Adventure Date: tbd
Last Updated: May 16, 2026
Campaign: Solo Adventures! - Chapter 03b class: Paladin species: high elf level: 3 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 = 30 HD: ==================================================================================== STR: 15 +2 HP: 30 Healing HD: 1d10 (x3) inspiration = DEX: 10 +0 AC: 20 CON: 10 +0 = 17 + 2 + 0 + 1 + 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 - resistance to thunder damage ==================================================================================== SAVES Total = base +prof +magic +misc STR: +3 = +2 +0 +1 DEX: +1 = +0 +0 +1 CON: +1 = +0 +0 +1 INT: +1 = +0 +0 +1 WIS: +5 = +2 +2 +1 CHA: +5 = +2 +2 +1 - 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. Sacred Weapon: +2 to hit, for one minute, action to activate Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- longsword +4 1d8+4 slashing - versatile (or 1d10+2) Quarterstaff +1 +5 1d6+5 bludgeoning - versatile (or 1d8+3) 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 - - action cure wounds 1d8+2 healing touch action protect vs evil & good touch action, special p271 sanctuary WIS 12 no attack 30 ft bonus, dur=1 min searing smite (c) +1d6 fire bonus, DC 12 CON or 1d6 fire/turn ==================================================================================== 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, splint armor +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 = 3x5 = 15 left = 15 - 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 long rest 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. Divine Health: - immune to disease Sacred Oath: Oath of Devotion - Oath spells - 3rd: protection from evil and good, sanctuary - Channel Divinity - must finish a short or long rest to use your Channel Divinity again - Sacred Weapon. - As an action, imbue one weapon that you are holding with positive energy. - For 1 minute, add CHA to attack rolls made with that weapon = +2 - The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. - If the weapon is not already magical, it becomes magical for the duration. - Turn the Unholy. - As an action, present holy symbol and speak a prayer censuring fiends and undead - Each fiend or undead that can see or hear you within 30 feet of you must make a WIS saving throw. - If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only us the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. ============================================================================= 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 = 3/2 + 2 = 3 + oath spells prepared 0: cantrips = 1 - light 1: slots = 3 remaining = - bless, cure wounds, protection from evil and good, sanctuary, searing smite 2: slots = 0 remaining = 0 3: slots = 0 remaining = 0 4: slots = 0 remaining = 0 5: slots = 0 remaining = 0 ============================================================================== GEAR Total WT= 96 + 83 = 179 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 (2) WT Item --- --------------------- 3 fine clothes (0.5 gp) 1 holy symbol: amulet (5 gp) 1 Helm of Comprehending Languages (uncommon) - cast spell comprehend languages at will - bought for 450 gp from Melhuish's Magical Curiosities 1 Cloak of Protection (uncommon, attunement) - provides +1 AC and +1 saving throws 0 Ring of Animal Influence (rare) - finely etched around the little gold band are fine engravings of a bird, a bear, a deer and others animal shapes - this ring has 3 charges, and it regains ld3 expended charges daily at dawn. - while wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - Animal friendship (save DC 13) - Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower - Speak with animals 0 Ring of Resistance (rare, attunement) - gold ring with a spinel gem: grants thunder resistance - won it by solving the puzzle in Melhuish's Magical Curiosities 0 signet ring: House Solo (5 gp) 0 signet ring: crest of the Knights of Myth Drannor (5 gp) 1 scroll case (1 gp) 0 - scroll of pedigree: House Solo 60 splint armor (200 gp) 6 shield (10 gp) Quarterstaff +1 (uncommon) - found in the old Temple of Amaunator in Weathercote Wood 3 longsword (15 gp) 1 dagger (2 gp) 1 quiver (1 gp) 8 javalins x4 (0.5 gp each = 2 gp) 1 pouch (0.5 gp) 3 - 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 Oil of Sharpness (400 gp) x1 - Takes an action to coat, +2 for one hour (one encounter) on any blade. 0 Potion of Flying (150 gp) x1 0 Potion of Gaseous Form (75 gp) x1 0 Potion of Healing (50 gp) x1 0 Potion of Hill Giant Strength (130 gp) x1 - STR 21 = +5 0 Potion of Necrotic Resistance (200 gp) x1 5 flask of holy water (25 gp each = 125 gp) x5 0 vial of antitoxin (50 gp) x1 0 vial of Midnight Tears (ingested poison) - A creature that ingests this poison suffers no effect until the stroke of midnight. - If the poison has not been neutralized before then, the creature must succeed on a DC 17 CON saving throw, or take 9d6 poison damage on a failed save, or half as much damage on a successful one. 5 backpack (2 gp) 7 - bedroll (1 gp) 1 - mess kit (0.2 gp) 46 - rations (days) = x23 (0.5 gp/day = 23 gp) 5 - waterskin (0.2 gp) 1 - tinderbox (0.5 gp) 1 - scroll case (1 gp) - Map of Zhentil Keep (the city) - provided by The Zhentil Arms Inn 0 - Red Tree Leaves - from Red Tree infused with holy good energy 1 - holy symbol: Amulet of Amaunator (5 gp) - the Sun god, the god of law and justice 6 - bottles of wine x3 strapped to backpack 10 - 50 ft hempen rope (1 gp) ============================================================================== TREASURE store credit = 0 gp pp = 38 gp = 64 sack with 1,000 gp (20 lbs) sp = 32 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: