning”) is closer to how a Kenku “learns” the Verbal component via mimicry.

Also, I’m not particularly interested in a settings-specific answer, but if a specific setting would influence an answer, let’s assume the Forgotten Realms (as it is the default setting of 5e).

Just to clarify: I don’t think the Kenku should be able to do this (e.g. a level 1 Kenku overhears a high level Wizard cast wish, uh… no), my question is why not from an in-game/lore perspective.