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+5 · 1d10
+1 · 1d6−1
Skills
1Spells
5Prepared · 4 shared level-1 slots before resting
Create three darts that automatically hit creatures you can see, each dealing 1d4 + 1 Force damage.
Prepared · 4 shared level-1 slots before resting
As a Reaction, gain +5 AC until your next turn and take no damage from Magic Missile.
Prepared · 3 shared level-2 slots before resting
A ranged spell attack deals Acid damage immediately and again at the end of the target’s next turn.
Prepared · 3 shared level-2 slots before resting
Teleport up to 30 feet to an unoccupied space you can see as a Bonus Action.
Prepared · Unlimited uses · no spell slot
A ranged spell attack deals Cold damage and reduces the target’s Speed by 10 feet until your next turn.
KEEP THE PARTY STANDING
Support & Healing
Healing, protection, teamwork, information, and abilities that help an ally succeed.
Abilities & features
1modifies Ray of Frost
BEYOND THE FIGHT
Exploration & Utility
Social talents, investigation, movement, rituals, and other tools for solving problems.
Abilities & features
8After a Short Rest, recover expended spell slots with a combined level up to half your Wizard level.
Skills
3SPELLBOOK & KNOWN MAGIC
Other learned spells
These spells are on the character’s sheet but are not in the current prepared loadout.
Create a small, harmless elemental effect involving air, earth, fire, or water.
Creatures in a 10-foot-radius sphere make a Constitution save against 3d8 Thunder damage; objects are vulnerable.
Change your appearance and clothing for 1 hour; physical inspection can reveal the illusion.