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Drunken Tactician

Adventurers League Build Guide


A 1st-20th level build guide
suitable for Adventurers League play

Not for resale. Permission granted to print or photocopy this document for personal use only. DRUNKEN TACTICIAN
1
Drunken Tactician
Adventurers League Build Guide

A 1st-20th level build guide suitable for Adventurers League play

Writing: Ted Adams and Doug Vehovec


Editing: Doug Vehovec
Layout and Design: Doug Vehovec

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
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©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,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

2 DRUNKEN TACTICIAN Not for resale. Permission granted to print or photocopy this document for personal use only.
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

PHB +1 Skills: Insight, Perception


Languages: None
We're choosing Xanathar's Guide to Everything as
our +1 resource in addition to the Player's Hand-
book. A key component to this idea, a particular Step 3 — Ability Scores
subclass, is in the book so it's got to be our addi-
STR DEX CON INT WIS CHA
tional resource.
10 (+0) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Step-by-step character build guide Step 4 — Background


Soldier
Each step of the way, this guide will show you the
Skills: Athletics, Intimidation
choices made that are significant to this character
build. Choice options that are of particular impor- Tools: Gaming set — chess, vehicles (land)
tance to this character’s effectiveness are in bold.
This character spent a lot of time soldiering. But
as an officer in training their military career
Step 1 — Race involved as much time learning the philosophy of
war and tactical thinking.
Human (Variant)
Whatever race choice we made had to be in the
Player's Handbook. For a non-Adventurers League Step 5 — Class and Level Progression
option we thought a kenku would be very fun. But Level Class Gains
as it stands we're going with the variant human to
smooth out a few rough edges. We'll put our abil- 1 Fighter Fighting Style — Dueling,
ity score increases into Dexterity and Wisdom, so Second Wind, Skills — Insight,
with a feat we'll even both those scores out at 16 Perception
to start. 2 Monk Martial Arts, Unarmored
Defense

Proficiencies 3 Monk Ki, Unarmored Movement


4 Monk Deflect Missiles, Monastic
Armor: None
Tradition — Way of the
Weapons: None Drunken Master, Brewer's
Feat: Resilient (Wisdom) Supplies
Tools: None 5 Fighter Action Surge
Skills: History
6 Fighter Martial Archetype — Battle
Languages: Common, Dwarvish Master, Maneuvers —
Disarming Strike, Riposte,
Trip Attack, Woodcarver's Tools
Step 2 — Class
7 Monk Ability Score Improvement —
1st level Dexterity +2, Slow Fall
Start with Fighter 8 Monk Extra Attack, Stunning Strike
This character received formal officer training. 9 Fighter Ability Score Improvement —
They're no stranger to the battlefield, having people Dexterity +2
under their command, issuing orders and operat- 10 Fighter
ing with a chain of command. They understand
11 Fighter Ability Score Improvement —
tactics and warfare, studying an enemy and how to
Wisdom +2
use all the implements of combat.
Not for resale. Permission granted to print or photocopy this document for personal use only. DRUNKEN TACTICIAN
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12

Monk Ki-Empowered Strikes, Tipsy
Sway D&D Encounters
13 Monk Evasion, Stillness of Mind • The Roper Wrangler Monster BFF Series

14 Monk Ability Score Improvement — • Kobold Cavalry Encounter


Wisdom +2 • The Hag's Apprentice Encounter
15 Fighter Know Your Enemy, Maneuvers • Druid Circle from the Beyond
— Goading Attack, Pushing
Attack Other Character Guides
16 Fighter Feat — Martial Adept (Lunging • Mind Breaker Paladin Character Build Guide
Attack, Distracting Attack)
• Zen Archery Master Character Build Guide
17 Monk Unarmored Movement
Improvement • Sewer Ninja Tortle Character Build Guide
18 Monk Purity of Body • Nature Possessed Warforged Character Build Guide
19 Monk Drunkard's Luck • Scaled Skald Character Build Guide
20 Monk Feat — Tough • Quick Strike Character Build Guide
• Night Parade Character Build Guid
Conclusion • Combat Medic Character Build Guide
Our mechanical curiosity is satisfied, and our • Ultimate Duelist Character Build Guide
thirst for a compelling narrative is quenched! This
• Justicar: Path of Justice Barbarian Character
character packs a lot of options for moving around
Build Guide
and controlling the battlefield. And while the
drunken style doesn't necessitate actually being • Ultimate Spell Duelist Character Build Guide
drunk, we like the idea this character incorporates • Extreme Adventurer Character Build Guide
their experience with dwarven monks into their
fighting style. While they may drink to forget the • Whirling Devish
terrible things they witnessed as a soldier, as an • Library Agent Character Build Guide
adventurer they apply whatever wisdom gained • Shadow-Haunted Rogue
through those experiences in a tactical, if unortho-
dox way. • Flesh Render Character Build Guide
• Stealer of Souls (Hexadin) Character Build Guide
Final Ability Scores • Spell Savant Character Build Guide

STR DEX CON INT WIS CHA


• Master of Undeath Character Build Guide

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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