D'Klar Ironforge conversion

For characters who aren't active in a campaign, but who still have plans for world domination.
Post Reply
User avatar
NukeHavoc
Posts: 12106
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

D'Klar Ironforge conversion

Post by NukeHavoc »

Name: D'Klar Ironforge, war cleric of Clangeddin Silverbeard
Race: Dwarf (mountain)
Background: Allocate
Class: Cleric 10 / Fighter 5
Cleric Domain: War
Martial: Archetype: Champion
Level 15

Abilities (Mod & Save)

Str 16/+3/+3
Dex 10/+0/+0
Con 16/+3/+3
Int 10/+0/+0
Wis 20/+3/+10
Cha 10/+0/+5

Skills:
History +5
Insight +10
Medicine +10
Religion +5

Proficiency Bonus: +5

HP: 132
AC: 18
Armor: Plate Armor of Etherealness

Attacks: Warhammer +1 (+8)
Init: +0

Race Abilities

* +2 Constitution, +2 Strength
* Size: Medium
* Speed: 25ft, speed not reduced when wearing heavy armor
* Darkvision 60ft
* Dwarven Resilience: advantange on poison saving throws, resistant to poison damage
* Dwarven Combat Training: proficient with battleaxe, handaxe, light hammer and warhammer
* Tool Proficiency: gain proficiency with either smith's tools, brewer's supplies or mason's tools
* Stonecunning: add double proficiency bonus to Intelligence (History) check on any stonework.
* Dwarven Armor Training: proficient with light and medium armor
* Languages: Common, Dwarvish

Cleric Abilities

* Armor: All armor, shields
* Weapons: Simple and martial weapons
* Tools: none
* Saves: Wisdom, Charisma
* Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion
* Spellcasting
Spellcasting focus: holy symbol
* Divine Domain (War)
* Bonus Proficiency: martial weapons and heavy armor
* Divine Domain Feature (War Priest)
When using the Attack action, make one weapon attack as a bonus action. This can be used
5 times, expended uses are regained after a long rest
* Domain Spells
1st (divine favor, shield of faith)
2nd (magic weapon, spirtual weapon)
3rd (crusader's mantle, spirit guardians)
4th (freedom of movement, stoneskin)
5th (flame strike, hold monster)
* Channel Divinity: 2 uses between a short or long rest
- Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each
undead that can see or hear you within 30ft of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- Guided Strike (Divine Domain Feature)
When making an attack roll, gain a +10 bonus. Choose this after the roll, but before the DM says
if it is a hit or miss
- War God's Blessing (Divine Domain Feature)
When a creature within 30ft makes an attack roll, use your reaction to grant it a +10 bonus.
Choose this after the roll, but before the DM says if it is a hit or miss
* Ability Score Improvement / Feat: Level 4, 8
* Destroy Undead
When an undead fails its saving throw against your Turn Undead feature, the creature is
instantly destroyed if its challenge rating is CR1 or lower or lower
* Divine Domain Feature (Divine Strike)
Once each turn when you hit a creature with a weapon attack, deal an extra 1d8 radiant damage
* Divine Intervention
Roll percentile dice, if the number is equal to or lower than 10, your deity intervenes

Fighter Abilities

* Armor: Light & medium armor, shields
* Weapons: Simple & martial weapons
* Tools: none
* Saves: Strength, Constitution
* Skills: none
* Fighting Style (Great Weapon Fighting)
When you roll a 1 or 2 on a damage roll using a melee attack with a two-handed or versile
melee weapon with two hands, you can reroll the die. You must use the new roll
* Second Wind
On your turn, use a bonus action to regain 1d10+5 hit points. Regain ability after a short
or long rest
* Action Surge (One Use)
On your turn, take one additional action. Regain ability after a short or long rest
* Martial Archetype (Champion)
* Martial Archetype Feature (Improved Critical)
Weapon attacks score a critical hit on a roll of 19 or 20
* Ability Score Improvement / Feat: Level 4
* Extra Attack

Feats:

None.

Primary Magical Items

Dwarkarnytor (Axe of Our Fathers, Axe of the Clan Soul) - Weapon (great axe), legendary (requires attunement by a dwarf of lawful alignment) +3 to hit and damage; see the Dwarkarnytor thread for specifics.

Plate Armor of Etherealness (requires attunement)

Winged Boots - (requires attunement)

Heavy Crossbow +1

Hand Axe +1

Periapt of Proof Against Poison - (no attunement needed) - Straight up conversion; when you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Carried Magic Items

Axe of D'Soren - Weapon (battle axe), (requires attunement). +1 to attack and damage. Grants advantage against orcs and goblins.

Ring of Protection - (requires attunement)

Green Ellipsoid Ioun Stone - (requires attunement) - Ioun Stone of Greater Absorption, 15 charges.

Items that need conversion

Ring of Elemental Fire (major) - I have no idea what this was. I can't find it in the 3.5 DMG. I'm thinking it should be a Ring of Fire Elemental Command.

Great Axe +2, Keen

Great Axe +1, Vicious

Light crossbow +2, human bane +4 (2d6 pts of damage vs. humans)

Bolt of Battering
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
User avatar
NukeHavoc
Posts: 12106
Joined: Wed Jun 29, 2005 1:07 pm
Location: Easton, PA
Contact:

Re: D'Klar Ironforge conversion

Post by NukeHavoc »

Looking at things statted out like this, I'm inclined to drop the 5th level of fighter (and the extra attack, since I get a bunch of bonus attacks as a War Priest) for an 11th level of cleric (giving him Destroy Undead CR 2) and a 6th level spell slot.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
Post Reply