Shade/Player Guide: Difference between revisions

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search
Update Shade guide: Fix numbered lists, add spell change mechanics section, convert abilities to tables with full stats, group damage spells by attack type, bold saving throw types
Rewrite for Bard-to-Wizard change (Shadier, Order of Scribes Wizard 8): new INT-based stats, prepared-spell mechanics, Order of Scribes features, comprehensive spellbook breakdown, and daily prepared-spell loadouts (combat/boss/travel/social/exploration/anti-caster)
Line 1: Line 1:
= Shade - Player Guide =
= Shadier - Player Guide =


'''Shade''' is a '''Level 7 Tiefling Bard''' (College of Lore) with the Haunted One background. Shade is a member of the Zhentarim.
'''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 ==
== 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 16, +8 to hit)
* 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:'''
'''Core Stats:'''
* '''AC:''' 18 (Light Armor)
* '''AC:''' 17-18 (Bracers of Defense / Mage Armor + DEX; Shield reaction available)
* '''HP:''' 45 (Max)
* '''HP:''' 42 (Max) - squishy; stay at range
* '''Speed:''' 30 ft.
* '''Speed:''' 30 ft
* '''Initiative:''' +4
* '''Initiative:''' +3
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


'''Ability Scores:'''
'''Ability Scores:'''
* STR 10 (+0) | DEX 16 (+3) | CON 12 (+1)
* STR 10 (+0) | DEX 16 (+3) | CON 12 (+1)
* INT 14 (+2) | WIS 8 (-1) | CHA 17 (+3)
* INT 20 (+5) | WIS 8 (-1) | CHA 13 (+1)


'''Saving Throws:'''
'''Saving Throws:'''
* Dexterity: +6
* Strength +0 | Dexterity +3 | Constitution +1
* Charisma: +6
* '''Intelligence +8''' (proficient) | '''Wisdom +2''' (proficient) | Charisma +1
* +1 Bonus vs Disadvantage or end the Charmed condition
* Special: Advantage vs Charm; Resistance to Fire (Infernal Legacy); Curse of the Eye gives '''disadvantage on DEX saves vs non-magical sources'''
* Advantage against Non-Magical Sources


'''Spell Save DC:''' 16 | '''Spell Attack Bonus:''' +8
'''Spell Save DC:''' 16 | '''Spell Attack Bonus:''' +8 | '''Spellcasting Ability:''' Intelligence (+5)


== SPELL PREPARATION & CHANGES ==
'''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.


=== When Can Shade Change Spells? ===
== 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.


'''Long Rest (Prepared Spells):'''
* '''Spellbook:''' She knows about '''95 wizard spells''' (plus item spells). The spellbook is the menu; it is NOT what she can cast right now.
* Bards are '''Spontaneous Casters''' - you do NOT prepare spells
* '''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.
* Your entire spell list is ALWAYS available to cast
* '''Cantrips:''' 4 known, always available (Create Bonfire, Light, Mage Hand, Minor Illusion), plus Fire Bolt, Prestidigitation, Ray of Frost, Thaumaturgy from feats/legacy.
* You cannot change your known spells at rest
* '''Slots (Wizard 8):''' 4x 1st, 3x 2nd, 3x 3rd, 2x 4th.


'''Level Up (Learning New Spells):'''
'''When she can change prepared spells:'''
* When you gain a Bard level, you learn '''1 new spell''' of any level you can cast
* '''Long Rest:''' Re-prepare her whole daily list from the spellbook (takes time to swap).
* You can also '''replace 1 known spell''' with a different spell of any level you can cast
* '''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.
* Example at Level 8: Learn 1 new spell, and optionally swap out 1 old spell
* '''Add to spellbook:''' Copy new spells found as loot/scrolls (Wizardly Quill makes this fast and free of ink).


'''What This Means:'''
'''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.
* Your current spell list is FIXED until you level up
* No daily preparation needed - you always know all your spells
* Choose carefully when leveling - you're stuck with your choices until next level


'''Current Spells Known:''' 12 spells (4 cantrips + 8 leveled spells)
== ORDER OF SCRIBES FEATURES ==
* '''Maximum at Level 7:''' 11 known spells (you have 1 bonus spell from Infernal Legacy)
{| class="wikitable"
! 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).


== COMBAT - What Can I Do On My Turn? ==
== 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.


=== Weapon Attacks ===
== THE SPELLBOOK ==
Shadier's spellbook holds roughly '''95 wizard spells''' plus spells granted by magic items. The tables below organize the spells she actually has access to by level and by job, so she can pick a daily loadout fast. ''(Spells marked [item] are cast from a magic item's charges, not her own slots; [ritual] can be cast without a slot; [free 1/LR] is a free daily cast from a feat/legacy.)''


=== Cantrips (always available) ===
{| class="wikitable"
{| class="wikitable"
! Weapon !! Attack Bonus !! Avg Damage !! Damage Roll !! Range !! Properties !! Source
! Cantrip !! Job !! Notes
|-
| '''Fire Bolt''' || Damage || 2d10 fire at 120 ft; '''best with Elemental Adept''' (ignores fire resistance)
|-
|-
| '''Rapier, +1''' || +5 || 8 || 1d8+4 piercing || Melee || Finesse, Vex || Equipment
| '''Ray of Frost''' || Damage + control || 2d8 cold, target's speed -10 ft
|-
|-
| '''Dagger of Venom''' || +5 || 6 || 1d4+4 piercing || 20/60 ft || Finesse, Light, Thrown, Nick, Vex || Magic Item
| '''Create Bonfire''' || Damage/zone || 2d8 fire on a square, persists (concentration)
|-
|-
| '''Dagger, +1''' || +5 || 6 || 1d4+4 piercing || 20/60 ft || Finesse, Light, Thrown, Nick || Magic Item
| '''Minor Illusion''' || Control/utility || Sound or image - distractions, fake walls
|-
|-
| '''Spear, +1''' || +2 || 4 || 1d6+1 piercing || 20/60 ft || Thrown, Versatile, Sap || Equipment
| '''Mage Hand''' || Utility || Remote manipulation, traps, levers
|-
|-
| '''Crossbow, Light''' || +4 || 8 || 1d8+3 piercing || 80/320 ft || Two-Handed, Loading || Equipment
| '''Light''' / '''Prestidigitation''' / '''Thaumaturgy''' || Utility/flavor || Illumination, cleaning, minor effects, intimidation flair
|}
|}


'''Note:''' All weapon attacks have -2 penalty due to Curse of the Eye (already included in attack bonus above)
=== 1st Level ===
 
=== Damage Cantrips ===
 
{| class="wikitable"
{| class="wikitable"
! Cantrip !! Attack Type !! Attack Bonus !! Avg Damage !! Damage Roll !! Range !! V/S/M !! Source
! Spell !! Job !! Notes
|-
| '''Magic Missile''' || Damage (auto-hit) || 3 darts, never misses - great for finishing low-HP foes and breaking enemy concentration
|-
| '''Chromatic Orb''' || Damage (scales hard) || 3d8, choose the element; upcasts very well
|-
| '''Witch Bolt''' [free 1/LR] || Damage || 2d12 then sustained
|-
| '''Ray of Sickness''' [item] || Damage + Poisoned || From Necromancer's Spellbook
|-
| '''Tasha's Hideous Laughter''' || Control || Drop one creature prone + incapacitated (WIS)
|-
| '''Sleep''' [item] || Control || Incapacitate weak groups
|-
| '''Fog Cloud''' || Control/cover || Heavily obscure an area - break line of sight
|-
| '''Shield''' [item] || Defense (reaction) || +5 AC; from Staff of Defense
|-
| '''Mage Armor''' [item] || Defense || Base AC 13+DEX for 8 hours
|-
| '''Hellish Rebuke''' [free 1/LR] || Reaction damage || 2d10 fire when hit
|-
| '''Detect Magic''' [ritual] / '''Identify''' [ritual] || Detection || You already see magic; these confirm specifics
|-
| '''Comprehend Languages''' [ritual/item] || Social/utility || Read/understand any language
|-
|-
| '''Starry Wisp''' || Spell Attack || +8 || 9 || 2d8 radiant || 60 ft || V/S || Bard Cantrip
| '''Find Familiar''' [ritual] || Utility || Scout, deliver touch spells, Help for advantage
|-
| '''Tenser's Floating Disk''' / '''Unseen Servant''' [ritual] || Utility || Hauling, chores
|}
|}


=== Damage Spells - Spell Attack ===
=== 2nd Level ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Attack Bonus !! Avg Damage !! Damage Roll !! Effect !! Range !! V/S/M !! Source
! Spell !! Job !! Notes
|-
| '''Shatter''' || Damage (AoE) || 3d8 thunder in a 10 ft sphere
|-
| '''Mirror Image''' [item] || Defense || Three decoys; excellent survival tool for a squishy wizard
|-
| '''Blindness/Deafness''' || Control || Blind a key foe (CON); blinded = they miss, you hit
|-
| '''Suggestion''' [item] || Control/social || Command one creature for up to 8 hours
|-
| '''Darkness''' [free 1/LR] || Control || Magical darkness; escape or deny sight
|-
|-
| '''Witch Bolt''' || 1st || +8 || 13 (first turn) + 6/turn || 1d12 lightning initial, 1d12 auto damage each turn || Ongoing damage while concentrated || 60 ft || V/S/M || Bard (1/Long Rest)
| '''Ray of Enfeeblement''' [item] || Debuff || Halve a bruiser's weapon damage
|-
|-
| '''Scorching Ray''' || 2nd || +8 || 21 (3 rays) || 3 rays × 2d6 fire each || Can target 1-3 creatures || 120 ft || V/S || Wand of Suggestion
| '''See Invisibility''' [item] || Detection || Spot hidden/invisible threats
|-
| '''Gentle Repose''' [item/ritual] || Utility || Preserve a body for revival
|}
|}


=== Damage Spells - Saving Throw ===
=== 3rd Level ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Save !! Avg Damage !! Damage Roll !! Effect/Conditions !! Range/Area !! V/S/M !! Source
! Spell !! Job !! Notes
|-
| '''Counterspell''' || Counter-magic || '''Shut down an enemy spell''' - often the most important thing she does in a fight
|-
| '''Haste''' || Buff || +2 AC, extra action, double speed on a frontliner - swing a fight
|-
| '''Slow''' || Control (AoE) || Cripple up to 6 enemies (WIS)
|-
|-
| '''Thunderwave''' || 1st || '''CON''' 16 || 9 || 2d8 thunder || Half damage on save, pushed 10 ft on fail || 15 ft cube || V/S || Bard
| '''Bestow Curse''' || Debuff || Many effects vs one target; upcasts to longer/Concentration-free
|-
|-
| '''Shatter''' || 2nd || '''CON''' 16 || 13 || 3d8 thunder || Half on save, extra damage to objects || 60 ft / 10 ft sphere || V/S/M || Bard
| '''Vampiric Touch''' [item] || Damage + self-heal || 3d6 necrotic, heal half
|-
|-
| '''Cloud of Daggers''' || 2nd || None (auto) || 10/turn || 4d4 slashing per turn || Lasts 1 min (conc), damages on entry and start of turn || 60 ft / 5 ft cube || V/S/M || Bard
| '''Animate Dead''' [item] || Summon || Raise undead minions (note the party's view of necromancy)
|-
|-
| '''Erupting Earth''' || 3rd || '''DEX''' 16 || 19 || 3d12 bludgeoning || Half on save, creates difficult terrain || 120 ft / 20 ft cube || V/S/M || Bard
| '''Protection from Energy''' || Defense || Resistance to one element for an ally/self
|-
|-
| '''Raulothim's Psychic Lance''' || 4th || '''INT''' 16 || 24 || 7d6 psychic || Half on save, incapacitated until end of next turn on fail || 120 ft || V || Bard
| '''Leomund's Tiny Hut''' [ritual] || Utility || Safe rest dome for the party
|-
|-
| '''Hellish Rebuke''' || 2nd || '''DEX''' 14 || 11 || 2d10 fire || Reaction when damaged, half on save || 60 ft || V/S || Infernal Legacy (1/LR)
| '''Water Breathing''' [ritual] || Travel || Underwater adventuring
|}
|}


=== Damage Spells - Automatic Hit ===
=== 4th Level (her top slots) ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Avg Damage !! Damage Roll !! Effect !! Range !! V/S/M !! Source
! Spell !! Job !! Notes
|-
| '''Storm Sphere''' || Damage (sustained AoE) || 2d6 + 4d6 bolt each turn; great concentration damage
|-
|-
| '''Magic Missile''' || 1st || 10 || 3 darts × (1d4+1) force || Automatic hit, can split between targets || 120 ft || V/S || Bard
| '''Blight''' [item] || Damage (single target) || 8d8 necrotic - boss nuke
|-
| '''Arcane Eye''' [item] || Scouting || Fly an invisible eye to scout ahead
|-
| '''Stone Shape''' [item] || Utility || Reshape stone - walls, doors, escape
|}
|}


=== Control & Debuff Spells ===
=== Item-Granted & Higher-Level Spells ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Save !! Effect !! Duration !! Conditions !! Range !! V/S/M !! Source
! Spell !! Source !! Job
|-
|-
| '''Bane''' || 1st || '''CHA''' 16 || Up to 3 targets subtract 1d4 from attacks/saves || 1 min (conc) || Debuff || 30 ft || V/S/M || Bard
| '''Scorching Ray''' style nukes, '''Reincarnate''', '''Teleportation Circle''' || Necromancer's Spellbook (5 charges) || Big necromancy/utility on demand
|-
|-
| '''Bestow Curse''' || 3rd || '''WIS''' 16 || Choose: Disadvantage on ability checks/saves, disadvantage on attacks vs you, lose action on 4-6, or custom curse || 1 min (conc) || Cursed || Touch || V/S || Bard
| '''Sleep, Mirror Image, Slow''' || The Bound Grimoire (5 charges) || Control/defense without spending slots
|-
|-
| '''Suggestion''' || 2nd || '''WIS''' 16 || Target follows reasonable suggestion || 8 hours (conc) || Charmed (suggestion) || 30 ft || V/M || Bard or Wand (2 charges)
| '''Suggestion''' || Wand of Suggestion (2 charges) || Social control
|-
|-
| '''Charm Monster''' || 4th || '''WIS''' 16 || Charm creature || 1 hour || Charmed || 30 ft || V/S || Bard
| '''Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye''' (at will) || Improved Eye of Gilbraxius || Free detection/utility - lean on these to save slots
|-
|-
| '''Darkness''' || 2nd || None || Create 15 ft sphere of magical darkness || 10 min (conc) || Blinded (inside) || 60 ft || V/M || Infernal Legacy (1/LR)
| '''Mage Armor, Shield''' || Staff of Defense (10 charges) || Free defense - keep Mage Armor up daily
|}
|}


=== Support & Healing ===
== DAILY LOADOUTS (What To Prepare) ==
You prepare '''~13 spells''' per day from the book (cantrips are always on; many detection/defense spells come free from items, so don't waste prepared slots on Detect Magic, Identify, Mage Armor, Shield, etc.). Below are ready-made lists for the kind of day you expect. '''Always-keep core:''' Counterspell, Shield/Mage Armor (from the Staff - free), and one reliable damage spell. Use '''Memorize Spell on a short rest''' to patch in anything you're missing.
 
=== Combat / Dungeon-Crawl Day (default) ===
Your go-to fighting kit.
* '''Damage:''' Magic Missile, Chromatic Orb, Fireball (if learned) or Shatter, Storm Sphere
* '''Control:''' Slow, Tasha's Hideous Laughter, Fog Cloud
* '''Counter/Buff:''' Counterspell, Haste
* '''Single-target nuke:''' Blight [item] or Bestow Curse
* '''Defense:''' (Shield + Mage Armor from Staff), Mirror Image [item], Protection from Energy
'''Plan:''' Open with control (Slow) or burst (Storm Sphere), hold Counterspell for the enemy caster, and Haste your best frontliner.
 
=== Boss Fight Day ===
* Counterspell (x-prepared mindset - keep slots open), Slow, Blight [item], Storm Sphere, Bestow Curse, Haste, Magic Missile (for breaking enemy concentration), Protection from Energy, Mirror Image [item]
'''Plan:''' Counterspell their big spells, Slow the boss, sustain Storm Sphere, and use Magic Missile to break enemy concentration on key buffs.
 
=== Travel / Wilderness Day ===
* '''Utility/Travel:''' Water Breathing [ritual], Leomund's Tiny Hut [ritual], Tenser's Floating Disk [ritual], Unseen Servant [ritual], Find Familiar [ritual]
* '''Just-in-case combat:''' Fog Cloud, Magic Missile, Counterspell, Slow
'''Plan:''' Rituals cost no slots (and Order of Scribes casts them fast), so load up on travel utility and keep a small combat kit. Tiny Hut = safe rest in the wild.
 
=== Social / Intrigue / City Day ===
* '''Social:''' Suggestion [item/Wand], Comprehend Languages [item], Detect Magic / See Invisibility [item - at will], Disguise Self (if learned)
* '''Info:''' Detect Thoughts (if learned), Sending (if learned)
* '''Backup:''' Counterspell, Fog Cloud (escape), Mirror Image [item]
'''Plan:''' Use her item-granted detection at will so prepared slots stay open for Suggestion and an escape plan. Note CHA is only +1, so she is the spy/analyst, not the smooth-talker (see Social section).


=== Exploration / Trap-and-Lore Day ===
* Arcane Eye [item] (scout), Stone Shape [item] (bypass), Find Familiar [ritual], Detect Magic/Identify [item - at will], Comprehend Languages [item]
* '''Backup combat:''' Magic Missile, Counterspell, Slow
'''Plan:''' Scout with Arcane Eye and the familiar; you already see magic perfectly, so trap/lore problems are your specialty. (Remember mundane Perception is bad - have someone else watch for non-magical danger.)
=== Anti-Caster / Counter-Magic Day ===
* Counterspell, Slow, Magic Missile (concentration-breaking), Blindness/Deafness, Bestow Curse, Mirror Image [item], plus Darkness [free 1/LR]
'''Plan:''' Counterspell their leads, Magic Missile to break concentration on anything that resolves, blind their archers/casters.
== COMBAT - What Can I Do On My Turn? ==
=== Damage Options ===
{| class="wikitable"
{| class="wikitable"
! Ability !! Type !! Effect !! Range !! V/S/M !! Source
! Spell !! Level !! To Hit / Save !! Damage !! Notes
|-
| '''Fire Bolt''' || Cantrip || +8 || 2d10 fire || Free; ignores fire resistance (Elemental Adept)
|-
| '''Magic Missile''' || 1st || auto || 3x 1d4+1 force || Never misses; breaks concentration
|-
|-
| '''Bardic Inspiration''' || Bonus Action || Give ally 1d8 to add to ability check, attack, or save within 10 minutes (4 uses/Long Rest) || 60 ft || Verbal || Bard Class Feature
| '''Chromatic Orb''' || 1st+ || +8 || 3d8 (element) || Scales hard when upcast
|-
|-
| '''Healing Word''' || 1st Level Spell (Bonus Action) || Heal ally for 1d4+3 HP || 60 ft || V || Bard
| '''Shatter''' || 2nd+ || CON 16 || 3d8 thunder || AoE
|-
|-
| '''Song of Rest''' || Short Rest Feature || Allies spending Hit Dice gain +1d6 HP || Party || Performance || Bard Class Feature
| '''Storm Sphere''' || 4th || DEX/none || 2d6 + 4d6/turn || Sustained AoE - your best slot damage
|-
|-
| '''Blade Ward''' || Cantrip || Resistance to physical damage || Self || V/S || Bard
| '''Blight''' [item] || 4th || CON 16 || 8d8 necrotic || Single-target boss nuke
|}
|}


=== Utility Spells ===
=== Control / Counter ===
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Level !! Effect !! Duration !! Range !! V/S/M !! Source
! Spell !! Level !! Save !! Effect
|-
| '''Counterspell''' || 3rd || - || Negate an enemy spell
|-
|-
| '''Detect Magic''' || 1st (Ritual) || Sense magic within 30 ft || 10 min (conc) || Self || V/S || Bard
| '''Slow''' || 3rd || WIS 16 || Cripple up to 6 foes
|-
|-
| '''Speak with Dead''' || 3rd || Ask corpse 5 questions || 10 min || 10 ft || V/S/M || Bard
| '''Tasha's Hideous Laughter''' || 1st || WIS 16 || Prone + Incapacitated (1 target)
|-
|-
| '''True Strike''' || Cantrip || Gain advantage on next attack against target || Until end of your next turn || Self || S/M || Bard
| '''Blindness/Deafness''' || 2nd || CON 16 || Blind a key foe
|-
|-
| '''Thaumaturgy''' || Cantrip || Minor supernatural effects (voice amplification, harmless tremors, etc.) || Up to 1 min || 30 ft || V || Tiefling
| '''Fog Cloud''' / '''Darkness''' || 1st/2nd || - || Deny sight, break line of effect
|-
| '''Bestow Curse''' || 3rd || WIS 16 || Versatile single-target debuff
|}
|}


== Bonus Actions ==
=== 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.


* '''Bardic Inspiration:''' Give ally 1d8 bonus (4 uses/Long Rest)
== SOCIAL SITUATIONS ==
* '''Healing Word:''' Heal ally 1d4+3 HP at range
''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.''
* '''Song of Rest:''' During short rest only, +1d6 to Hit Dice healing
 
== Reactions ==


=== Skill Bonuses ===
{| class="wikitable"
{| class="wikitable"
! Reaction !! Trigger !! Effect !! Save/DC !! Uses !! Source
! Skill !! Bonus !! Notes
|-
| '''Investigation (INT)''' || +11 || Expertise (Scholar) - find clues, deduce, analyze
|-
| '''Arcana (INT)''' || +8 || Magic lore - your specialty
|-
|-
| '''Cutting Words''' || Enemy makes attack, ability check, or damage roll || Subtract 1d8 from their roll || None || Unlimited (uses Bardic Inspiration) || Bard Feature
| '''Religion (INT)''' || +8 || Gods, cults, undead lore
|-
|-
| '''Iron Rebuke''' || Ally within 60 ft takes damage || Attacker takes 2d10 piercing + 2d10 fire || '''DEX''' 16 (half on save) || 1/Long Rest || Clausebearer Compact Rank 2
| '''History / Nature (INT)''' || +5 || Knowledge checks
|-
|-
| '''Mute's Kiss''' || Unknown trigger || Unknown effect || Unknown || 3/Long Rest || Clausebearer Compact
| '''Deception (CHA)''' || +1 || Proficiency is gone; only +CHA now
|-
|-
| '''Hellish Rebuke''' || You take damage || Deal 2d10 fire damage to attacker || '''DEX''' 14 (half on save) || 1/Long Rest || Infernal Legacy
| '''Persuasion / Intimidation / Performance (CHA)''' || +1 || Not your job anymore
|-
|-
| '''Opportunity Attack''' || Enemy leaves reach without Disengaging || Make melee weapon attack || Attack roll || Unlimited || Standard Rule
| '''Perception (WIS)''' || -1 || '''Bad''' (Curse of the Eye disadvantage) - someone else should scout
|}
|}
== SOCIAL SITUATIONS ==
=== Skill Bonuses ===
'''Best Skills (Expertise):'''
* '''Persuasion:''' +9 - Your strongest social skill
* '''Deception:''' +8 - Lying and misdirection
* '''Investigation:''' +8 - Finding clues and details
* '''Arcana:''' +5 - Magical knowledge
'''Good Skills:'''
* '''Intimidation:''' +6
* '''Performance:''' +6
* '''Sleight of Hand:''' +6
* '''Stealth:''' +6
'''Other Skills:'''
* Animal Handling: +2, Athletics: +1, History: +3, Insight: +2, Medicine: +0, Nature: +3, Perception: +0, Religion: +3, Survival: +2


=== Passive Scores ===
=== Passive Scores ===
* '''Passive Perception:''' 10 (WARNING: Low due to Curse of the Eye)
* '''Passive Investigation:''' 21 (elite - you auto-notice details and clues)
* '''Passive Insight:''' 12
* '''Passive Perception:''' 9 (poor - do not rely on it)
* '''Passive Investigation:''' 18 (Very high - use this for noticing details)
* '''Passive Insight:''' 9


=== Social Features ===
=== How to Contribute Socially (with CHA +1) ===
* '''Jack of All Trades:''' Add +1 to ability checks you're not proficient in
* '''Be the analyst/spy.''' Investigation +11 and Arcana/Religion +8 make you the party's answer-engine. Read the room through facts, not charm.
* '''Expertise:''' Double proficiency in Arcana, Deception, Investigation, and Persuasion
* '''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.
* '''Iron Whisperer:''' 1/Long Rest, gain advantage on Intimidation or Deception as faint whispers support your words
* '''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.
* '''Countercharm:''' As action, perform until end of next turn. You and allies within 30 ft gain advantage vs frightened/charmed
* '''Iron Whisperer (Compact):''' 1/LR Advantage on an Intimidation or Deception check.


=== Languages ===
=== Languages ===
* Common, Draconic, Infernal, Undercommon
* Abyssal, Common, Dwarvish, Goblin, Undercommon (plus Comprehend Languages at will from the Eye)


== EXPLORATION ==
== EXPLORATION ==
 
* '''Senses:''' Darkvision 60 ft; you see magic with perfect clarity (Curse of the Eye); but mundane Perception is at disadvantage.
=== Movement & Senses ===
* '''Detection at will (Improved Eye of Gilbraxius):''' Detect Magic, Identify, See Invisibility, Comprehend Languages, Arcane Eye - all free, all day. Use these constantly.
* '''Walking Speed:''' 30 ft
* '''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.
* '''Darkvision:''' 60 ft (see in darkness as shades of gray)
* '''Robe of Eyes:''' all-around sight / blindsight, can't be blinded normally - helps offset the curse for magical detection.
* '''Blindsight:''' 30 ft (from Robe of Eyes)
* '''Curse of the Eye Effect:''' See magic perfectly, but disadvantage on Perception checks and '''DEX''' saves involving non-magical creatures/objects. -2 penalty to weapon attacks.
 
=== Useful Exploration Spells ===
* '''Detect Magic (Ritual):''' Find magical auras within 30 ft (10 min concentration)
* '''Speak with Dead:''' Get information from corpses (5 questions)
* '''Thaumaturgy (At Will):''' Create minor supernatural effects - flavor and utility
 
=== Tools & Instruments ===
* '''Poisoner's Kit:''' Create and apply poisons
* '''Bagpipes, Horn, Lute:''' Musical instruments (Bagpipes can be spellcasting focus)


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges
! Resource !! Total !! Recharge !! Notes
|-
| '''Hit Dice (d8)''' || 7 || Long Rest
|-
| '''Bardic Inspiration''' || 4 uses || Long Rest
|-
| '''Spell Slots (1st Level)''' || 4 || Long Rest
|-
|-
| '''Spell Slots (2nd Level)''' || 3 || Long Rest
| Spell Slots 1st || 4 || Long Rest || Magic Missile, Chromatic Orb, control
|-
|-
| '''Spell Slots (3rd Level)''' || 3 || Long Rest
| Spell Slots 2nd || 3 || Long Rest || Shatter, Blindness, Suggestion
|-
|-
| '''Spell Slots (4th Level)''' || 1 || Long Rest
| Spell Slots 3rd || 3 || Long Rest || Counterspell, Haste, Slow
|-
|-
| '''Cutting Words''' || Unlimited (uses Reaction) || Always Available
| Spell Slots 4th || 2 || Long Rest || Storm Sphere, Blight, big control
|-
|-
| '''Song of Rest''' || Unlimited || Per Short Rest
| Arcane Recovery || 1 || Long Rest || Recover slots on a Short Rest
|-
|-
| '''Whisperfang Oil''' || 1 use || Long Rest
| Memorize Spell || on Short Rest || - || Swap one prepared spell
|-
|-
| '''Iron Whisperer (Compact Rank 1)''' || 1 use || Long Rest
| Manifest Mind || prof bonus (3) || Long Rest || Cast at range / from cover
|-
|-
| '''Iron Rebuke (Compact Rank 2)''' || 1 use || Long Rest
| Staff of Defense || 10 charges || (item) || Mage Armor / Shield free
|-
|-
| '''Mute's Kiss''' || 3 uses || Long Rest
| The Bound Grimoire || 5 charges || (item) || Sleep / Mirror Image / Slow
|-
|-
| '''Hellish Rebuke (Infernal Legacy)''' || 1 use || Long Rest
| Necromancer's Spellbook || 5 charges || (item) || Necromancy + Reincarnate / Teleportation Circle
|-
|-
| '''Darkness (Infernal Legacy)''' || 1 use || Long Rest
| Wand of Suggestion || 2 charges || (item) || Suggestion
|-
|-
| '''Wand of Suggestion''' || 2 charges || Unknown
| Witch Bolt / Hellish Rebuke / Darkness || 1/LR each || Long Rest || Free casts (feat/legacy)
|-
|-
| '''Scorching Ray (Wand)''' || 1 charge used || Unknown
| Zariel's Whisper || 1 || Short Rest || Infernal Inspiration die
|}
|}


== COMMON TACTICS ==
== COMMON TACTICS ==
=== Opening Combat ===
=== Opening Combat ===
 
# Stay at range (you have 42 HP - get behind the frontline or use Manifest Mind/cover).
1. '''Check positioning''' - Stay at 60+ ft for ranged safety
# Make sure Mage Armor is up (free, Staff) so AC is 17-18; keep Shield in reserve.
 
# Open with control (Slow), sustained AoE (Storm Sphere), or burst (Chromatic Orb / Fireball if learned).
2. '''Consider Bane''' - If fighting multiple tough enemies, debuff them first (concentration)
# Identify the enemy caster - that's your Counterspell target.
 
3. '''Or cast Cloud of Daggers''' - Place in chokepoint for ongoing damage (concentration)
 
4. '''Or blast with Erupting Earth''' - High damage AOE with difficult terrain


=== During Combat ===
=== 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.


1. '''Use Starry Wisp''' - Reliable ranged damage every turn
=== Defensive ===
 
* AC 17-18 + Shield reaction + Mirror Image keeps you alive; Misty Step (if learned) or Darkness to escape.
2. '''Save Bardic Inspiration for critical moments''' - Death saves, important attacks, crucial saves
* Protection from Energy vs a known elemental threat (e.g. dragon breath in Rise of Tiamat).
 
* Fire resistance already halves fire damage.
3. '''Use Cutting Words on enemy crits or when ally might get hit''' - Can turn a hit into a miss
 
4. '''Maintain concentration''' - Don't cast new concentration spells if you have a good one active
 
5. '''Use Rapier +1 in melee''' - Best melee option if forced into close combat
 
=== Support Tactics ===
 
1. '''Give Bardic Inspiration before combat''' - Distribute to frontline fighters
 
2. '''Save Healing Word for emergencies''' - Bonus action means you can still cast cantrip
 
3. '''Use Suggestion creatively''' - Remove enemies from combat without violence
 
4. '''Charm Monster for information''' - Great for interrogation or avoiding combat
 
=== Defensive Tactics ===
 
1. '''AC 18 is good''' - You can take a few hits
 
2. '''Fire resistance''' - Less concerned about fire damage
 
3. '''Iron Rebuke for protection''' - Use when ally takes big hit
 
4. '''Hellish Rebuke for revenge''' - Punish attackers who damage you
 
5. '''Darkness as escape''' - Drop magical darkness and flee if overwhelmed


=== Spell Slot Conservation ===
=== 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.
* '''Use cantrips liberally''' - Starry Wisp is strong and free
* Arcane Recovery on the first short rest to refund your highest-value slots.
 
* '''1st level slots''' - Bane, Healing Word, Thunderwave when needed
 
* '''2nd level slots''' - Shatter for AOE, Suggestion for control
 
* '''3rd level slots''' - Erupting Earth for big damage, Bestow Curse for boss fights
 
* '''4th level slot''' - Raulothim's Psychic Lance for high-priority targets only


== QUICK REFERENCE ==
== QUICK REFERENCE ==
* '''Spell Save DC 16 | Spell Attack +8 | INT +5'''
* '''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).


'''In Combat Priority:'''
=== Remember These Critical Things ===
 
# '''You PREPARE spells now''' - pick a loadout each Long Rest; you are not a spontaneous Bard anymore.
1. Check if concentration spell is active (don't break unless necessary)
# '''Memorize Spell on a short rest''' lets you swap one prepared spell - use it to adapt.
 
# '''Counterspell wins fights''' - hold a 3rd+ slot for it.
2. Check ally positioning and health
# '''Elemental Adept makes Fire reliable''' - recolor spells to Fire to ignore resistance.
 
# '''Your items cast spells for free''' - Staff (Mage Armor/Shield), Eye (detection at will), Grimoire/Necro book - save your slots.
3. Cast spell OR make weapon attack
# '''You are squishy (42 HP)''' - stay at range, use Mirror Image and Manifest Mind.
 
# '''CHA is only +1''' - lead with Investigation/Arcana and Suggestion, not Persuasion.
4. Save Cutting Words reaction for critical enemy attacks
# '''Mundane Perception is terrible''' - let someone else watch for non-magical ambushes.
 
5. Save Bardic Inspiration for crucial moments
 
'''Before Combat Checklist:'''
 
1. Distribute Bardic Inspiration to frontliners (4 available)
 
2. Position at 60-80 ft range (optimal for spells)
 
3. Prepare concentration spell choice
 
4. Have Cutting Words ready for reactions
 
'''Concentration Spells (Only ONE Active):'''
* '''Control:''' Bane, Bestow Curse, Suggestion, Charm Monster, Darkness
* '''Damage:''' Witch Bolt, Cloud of Daggers
* '''Defense:''' Blade Ward
 
'''Key Combat Numbers:'''
* '''Spell Save DC:''' 16
* '''Spell Attack Bonus:''' +8
* '''Bardic Inspiration Die:''' 1d8 (add to ally's roll)
* '''Cutting Words Die:''' 1d8 (subtract from enemy's roll)
* '''AC:''' 18
* '''Initiative:''' +4
 
'''Resistances & Vulnerabilities:'''
* '''Fire Resistance''' (Tiefling - half damage from fire)
* '''Acid Resistance''' (from features)
* '''Curse of the Eye Penalties:''' Disadvantage on Perception and '''DEX''' saves vs non-magical things, -2 to weapon attacks
 
'''Special Abilities Quick List:'''
* '''At-Will:''' Starry Wisp, Blade Ward, True Strike, Thaumaturgy
* '''1/Long Rest:''' Whisperfang Oil, Iron Whisperer, Iron Rebuke, Mute's Kiss (3/LR), Hellish Rebuke, Darkness, Witch Bolt
* '''Unlimited:''' Cutting Words (reaction), Bardic Inspiration (4/LR), Song of Rest
 
'''Best Damage Options by Range:'''
* '''Ranged (60+ ft):''' Starry Wisp (2d8), Magic Missile (3×1d4+1), Raulothim's Psychic Lance (7d6)
* '''AOE:''' Thunderwave (2d8), Shatter (3d8), Erupting Earth (3d12)
* '''Melee:''' Rapier +1 (1d8+4), Dagger of Venom (1d4+4 + poison potential)
 
'''Best Control Options:'''
* '''Multiple Enemies:''' Bane (-1d4 to attacks/saves)
* '''Single Enemy:''' Bestow Curse (concentration, many effects)
* '''Social Control:''' Suggestion (8 hours!), Charm Monster
* '''Battlefield:''' Erupting Earth (difficult terrain), Darkness (can't see)


'''Remember:'''
=== Common Mistakes to Avoid ===
* You can cast 1 leveled spell per turn (or 1 bonus action spell + cantrip)
# Playing her like a Bard (no Bardic Inspiration, Cutting Words, or always-known spell list anymore).
* Bardic Inspiration can be added AFTER seeing the roll result
# Forgetting to prepare for the day, or forgetting Memorize Spell exists.
* Cutting Words can be used AFTER seeing the roll but BEFORE knowing if it succeeds
# Spending slots on things your items do for free (Mage Armor, Shield, detection, Suggestion).
* Concentration breaks if you cast another concentration spell or take damage and fail '''CON''' save
# Standing in melee with 42 HP.
* Your Passive Investigation (18) is very high - DM should tell you when you notice things automatically
# Wasting a turn on damage when Counterspell would stop something far worse.
* Curse of the Eye makes you bad at mundane Perception but excellent at detecting magic
# Relying on her Perception to spot danger.


[[Category:Player Characters]] [[Category:Player Guides]]
[[Category:Player Characters]]
[[Category:Player Guides]]

Revision as of 21:57, 30 May 2026

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 16, +8 to hit)
  • 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: 16 | Spell Attack Bonus: +8 | Spellcasting Ability: Intelligence (+5)

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 holds roughly 95 wizard spells plus spells granted by magic items. The tables below organize the spells she actually has access to by level and by job, so she can pick a daily loadout fast. (Spells marked [item] are cast from a magic item's charges, not her own slots; [ritual] can be cast without a slot; [free 1/LR] is a free daily cast from a feat/legacy.)

Cantrips (always available)

Cantrip Job Notes
Fire Bolt Damage 2d10 fire at 120 ft; best with Elemental Adept (ignores fire resistance)
Ray of Frost Damage + control 2d8 cold, target's speed -10 ft
Create Bonfire Damage/zone 2d8 fire on a square, persists (concentration)
Minor Illusion Control/utility Sound or image - distractions, fake walls
Mage Hand Utility Remote manipulation, traps, levers
Light / Prestidigitation / Thaumaturgy Utility/flavor Illumination, cleaning, minor effects, intimidation flair

1st Level

Spell Job Notes
Magic Missile Damage (auto-hit) 3 darts, never misses - great for finishing low-HP foes and breaking enemy concentration
Chromatic Orb Damage (scales hard) 3d8, choose the element; upcasts very well
Witch Bolt [free 1/LR] Damage 2d12 then sustained
Ray of Sickness [item] Damage + Poisoned From Necromancer's Spellbook
Tasha's Hideous Laughter Control Drop one creature prone + incapacitated (WIS)
Sleep [item] Control Incapacitate weak groups
Fog Cloud Control/cover Heavily obscure an area - break line of sight
Shield [item] Defense (reaction) +5 AC; from Staff of Defense
Mage Armor [item] Defense Base AC 13+DEX for 8 hours
Hellish Rebuke [free 1/LR] Reaction damage 2d10 fire when hit
Detect Magic [ritual] / Identify [ritual] Detection You already see magic; these confirm specifics
Comprehend Languages [ritual/item] Social/utility Read/understand any language
Find Familiar [ritual] Utility Scout, deliver touch spells, Help for advantage
Tenser's Floating Disk / Unseen Servant [ritual] Utility Hauling, chores

2nd Level

Spell Job Notes
Shatter Damage (AoE) 3d8 thunder in a 10 ft sphere
Mirror Image [item] Defense Three decoys; excellent survival tool for a squishy wizard
Blindness/Deafness Control Blind a key foe (CON); blinded = they miss, you hit
Suggestion [item] Control/social Command one creature for up to 8 hours
Darkness [free 1/LR] Control Magical darkness; escape or deny sight
Ray of Enfeeblement [item] Debuff Halve a bruiser's weapon damage
See Invisibility [item] Detection Spot hidden/invisible threats
Gentle Repose [item/ritual] Utility Preserve a body for revival

3rd Level

Spell Job Notes
Counterspell Counter-magic Shut down an enemy spell - often the most important thing she does in a fight
Haste Buff +2 AC, extra action, double speed on a frontliner - swing a fight
Slow Control (AoE) Cripple up to 6 enemies (WIS)
Bestow Curse Debuff Many effects vs one target; upcasts to longer/Concentration-free
Vampiric Touch [item] Damage + self-heal 3d6 necrotic, heal half
Animate Dead [item] Summon Raise undead minions (note the party's view of necromancy)
Protection from Energy Defense Resistance to one element for an ally/self
Leomund's Tiny Hut [ritual] Utility Safe rest dome for the party
Water Breathing [ritual] Travel Underwater adventuring

4th Level (her top slots)

Spell Job Notes
Storm Sphere Damage (sustained AoE) 2d6 + 4d6 bolt each turn; great concentration damage
Blight [item] Damage (single target) 8d8 necrotic - boss nuke
Arcane Eye [item] Scouting Fly an invisible eye to scout ahead
Stone Shape [item] Utility Reshape stone - walls, doors, escape

Item-Granted & Higher-Level Spells

Spell Source Job
Scorching Ray style nukes, Reincarnate, Teleportation Circle Necromancer's Spellbook (5 charges) Big necromancy/utility on demand
Sleep, Mirror Image, Slow The Bound Grimoire (5 charges) Control/defense without spending slots
Suggestion Wand of Suggestion (2 charges) Social control
Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye (at will) Improved Eye of Gilbraxius Free detection/utility - lean on these to save slots
Mage Armor, Shield Staff of Defense (10 charges) Free defense - keep Mage Armor up daily

DAILY LOADOUTS (What To Prepare)

You prepare ~13 spells per day from the book (cantrips are always on; many detection/defense spells come free from items, so don't waste prepared slots on Detect Magic, Identify, Mage Armor, Shield, etc.). Below are ready-made lists for the kind of day you expect. Always-keep core: Counterspell, Shield/Mage Armor (from the Staff - free), and one reliable damage spell. Use Memorize Spell on a short rest to patch in anything you're missing.

Combat / Dungeon-Crawl Day (default)

Your go-to fighting kit.

  • Damage: Magic Missile, Chromatic Orb, Fireball (if learned) or Shatter, Storm Sphere
  • Control: Slow, Tasha's Hideous Laughter, Fog Cloud
  • Counter/Buff: Counterspell, Haste
  • Single-target nuke: Blight [item] or Bestow Curse
  • Defense: (Shield + Mage Armor from Staff), Mirror Image [item], Protection from Energy

Plan: Open with control (Slow) or burst (Storm Sphere), hold Counterspell for the enemy caster, and Haste your best frontliner.

Boss Fight Day

  • Counterspell (x-prepared mindset - keep slots open), Slow, Blight [item], Storm Sphere, Bestow Curse, Haste, Magic Missile (for breaking enemy concentration), Protection from Energy, Mirror Image [item]

Plan: Counterspell their big spells, Slow the boss, sustain Storm Sphere, and use Magic Missile to break enemy concentration on key buffs.

Travel / Wilderness Day

  • Utility/Travel: Water Breathing [ritual], Leomund's Tiny Hut [ritual], Tenser's Floating Disk [ritual], Unseen Servant [ritual], Find Familiar [ritual]
  • Just-in-case combat: Fog Cloud, Magic Missile, Counterspell, Slow

Plan: Rituals cost no slots (and Order of Scribes casts them fast), so load up on travel utility and keep a small combat kit. Tiny Hut = safe rest in the wild.

Social / Intrigue / City Day

  • Social: Suggestion [item/Wand], Comprehend Languages [item], Detect Magic / See Invisibility [item - at will], Disguise Self (if learned)
  • Info: Detect Thoughts (if learned), Sending (if learned)
  • Backup: Counterspell, Fog Cloud (escape), Mirror Image [item]

Plan: Use her item-granted detection at will so prepared slots stay open for Suggestion and an escape plan. Note CHA is only +1, so she is the spy/analyst, not the smooth-talker (see Social section).

Exploration / Trap-and-Lore Day

  • Arcane Eye [item] (scout), Stone Shape [item] (bypass), Find Familiar [ritual], Detect Magic/Identify [item - at will], Comprehend Languages [item]
  • Backup combat: Magic Missile, Counterspell, Slow

Plan: Scout with Arcane Eye and the familiar; you already see magic perfectly, so trap/lore problems are your specialty. (Remember mundane Perception is bad - have someone else watch for non-magical danger.)

Anti-Caster / Counter-Magic Day

  • Counterspell, Slow, Magic Missile (concentration-breaking), Blindness/Deafness, Bestow Curse, Mirror Image [item], plus Darkness [free 1/LR]

Plan: Counterspell their leads, Magic Missile to break concentration on anything that resolves, blind their archers/casters.

COMBAT - What Can I Do On My Turn?

Damage Options

Spell Level To Hit / Save Damage Notes
Fire Bolt Cantrip +8 2d10 fire Free; ignores fire resistance (Elemental Adept)
Magic Missile 1st auto 3x 1d4+1 force Never misses; breaks concentration
Chromatic Orb 1st+ +8 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 16 | Spell Attack +8 | INT +5
  • 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.