Sven Conversion

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EvilGenius
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Sven Conversion

Post by EvilGenius »

Name: Sven Kildare
Race: Human
Background: Guild Artisan
Class: Wizard
Archtype: Evocation
Level: 16

Abilities: Mod Save
Str 13____ 1 _____ 2
Dex 10 ___ 0 _____ 1
Con 17____ 3 _____ 9
Int 21____ 5 _____ 11
Wis 10____ 0 _____ 6
Chr 8 ____ -1 ____ 0

Skills:
Proficiency Mod: +5
Arcana +10
History +10
Insight +5
Investigation +10
Nature: +10

HP: 138
AC: 14
Armor: Mage Armor

Attacks: 1
Init: +5
+7 to hit
1d6+2 damage

Staff of Kildare: +1 Quarterstaff

Class Abilities:
Arcane Recovery
Arcane Tradition (Evocation)
Sculpt Spells
Potent Cantrip
Empowered Evocation
Overchannel

Feats:
Elemental Adept (Acid)
Alert
War Caster
Resiliant (Constitution)
Observant

Magical Items:
Elemental Gem (Yellow Diamond) (No)
Pearl of Power x2 (yes)
Helm of Comp Languages (no)
Iron Flask (Elder Earth Elemental contained, currently) (no)
Rod of Absorbtion (has absorbed 27 levels, 7 levels currently stored) (yes)
Staff of Fire (yes)
Wand of Magic Missile (no)
Wand of Magic Detection (no)
Wand of Binding
Ring of Protection (yes)
Ring of Elemental Metamorphosis (transform into Large sized Earth Elemental) (yes)
Tear of Krovis

Potion of Greater Healing x3
Potion of Healing x3
Potion of Superior Healing x2
Potion of Invisibility x2
Potion of Heroism

Scroll (5th level) x3

Staff of Kildare (+1 Quarterstaff, acts as a Ring of Spell Storing and Stone of Controlling Earth Elementals) (yes)
Kildare's Case of Mystical Readiness (as per Handy Haversack except case only holds Rods, Staves, Wands, Potions, Scrolls and spell components. Drawing spell components is a free action, drawing anything else is an action.) (no)

Spell Casting:
Spell DC: 18
Spell Attack Modifier: +10
5 Cantrips Known
4/3/3/3/2/1/1/1
Last edited by EvilGenius on Fri Sep 30, 2016 4:33 pm, edited 1 time in total.
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

Sven was also an elemental savant in 3e but I was never incredibly thrilled with that prestige class to begin with. I never wanted Sven to permanently become an elemental creature.

So in the translation I considered either Conjuration, Evocation or Transmutation for his wizardly focus. I'm still a little up in the air about it but I started with the the most straightforward, IMO, Evocation.

Next up, I'm going to post the Transmutation build. :)
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

I'm thinking about how to address the attunement issues in the conversion process. Sven has 6 items that require attunment, which is 3 more than max.

Also, the staff he created for himself, the Staff of Kildare, doesn't exactly translate. Here's what it was in 3e:
Staff of Kildare, +3 Q-staff, Spell Storing
Earth Elemental Power (Summon Huge Earth Elemental)
+3 Natural Armor
+3 Con
+3 All Saves
Spell Abilities cost 1 charge
Summon Monster VI
Stoneskin
Prot from Elements

Originally, I translated it to this:

Staff of Kildare (+1 Quarterstaff, acts as a Ring of Spell Storing and Stone of Controlling Earth Elementals)
For this translation I just dropped the bonuses to Natural Armor, Con and Saves, and removed the specific spell abilities. But since attunement is now an issue, I'd like to fold my Ring of Protection into the Staff as well. So the Staff would look like this:

Staff of Kildare:
+1 Quarterstaff (downgraded enchantment bonus to +1)
Acts as a Ring of Spell Storing (straight port from 2e)
Acts as a Ring of Protection (replaces and downgrades the ac and save bonues)

And I'd just split out the 'acts as a stone of controlling earth elementals' into an actual seperate stone of controlling earth elementals, which does not require attunement.

I'm also looking at Sven's Pearls of Power. They're nice to have but he already has the Rod of Absorption and the Ring of Spell Storing capabilities from the Staff of Kildare, so the Pearls could be re-distributed to the party.

That would bring Sven's items that require attunement down to 4, which is totally manageable, IMO. I'd probably not attune the staff of fire unless specifically needed.
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

Here's Sven as a Conjurer. For stats, I did the 82 point build, then added the human variant racial adjustment, and two feats grant ability bonuses.

Name: Sven Kildare
Race: Human
Background: Guild Artisan
Class: Wizard
Archtype: Conjurer
Level: 16

Abilities: Mod Save
Str 13____ 1 ______ 2
Dex 14 ___ 2 _____ 3
Con 18____4 _____ 10
Int 20_____5 _____ 11
Wis 11____ 0 _____ 6
Chr 10____ 0 _____ 1

Skills:
Proficiency Modifier: +5
Arcana +10
History +10
Insight +5
Investigation +10
Nature: +10

HP: 154
AC: 16
Armor: Mage Armor, Dex bonus, Protection bonus from Staff

Attacks: 1
Initiative: +7
Staff of Kildare +1 Quarterstaff, +7 to hit, 1d6+2 damage

Class Abilities:
Arcane Recovery
During a short rest, recover up to 8 levels of expended spell slots (5th level or lower). Regain feature after a long rest.
Arcane Tradition (Conjuration)
Arcane Tradition Feature (Minor Conjuration) Use your action to conjure an inanimate object.
Arcane Tradition Feature (Benign Transposition) Use your action to teleport up to 30ft to an unoccupied space. Alternatively, you can chose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. You regain this feature after either a long rest or after you cast a conjuration spell of 1st level or higher.
Arcane Tradition Feature (Focused Conjuration) While concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Arcane Tradition Feature (Durable Summons) Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

Feats:
Elemental Adept (Acid)
* Spells you cast ignore acid resistance
* Any spell you cast that deals acid damage, treat any 1 on a damage roll as a 2.
Alert
* Gain a +5 bonus to initiative
* Can't be surprised while conscious
* Other creatures don't gain advantage on attack rolls against you as a result of being hidden.
War Caster
* Advantage on Constitution saves to maintain concentration on a spell when you take damage.
* Perform somatic components of spells when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack, you can use your reaction to cast a spell at it, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Resilient (Constitution)
* Increase [Constitution] by 1, to a maximum of 20.
* Gain proficiency in [Constitution] saving throws
Observant
* Increase your [Wisdom] by 1, to a maximum of 20.
* If you can see a creatures mouth while it is speaking a language you understand, you can interpret what its saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Magical Items:
Staff of Kildare (Unique, Legendary, requires attunement)
+1 Quarterstaff
* Spell Storing
The Staff stores spells cast into it, holding them until the attuned wearer uses them. The staff can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wielding the staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.
* Protection
You gain a +1 bonus to AC and saving throws while Wielding this staff.

Kildare's Case of Mystical Readiness
This is a belt case designed to carry magical wands. On one side there is a scroll case and on the other a potion bottle. On the front of the case, there is a small bulging pouch. (as per Handy Haversack except case only holds Rods, Staves, Wands, Potions, Scrolls and spell components. Drawing spell components is a free action, drawing anything else is an action.)

Ring of Elemental Metamorphosis (transform into Large sized Earth Elemental) (requires attunement)

Helm of Comp Languages (no)
Iron Flask (Elder Earth Elemental contained, currently) (no)
Rod of Absorption (has absorbed 27 levels, 7 levels currently stored) (requires attunement)
Staff of Fire (yes)
Wand of Magic Missile (no)
Wand of Magic Detection (no)

Stone of Controlling Earth Elementals
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn.

Tear of Krovis

Potion of Greater Healing x3
Potion of Healing x3
Potion of Superior Healing x2
Potion of Invisibility x2
Potion of Heroism


Scroll (5th level) x3
Scroll (4th level) x3
Scroll (3rd level) x3
Scroll (2nd level) x3
Scroll (1st level) x3


Spell Casting:
5 Cantrips Known
4/3/3/3/2/1/1/1
Spell DC: 18
Spell Attack Modifier: +10
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

In 3e, Sven also had a Cloak of Blackflames, which made him immune to level drain. For conversion, I'm thinking something like a cloak of resistance: necrotic damage. Rings and Armor of Resistance require attunement, so the Cloak should, too. Which means I won't necessarily be wearing it unless I suspect we may need it. I'll post a conversion tomorrow.

Sven also had a Staff of Earth and Stone and a Mirror of Recording, but I honestly don't think he ever used them, so I'll just leave them as unconverted trophies item until either a) there's something comparable in 5e or b) we end up needing them.

Oooo, Sven also had a Gem of Insight, which I believe raised his Wisdom score for as long as he had it on his person. There is a comparable item in 5e, an Ioun Stone of Insight. Here is the Ioun Stone in 5e, for reference:

Ioun Stone, Insight
Wondrous Item, Very Rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Again, the Stone requires Attunement, so I probably won't be using it. Thematically though, I'd like for Sven to collect a few more Ioun Stones that he'll only really use when not adventuring, but will help with things like his blacksmithing and sculpting. :)
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Re: Sven Conversion

Post by EvilGenius »

Potential work up with the proposed Warlock Earth Lord Patron

Name: Sven Kildare
Race: Human
Background: Guild Artisan
Class: Wizard/Warlock
Archtype: Transmuter/Earth Lord
Level:10/6

Abilities: Mod Save
Str13 ____1 _____2
Dex10 ___0 _____1
Con18 ____4 _____10
Int19 _____4 _____10
Wis10 ____0 _____6
Chr8 ____-1 _____0

Skills:
Proficiency Modifier+5
Arcana +9
History +9
Insight +5
Nature +9

HP: 163
AC: 14
Armor: (Mage Armor, Protection effect from Staff)

Attacks: 1
Init: 0
Staff of Kildare: +1 QuarterStaff, +7 to hit, 1d6+2 damage
Fist of Stone: Magical stone, +6 to hit, 1d6+1 bludgeoning and 1d6 acid damage

Class Abilities:
Wizard
Arcane Recovery
During a short rest, recover up to 5 levels of expended spell slots (5th level or lower). You can use this feature again after a long rest.
Arcane Tradition: Transmutation
Arcane Tradition Feature: Transmutation Savant
The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Arcane Tradition Feature: Minor Alchemy
Perform alchemical proceedure to turn one object made of wood, stone, iron, copper or silver into a different one of those materials. Lasts for 1 hour or until you lose concentration, then reverts to original composition.
Arcane Tradition: Transmuter's Stone
Proficiency in Con saves. Can change effect after casting a transmutation spell of 1st level or higher.
Can make the effect:
* Darkvision, 60'
* Increase speed by 10' when unencumbered
* Resistance to acid, cold, fire, lightning or thunder damage (wizard's choice)
Arcane Tradition: Shapechanger
Add Polymorph to spellbook. Can cast polymorph 1 time without expending a spell slot. Must change into a beast whose challenge rating is 1 or lower. Regain feature after a short or long rest.

Warlock
Pact Magic
Otherworldly Patron: Earth Lord
*Affinity with Stone
The Elemental Lords of Earth and Stone do not place much importance in personality. Rather, they look for sturdy, resilient mortals to take into service. Accordingly, a warlock taking the Earth Lord pact uses his Constitution in place of Charisma for all warlock class abilities and requirements.
Starting at 1st level, warlocks pledged to the Earth Lords can briefly manifest their bond to Earth to hold others in place. As an action, the warlock can cause all creatures within 10’ of the warlock, who are not flying or totally immersed in water, to become stuck in place for 1 minute. Creatures can make a Dexterity or Constitution save (their choice), vs the Warlock’s spell save DC to avoid the effect. Affected creatures gain the Restrained condition.
(Restrained: speed is 0 and cannot benefit from a bonus to speed, attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage, and the creature has disadvantage on Dex saves).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Pact Boon:Fist of Stone
Your dominant hand is replaced with living stone. The warlock can specify what the new hand looks like, but the hand is the same size and has the same number of digits as their original hand. When you gain this feature, choose two cantrips from the following list: acid splash, blade ward, mold earth or resistance. While you have your Fist of Stone, you can cast those cantrips at will and they do not count against the number of cantrips you can know.
Additionally, you can make unarmed attacks with your Fist. You are considered proficient with your Fist, and it does 1d6 bludgeoning damage. The Fist is considered a magical weapon.
*Elemental Manifestation: Earth
At 6th level, you can manifest aspects of your chosen element. This manifestation is strange and disquieting to most. Accordingly, when manifesting you are considered proficient in the Intimidate Skill.
As a bonus action, you manifest the essence of stone. Your skin takes on a rocky texture, giving a +2 bonus to AC. Unarmed damage becomes 1d6 (bludgeoning damage). This damage increases to 2d6 at 10th level. If the warlock has the Fist of Stone boon, unarmed damage is 1d8 instead, increasing to 2d8 at 10th level. The Manifestation lasts until the end of the warlock’s next turn. Once you use this feature, you can’t use it again until after you finish a short or long rest.

Invocations
Empowered Fist
Prerequisite: Fist of Stone feature
Your unarmed melee attack deals an extra 1d6 acid damage.
Hear the Stone
Prerequisite: 5th level
You have tremorsense in a 20’ radius.
??

Feats:
Elemental Adept: Acid
Spells you cast ignore resistance to acid. In addition, when you roll damage for a spell you cast that deals adci damage you can treat any 1 on a damage die as a 2.
Observant
* Increase your Intelligence score by 1, to a maximum o f 20.
* If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Spell Casting:
Wizard:
Cantrips Known 5
Spell Slots 4/3/3/3/2
Spell Save DC 17
Spell Attack Modifier +9

Warlock
Cantrips Known 3 + Mold Earth and Resistance
Spells Known: 7
Spell Slots: 2
Slot Level: 3rd
Spell Save DC 17
Spell Attack Modifier +9

Magical Items:
Staff of Kildare (+1 Quarterstaff, acts as a Ring of Spell Storing and Ring of Protection)
Kildare's Case of Mystical Readiness (as per Handy Haversack except case only holds Rods, Staves, Wands, Potions, Scrolls and spell components. Drawing spell components is a free action, drawing anything else is an action.)

Helm of Comp Languages
Stone of Controlling Earth Elementals
Pearl of Power x2
Ring of Elemental Metamorphosis (Large)
Tear of Krovis

Rod of Absorbtion
Staff of Fire
Wand of Magic Missile
Wand of Magic Detection

Potion of Greater Healing x3
Potion of Healing x3
Potion of Superior Healing x2
Potion of Invisibility x2
Potion of Heroism

Scrolls: Quite a few
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

Sven the straight-class Transmuter.

Name: Sven Kildare
Race: Human
Background: Guild Artisan
Class: Wizard
Archtype: Transmuter
Level:16

Abilities: Mod Save
Str 13 _____1 _____2
Dex 10 ____0 _____1
Con 19 ____4 ______10
Int 20 _____5 ______11
Wis 11 ____0 ______6
Chr 8 ____-1 _______0

Skills:
Proficiency Modifier+5
Arcana +10
History +10
Insight +10
Nature +10
Passive Wisdom (Perception) +15
Passive Intelligence (Investigation) +20


HP: 154
AC: 14
Armor: (Mage Armor, Protection effect from Staff)

Attacks: 1
Init: +0
Staff of Kildare: +1 QuarterStaff, +7 to hit, 1d6+2 damage

Class Abilities:
Wizard
Arcane Recovery
During a short rest, recover up to 8 levels of expended spell slots (5th level or lower). You can use this feature again after a long rest.
Arcane Tradition: Transmutation
Arcane Tradition Feature: Transmutation Savant
The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Arcane Tradition Feature: Minor Alchemy
Perform alchemical proceedure to turn one object made of wood, stone, iron, copper or silver into a different one of those materials. Lasts for 1 hour or until you lose concentration, then reverts to original composition.
Arcane Tradition: Transmuter's Stone
* Proficiency in Con saves.
Can change effect after casting a transmutation spell of 1st level or higher.
Can make the effect:
* Darkvision, 60'
* Increase speed by 10' when unencumbered
* Resistance to acid, cold, fire, lightning or thunder damage (wizard's choice)
Arcane Tradition: Shapechanger
Add Polymorph to spellbook. Can cast polymorph 1 time without expending a spell slot. Must change into a beast whose challenge rating is 1 or lower. Regain feature after a short or long rest.
Arcane Tradition: Master Transmuter
Use your action to consume the reserve of transmutation magic stored in your transmuter's stone in a single burst. When you do so, choose one of the following effects below. Your transmuter's stone is destroyed in the process and can't be remade until after a long rest.
* Major Transmutation - Transmute one nonmagical object no larger than a 5ft cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 min handling the object to transform it.
* Panacea - Remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
* Restore Life - you cast the raise dead spell on a creature you touch With the transmuter's stone, without expending a spell slot or needing to hav ethe spell in your spellbook.
* Restore Youth - You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend its lifespan.

Feats:
Elemental Adept: Acid
Spells you cast ignore resistance to acid. In addition, when you roll damage for a spell you cast that deals adci damage you can treat any 1 on a damage die as a 2.
Observant
* Increase your Intelligence score by 1, to a maximum of 20.
* If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Spell Casting:
Wizard:
Cantrips Known 5
Spell Slots 4/3/3/3/2/1/1/1
Spell Save DC 18
Spell Attack Modifier +10

Magical Items:
Staff of Kildare (+1 Quarterstaff, acts as a Ring of Spell Storing and Ring of Protection) (Attuned)
Kildare's Case of Mystical Readiness (as per Handy Haversack except case only holds Rods, Staves, Wands, Potions, Scrolls and spell components. Drawing spell components is a free action, drawing anything else is an action.)

Helm of Comp Languages
Heward's Handy Haversack
Stone of Controlling Earth Elementals
Iron Flask (Currently holds Elder Earth Elemental)
Pearl of Power x2
Ring of Elemental Metamorphosis (transform into a Large Earth Elemental) (attuned)
Tear of Krovis (+1 to 1 save per day)

Rod of Absorbtion (attuned)
Staff of Fire
Wand of Magic Missile
Wand of Magic Detection
Ioun Stone (Insight)

Potion of Greater Healing x3
Potion of Healing x3
Potion of Superior Healing x2
Potion of Invisibility x2
Potion of Heroism

Scrolls: Quite a few
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Sven Conversion

Post by EvilGenius »

So I'm probably going to play Sven for Scrappy's send off adventure. Therefore I'm re-reading his conversion stuff, now with the benefit of several more years of 5e play under our belts. I think I'm going to revisit mutliclassing to reflect his rejection from the Wizard's Guild. We'll see what works best.
Another daring escape for the intrepid Spaceman Spiff!
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