Sie sind auf Seite 1von 5

Extreme Adventurer

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. EXTREME ADVENTURER
1
Extreme Adventurer
Adventurers League Build Guide

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

Writing: David Friant


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 EXTREME ADVENTURER Not for resale. Permission granted to print or photocopy this document for personal use only.
Proficiencies
High Adrenaline Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
The Extreme Adventurer might be one of our more
tongue-in-cheek character builds. Think Indiana Tools: None
Jones meets American Ninja Warrior contestant. Saving Throws: Strength, Dexterity

Our Extreme Adventurer is all about exploring big- Skills: Investigation, Perception, Survival
ger and better dungeons that others haven’t con-
quered yet.
— Nerdarchy
Step 3 — Ability Scores

PHB +1 STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 8 (-1)
Volo's Guide to Monsters
For our plus one we went with Volo’s Guides to Step 4 — Background
Monsters for access to goliath. These powerful
nomads are all about competition, fair play and Far Traveler
survival, making them the perfect candidates for Skills: Acrobatics, Insight
the kind of high-octane adventuring we had in Languages: Halfling
mind for this character. Tools: Drum

Our extreme adventurer left home and travels far


Step-by-step character build guide and wide in search of the most exciting dungeons
to delve and terrain to traverse.
Each step of the way, this guide will show you the
choices made that are significant to this character
build. Options that are of particular importance to Step 5 — Class and Level Progression
this character’s effectiveness are in bold.
Level Class Gains
1 Ranger Skills — Investigation,
Step 1 — Race Perception, Survival, Favored
Goliath Enemy — Constructs, Language
— Draconic, Natural Explorer —
Race option from Volo's Guide to Monsters. Mountain
We have chosen goliath for their ability score bonus- 2 Rogue Proficiency — Thieves' Tools,
es, natural athleticism, and mountain-born traits. Skill — Sleight of Hand,
Expertise —Acrobatics,
Athletics, Language — Thieves'
Proficiencies
Cant
Armor: None
3 Monk Unarmored Defense,
Weapons: None Martial Arts
Tools: None 4 Rogue Cunning Action
Skills: Athletics 5 Monk Ki, Unarmored Movement —
Languages: Common, Giant +10 ft.
6 Ranger Fighting Style — Dueling,
Spellcasting (jump, longstrider)
Step 2 — Class
7 Rogue Roguish Archetype — Thief
1st level (Fast Hands, Second-Story
Start with Ranger Work)
8 Rogue Feat — Mobile
9 Monk Deflect Missiles, Monastic
For our first character class we choose ranger from
Tradition — Way of the Open
the Player’s Handbook. This character is focused
Hand
on exploration, making the wilderness warrior
class a perfect match. 10 Monk Ability Score Improvement —
Dexterity +2, Slow Fall

Not for resale. Permission granted to print or photocopy this document for personal use only. EXTREME ADVENTURER
3
11 Ranger Ranger Archetype — Hunter
(Giant Killer), Primeval
Awareness, Spell (goodberry)
12 Ranger Feat — Dungeon Delver
13 Monk Extra Attack, Stunning Strike
14 Rogue Uncanny Dodge
15 Rogue Expertise — Perception,
Survival
16 Monk Unarmored Movement
Improvement, Wholeness of
Body
17 Monk Evasion, Stillness of Mind
18 Monk Ability Score Improvement —
Dexterity +2
19 Monk Unarmored Movement
Improvement
20 Monk Unarmored Movement
Improvement, Purity of Body

Conclusion
Final Ability Scores
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 8 (-1)

Proficiencies D&D Encounters


Armor: Light armor, medium armor, shields
• The Roper Wrangler Monster BFF Series
Weapons: Simple weapons, martial weapons
• Kobold Cavalry Encounter
Tools: Drum, thieves' tools
• The Hag's Apprentice Encounter
Saving Throws: Strength, Dexterity
• Druid Circle from the Beyond
Skills: Athletics, Acrobatics, Insight, Investigation,
Perception, Sleight of Hand, Survival — Contains encounter ideas, new monsters and
a new druid Circle option for players
Languages: Common, Draconic, Giant, Halfling,
Thieves' Cant

Other Character Guides


Further Resources • Mind Breaker Paladin Character Build Guide
Character creation, build, roleplaying tips and • Zen Archery Master Character Build Guide
backstory elements are discussed in a video on • Sewer Ninja Tortle Character Build Guide
the Nerdarchy YouTube channel here. In the video
• Nature Possessed Warforged Character Build Guide
description, you can find a link to this character
build on D&D Beyond. • Scaled Skald Character Build Guide
• Quick Strike Character Build Guide
• Night Parade Character Build Guid
• Combat Medic Character Build Guide
• Ultimate Duelist Character Build Guide
• Justicar: Path of Justice Barbarian Character
Build Guide
• Ultimate Spell Duelist Character Build Guide

4 EXTREME ADVENTURER Not for resale. Permission granted to print or photocopy this document for personal use only.
Skirmisher. Difficult terrain doesn't cost the extreme
For Dungeon Masters adventurer extra movement. When they make a
melee attack against a creature, they don't provoke
We thought it would be fun and useful to take our opportunity attacks from that creature for the rest
player character builds and create a version of them of the turn, whether you hit or not. If the extreme
as a creature stat block for Dungeon Masters. adventurer moves at least 10 ft. before making an
This character can be used as an ally, villain, or attack they deal an extra 14 (4d6) damage when they
colorful NPC to engage the adventurers in your own hit a target with a melee weapon attack.
home games. In the video linked above we discuss
several ways to use this character in your D&D
Actions
games.
Multiattack. The extreme adventurer makes three
attacks with its shortsword.
Born to Delve. Whether you are talking about an
archaeologist who seeks to uncover lost lore or the
unscrupulous tomb raider seeking to turn a quick Shortsword. Melee Weapon Attack: +8 to hit, reach 5
coin, this character will stop at nothing no matter ft., one target. Hit: 8 (1d6 + 5) piercing damage.
the risk to be the first to their prizes. Some are even
willing to go to murderous extremes.
Light Crossbow. Ranged Weapon Attack: +8 to hit,
range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing
Thrill of the Hunt. Others are adrenaline junkies damage.
who love to win. Even the good natured of them can
become threats without thinking about it. To them,
everything is a competition.

Extreme Adventurer
Medium humanoid (any race), any alignment
Armor Class 17 (studded leather)
Hit Points 117 (18d8 + 26)
Speed 40 ft., climb 40 ft., swim 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
Saving Throws Strength +5, Dexterity +8, Intelligence +3
Skills Acr0batics +8, Athletics +5, Perception +5,
Sleight of Hand +8, Stealth +8
Senses passive Perception 15
Damage Resistances Poison
Languages Thieves' Cant plus any one language (usu-
ally Common)
Challenge 7 (2,900 XP)

Cunning Action. On each of its turns, the extreme


adventurer can use a bonus action to take the Dash,
Disengage, or Hide action.

Evasion. If the extreme adventurer is subjected to an


effect that allows it to make a Dexterity saving throw
to take only half damage, the extreme adventurer
instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.

Not for resale. Permission granted to print or photocopy this document for personal use only. EXTREME ADVENTURER
5

Das könnte Ihnen auch gefallen