MAGIC CAPACITY
Spell slots
These are the total spell casts available at each slot level before resting—not the number of times each individual spell can be used.
How it works: one slot powers one spell cast at that level or lower. Expended slots return after a Long Rest.
OFFENSE & DEFENSE
Combat
Attacks, battle abilities, combat skills, and offensive or defensive spells.
Weapons & attacks
2+8 · 1d8+4
DC 16 · 2d4
Spells
2Prepared · 3 shared level-4 slots before resting
Transform a creature into a Beast while concentrating; its game statistics become those of the new form.
Prepared · 2 shared level-5 slots before resting
A creature that fails a Wisdom save is Paralyzed, repeating the save at the end of each turn.
KEEP THE PARTY STANDING
Support & Healing
Healing, protection, teamwork, information, and abilities that help an ally succeed.
Abilities & features
2As a Bonus Action, give an ally an inspiration die they can add after failing a d20 Test.
Use Bardic Inspiration as a Reaction to reduce a creature’s attack, ability check, or damage roll.
Skills
3Spells
1Prepared · 4 shared level-1 slots before resting
Restore HP to a creature you can see within 60 feet as a Bonus Action.
BEYOND THE FIGHT
Exploration & Utility
Social talents, investigation, movement, rituals, and other tools for solving problems.
Abilities & features
2Double your Proficiency Bonus for the chosen skill checks.
Choose prepared spells from the Bard, Cleric, Druid, or Wizard spell lists.
Skills
1Spells
1Prepared · 3 shared level-2 slots before resting
Unlock or suppress one mundane or magical lock, but produce a loud knock audible up to 300 feet away.
SPELLBOOK & KNOWN MAGIC
Other learned spells
These spells are on the character’s sheet but are not in the current prepared loadout.
Create a spectral hand that manipulates objects at range but cannot attack or carry more than 10 pounds.
Create a sound or a small visual illusion; physical interaction or successful Investigation reveals it.
Create one small magical trick such as a sensory effect, cleaning, warming, marking, or lighting an object.
One creature makes a Wisdom save or takes Psychic damage and has Disadvantage on its next attack roll.
Charm a Beast that fails a Wisdom save for 24 hours, or until you or an ally harms it.
Touch a creature to restore 2d8 plus your spellcasting modifier HP; higher slots add 2d8.
Create a movable visual illusion inside a 15-foot cube while you maintain Concentration.
A creature that fails a Wisdom save falls Prone and Incapacitated, repeating the save each turn and when damaged.
One creature that fails a Constitution save is Blinded or Deafened, repeating the save each turn.
Create a 5-foot cube of spinning blades that damages creatures entering or ending a turn inside.
Sense the direction to a familiar object within 1,000 feet while you maintain Concentration.
Creatures that fail a Charisma save cannot knowingly lie inside the area for 10 minutes.
End a spell on a creature, object, or magical effect; stronger spells may require an ability check.
Create a heavily obscured cloud; creatures that fail a Constitution save lose their action retching.
Teleport yourself, optionally with one willing creature, to a location within 500 feet.