Kwin Avassar's page

1,095 posts. Alias of markofbane.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

About Kwin Avassar

5th Level Chaotic Good Wood Elf Cleric of Fharlanghn

10 Strength
16 Dexterity
14 Constitution
10 Intelligence
18 Wisdom
8 Charisma

Experience Points: 0
Proficiency Bonus: +3
Armor class 16 (18 w/shield) 10 base, +2 studded leather, +3 dexterity, +1 cloak, +2 shield
Initiative +3
Speed 35 feet
Hit point max 38 Current hit points 38 Temporary hit points 0 Hit dice 5

Saving Throws:

+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+7 Wisdom
+2 Charisma


+3 Proficiency Bonus

+3 Acrobatics (dexterity)
+4 Animal handling (wisdom)
+0 Arcana (intelligence)
+3 Athletics (strength)
-1 Deception (charisma)
+5 History (intelligence) double proficiency due to Blessing of Knowledge
+7 Insight (wisdom)
-1 Intimidation (charisma)
+0 Investigation (intelligence)
+7 Medicine (wisdom)
+0 Nature (intelligence)
+7 Perception (wisdom)
-1 Performance (charisma) +1 when performing with flute
-1 Persuasion (charisma)
+5 Religion (intelligence) [/b] double proficiency due to Blessing of Knowledge
+3 Sleight of hand (dexterity)
+3 Stealth (dexterity)
+7 Survival (wisdom)

17 Passive wisdom – perception


Equipment Light armor, medium armor, shields All simple weapons, Longsword, Short Sword, Longbow, Short Bow.
Saving Throws: Wisdom, Charisma
Skills History. Insight, Medicine, Perception, Religion, Survival, Athletics
Tools Musical Instrument (Flute)
LanguagesCommon, Elven, Sylvan, Draconic, Goblin



Traveler’s Clothes
Studded Leather Armor
Holy Symbol
-9 pp, 4 gp
-6 gp, 1 cp
-Holy Water
-potion of healing, (2)
-Scroll: Remove Curse
-Scroll: Revivify

Quiver and 20 arrows
pole of collapsing
unbreakable arrow
breathing bubble
cloak of protection
-Mess Kit
-Torches (8)
-Rations (9)
-Rope (50’ hemp)


Using Wisdom, save DC is 8 + proficiency + Wisdom modifier = 15.
Spell Attack modifier is proficiency + Wisdom modifier = +7.
Spell Slots: 4 1st, 3 2nd, 2 3rd
Cantrips: 4: Guidance, Spare the Dying, Sacred Flame, Mending
Spells Memorize: Command*, Identify*, Bless, Cure Wounds, Guiding Bolt, Healing Word, Protection from Good and Evil, Hold Person, Lesser Restoration, Protection from Poison, Spirit Guardians


Racial Features: Wood Elf
Ability Score Increase. Your Dexterity score increases by 2. Increase. Your Wisdom score increases by 1.
Size. Your size is Medium.
Darkvision. Accustomed to twilit forests and the night sky, 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Class Features: Cleric
Proficiencies:Armor: Light armor, medium armor, shields, All simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity. Two effects: Turn Undead and Domain. One use per short rest. Save DC is 13 when necessary.
Turn Undead. Undead within 30’ make Wisdom save or is turned for one minute.
Knowledge of Ages. Can use Channel Divinity as an action to choose a skill or tool. For 10 minutes, he is proficient with it.
Destroy Undead.

Background Features:
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Age 111 Height 5’ 4” Weight 140 pounds Eyes Honey Brown Hair Sun-bleached White

Kwin shows the wear of years on the road. His skin and hair are sun bleached. He’s the uncharismatic type that blends into a crowd. His gear is well used and mismatched. While his stuff is stained and damaged, it is clean and well mended. When first meeting, he gives the impression of being shy, even though he is rather jovial and welcoming.


As a Pilgrim, you've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

Nearly eleven years ago, Kwin awoke not knowing who he was. One of the first people he met was a priest of Fharlanghn. The priest gave him the name he is using, helped his get back on his feet, and started him on his new path following Fharlanghn. Years ago, he was traveling by ship and swept off the deck by a storm. When he awoke, he realized he’d washed ashore on a desert island. He survived alone on the island for years, unsure of why his god wanted him isolated like this, he set about not only surviving, but building a small shrine to his god. He stocked it with tools and a cache of supplies that another survivor could use. As an elf, he wasn’t concerned as years passed; he knew he’d get a chance to travel again.

That chance came in the form of a passing ship. The crew spotted him and rescued him, agreeing to take him with them to their destination, Saltmarsh. But the relief was short-lived, for it wasn’t long before they were set upon by pirates. He fought with the crew, but it wasn’t long before he was the last survivor, and had to jump overboard to avoid sharing the crew’s fate. He swam for hours, just trying to make it to land. As it happened, he came ashore not far from the crew’s destination: Saltmarsh.

Assuming this was a sign from his god that he was needed there, he entered town. Not seeing the immediate need, he settled in (as much as he does anywhere) and waited. He patiently worked small jobs as he watched for a sign of why he was needed.