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 · 1d8+3
+5 · 1d6+3
Abilities & features
4Call on a reserve of battle focus to drive a powerful Battle-Mage action.
Attack twice whenever you take the Attack action.
Skills
2Spells
2Prepared · 4 shared level-1 slots before resting
Creatures in a 15-foot cube save against Thunder damage and being pushed 10 feet away.
Prepared · 3 shared level-2 slots before resting
Creatures in a 10-foot-radius sphere make a Constitution save against 3d8 Thunder damage; objects are vulnerable.
KEEP THE PARTY STANDING
Support & Healing
Healing, protection, teamwork, information, and abilities that help an ally succeed.
Abilities & features
11/long rest
Spells
1Prepared · 1 use per Long Rest · no spell slot
Teleport a linked group and one shared object; the runes burn out until the next Long Rest.
BEYOND THE FIGHT
Exploration & Utility
Social talents, investigation, movement, rituals, and other tools for solving problems.
Abilities & features
6Recover a measure of expended Battle-Mage spell power during a Short Rest.
Skills
2Spells
11Prepared · Unlimited uses · no spell slot
Create a spectral hand that manipulates objects at range but cannot attack or carry more than 10 pounds.
Prepared · Unlimited uses · no spell slot
One creature within 30 feet makes a Constitution save or takes Poison damage.
Prepared · Unlimited uses · no spell slot
A melee spell attack deals Lightning damage and prevents the target from making Opportunity Attacks.
Prepared · Unlimited uses · no spell slot
Each creature within 5 feet makes a Constitution save or takes Thunder damage.
Prepared · 4 shared level-1 slots before resting
Creatures in a 15-foot cone make a Dexterity save, taking 3d6 Fire damage on a failure or half on a success.
Prepared · 4 shared level-1 slots before resting
Cover a 10-foot square; creatures entering or ending there may fall Prone on a failed Dexterity save.
Prepared · 4 shared level-1 slots before resting
Creatures in the area make Wisdom saves or become Incapacitated until damaged or shaken awake.
Prepared · 3 shared level-2 slots before resting
Attack rolls against you have Disadvantage while you maintain Concentration.
Prepared · 3 shared level-2 slots before resting
A creature becomes Invisible while you concentrate, ending after it attacks, deals damage, or casts a spell.
Prepared · 3 shared level-2 slots before resting
Make a nonmagical weapon magical with a +1 bonus to attack and damage rolls while concentrating.
Prepared · 3 shared level-3 slots before resting
Make melee spell attacks for Necrotic damage and regain HP equal to half the damage dealt.
SPELLBOOK & KNOWN MAGIC
Other learned spells
These spells are on the character’s sheet but are not in the current prepared loadout.
Teleport up to 30 feet to an unoccupied space you can see as a Bonus Action.