Artwork for Iron Warden

Character

Iron Warden

Created by Mystical11k

A public character created with Summon Worlds.

Open in Summon Worlds

Details

Type
Humanoid
Race
Human
Class
Fighter
Gender
male
Alignment
Lawful Neutral
Faction
The Iron Assembly
Size
Medium
Armor class
18
Hit points
150
Speed
30
Challenge
10
Experience
5900
Languages
Common, Infernal
Senses
Darkvision 60 ft., Passive Perception 16
Skills
Athletics, Intimidation, Perception, Survival

Biography

The man who became Iron Warden was forged in the crucible of the Collapse, a nameless conscript who survived seven campaigns by virtue of stubbornness and an uncanny ability to absorb punishment—a Silent's rake across his face left him scarred but seeing, a lesson he took to heart about holding onto what the world tries to steal. After thirty years of service to powers that crumbled into dust, he recognized a dying empire when he saw one and made the pragmatic choice to anchor himself to something that would endure: commerce, the one constant in a world of ash and ruin. He built Irontower not from loyalty to any crown or god, but from the simple conviction that roads must remain open and merchants must be able to move their goods, and thus founded the Iron Assembly—a garrison of outcasts, sellswords, and soldiers who had nowhere else to belong. His reputation grew not from conquest or heroism but from an almost monastic devotion to his singular purpose: every caravan gets through, every patrol leaves on schedule, every gate holds at nightfall, and every debt gets collected. Though he carries the weight of a hundred men's deaths in the lines of his face and the grip of his solar-iron maul, Iron Warden has made peace with a world without salvation by accepting that duty itself is enough—that a man can matter not by changing the course of history, but by standing unmoved while it crashes against him like the tide. In the end, he is less a warrior than a stone placed in the road, immovable and purposeful, asking nothing of the world but the chance to do his job until the very stones of Irontower crumble into dust.

Attributes

Strength

20, modifier +5

Dexterity

14, modifier +2

Constitution

20, modifier +5

Intelligence

12, modifier +1

Wisdom

16, modifier +3

Charisma

10, modifier +0

Actions

Solar-Iron Maul Strike

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 bludgeoning damage.

Guardian's Vigil

As a bonus action, choose one ally within 30 ft. They gain +2 AC until the start of your next turn.

Unyielding Charge

Move up to your speed in a straight line. Each enemy in your path must succeed on a DC 16 Strength saving throw or take 3d6 bludgeoning damage and be knocked prone.

Ironclad Resolve

Once per long rest, regain 30 hit points and gain advantage on all saving throws until the end of your next turn.

Battlefield Command

As an action, grant all allies within 30 ft. an immediate move action and advantage on their next attack roll.

Abilities

Iron Will

Advantage on saving throws against being frightened.

Unyielding Presence

Enemies within 10 feet have disadvantage on attack rolls against allies.

Saving throws

strength

+8

dexterity

+5

constitution

+8

wisdom

+6

Damage resistances

Bludgeoning

Piercing

Slashing from non-magical attacks

World connections

Appears in