Adventure Date: tbd
Last Updated: May 16, 2026
Campaign: Solo Adventures! - Adventure Path 01 - Level 03a class: Wizard - Abjuration species: high elf level: 3 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 = 9 hp = 24 HD: ==================================================================================== STR: 10 +0 HP: 24 Healing HD: 1d6+2 (x3) inspiration = DEX: 14 +2 AC: 13 (16/21 mage armor/shield spell) CON: 14 +2 = 13 + 0 + 2 + 1 + 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 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +1 = +0 +0 +1 DEX: +3 = +2 +0 +1 CON: +3 = +2 +0 +1 INT: +6 = +3 +2 +1 WIS: +3 = +0 +2 +1 CHA: +1 = +0 +0 +1 - You have advantage on saving throws against being charmed, and magic can't put you to sleep. ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- Hellreaver +3 1d8+1 slashing - versatile (1d10) - longsword +1 Red Tree Staff +2 1d6 bludgeoning - versatile (1d8) dagger +4 1d4+2 piercing 20/60 finesse, light, thrown Greybark's Gift +5 1d8+1 piercing 150/600 ammunition, heavy, two-handed - longbow +1 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 shatter DC 13 CON 3d8 (save 1/2) thunder 60 1 action, 10 ft radius sphere, crystal/stone/metal= dis on save ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +2 acrobatics DEX +2 +0 animal handling WIS +0 +5 arcana* INT +3 +2 once/day, advantage to arcana skill check +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 +2 sleight of hand DEX +2 +2 stealth DEX +2 +0 survival WIS +0 tool- ============================================================================= 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 = 3/2 = 1.5 = 2), 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 = 3*2 +3 = 9 - 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 ============================================================================= 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 = 3 + 3 = 6 0: cantrips = 3+1 = 4 - firebolt, light, mage hand, prestidigitation 1: slots = 4 remaining = - featherfall, mage armor, magic missile, shield 2: slots = 2 remaining = 0 - misty step, shatter 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 = 750 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 9 = +450 gp - comprehend languages (r), detect magic (C,R), find familiar (R), identify (R), featherfall, mage armor, magic missile, protection from evil and good, shield level 2 = 50 gp x 2 x 2 = +200 gp - misty step, shatter ============================================================================== GEAR Total WT= 27 + 58 = 85 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 --- --------------------- 4 traveller's clothes (2 gp) 1 Cloak of Protection (uncommon, attunement) - provides +1 AC and +1 saving throws - a deep forest green cloak 4 Red Tree Staff - arcane focus (5 gp) - made from a branch of the magical Red Tree of Weathercote Wood 3 Hellreaver (uncommon) - longsword +1 - used by the Deathknight of Weathercote Wood 1 dagger (2 gp) 2 Greybark's Gift (uncommon) - longbow +1 - made by and from parts of Greybark the Treant 1 quiver (1 gp) 1 20 arrows (1 gp) = 20 3 Dawn's Enduring Spellbook (750 gp) 0 spell component: identify (100 gp pearl) 0 spell component: find familiar (10 gp) x4 1 pouch (0.5 gp) 4 - coins 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 1 scroll case (1 gp) 0 - 10 sheets of paper 0 Potion of Healing (50 gp) x4 0 vial of antitoxin (50 gp) x4 1 thieves' tools (25 gp) 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) 0 - bottles of ink: black, blue, brown, green, red, silver, gold (10 gp each = 70 gp) 0 - quill (0.1 sp) x7 - one for each ink colour 0 - small knife (1 gp) 1 - holy symbol: Amulet of Amaunator (5 gp) - the Sun god, the god of law and justice 3 - Red Book - details history and topography of Weathercote Wood, the Red Tree and the Deathknight 5 - Dawn's Diary (25 gp) - blank book to record her adventures strapped to backpack 10 - 50 ft hempen rope (1 gp) ============================================================================== TREASURE store credit = 0 gp pp = 150 gp = 25 sp = 13 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: