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Quick Strike

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. QUICK STRIKE
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Quick Strike
Adventurers League Build Guide

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

Writing: David Friant, 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.

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We are looking to go aiming for College of Lore
Quick Strike from the Player’s Handbook for our Bard College.
Cutting Words is an extra trick in our arsenal to
When you absolutely, positively must go first in any further ensure we always win initiative, since it
confrontation, accept no substitute. This character can be applied to an opponent’s initiative roll.
gets a bonus to their initiative from not only Dexter-
ity but also Intelligence, Wisdom and Charisma,
plus Jack of All Trades and Reliable Talent. By Proficiencies
the time they reach 20th level they cannot have an Armor: Light armor
initiative roll lower than 31 — and that’s not even Weapons: Simple weapons, hand crossbows, long-
counting any uncommon magic items, which could swords, rapiers, shortswords
push it even higher!
— Nerdarchy Musical Instruments: Drum, Flute, Viol
Saving Throws: Dexterity, Charisma
PHB +1 Skills: Athletics, Insight, Persuasion
Xanathar’s Guide to Everything
This book is a fantastic choice for your +1 when creat-
ing a character for Adventurers League. There’s 31 Step 3 — Ability Scores
additional subclasses beyond what’s in the Player’s
Handbook, and a whole bunch of spells. This particu- STR DEX CON INT WIS CHA
lar character takes advantage of three very important 8 (-1) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 12 (+1)
class features from three different subclasses. With
these powerful features, our character will have no
trouble winning initiative in any conflict. Step 4 — Background
Sage
Step-by-step character build guide Skills: Arcana, History
Languages: Gnomish , Halfling
Each step of the way, this guide will show you the Tools: None
choices made that are significant to this character
build. Options that are of particular importance to While developing this idea, we envision our char-
this character’s effectiveness are in bold. acter as sort of a Sherlock Holmes sort, with su-
preme insight and perception giving them an edge
in every encounter. And like the legendary detective,
Step 1 — Race our character spent his pre-adventuring days in
academia honing their mind and broadening their
Half-elf
knowledge base.
Race option from the Player’s Handbook.
Flexible ability score increases means we can meet
the prerequisites of all our planned multiclassing Step 5 — Class and Level Progression
right from the start. With a mind towards a versatile, Level Class Gains
highly skilled character, the half-elf brings more to
1 Bard Bardic Inspiration, Spellcasting
the table with flexible skill and language choices too.
2 Bard Jack of All Trades, Song of Rest
3 Bard Bonus Proficiencies — Nature,
Proficiencies
Religion, Sleight of Hand,
Armor: None Bard College — College of Lore,
Weapons: None Cutting Words, Expertise —
Insight, Investigation
Tools: None
4 Bard Feat — Alertness, 2nd-level
Skills: Investigation, Medicine
spells — enhance ability
Languages: Common, Dwarvish, Elvish
5 Wizard Arcane Recovery, Spellcasting
6 Wizard Arcane Deflection, Arcane
Step 2 — Class Tradition — War Magic,
Tactical Wit
1st level
7 Rogue Bonus Proficiencies — Deception,
Start with Bard

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Thieves’ Tools, Expertise —
Perception, Thieves’ Tools, Sneak Further Resources
Attack, Thieves’ Cant Character creation, build, roleplaying tips and
8 Rogue Cunning Action backstory elements are discussed in a video on the
Nerdarchy YouTube channel here.
9 Rogue Roguish Archetype —
Swashbuckler, Fancy Footwork, In the video description, you can find a link to this
Rakish Audacity character build on D&D Beyond.

10 Rogue Ability Score Improvement —


+2 Dexterity
11 Ranger Bonus Proficiencies — Medium D&D Encounters
Armor, Shields, Martial Weapons, • The Roper Wrangler Monster BFF Series
Perception, Language (Orc),
Favored Enemy — Humanoid

12 Ranger
(Orc), Natural Explorer — Forest
Fighting Style — Dueling
Other Character Guides
• Mind Breaker Paladin
13 Ranger Ranger Archetype —
Gloomstalker, Primeval • Zen Archery Master
Awareness, Dread Ambusher, • Sewer Ninja Tortle Character Build Guide
Umbral Sight
• Nature Possessed Warforged Character Build Guide
14 Rogue Uncanny Dodge
15 Rogue
16 Rogue Evasion
Expertise — Athletics, Persuasion
For Dungeon Masters
We thought it would be fun and useful to take our
17 Rogue Ability Score Improvement — player character builds and create a version of them
+2 Dexterity as a creature stat block for Dungeon Masters.
18 Rogue Panache This character can be used as an ally, villain, or
19 Rogue Ability Score Improvement — colorful NPC to engage the adventurers in your
+2 Wisdom own home games. In the video linked above we
20 Rogue Reliable Talent discuss several ways to use this character in your
D&D games.

Conclusion Master Detective


Final Ability Scores Medium humanoid (any race), any (usually lawful)
STR DEX CON INT WIS CHA Armor Class 19 (studded leather armor)
8 (-1) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 14 (+2) Hit Points 148 (33d8)

Proficiencies Speed 30 ft.

Armor: Light armor, medium armor, shields STR DEX CON INT WIS CHA
Weapons: Martial weapons, simple weapons 10 (+0) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 14 (+2)
Tools: Drum, Flute, Thieves’ Tools, Viol Saving Throws Dexterity +10, Intelligence +7, Cha-
Saving Throws: Dexterity, Charisma risma + 7
Skills: Arcana, Athletics (Expertise), Deception, His- Skills Deception +7, Insight +8, Investigation +7,
tory, Insight (Expertise), Investigation (Expertise), Perception +8, Persuasion +7, Sleight of Hand +10,
Medicine, Nature, Perception (Expertise), Persuasion Stealth +10
(Expertise), Religion, Sleight of Hand Senses passive Perception 18
Languages: Common, Dwarvish, Elvish, Gnomish, Half- Languages Common, Dwarvish, Elvish, Gnomish, Half-
ling, Orc, Thieves’ Cant ling, Orc, Thieves’ Cant
Challenge 13 (10,000 XP)

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Legendary Resistance (3/Day). If the master detective Reaction
fails a saving throw, it can choose to succeed instead.
Parry and Counter. The master detective adds 5 to
its AC against one melee or ranged weapon attack
Calculated Defense. While the master detective is that would hit it. To do so, it must be able to see the
wearing light or no armor and wielding no shield, its attacker. If the attack misses, it can make one melee
AC includes its Intelligence modifier. attack against the attacker if it is within its reach.

Cunning Action. On each of its turns, the master Legendary Action


detective can use a bonus action to take the Dash,
Disengage, or Hide action. The master detective can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the
Precognitive Initiative. The master detective always end of another creature’s turn. The master detective
acts first in the initiative order, unless it is surprised. regains spent legendary actions at the start of its turn.
It has advantage on its first attack roll against any
creature that hasn’t taken a turn in the combat yet.
On a hit, the creature takes an additional 14 (4d6) Detect. The master detective makes a Wisdom (Per-
damage from the weapon. ception) check.

Sneak Attack (1/Turn). The master detective deals Move. The master detective moves up to its speed
an extra 14 (4d6) damage when it hits a target with without provoking opportunity attacks..
a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of
Weapon Attack. The master detective makes a
the master detective that isn’t incapacitated and the
weapon attack.
master detective doesn’t have disadvantage on the
attack roll.

Actions

Multiattack. The master detective makes four weapon


attacks, three with its rapier and one with its dagger.

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., 1


target. Hit: 9 (1d8 +5) piercing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.


or range 20/60 ft., 1 target. Hit: 7 (1d4 +5) piercing
damage.

Hand Crossbow. Ranged Weapon Attack: +10 to hit,


range 30/120 ft., 1 target. Hit: 8 (1d6 +5) piercing
damage.

Quick Disguise. As an action, the master detective can


hastily disguise itself as a Medium humanoid. Its sta-
tistics are the same. To discern that it is disguised, a
creature can use its action to inspect its appearance
and must succeed on a DC 18 Intelligence (Investiga-
tion) check.

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