Spell Points

Spell Points System
All spellcasters except for warlocks will use a slightly-modified version of the Spell Points variant rule in the DMG.

This means that instead of using 9 different pools of spell slots to cast spells, you now cast spells by spending "mana" (spell points) from a single pool.

For example, a LVL3 wizard who used to have 4xLVL1 spell slots and 2xLVL2 spell slots will now have 14 mana. This is still exactly enough mana to cast 4xLVL1 spells and 2xLVL2 spells, if that's how the wizard chooses to spend his mana. However, he now has some additional flexibility: he could choose instead to cast 7xLVL1 spells, or 4xLVL2 spells (with enough mana leftover for 1xLVL1 spell).

Ultimately, this is mostly a cosmetic change: you will still be able to cast the exact same number of spells as you could before, but you'll have the flexibility to spend all of your mana on several low-level spells, or forego low-level spells entirely in order to save up mana for additional high-level spells. Just like before, the level of spells that you can cast are still limited by your character's level. A 3rd level cleric still cannot cast a LVL9 spell, even though they have enough mana to do so. The highest level of spell you can cast is determined by your spellcasting level; see the table below.

Importantly, high-level spells (LVL6 and higher) still have a hard cap on how many times they can be cast each week. A high-level Sorcerer can still only cast 1xLVL8 spell between each long rest, even if they have enough mana to cast more. These limitations are identical to the normal spellcasting rules.

Notably, this limitation does not apply to low-level spells (LVL5 and lower). If you have enough mana to cast 19 LVL5 spells at once, there is nothing stopping you from doing so.

Spell Costs
The table below shows how much mana it costs to cast a spell. Spells marked with an asterisk(*) are limited to a certain number of castings each long rest (see Spell Costs, Limits, and Recovery below). Spells without an asterisk can be used as many times as you can afford.

Recovering Mana
The main reason we're using the mana system instead of the normal system is because it plays better with the Gritty Regen variant rule that we're using. Instead of abruptly recovering all of your mana at once (long rest), you will now recover a portion of your mana back every night (short rest).

The number of spell points you recover after each short rest is determined by your spellcasting level.

This ends up being a small buff to spellcasters. For instance, a LVL20 druid now recovers 20 spell points every morning (140 every week) instead of 133 every week.

Spellcasting Level & Multiclassing
In order to determine your maximum mana pool, your daily mana recovery, and the highest spells you're able to cast, you need to determine your spellcasting level. Use the tables below to figure out your spellcasting level. Importantly, round up. If you're not multiclassing, you can use the values in parenthese

If your character is multiclassing, add together the results from each table to determine your final spellcasting level. Don't forget that you must still learn and prepare your spells for each class individually; just because you can cast LVL5 spells doesn't mean you can actually learn any LVL5 spells (but you can up-cast your lower-level spells with a LVL5 "slot").

Spell Costs, Limits, and Recovery
Once you have determined your spellcasting level (above), use the table below to determine your maximum mana pool, daily mana recovery, and maximum spell leve

Warlocks
Warlocks are unaffected by the Spell Points variant rule, and will continue to use the normal spell slots system.

Warlocks who multiclass can continue to use their warlock spell slots to power non-warlock spells, and vice versa, but builds that take advantage of this in order to stockpile a surplus of mana, sorcery points, or other class resources are prohibited.

Atypical Spell Slot Recovery
If a class feature or other effect would normally allow you to recover spell slots (e.g. Arcane Recovery, Flexible Casting, Natural Recovery, etc.), you instead recover the equivalent number of spell points, per the spell cost table.

For instance, if you're a level 20 land druid, your Natural Recovery feature would normally allow you to recover 4xLVL1 spell slots and 3xLVL2 spell slots, so you can use it to recover 17 mana (4x2 + 3x3), instead.

Notably, it is always more efficient to recover several low-level spells than a few high-level spells. In others words, if you're a level 8 wizard, it's better to use your Arcane Recovery feature to recover 4xLVL1 slots (8 mana) than 2xLVL2 slots (6 mana).