A few years ago, a friend offered to run a solo 5th edition Dungeons and Dragons game with a gestalt character (one character, two classes) as a play-by-post game. Unfortunately, the game did not go ever well, as most play-by-post games have gone in my experience and ended without ever taking off.
The character that I had come up with was Norman Riggs, a hard-drinking (and even illicit drug-using) human fighter (with unarmed strike fighting style proficiency) and revived rogue (an Unearthed Arcana subclass). His background was as an author and journalist. I imagined him as a sort of Hunter S. Thompson type who inserts himself into groups and writes news pieces about them, in addition to publishing sleazy pulp novels based on the adventures of his past lives as they come to him.
This all happened before I learned about Ironsworn RPG, a game that supports solo play. The idea recently came to me to convert the existing character (who was still essentially a blank slate as only a third-level DnD character) to Ironsworn.
Let's begin.
At its core, Ironsworn has 5 stats and no skills; Dungeons and Dragons 5th edition has 6 ability scores and 18 skills, each one tied to a stat. Reconciling these two differences isn't too hard. Let's begin with a comparison of the stats:
Ironsworn's stats
- Edge: Quickness, agility, and prowess in ranged combat.
- Heart: Courage, willpower, empathy, sociability, and loyalty.
- Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
- Shadow: Sneakiness, deceptiveness, and cunning.
- Wits: Expertise, knowledge, and observation.
- Strength, measuring physical power
- Dexterity, measuring agility
- Constitution, measuring endurance
- Intelligence, measuring reasoning and memory
- Wisdom, measuring Perception and Insight
- Charisma, measuring force of Personality
Athletics
AcrobaticsSleight of HandStealth
ArcanaHistoryInvestigationNatureReligion
Animal HandlingInsightMedicinePerceptionSurvival
DeceptionIntimidationPerformancePersuasion
Dungeons and Dragons character skills
Fighter Features
Fighting Style: Unarmed Fighting
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Second Wind: 1/1
As a bonus action on your turn, heal 1d10 + fighter level Hit Points
Action Surge: 1/1
On your turn, take another action.
Combat Superiority
Combat Superiority (d8): 3/4
Maneuvers can be used once per attack
Three maneuvers
Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Rogue Features
Revived
You’ve had a soul-shaking realization: you’ve been dead before, yet somehow you are alive again. This life isn’t your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn’t done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death’s representatives among the living.
Expertise: Investigation, Stealth
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Aim, Dash, Disengage, or Hide action
Tokens of Past Lives
You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.
Revived Nature
Your newfound connection to death gives you the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You don’t need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
Bolts from the Grave
You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.
When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.
When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).
Invoke
Traits: I must do everything myself. I will never be satisfied until I know the whole story.
Flaws: I charge recklessly into more situations than I should. I have an addiction problem.
Ideals: Truth. The truth must stand above all else (Neutral). I can think of nobody but myself (Evil).Bonds: My audience. I write for their interest.
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