Dawn Solo

Adventure Date: tbd
Last Updated: May 9, 2026

Campaign: 	Solo Adventures! - Chapter 02
class:		Wizard - Abjuration		species:	high elf		
level:		2				alignment:	neutral good
xp:		0				deity:		
Background: 	Sage - Wizard Apprentice	Home Region: 	

size: medium	age:	20	gender:	female	height:	5'6"	
eyes: blue	hair:	blue	skin:	white	weight:	130 lbs
				
Languages:	common, elvish, draconic, goblin, orc
	
			ward =  7 
			hp =	16 		HD: 
====================================================================================
STR:	10	+0	HP: 	16	Healing HD:	1d6+2 (x2)	 inspiration = 
DEX:	14	+2	AC:	12 (15/20 mage armor/shield spell)				
CON:	14	+2	= 13    + 0      + 2   + 0    	+ 0 
INT:	16	+3	  armor + shield + dex + magic 	+ misc
WIS:	10	+0	
CHA:	10	+0	Passive Perception: 12		Initiative:	+2
			Speed:	30 ft			Proficiency:	+2

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SAVES		Total	= base	+prof	+magic	+misc
STR:		+0	= +0	+0	
DEX:		+2	= +2	+0	
CON:		+2	= +2	+0	
INT:		+5	= +3	+2	
WIS:		+2	= +0	+2	
CHA:		+0	= +0	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
staff			+2	1d6		bludgeoning	-	versatile (1d8)

dagger			+4	1d4+2		piercing	20/60	finesse, light, thrown


Spellcasting		Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
fire bolt		+5	1d10		fire		120	1 action
magic misile		auto	1d4+1 (x3)	force		120	1 action, 3 missiles


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TOTAL	SKILLS: 	Ability	Mod	Prof	Misc	
+2	acrobatics	DEX	+2			
+0	animal handling	WIS	+0			
+5	arcana*		INT	+3	+2		
+0	athletics	STR	+0			
+0	deception	CHA	+0			
+5	history*	INT	+3	+2		
+0	insight		WIS	+0			
+0	intimidation	CHA	+0			
+5	investigation*	INT	+3	+2		
+2	medicine*	WIS	+0	+2		
+0	nature		INT	+3				
+2	perception*	WIS	+0	+2				
+0	performance	CHA	+0			
+0	persuasion	CHA	+0				
+3	religion	INT	+3		advantage, 1/day, vs evil entities			
+2	sleight of hand	DEX	+2			
+2	stealth		DEX	+2				
+0	survival	WIS	+0			
	tool-


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SPECIAL ABILITIES / FEATS
Armor: 		none
Weapons:	daggers, darts, slings, quarterstaffs, light crossbows
		longsword, shortsword, shortbow, and longbow
Tools:		none

SPECIES: 
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 (draconic).


BACKGROUND: SAGE
Skill Proficiencies: Arcana, History
Languages: Two of your choice (goblin, orc)
Feature: Researcher


CLASS: WIZARD - ABJURATION
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
	(Investigation, Medicine)
Arcane Recovery:
	- Once per day when you finish a short rest, 
	  you can choose expended spell slots to recover. 
	- The spell slots can have a combined level that is equal to 
	  or less than half your wizard level (rounded up = 1), 
	  and none of the slots can be 6th level or higher.
Abjuration Savant
	- the gold and time spent to copy an abjuration spell into your spellbook is halved.
Arcane Ward
	- cast abjuration spell of 1st level or higher, to create a magical ward on yourself
	- lasts until you finish a long rest. 
	- ward hit point maximum equal to twice wizard level + INT = 2*2 +3 = 7
	- Whenever you cast an abjuration spell of 1st level or higher, 
	  the ward regains a number of hit points equal to twice the level of the spell


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SPELLS  spell casting ability	= INT
	spell save DC		= 8 + INT + Prof = 8 + 3 + 2 	= 13
	spell attack bonus	= INT + Prof =  3 + 2		= +5
	total number of prepared spells	= W-lvl + INT =  2 + 3 	= 5

0: cantrips = 3+1 = 4
- firebolt, light, mage hand, prestidigitation

1: slots = 3	remaining = 3
- comprehend languages, featherfall, mage armor, magic missile, shield

2: slots = 0	remaining = 0
3: slots = 0  	remaining = 0
4: slots = 0  	remaining = 0  
5: slots = 0  	remaining = 0  
6: slots = 0  	remaining = 0  
7: slots = 0  	remaining = 0  
8: slots = 0  	remaining = 0  
9: slots = 0  	remaining = 0

Dawn's Enduring Spellbook: total value = 500 gp
- immune to fire, water and aging
- spellbook base = 50 gp + enduring spellbook = +50 gp = 100 gp base
level 1 = 50 gp x 1 x 8 = +400 gp
- comprehend languages (r), detect magic (C,R), find familiar (R), identify (R), 
  featherfall, mage armor, magic missile, shield


==============================================================================
GEAR	Total WT= 13 + 50 = 63 lbs
	load: STR x 15 = 150 lbs	push/drag/lift: STR x 30 = 300 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	common clothes (0.5 gp)

4	staff arcane focus (5 gp)
1	dagger (2 gp)

3	Dawn's Enduring Spellbook (500 gp)
0	spell component: identify (100 gp pearl)
0	spell component: find familiar (10 gp) x1


1	pouch (0.5 gp)
1	- coins 

0	Potion of Healing (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)
10	- 50 ft hempen rope (1 gp)
0	- bottle of black ink (10 gp)
0	- quill (0.1 sp)
0	- small knife (1 gp)
1	- scroll case (1 gp)
0		- a letter from the wizard she apprenticed with
		  posing a question she has not yet been able to answer
0		- trinket: A purple handkerchief embroidered with the name of a powerful archmage
		   - once/day, grants advantage on an arcana skill check 
		   - was apprentice to the archmage, reminds her of her lessons


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TREASURE		store credit = 0 gp
pp = 	 	
gp = 10		
sp = 	 	
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: