Tiara Solo

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: 
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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

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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


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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



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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


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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.


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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  


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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)


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TREASURE		store credit = 0 gp
pp = 38	 	
gp = 64			sack with 1,000 gp (20 lbs)
sp = 32	 	
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: