Dawn Solo

Adventure Date: tbd
Last Updated: May 21, 2026

Campaign: 	Adventure Path 01 - Level 03b
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: 
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STR:	10	+0	HP: 	24	Healing HD:	1d6+2 (x3)	 inspiration = 1
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

cannot be surprised
resistant to cold damage

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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.

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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								arrows 20


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

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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-


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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 = 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


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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 =  3 + 3 	= 6

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

1: slots = 4	remaining = 3
- featherfall, mage armor, magic missile, shield

2: slots = 2	remaining = 2
- 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 + 52 + 16 = 95 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 (3)

WT	Item
---	---------------------
4	traveller's clothes (2 gp)
0	signet ring: crest of the Knights of Myth Drannor (5 gp)
0	Ring of Resistance: Cold (rare, attunement) 
		- gold ring with a tourmaline gem: resistant to cold damage
		- won it by solving the puzzle in Melhuish's Magical Curiosities
1	Cloak of Protection (uncommon, attunement)
		- provides +1 AC and +1 saving throws
		- a rich blue cloak
0	Dark Blue Rhomboid Ioun Stone: Awareness (rare, attunement)
		- cannot be surprised 
		- bought for 1,250 gp from Melhuish's Magical Curiosities

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

0	Wand of Magic Missiles (uncommon)
		- charges = 7	
		- 1 charge = 1st-level version of spell, +1 spell slot level for each +1 charge
		- regains ld6 + 1 expended charges daily at dawn. 
		- If last charge used, roll a d20. On a 1, the wand crumbles into ashes and is destroyed
		- bought for 500 gp from Melhuish's Magical Curiosities


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	bottle of Dragon Repellant! (1 sp)
		- Better safe than sorry! Does it actually work? Doubtful. But the maker swears by it.
	 	  "It's saved my life dozens of times while travelling through the 'Spines! Works every time," he promises. 
		  "or your money back!"
0	bottle of Natton's Noxious Weedkiller (1 sp)
		- This weedkiller will get rid of any noxious plants
0	Potion of Healing (50 gp) x5
0	Potion of Hill Giant Strength (130 gp) x1
		- STR 21 = +5
0	Potion of Vigour (1 gp) x1
		- use uncertain
0	Pouch of Powdered Dragon Tooth (300 gp) x1
		- temporarily learn one cantrip from your class's spell list, above your normal allowance. 
		- will know for that day, once day is over, the spell is no longer available for use

1	thieves' tools (25 gp)
0	Skeleton Key 
		- Made by the mysterious elves of Cormanthor, enchanted to open any door! 
		- Worth its weight in gold!
0	small pocket mirror (1 sp)

5	backpack (2 gp)
7	- bedroll (1 gp)
1	- mess kit (0.2 gp)
20	- rations (days) = x10 (0.5 gp/day = 5 gp)
		- bag of candied hazelnuts (1 sp)
		- jar of glazed cherries in syrup (1 sp)
		- bag of toffee sugar lumps (1 sp)
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
2	- black rod with carved raven head (piece of wood with writing)
		- has written in undercommon, "The tyrant has stolen our magic... but it will be his undoing"  
	strapped to backpack
2	- Tertius's Unbreakable Rope (5 gp)
		- Giant Spider Silk Rope, 100 ft 	
		- Tertius claims his rope is unbreakable


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TREASURE		store credit = 0 gp
pp = 	 	
gp = 19			pouch of 800 gp (16 lbs)
sp = 49	 		
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: