Shade/Player Guide

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search

Shadier - Player Guide

Shadier is a Level 8 Tiefling Wizard (Order of Scribes) with the Haunted One background. Shadier is a member of the Zhentarim and the Compact.

Major change: Shade has retired her Bard (College of Lore) life and is now Shadier, an Order of Scribes Wizard. She is a prepared INTELLIGENCE caster with a large spellbook (about 95 wizard spells known + extra spells granted by items). This guide reflects the new Wizard build, and includes a full spellbook breakdown and ready-made prepared-spell loadouts so she knows what to bring on any given day.

Overview

Role in the Party: Arcane Artillery, Battlefield Controller, Knowledge/Detection Specialist, Counter-Magic

Core Strengths:

  • Enormous spell versatility (a full Order of Scribes spellbook - prepare the right tool every day)
  • High, reliable spell DC and attack (INT 20: Save DC 18, +10 to hit (with Tome of Zariel’s Lament attuned))
  • Elemental Adept (Fire) - her fire spells ignore resistance and treat 1s as 2s
  • Order of Scribes tricks: swap a prepared spell on a short rest, change a spell's damage type, ritual casting at normal speed, and a Manifest Mind that casts at range
  • Elite knowledge/finder (Investigation +11, Arcana +8, Religion +8) and perfect detection of magic
  • Counterspell + Slow + Haste make her a fight-swinging controller

Core Stats:

  • AC: 17-18 (Bracers of Defense / Mage Armor + DEX; Shield reaction available)
  • HP: 42 (Max) - squishy; stay at range
  • Speed: 30 ft
  • Initiative: +3
  • Proficiency Bonus: +3

Ability Scores:

  • STR 10 (+0) | DEX 16 (+3) | CON 12 (+1)
  • INT 20 (+5) | WIS 8 (-1) | CHA 13 (+1)

Saving Throws:

  • Strength +0 | Dexterity +3 | Constitution +1
  • Intelligence +8 (proficient) | Wisdom +2 (proficient) | Charisma +1
  • Special: Advantage vs Charm; Resistance to Fire (Infernal Legacy); Curse of the Eye gives disadvantage on DEX saves vs non-magical sources

Spell Save DC: 18 | Spell Attack Bonus: +10 | Spellcasting Ability: Intelligence (+5) — includes the +2 from the Tome of Zariel’s Lament while attuned and wielding it; without it, DC 16 / +8

⚑ Magic-item dependency: Your headline spell DC of 18 (and +10 spell attack) comes from the Tome of Zariel’s Lament — while attuned to and wielding the tome you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. Keep it attuned and in hand. If you ever lose it, set it down, or get disarmed, your DC drops to 16 and your spell attack to +8. It only boosts wizard spells, not spells cast from other items.

Curse of the Eye: She sees all magic with perfect clarity but suffers disadvantage on Perception checks (passive Perception only 9) and DEX saves vs non-magical things, and -2 to weapon attacks. Translation: never rely on her to spot mundane ambushes, and never rely on her weapons - she is a pure caster.

SPELL PREPARATION (READ THIS - IT CHANGED COMPLETELY)

As a Bard, Shade knew a small fixed list and could cast any of it at any time. As a Wizard, Shadier prepares spells from a large spellbook each day. This is the single biggest change in how she plays.

  • Spellbook: She knows about 95 wizard spells (plus item spells). The spellbook is the menu; it is NOT what she can cast right now.
  • Prepared spells: After a Long Rest she prepares INT modifier + Wizard level = 5 + 8 = 13 wizard spells (the sheet currently lists 16 because some are granted free by features/items). Only prepared spells (plus rituals and item spells) can be cast that day.
  • Cantrips: 4 known, always available (Create Bonfire, Light, Mage Hand, Minor Illusion), plus Fire Bolt, Prestidigitation, Ray of Frost, Thaumaturgy from feats/legacy.
  • Slots (Wizard 8): 4x 1st, 3x 2nd, 3x 3rd, 2x 4th.

When she can change prepared spells:

  • Long Rest: Re-prepare her whole daily list from the spellbook (takes time to swap).
  • Short Rest - Memorize Spell (Order of Scribes): Replace ONE prepared 1st-level-or-higher spell with another from the book. This is huge - she is never fully locked in; she can adapt mid-day.
  • Add to spellbook: Copy new spells found as loot/scrolls (Wizardly Quill makes this fast and free of ink).

Bottom line: Pick a loadout each morning for the day you expect (see Loadouts below), and use Memorize Spell on a short rest to patch in the one spell you wish you'd brought.

ORDER OF SCRIBES FEATURES

Feature Effect How to Use
Wizardly Quill Conjure a magic quill; copy spells into the book at 2 min/level and for free Cheap, fast spell-copying - grab every wizard scroll you find
Awakened Spellbook Spellcasting focus; once per turn, change a spell's damage type to another from a spell of the same level in your book; cast rituals at their normal (faster) casting time Turn a Fireball into cold/lightning to dodge resistances; combine with Elemental Adept
Manifest Mind Summon your book's spirit (Bonus Action, prof-bonus uses/LR); it floats, and you can cast a spell as if from its space Cast around corners/cover, extend spell range, stay safe
Memorize Spell On a Short Rest, swap one prepared spell for another from the book Adapt your loadout mid-adventure

Also: Ritual Adept (cast any ritual in the book), Arcane Recovery (recover slots on a short rest, 1/LR), Scholar (Expertise in Investigation), Circle Magic Casting (group ritual casting).

KEY FEATS & TRAITS

  • Elemental Adept (Fire): Your Fire spells ignore Fire resistance and treat any 1 on a damage die as a 2. Fire is your reliable element (Fire Bolt, Create Bonfire, Hellish Rebuke, and any spell you recolor to fire).
  • Strixhaven Initiate (Prismari): Adds Fire Bolt, Prestidigitation, Ray of Frost, and Witch Bolt (1/LR free cast).
  • Infernal Legacy (Tiefling): Fire resistance; Fire Bolt, Hellish Rebuke (1/LR free), Darkness (1/LR free); Thaumaturgy via Otherworldly Presence - all INT-based.
  • Curse of the Eye: See magic perfectly; disadvantage on mundane Perception and DEX saves; -2 weapon attacks.

THE SPELLBOOK

Shadier's spellbook is huge — the full list below is everything in her book (about 100 spells). Note: on D&D Beyond the "Learn" button next to most of these is a display bug; they are all already in her spellbook and available to prepare. As an Order of Scribes wizard she prepares from this whole book each long rest (with INT 20 at level 8 she prepares 13 leveled spells per day). Cantrips are always available and don't count against that.

Casting: Spell Save DC 18, Spell Attack +10 (both include the +2 from the Tome of Zariel's Lament — keep it attuned and in hand). Slots: 4 / 3 / 3 / 2 (1st–4th).

In addition to the spellbook, she has spells granted for free by feats, her Tiefling legacy, and magic items (Fire Bolt, Ray of Frost, Prestidigitation, Thaumaturgy, Hellish Rebuke, Darkness, plus the Staff of Defense / Eye of Gilbraxius / Bound Grimoire / Necromancer's Spellbook / Wand of Suggestion spells). Those don't use prepared slots — see the dedicated subsection at the end.

Cantrips

Cantrip What it does
Create Bonfire DC 18 DEX, 2d8 fire on a 5-ft. square; area denial that forces movement.
Mage Hand Telekinetic utility — levers, traps, retrieving items.
Minor Illusion Sound or image; bluffs, distractions, blocking line of sight.
Light Utility light source.

1st Level

Spell What it does
Burning Hands DC 18 DEX, 3d6 fire cone; cheap AoE (fire ignores resistance via Elemental Adept).
Charm Person DC 18 WIS, charm a humanoid; social leverage.
Chromatic Orb +10, 3d8 chosen element (scales +1d8/slot); main single-target nuke that dodges resistances.
Color Spray Blind a cluster of weak foes (HP-based); strong opener vs. mooks.
Comprehend Languages (R) Read/understand any language.
Detect Magic (R) Sense magic auras and schools.
Disguise Self Change your appearance; infiltration & social cover.
Expeditious Retreat Bonus-action Dash; kiting & escape.
False Life Temp HP buffer before a fight.
Feather Fall Reaction, negate fall damage for up to 5 creatures.
Find Familiar (R) Summon a familiar (scout, Help, deliver touch spells).
Fog Cloud 20-ft. obscured sphere; blocks ranged attacks/sight, screens a retreat.
Grease DC 18 DEX, 10-ft. square of difficult/slippery terrain; knock foes prone.
Hell’s Lash Fiendish attack spell; single-target punish.
Ice Knife +10 ranged, then DC 18 DEX cold burst; hits a small cluster.
Identify (R) Learn an item's properties.
Jump Triple a creature's jump distance; niche mobility.
Longstrider +10 ft. speed for 1 hour; travel & positioning.
Mage Armor Set AC 13 + DEX for 8 hours; your baseline defense.
Magic Missile Auto-hit force, 3 darts (+1/slot); ignores AC, breaks concentration.
Protection from Evil and Good Ward vs. fiends/undead/etc.; vital vs. Tiamat's cultists & devils.
Ray of Sickness +10, 2d8 poison + possible poisoned condition.
Shield Reaction, +5 AC and blocks Magic Missile.
Silent Image Moving illusion; deception & battlefield trickery.
Sleep Drop weaker foes (HP-based) — no save; great early control.
Tasha's Hideous Laughter DC 18 WIS, prone & incapacitated; brutal lockdown.
Tenser's Floating Disk (R) Floating cargo platform for loot/wounded.
Thunderwave DC 18 CON, 2d8 thunder + push 10 ft.; clears space around you.
Unseen Servant (R) Invisible helper for menial tasks and trap-triggering.
Witch Bolt +10, 2d12 lightning then sustained 1d12/turn.

2nd Level

Spell What it does
Arcane Lock Magically seal a door/container.
Arcane Vigor Spend Hit Dice to heal yourself mid-fight.
Blindness/Deafness DC 18 CON, blind a target (advantage to hit it, its attacks disadvantage); no concentration.
Crown of Madness DC 18 WIS, force a charmed foe to attack its allies.
Darkness Magical darkness; pairs with darkvision to blind foes.
Detect Thoughts DC 18 WIS, read surface thoughts; interrogation & intrigue.
Enhance Ability Advantage on a chosen ability's checks (+ extras); great utility buff.
Enlarge/Reduce Grow an ally (or shrink a foe); damage & control.
Flaming Sphere Rolling 2d6 fire hazard you move each turn; sustained AoE.
Gentle Repose (R) Preserve a body / extend raise-dead deadline.
Hold Person DC 18 WIS, paralyze a humanoid — melee auto-crits; devastating.
Invisibility Turn invisible (until you attack); escape, scouting, setup.
Levitate Lift a creature/object straight up; trivializes some foes.
Melf's Acid Arrow +10, 4d4 acid + 2d4 next turn; ongoing damage.
Mind Spike DC 18 WIS, 3d8 psychic and you always know the target's location.
Misty Step Bonus-action 30-ft. teleport; your premier escape/reposition.
Ray of Enfeeblement DC 18 CON, halve a brute's weapon damage.
Rime's Binding Ice DC 18 CON, 3d8 cold + restrain in a cone.
See Invisibility See invisible & ethereal creatures.
Shatter DC 18 CON, 3d8 thunder in a 10-ft. sphere; go-to no-concentration AoE.
Suggestion DC 18 WIS, command a creature with a reasonable course of action; social control.
Web DC 18 DEX, restrain in a 20-ft. cube; concentration AoE control.

3rd Level

Spell What it does
Animate Dead Raise undead minions; extra action economy.
Bestow Curse DC 18 WIS, stacking debuff (disadvantage, lost turns, +damage) on a key target.
Counterspell Reaction to shut down an enemy caster — your most valuable reaction.
Fear DC 18 WIS cone; foes drop items and flee.
Fireball DC 18 DEX, 8d6 fire in a 20-ft. radius; benchmark AoE (ignores fire resistance).
Fly Grant flight to you or an ally for 10 min.
Gaseous Form Turn a creature misty; escape & infiltration.
Haste +2 AC, double speed, extra action; turns a frontliner into a blender.
Intellect Fortress Resistance to psychic + advantage on INT/WIS/CHA saves for the party.
Leomund's Tiny Hut (R) Safe 10-ft. dome for resting in hostile terrain.
Lightning Bolt DC 18 DEX, 8d6 lightning in a 100-ft. line; pierces ranks.
Magic Circle Trap or ward against a creature type (fiends/undead) — strong vs. cult summons.
Nondetection Hide a target from divination/scrying.
Protection from Energy Resistance to one damage type; clutch vs. dragon breath.
Sending Short message to anyone, any distance; plot & coordination.
Sleet Storm Area of difficult terrain + prone + concentration-breaking; battlefield control.
Slow DC 18 WIS, cripple up to 6 creatures (half speed, −2 AC, one action); top-tier control.
Stinking Cloud DC 18 CON, retch in a 20-ft. cloud; denies actions in an area.
Summon Fey Conjure a fey spirit ally; flexible combatant.
Syluné’s Viper Conjured viper attack/utility.
Tidal Wave DC 18 DEX, 4d8 bludgeoning + knock prone in a line; douses fire.
Vampiric Touch +10, 3d6 necrotic and heal half; self-sustain.
Water Breathing (R) Party breathes underwater for 24h.

4th Level (your top slots: 2)

Spell What it does
Banishment DC 18 CHA, remove a foe/summon for a round (or permanently if extraplanar) — huge vs. bosses.
Blight DC 18 CON, 8d8 necrotic single-target; big nuke.
Charm Monster DC 18 WIS, charm any creature type; broad social/combat control.
Confusion DC 18 WIS, randomize foes' actions in an area; chaos control.
Control Water Part/flood/whirlpool water; terrain control.
Dimension Door 500-ft. teleport for two; premium escape/reposition.
Fire Shield Resistance (cold or fire) + retaliatory damage when hit.
Greater Invisibility Stay invisible while attacking — advantage on your spell attacks, disadvantage on theirs.
Hallucinatory Terrain Disguise a large area; ambush/misdirection.
Ice Storm DC 18 DEX, 2d8 bludgeon + 4d6 cold AoE + difficult terrain.
Mordenkainen's Faithful Hound Invisible guardian that attacks intruders; area lockdown.
Otiluke's Resilient Sphere DC 18 DEX, trap a creature (or shield an ally) in an impervious sphere.
Polymorph Turn an ally into a T-Rex or shut down a foe as a sheep; massive swing.
Spellfire Storm Big fire AoE (ignores fire resistance via Elemental Adept).
Stone Shape Reshape stone — doors, bridges, traps.
Stoneskin Resistance to nonmagical bludgeon/pierce/slash for an ally.
Storm Sphere +10, 2d6 + 4d6 lightning each turn in a 20-ft. sphere; sustained AoE + difficult terrain.
Summon Elemental Conjure an elemental ally; flexible frontline.
Vitriolic Sphere DC 18 DEX, 10d4 acid + 5d4 next turn; heavy single-area damage.
Wall of Fire DC 18 DEX, 5d8 fire wall; zoning + sustained damage (ignores fire resistance).

Free Spells from Feats, Legacy & Items (no slots)

On top of the spellbook, these are always castable without prepared slots — a free extra layer:

  • Fiendish Legacy: Fire Bolt (cantrip, ignores fire resistance), Hellish Rebuke (1/long rest), Darkness (1/long rest).
  • Strixhaven (Prismari): Ray of Frost & Prestidigitation (cantrips), Witch Bolt.
  • Otherworldly Presence: Thaumaturgy (cantrip).
  • Staff of Defense: Mage Armor, Shield (charges).
  • Improved Eye of Gilbraxius: Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye — mostly at-will.
  • The Bound Grimoire: Sleep, Mirror Image, Slow (charges).
  • Necromancer's Spellbook: Ray of Sickness, Witch Bolt, Gentle Repose, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Stone Shape, Reincarnate, Teleportation Circle (charges).
  • Wand of Suggestion: Suggestion (DC 18 WIS).

DAILY LOADOUTS (What To Prepare)

You prepare 13 leveled spells per long rest from your full spellbook (cantrips and item/feat spells are always on and don't count). With ~75 leveled spells in the book, the daily choice is real — here are tuned 13-spell kits for each kind of day. Adjust freely.

Always-on safety net (free, every day): Mage Armor & Shield (Staff), Detect Magic / See Invisibility / Arcane Eye / Identify / Comprehend Languages (Eye), Suggestion (Wand), Mirror Image (Grimoire), Hellish Rebuke & Darkness (Legacy), plus the Necromancer's Spellbook toolkit. Don't waste prepared slots on what these already cover.

Combat / Dungeon-Crawl Day (default)

Balanced damage, control, and a counter for unknown encounters.

  • 1st (4): Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
  • 2nd (3): Misty Step, Web, Shatter
  • 3rd (3): Counterspell, Fireball, Haste
  • 4th (2): Storm Sphere, Polymorph
  • +1 flex: Slow
  • Plan: Open Fireball/Storm Sphere on clusters, Web or Slow to lock them, Misty Step to stay safe, hold a slot for Counterspell.

Boss Fight / Big Single Target Day

Maximize debuff, single-target damage, and removal.

  • 1st (4): Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Shield-style backup (Fog Cloud)
  • 2nd (3): Misty Step, Hold Person, Blindness/Deafness
  • 3rd (3): Counterspell, Bestow Curse, Protection from Energy
  • 4th (2): Banishment, Polymorph
  • +1 flex: Greater Invisibility (on yourself or the striker)
  • Plan: Banishment or Polymorph to delete a phase, Bestow Curse + Hold Person to cripple, Counterspell the boss's big turn, Blight (item) for slot-free 8d8.

Travel / Wilderness Day

Mobility, safe rests, and enough punch for ambushes.

  • 1st (4): Longstrider, Find Familiar (R), Fog Cloud, Chromatic Orb
  • 2nd (3): Misty Step, Gentle Repose (R), Shatter
  • 3rd (3): Leomund's Tiny Hut (R), Water Breathing (R), Counterspell
  • 4th (2): Storm Sphere, Control Water
  • +1 flex: Fly
  • Plan: Tiny Hut for safe camps, Familiar + Arcane Eye (item) to scout the road, save offense for ambushes.

Social / Intrigue / City Day

Information, manipulation, and quiet exits. Your INT skills (Investigation +11, Arcana/Religion +8) make you the brain; these add leverage despite CHA +1.

  • 1st (4): Charm Person, Disguise Self, Comprehend Languages (R), Detect Magic (R)
  • 2nd (3): Detect Thoughts, Invisibility, Misty Step
  • 3rd (3): Nondetection, Sending, Counterspell
  • 4th (2): Charm Monster, Greater Invisibility
  • +1 flex: Hold Person
  • Plan: Suggestion (Wand) and Charm carry persuasion; Detect Thoughts reads the room; Disguise Self / Invisibility get you in and out. See Invisibility (item) catches hidden watchers.

Exploration / Trap-and-Lore Day

Recon, problem-solving, and reshaping the environment.

  • 1st (4): Find Familiar (R), Unseen Servant (R), Tenser's Floating Disk (R), Identify (R)
  • 2nd (3): Levitate, Enhance Ability, Misty Step
  • 3rd (3): Water Breathing (R), Leomund's Tiny Hut (R), Nondetection
  • 4th (2): Stone Shape, Control Water
  • +1 flex: Counterspell
  • Plan: Familiar/Unseen Servant trip traps from safety; Arcane Eye (item) scouts; Stone Shape & Control Water solve terrain puzzles; Identify everything you find.

Anti-Caster / Counter-Magic Day

When you expect enemy spellcasters (cults, dragon mages, liches).

  • 1st (4): Magic Missile, Chromatic Orb, Protection from Evil and Good, Fog Cloud
  • 2nd (3): Misty Step, Mind Spike, Blindness/Deafness
  • 3rd (3): Counterspell, Slow, Magic Circle
  • 4th (2): Banishment, Storm Sphere
  • +1 flex: Intellect Fortress
  • Plan: Counterspell their key spell, Magic Missile to break concentration, Slow to strip action economy, Banishment to remove a summoner; Darkness (Legacy) blinds casters without special sight.

Order of Scribes Reminders

  • Awakened Spellbook: change a spell's damage type on the fly — Chromatic Orb, Fireball, Storm Sphere, Wall of Fire can all dodge resistances.
  • Memorize Spell: swap one prepared spell after a short rest — huge now that your book is deep; re-tool mid-adventuring-day for the next threat.
  • Manifest Mind: your spellbook's spectral form can deliver spells and scout — cast through it to stay out of danger.

COMBAT - What Can I Do On My Turn?

Damage Options

Spell Level To Hit / Save Damage Notes
Fire Bolt Cantrip +10 2d10 fire Free; ignores fire resistance (Elemental Adept)
Magic Missile 1st auto 3x 1d4+1 force Never misses; breaks concentration
Chromatic Orb 1st+ +10 3d8 (element) Scales hard when upcast
Shatter 2nd+ CON 16 3d8 thunder AoE
Storm Sphere 4th DEX/none 2d6 + 4d6/turn Sustained AoE - your best slot damage
Blight [item] 4th CON 16 8d8 necrotic Single-target boss nuke

Control / Counter

Spell Level Save Effect
Counterspell 3rd - Negate an enemy spell
Slow 3rd WIS 16 Cripple up to 6 foes
Tasha's Hideous Laughter 1st WIS 16 Prone + Incapacitated (1 target)
Blindness/Deafness 2nd CON 16 Blind a key foe
Fog Cloud / Darkness 1st/2nd - Deny sight, break line of effect
Bestow Curse 3rd WIS 16 Versatile single-target debuff

Buff / Defense

  • Haste (3rd): +2 AC, extra action, 2x speed on a frontliner.
  • Shield [Staff]: reaction, +5 AC, blocks Magic Missile.
  • Mage Armor [Staff]: keep it up all day (AC 13+DEX).
  • Mirror Image [Bound Grimoire]: three decoys - your main survival tool.
  • Protection from Energy: resistance to an incoming element.
  • Manifest Mind: cast from the book's floating spirit to stay behind cover.

SOCIAL SITUATIONS

Big change from the Bard: Charisma is now only 13 (+1) and there is no Expertise in Persuasion/Deception anymore. Shadier is the brains, not the charmer. Her social value is knowledge, languages, detection, and magical persuasion (Suggestion), not raw Charisma checks.

Skill Bonuses

Skill Bonus Notes
Investigation (INT) +11 Expertise (Scholar) - find clues, deduce, analyze
Arcana (INT) +8 Magic lore - your specialty
Religion (INT) +8 Gods, cults, undead lore
History / Nature (INT) +5 Knowledge checks
Deception (CHA) +1 Proficiency is gone; only +CHA now
Persuasion / Intimidation / Performance (CHA) +1 Not your job anymore
Perception (WIS) -1 Bad (Curse of the Eye disadvantage) - someone else should scout

Passive Scores

  • Passive Investigation: 21 (elite - you auto-notice details and clues)
  • Passive Perception: 9 (poor - do not rely on it)
  • Passive Insight: 9

How to Contribute Socially (with CHA +1)

  • Be the analyst/spy. Investigation +11 and Arcana/Religion +8 make you the party's answer-engine. Read the room through facts, not charm.
  • Use magic instead of Charisma: Suggestion (Wand/spell) plants a command for up to 8 hours; Comprehend Languages and Detect Thoughts (if prepared) get information directly.
  • Zhentarim Fang (Rank 1): 1/LR, all Charisma checks vs one creature have Advantage for 24 hours - use it to make your weak CHA usable on a key target.
  • Iron Whisperer (Compact): 1/LR Advantage on an Intimidation or Deception check.

Languages

  • Abyssal, Common, Dwarvish, Goblin, Undercommon (plus Comprehend Languages at will from the Eye)

EXPLORATION

  • Senses: Darkvision 60 ft; you see magic with perfect clarity (Curse of the Eye); but mundane Perception is at disadvantage.
  • Detection at will (Improved Eye of Gilbraxius): Detect Magic, Identify, See Invisibility, Comprehend Languages, Arcane Eye - all free, all day. Use these constantly.
  • Ritual casting (fast, via Order of Scribes): Leomund's Tiny Hut (safe rest), Find Familiar (scout), Tenser's Floating Disk/Unseen Servant (hauling/chores), Water Breathing, Gentle Repose.
  • Robe of Eyes: all-around sight / blindsight, can't be blinded normally - helps offset the curse for magical detection.

RESOURCE MANAGEMENT

Resource Total Recharge Notes
Spell Slots 1st 4 Long Rest Magic Missile, Chromatic Orb, control
Spell Slots 2nd 3 Long Rest Shatter, Blindness, Suggestion
Spell Slots 3rd 3 Long Rest Counterspell, Haste, Slow
Spell Slots 4th 2 Long Rest Storm Sphere, Blight, big control
Arcane Recovery 1 Long Rest Recover slots on a Short Rest
Memorize Spell on Short Rest - Swap one prepared spell
Manifest Mind prof bonus (3) Long Rest Cast at range / from cover
Staff of Defense 10 charges (item) Mage Armor / Shield free
The Bound Grimoire 5 charges (item) Sleep / Mirror Image / Slow
Necromancer's Spellbook 5 charges (item) Necromancy + Reincarnate / Teleportation Circle
Wand of Suggestion 2 charges (item) Suggestion
Witch Bolt / Hellish Rebuke / Darkness 1/LR each Long Rest Free casts (feat/legacy)
Zariel's Whisper 1 Short Rest Infernal Inspiration die

COMMON TACTICS

Opening Combat

  1. Stay at range (you have 42 HP - get behind the frontline or use Manifest Mind/cover).
  2. Make sure Mage Armor is up (free, Staff) so AC is 17-18; keep Shield in reserve.
  3. Open with control (Slow), sustained AoE (Storm Sphere), or burst (Chromatic Orb / Fireball if learned).
  4. Identify the enemy caster - that's your Counterspell target.

During Combat

  • Counterspell is often your best action - negating a big enemy spell beats any damage you could deal.
  • Magic Missile to auto-break enemy concentration on buffs/summons.
  • Haste a frontliner early; sustain your concentration (don't double-up concentration spells).
  • Elemental Adept + Awakened Spellbook: recolor a spell to Fire to bypass resistance, or off Fire to dodge a fire-immune foe.
  • Mirror Image the moment something targets you.

Defensive

  • AC 17-18 + Shield reaction + Mirror Image keeps you alive; Misty Step (if learned) or Darkness to escape.
  • Protection from Energy vs a known elemental threat (e.g. dragon breath in Rise of Tiamat).
  • Fire resistance already halves fire damage.

Spell Slot Conservation

  • Use cantrips (Fire Bolt) and item spells (Staff, Eye, Grimoire) for routine turns; save slots for Counterspell, Slow, Storm Sphere, and Haste.
  • Arcane Recovery on the first short rest to refund your highest-value slots.

QUICK REFERENCE

  • Spell Save DC 18 | Spell Attack +10 | INT +5 (DC 16 / +8 without the Tome of Zariel’s Lament attuned)
  • Slots: 4 / 3 / 3 / 2 (1st-4th)
  • AC 17-18 | HP 42 | Speed 30 | Darkvision 60
  • Passive Investigation 21 (great) | Passive Perception 9 (bad - don't scout)
  • Always-keep prepared: Counterspell, a damage spell (Storm Sphere/Chromatic Orb), Slow, Haste; keep Shield/Mage Armor free from the Staff.
  • Best buttons: Counterspell (deny magic), Magic Missile (break concentration), Storm Sphere (sustained damage), Slow (mass control), Haste (buff), Mirror Image (survive).

Remember These Critical Things

  1. You PREPARE spells now - pick a loadout each Long Rest; you are not a spontaneous Bard anymore.
  2. Memorize Spell on a short rest lets you swap one prepared spell - use it to adapt.
  3. Counterspell wins fights - hold a 3rd+ slot for it.
  4. Elemental Adept makes Fire reliable - recolor spells to Fire to ignore resistance.
  5. Your items cast spells for free - Staff (Mage Armor/Shield), Eye (detection at will), Grimoire/Necro book - save your slots.
  6. You are squishy (42 HP) - stay at range, use Mirror Image and Manifest Mind.
  7. CHA is only +1 - lead with Investigation/Arcana and Suggestion, not Persuasion.
  8. Mundane Perception is terrible - let someone else watch for non-magical ambushes.

Common Mistakes to Avoid

  1. Playing her like a Bard (no Bardic Inspiration, Cutting Words, or always-known spell list anymore).
  2. Forgetting to prepare for the day, or forgetting Memorize Spell exists.
  3. Spending slots on things your items do for free (Mage Armor, Shield, detection, Suggestion).
  4. Standing in melee with 42 HP.
  5. Wasting a turn on damage when Counterspell would stop something far worse.
  6. Relying on her Perception to spot danger.