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Drunken Tactician
Adventurers League Build Guide
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
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What if... Proficiencies
Sometimes we start with a narrative and sometimes Armor: All armor, shields
we mash different classes together out of mechani- Weapons: Simple weapons, martial weapons
cal curiosity. In this case it's the latter. We started
Tools: None
with mechanics and built a narrative around them.
— Nerdarchy Saving Throws: Strength, Constitution
10 (+0) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (-1) • Champion of the Wild Characters Build Guide
• Adopted Trash Panda Character Build Guide
Proficiencies
• Illusion Warrior Character Build Guide
Armor: Heavy Armor, Light Armor, Medium Armor,
Shields • Storm Herald Character Build Guide
Weapons: Martial Weapons, Simple Weapons • Hell's Enemy Character Build Guide
Tools: Brewer's Supplies, gaming set (dragonchess), • Purveyor of Peace Character Build Guide
vehicles (land), woodcarver's tools • Beast Binder Character Build Guide
Saving Throws: Strength, Constitution, Wisdom • Ultimate Gladiator Character Build Guide
Skills: Athletics, History, Insight, Intimidation, Percep- • Slayer of Evil Character Build Guide
tion, Performance
• Witch Doctor Character Build Guide
Languages: Common, Dwarvish
Further Resources
Character creation, build, roleplaying tips and
backstory elements are discussed in a video on
the Nerdarchy YouTube channel here. In the video
description, you can find a link to this character
build on D&D Beyond.
4 DRUNKEN TACTICIAN Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters Languid Movement. The tactical drunk moves errati-
cally, throwing off their opponents. Whenever the
Town Drunk. No one knows what brought the tactical drunk is prone, it can stand up by spending
grizzled old soldier to town. If they're not holed up 5 feet of movement. In addition, when it makes a
in their meager cottage, they're at the tavern drink- melee attack against a creature, it doesn't provoke
ing the time away. Several years ago they arrived in opportunity attacks from that creature for the rest
town, and they seem to always have money for alco- of the turn, whether it hits or not.
hol. Alternatively they make their own. In fact, they
were a very important figure in past events. After
witnessing horrific wars, they retired here. Sources Strength of Spirits. As a bonus action, the tactical
say they have information the adventurers need, but drunk takes a swig of alcohol and gains 9 (2d8) tem-
to get it characters have got to best them in a fight or porary hit points for 1 minute.
drinking competition. Or both! The adventurers will
be impaired but the tactical drunk fights just fine.
Unarmored Defense. While the tactical drunk is
wearing no armor and wielding no shield, its AC
Put Them in Their Place. The tactical drunk comes includes its Wisdom modifier.
across very belligerent, goading adventurers into a
fight. The drunk is much stronger than the party
Actions
and bests them handily, humiliating them, The tacti-
cal drunk fights to subdue, disarming adversaries Multiattack. The tactical drunk makes three Immor-
and otherwise embarrassing them. tal Strikes.
Did I Do That? Characters see a drunk stumbling Immortal Strike. Melee Weapon Attack: +8 to hit,
through town using a battered sword in a scabbard reach 10 ft., one target. Hit: 13 (2d8 +5) magical blud-
for a cane. A group of thugs tries to steal it. Char- geoning damage, and the tactical drunk can choose
acters who intercede on the drunk's behalf make a one of the following additional effects:
friend, or they see the drunk easily best these thugs
then wander off in a stupor. When the characters see • The target must succeed on a DC 16 Strength sav-
the drunk later and ask about it the incident, they ing throw or drop one item it is holding (tactical
don't remember. drunk's choice).
• The next attack roll against the target by an at-
tacker other than the tactical drunk has advantage
This NPC could come across humorously but could if the attack is made before the start of the tactical
be an opportunity for a more serious encounter. drunk's next turn.
The tactical drunk experienced severe trauma, and
doesn't want to think about the past. Getting them to • If the target is Large or smaller, it must succeed
open up and share their tale could be therapeutic for on a DC 16 Strength saving throw or be knocked
them and rewarding for the characters and players. prone or pushed up to 15 feet away (tactical drunk's
choice).
• The target must succeed on a DC 16 Wisdom sav-
Tactical Drunk ing throw or have disadvantage on all attack rolls
against targets other than the tactical drunk until
Medium humanoid (any race), chaotic neutral
the end of the tactical drunk's next turn.
Armor Class 20 (none)
Hit Points 117 (18d8 + 36)
Reactions
Speed 35 ft.
Flowing Like Wine. When a creature misses the
STR DEX CON INT WIS CHA tactical drunk with a melee attack roll, it can use its
10 (+0) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (-1) reaction to cause that attack to hit one creature of
the tactical drunk's choice it can see within 5 feet,
Saving Throws STR +3, CON +5, WIS +8
and the tactical drunk can move up to 10 feet with-
Skills History +3, Insight +8, Perception +8 out provoking an attack of opportunity.
Senses passive Perception 18
Languages Common, Dwarvish
Challenge 8 (3,900 XP)
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