
Character
Iron Warden
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- 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