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.
Abilities & features
3Attack twice whenever you take the Attack action.
Skills
2Spells
1Prepared · 4 shared level-1 slots before resting
A creature gains +2 AC while you maintain Concentration, for up to 10 minutes.
KEEP THE PARTY STANDING
Support & Healing
Healing, protection, teamwork, information, and abilities that help an ally succeed.
Skills
2Spells
1Prepared · 4 shared level-1 slots before resting
Touch a creature to restore 2d8 plus your spellcasting modifier HP; higher slots add 2d8.
BEYOND THE FIGHT
Exploration & Utility
Social talents, investigation, movement, rituals, and other tools for solving problems.
Abilities & features
15Use your healing pool to restore HP or remove certain harmful conditions by touch.
Cast and prepare spells using this class’s spellcasting ability and available spell slots.
Keep Divine Smite prepared and cast it once per Long Rest without spending a spell slot.
Use sacred power for class and subclass effects such as Divine Sense or Sacred Weapon.
Always have Find Steed prepared and can cast it once per Long Rest without a spell slot.
Spells
4Prepared · 4 shared level-1 slots before resting
Up to three creatures add 1d4 to attack rolls and saving throws while you maintain Concentration.
Prepared · 4 shared level-1 slots before resting
A creature that fails a Wisdom save has Disadvantage attacking others and struggles to move away from you.
Prepared · 4 shared level-1 slots before resting
After hitting with a melee weapon or Unarmed Strike, deal extra Radiant damage with a spell slot.
Prepared · 2 shared level-2 slots before resting
After a 10-minute casting, up to five creatures regain HP and gain the benefit of a Short Rest.
SPELLBOOK & KNOWN MAGIC
Other learned spells
These spells are on the character’s sheet but are not in the current prepared loadout.
Up to three creatures gain 5 maximum and current HP for 8 hours; higher slots add 5 more HP.