Adventure Date: tbd
Last Updated: May 12, 2026
Campaign: Solo Adventures! - Chapter 02 class: Paladin species: high elf level: 2 alignment: lawful good xp: 0 deity: Background: Noble Home Region: size: medium age: 20 gender: female height: 5'6" eyes: purple hair: silver skin: white weight: 130 lbs Languages: common, elvish, goblin, orc hp = 20 HD: ==================================================================================== STR: 15 +2 HP: 20 Healing HD: 1d10 (x2) inspiration = DEX: 10 +0 AC: 18 CON: 10 +0 = 16 + 2 + 0 + 0 + 0 INT: 10 +0 armor + shield + dex + magic + misc WIS: 14 +2 CHA: 15 +2 Passive Perception: 14 Initiative: +0 Speed: 30 ft Proficiency: +2 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +2 = +2 +0 DEX: +0 = +0 +0 CON: +0 = +0 +0 INT: +0 = +0 +0 WIS: +4 = +2 +2 CHA: +4 = +2 +2 - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - bless = +1d4 to any saves ==================================================================================== divine smite: use level 1 spell slot = +2d8 radiant dam, +1d8/+1 level, +1d8 if undead or fiend dueling: +2 damage if using 1 weapon. Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- longsword +4 1d8+4 slashing - dagger +4 1d4+2 piercing 20/60 finesse, light, thrown javalin +4 1d6+2 piercing 30/120 thrown Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- bless (c) +1d4 - - searing smite (c) +1d6 fire DC 12 CON or 1d6 fire/turn thunderous smite (c) +2d6 thunder DC 12 STR or push 10 ft + prone ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +0 acrobatics DEX +0 +2 animal handling WIS +2 +0 arcana INT +0 +4 athletics* STR +2 +2 +2 deception CHA +2 +2 history* INT +0 +2 +4 insight* WIS +2 +2 +2 intimidation CHA +2 +0 investigation INT +0 +2 medicine WIS +2 +0 nature INT +0 +4 perception* WIS +2 +2 +2 performance CHA +2 +4 persuasion* CHA +2 +2 +0 religion INT +0 advantage vs evil, once/day +0 sleight of hand DEX +0 +0 stealth DEX +0 disadvantage, chainmail +2 survival WIS +2 gaming set-TBD ============================================================================= SPECIAL ABILITIES / FEATS Armor: all armor, shields Weapons: simple weapons, martial weapons Tools: none SPECIES: HIGH ELF Darkvision: - you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. - You can't discern color in darkness, only shades of gray. Keen Senses: - You have proficiency in the Perception skill. Fey Ancestry: - You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day Elf Weapon Training: - You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip: - You know one cantrip of your choice from the wizard spell list. - Intelligence is your spellcasting ability for it. Extra Language: - You can speak, read, and write one extra language of your choice (goblin). BACKGROUND: NOBLE Skill Proficiencies: History, Persuasion Tools: One type of gaming set Languages: One of your choice (orc) Feature: Position of Privilige CLASS: PALADIN Skills: Athletics, Insight Divine Sense: - action, know the location and type of any celestial, fiend, or undead within 60 feet of you that is not behind total cover - regain uses after longrest: uses = CHA +1 = 2+1 = 3 Lay on Hands: - healing pool = restore a total number of hit points = paladin level x 5 = 2x5 = 10 - action, touch a creature, restore a total number of hit points up to to your pool - expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. must cure multiple disease or poison individually - pool restored after a longrest Fighting Style: - Duelling = When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon Spellcasting: - see below Divine Smite: - when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. - The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. - The damage increases by 1d8 if the target is an undead or a fiend, to a max of 6d8. ============================================================================= SPELLS spell casting ability = CHA spell save DC = 8 + CHA + Prof = 8 + 2 + 2 = 12 spell attack bonus = CHA + Prof = 2 + 2 = +4 total number of prepared spells = P-lvl/2 + CHA = 2/2 + 2 = 3 0: cantrips = 1 - light 1: slots = 2 remaining = 2 - bless, searing smite, thunderous smite 2: slots = 0 remaining = 0 3: slots = 0 remaining = 0 4: slots = 0 remaining = 0 5: slots = 0 remaining = 0 ============================================================================== GEAR Total WT= 84 + 50 = 134 lbs load: STR x 15 = 225 lbs push/drag/lift: STR x 30 = 450 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0) WT Item --- --------------------- 3 fine clothes (0.5 gp) 1 hoy symbol: amulet (5 gp) 0 signet ring: House Solo (5 gp) 1 scroll case (1 gp) 0 - scroll of pedigree: House Solo 55 chainmail (75 gp) 6 shield (10 gp) 3 longsword (15 gp) 1 dagger (2 gp) 1 quiver (1 gp) 10 javalins x5 (0.5 gp each = 2.5 gp) 1 pouch (0.5 gp) 1 - coins 1 pouch (0.5 gp) 0 - trinket: A pyramid of sticky black incense that smells very bad when lit - once/day, grants advantage on a religion skill check vs evil - when lit, does not burn down, but gives nightmare visions of evil - studies these visions to recognize true evil. 0 Potion of Healing (50 gp) x2 0 vial of antitoxin (50 gp) x1 5 backpack (2 gp) 7 - bedroll (1 gp) 1 - mess kit (0.2 gp) 20 - rations (days) = x10 (0.5 gp/day = 5 gp) 5 - waterskin (0.2 gp) 1 - tinderbox (0.5 gp) 1 - scroll case (1 gp) strapped to backpack 10 - 50 ft hempen rope (1 gp) ============================================================================== TREASURE store credit = 0 gp pp = gp = 21 sp = 5 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: