Adventure Date: tbd
Last Updated: June 25, 2026
Campaign: Adventure Path 01 - Level 04 class: Wizard - Abjuration species: high elf level: 4 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 = 12 hp = 32 HD: ==================================================================================== STR: 10 +0 HP: 32 Healing HD: 1d6+2 (x4) inspiration = 1 DEX: 14 +2 AC: 13 (16/21 mage armor/shield spell) CON: 14 +2 = 13 + 0 + 2 + 1 + 0 INT: 18 +4 armor + shield + dex + magic + misc WIS: 10 +0 CHA: 10 +0 Passive Perception: 12 Initiative: +2 Speed: 30 ft Proficiency: +2 ioun stone - cannot be surprised ring - resistant to cold damage ==================================================================================== SAVES Total = base +prof +magic +misc STR: +1 = +0 +0 +1 DEX: +3 = +2 +0 +1 CON: +3 = +2 +0 +1 INT: +7 = +4 +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. - Northern Fur Outfit (80 gp) - if dry, autosave vs extreme cold effects ==================================================================================== 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 +6 1d10 fire 120 1 action chromatic orb +6 3d8 varies 90 1 action, 1 target - acid, cold fire, lightning, poison, or thunder magic misile auto 1d4+1 (x3) force 120 1 action, 3 missiles - wand = 7 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 +6 arcana* INT +4 +2 once/day, advantage to arcana skill check +0 athletics STR +0 +0 deception CHA +0 +6 history* INT +4 +2 +0 insight WIS +0 +0 intimidation CHA +0 +6 investigation* INT +4 +2 +2 medicine* WIS +0 +2 +4 nature INT +4 +2 perception* WIS +0 +2 +0 performance CHA +0 +0 persuasion CHA +0 +4 religion INT +4 +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 = 4/2 = 2.0 = 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 = 4*2 +4 = 12 - 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 + 4 + 2 = 14 spell attack bonus = INT + Prof = 4 + 2 = +6 total number of prepared spells = W-lvl + INT = 4 + 4 = 8 0: cantrips = 4+1 = 5 - firebolt, light, mage hand, mending, prestidigitation 1: slots = 4 remaining = 4 - chromatic orb, featherfall, mage armor, protection from evil and good, shield 2: slots = 3 remaining = 3 - knock, 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 = 950 gp - immune to fire, water and aging - spellbook base = 50 gp + enduring spellbook = 50 gp + 100 gp = 150 gp base level 1 = 50 gp x 1 x 10 = +500 gp - comprehend languages (R), detect magic (C,R), find familiar (R), identify (R), chromatic orb, featherfall, mage armor, magic missile, protection from evil and good, shield level 2 = 50 gp x 2 x 3 = +300 gp - knock, misty step, shatter ============================================================================== GEAR Total WT= 32 + 53 + 22 = 107 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) 5 Northern Fur Outfit (80 gp) - if dry, autosave vs extreme cold effects 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) - diamond (50 gp) - spell component: chromatic orb - 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 (950 gp) 0 spell component: identify (100 gp pearl) 0 spell component: find familiar (10 gp) x4 1 pouch (0.5 gp) 3 - 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 Fire Belly Tonic (40 gp each) x2 0 Potion of Healing (50 gp each) x6 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) - fresh honey 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 1 - scroll case (1 gp) - Map of Zhentil Keep (the city) - provided by The Zhentil Arms Inn - Map of area north of the Dragonspines, out in the vast open plain known as The Ride. One area is marked with runes in an unknown language, and a picture of a distinctive-looking tree. 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 "Mist" Fine Grey Mare - war horse (400 gp) STR 18, AC 15, hp 33, carry capacity = 18x30 = 540 1bs, load = 466 lbs 130 - Dawn Solo 107 - Dawn Solo gear 90 - scale mail barding (200 gp) 30 - military saddle (20 gp) 1 - bit and bridle (2 gp) 8 - saddle bags (4 gp) 100 - horse feed - 10 days (0.5 gp) ============================================================================== TREASURE store credit = 0 gp pp = 85 gp = 5 sack of 500 gp (10 lbs) sp = 39 sack of 600 gp (12 lbs) cp = pouch containing 6 garnet gemstones ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: 1 = chromatic orb - diamond worth at least 50 gp 2 = knock cold spells = chromatic orb 1, frost fingers 1 (icewind dale), ice knife 1 + snilloc's snowball swarm (elemental evil pc companion) rime's binding ice 2 (fizban's treasury) ritual spells 1 = tensor's floating disk, illusionary script, unseen servant, ceremony 2 = magic mouth, skywrite abjuration spells 1 = absorb elements, ceremony (Xanathar) 2 = arcane lock