
After casting/attacking, choose one:
- Give Armor to ally, equal to primary die, to absorb next attack that hits, range 8
- Boost attack of ally for its next attack, range 8, equal to primary die
- •Force Barriage (2x).1d8+3.
On crit, mark target with Arcane Sigil. On sigil hit, absorb the sigil and deal 1 more die of damage.
- •Arcane Burst (1/use).7d8.
AoE 5x5. DEX Save 10+LVL, On failure: Full damage and mark Sigil. On Success: Half damage, do not mark Sigil.
Magical Bloom. Enter a state of arcane power as a last ditch effort:
- All attacks made at advantage
- Add LVL to damage
While generic on purpose, the flavor of the attacks can be reflavored to fit the elements. "Sigil" can be changed to reflect some magic school elements. Consider swapping out the abilities for the spells themselves!
Additional traits to add based on schools:
Everdusk
Traits:
Brewer: Change "Sigil" status to "Poisoned"
Poison Brew: Targets poisoned by this mage take 1d6 poison damage at the start of its turns.
Actions:
Vine Whip: Range 8, 1d8+3 poison. On hit, choose one: Targets large or smaller can be pulled 2 spaces or move self 3 spaces closer. On Crit: Poisoned target
Spellguard
Traits:
Spellsword. Attacks can be made at melee instead with no disadvantage. Health becomes 10/LvL instead.
Gloryhand
Traits:
Healer (1/use) Force Barriage or Arcane Burst can heal instead of damage. Can Crit. If damage versions crit, can restore a use of Healer.
Stonebringer
Actions:
Learning from the past: Reaction: Range 8, Ally can reroll an roll.
Brazenheart
Traits:
Trance. (1/day) Can trigger Magical Bloom manual
Regilink
Actions:
Where's your motivation? Reaction: Range 8, can have a creature reroll a roll with Advantage or Disadvantage