The Fight Before You
Enemy Composition
Allies
Pressure
Action
While Sculpt Spells
- Chosen allies auto-succeed on this spell's save.
- Those allies take no damage from it.
- Only applies to evocation spells you cast.
- Protects up to 1 + spell level allies.
Turn Checklistbefore you end your turn
Concentrating
Not concentrating
The Ledger
0 round(s)
Resets: Action, Bonus, Reaction, free
The Ledger
Spell Slots
1st
4
2nd
3
3rd
3
4th
3
5th
1
Arcane Recovery
1
States
ConcentrationNone bound
While Mage Armor
Mage ArmorInactive
- Lasts 8 hours; no concentration required.
- Ends early only if you don armor.
- AC becomes 13 + Dex modifier (15) while active.
Bind Concentration
ConcentrationNone bound
Conversion
Arcane Recovery
Fire Bolt
2d10
Ray of Frost
2d8
Chromatic Orb
Scorching Ray
Fireball
DC 17
Shield
Misty Step
Quarterstaff
1d6-1
Notes
Reference
- Gnome Cunning: Advantage on INT, WIS, and CHA saving throws against magic.
- Darkvision: See in darkness up to 60 ft.
- Natural Illusionist: Knows Minor Illusion cantrip, cast using INT.
- Speak with Small Beasts: Can communicate simple ideas with Small or smaller beasts.
- Evocation Savant: Halves gold and time cost to copy evocation spells into spellbook.
- Potent Cantrip: A cantrip's target still takes half damage on a successful save.
Advice Reference
- Misty Step out now — 30 feet beats another hit at AC 12. — You're low and squishy; teleporting away costs a slot but keeps you alive to cast again.
- Sculpt the blast first — Fireball your foes, spare every ally standing near. — That's the whole reason to play a gnome evocation wizard — devastation without friendly fire.
- Fire Bolt the target — plus nine to hit, 2d10 fire, free. — No slot cost, solid damage, and it never runs out — perfect against one foe.
- Loose Scorching Ray — three rays, three separate targets, spread the fire. — Great when foes are spaced out; each ray gets its own attack roll and can hit a different enemy.
- Cast Fire Bolt at the nearest threat — reliable, free, plus nine. — It's your best default ranged option when nothing else is calling the shot.
- Misty Step clear — don't let melee touch your AC 12 hide. — A bonus action escape costs a 2nd-level slot but keeps you out of STR 8 trouble.
- Keep Shield loaded — plus five AC the instant something targets you. — It's free until you need it, and it can turn a crit or a Magic Missile into nothing.
- Arcane Recovery still up — cash it in after your next short rest. — Free slots back once a day; don't let a short rest pass without using it.
- One concentration spell only — casting another drops the first immediately. — Web, Haste, Invisibility, Stoneskin, Bigby's Hand, and Conjure Elemental all compete for the same slot.
- AC 12 and STR 8 — don't stand and trade blows in melee. — You have no business toe-to-toe; retreat, Misty Step, or put something between you and them.
Unknowns — confirm at the table
- Damage values for Chromatic Orb, Scorching Ray, and Fireball are not printed on the sheet (only spell attack bonus +9 or save DC 17) — actions model toHit/saveText but leave damage null rather than inventing dice, matching the Character Facts' own extraction choice.
- Fireball's save ability (DEX) is stated only within the Character Facts' own unknowns commentary, not the main attacks array; carried forward here as sourced but flagged for table confirmation.
- Whether Mage Armor is currently active is not stated on the sheet; the mageArmorActive namedState and its AC override (15) are modeled as an optional toggle the player must confirm at the table, per the Experience Brief's own unknown.
- Which spells are currently prepared vs. merely known/in the spellbook is ambiguous per the Experience Brief; all key spells listed are modeled as available actions/options without resolving that ambiguity.
- Arcane Recovery's exact recoverable slot combinations are numerous (any combo totaling up to level 5); only three illustrative preset packages are modeled as poolConversion packages, not an exhaustive list — adjust manually at the table.
- Unarmed Strike damage is listed as '0 Bludgeoning' on the sheet and appears incomplete; omitted from actions entirely rather than inventing a value.
- Player's preferred playstyle (aggressive nova vs. cautious control) is unknown; advice defaults to a balanced ranged-blaster assumption.
- Only 8 of Rustle's many known/prepared spells are modeled as dedicated actions; lower-priority utility/control spells (Web, Haste, Invisibility, Stoneskin, Bigby's Hand, Conjure Elemental) are folded into the Concentration tracked condition instead of consuming an actions[] slot.