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Tiniest Wrestler

D&D Character Build Guide

A 1st-20th level build guide


suitable for any level of play

Not for resale. Permission granted to print or photocopy this document for personal use only. TINIEST WRESTLER 1
Tiniest Wrestler
D&D Character Build Guide

A 1st-20th level build guide suitable for any level of play

Writing: 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
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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,
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2 TINIEST WRESTLER Not for resale. Permission granted to print or photocopy this document for personal use only.
Proficiencies
Sports entertainment FTW Armor: Light armor
Honestly for this one we were simply of a mind to Weapons: Simple weapons , hand crossbows, long-
create a Small character with big wrestling talent. swords, rapiers, shortswords
We were feeling froggy so we hopped to it. We also
became enchanted by the Climb onto a Bigger Tools: Musical instruments — drum, lute, viol
Creature Action Options in chapter 9 of the Dun- Saving Throws: Dexterity, Charisma
geon Master's Guide! Skills: Athletics, Intimidation, Insight

— Nerdarchy Languages: None

Start to finish Step 3 — Ability Scores


STR DEX CON INT WIS CHA
We know how rare it is to complete a 1st-20th 15 (+2) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 14 (+2)
level campaign and how often players partici-
pate in one shots and campaigns that might only
reach 10th level or so. When we create these
Step 4 — Background
guides we focus on making them fun, interest-
ing, useful and effective from the start. You won't Entertainer
find characters who only "get good" at certain Skills: Acrobatics, Performance
levels — these CBGs hit the adventuring road
Tools: Bagpipes, Disguise kit
with the abilities they need to thrive and quickly
develop a reliable collection of features that only
continue to get better as they gain experience. Before a life of adventure calls this tiny wres-
tler to the biggest venues in the multiverse they
started out with only their poisonous skin, some
Step 1 — Race entrance music, a few flashy moves and their ring
attire — all handmade by themselves.
Grung
It's all about that Poisonous Skin! Any creature
that grapples you or otherwise comes into direct
Step 5 — Class and Level Progression
contact with your skin must succeed on a DC 12 Choice options that are of particular importance
Constitution saving throw or become poisoned to this character’s effectiveness are in bold.
for 1 minute. Everything else is moot. This char- Level Class Gains
acter wants to grapple, climb on or otherwise get
1 Bard Bardic Inspiration, Spellcasting
their poison all over opponents. Worth noting is
— Minor Illusion, Vicious
a grung's languages. All things being equal they
Mockery
can only speak, read and write their own lan-
guage — they don't even know Common. 2 Bard
3 Bard College of Lore, Expertise —
Athletics, Performance,
Proficiencies Cutting Words, Skills —
Skills: Perception Deception, Persuasion, Sleight
of Hand, Spell — Enhance
Languages: Grung
Ability
4 Bard Feat — Tavern Brawler
Step 2 — Class 5 Paladin
1st level 6 Paladin Fighting Style — Defense
Start with Bard 7 Paladin Oath of Glory, Channel Divinity
This character is a showgrung first and foremost. — Peerless Athlete
Their career takes off with a character class put- 8 Paladin Feat — Grappler
ting performance and spectacle front and center.
9 Bard
For a 1st level jobber the tiniest wrestler ups the
production value of their matches by providing 10 Bard Magical Secrets — Enlarge/
their own special effects, entrance music and Reduce, Zephyr Strike
razzle dazzle.
Not for resale. Permission granted to print or photocopy this document for personal use only. TINIEST WRESTLER 3
11 Paladin D&D Encounters
12 Paladin • The Roper Wrangler Monster BFF Series

13 Paladin • Kobold Cavalry Encounter

14 Paladin Ability Score Improvement — • The Hag's Apprentice Encounter


Strength +2
• Druid Circle from the Beyond
15 Bard Spell — Freedom of Movement
Other Character Guides
16 Bard Ability Score Improvement —
Strength +2 • Mind Breaker Paladin Character Build Guide

17 Sorcerer Sorcerous Origin — Wild Magic, • Zen Archery Master Character Build Guide
Tides of Chaos • Sewer Ninja Tortle Character Build Guide
18 Sorcerer • Nature Possessed Warforged Character Build Guide

19 Sorcerer Metamagic — Extend Spell, • Scaled Skald Character Build Guide


Quicken Spell • Quick Strike Character Build Guide
20 Sorcerer Ability Score Improvement — • Night Parade Character Build Guid
Charisma +2
• Combat Medic Character Build Guide

• Ultimate Duelist Character Build Guide

Conclusion • Path of Justice Barbarian Character Build Guide

Mobility, controlling the flow of combat and set- • Ultimate Spell Duelist Character Build Guide
ting up for big wallops on opponents gets bigger, • Extreme Adventurer Character Build Guide
better and more spectacular as the tiniest wres-
• Whirling Devish
tler climbs the ranks from jobber to main event
superstar. It's worth noting this is our last CBG • Library Agent Character Build Guide
prior to the release of Tasha's Cauldron of Every- • Shadow-Haunted Rogue
thing, which ought to make these creative proj-
• Flesh Render Character Build Guide
ects even more fun and versatile going forward.
• Stealer of Souls (Hexadin) Character Build Guide

Final Ability Scores • Spell Savant Character Build Guide

• Master of Undeath Character Build Guide

STR DEX CON INT WIS CHA • Champion of the Wild Characters Build Guide

20 (+5) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 16 (+3) • Adopted Trash Panda Character Build Guide

• Illusion Warrior Character Build Guide

Proficiencies • Storm Herald Character Build Guide

• Hell's Enemy Character Build Guide


Armor: Light Armor, Medium Armor, Shields
• Purveyor of Peace Character Build Guide
Weapons: Martial Weapons, Simple Weapons
• Beast Binder Character Build Guide
Tools: Disguise Kit, Musical Instruments — Bag-
pipes, Drum, Lute, Viol • Ultimate Gladiator Character Build Guide

Saving Throws: Dexterity, Charisma • Slayer of Evil Character Build Guide

Skills: Acrobatics, Athletics*, Deception, Insight, • Witch Doctor Character Build Guide
Intimidation, Perception, Performance*, Persuasion, • Drunken Tactician Character Build Guide
Sleight of Hand
• Centaur Templar Character Build Guide
Languages: Grung
• Real Heal Bot Character Build Guide
*Expertise
• Holy Paragon Character Build Guide

• Mystic Seer Character Build Guide


Further Resources • Indomitable Defender Character Build Guide
We discuss character creation, roleplaying tips • Hypnotist CBG
and more in a video on the Nerdarchy YouTube
• Mage Slayer of the Fey Court CBG
channel here. In the video description, you can
find a link to this character build on D&D Beyond. • Deadshot Sniper CBG

4 TINIEST WRESTLER Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters eventer and able to hear it must succeed on a DC 15
Wisdom saving throw or be stunned until the end of
the main eventer's next turn.
Top of the Card. The fantasy sports entertain-
ment industry sees a lot of unusual participants Tiniest Grapple. The main eventer treats Medium and
but the main eventer takes the gold for the most larger creatures as terrain. The main eventer makes
unexpected grappler. Adventurers facing off in an a Strength (Athletics) check contested by the target’s
arena exhibition against such a top biller would Dexterity (Acrobatics) check. If it wins the contest,
be foolish to judge the tiniest wrestler on their the main eventer successfully moves into the target
size! creature’s space and clings to its body. While in the
target’s space, the main eventer moves with the target
and has advantage on attack rolls against it.
Main Eventer The main eventer can move around within the larger
creature’s space, treating the space as difficult terrain.
Small humanoid (grung), any alignment
The larger creature’s ability to attack the main eventer
Armor Class 14 depends on the main eventer’s location, and is left to
Hit Points 77 (14d6 + 28) the Dungeon Master's discretion. The larger creature
can dislodge the main eventer as an action by mak-
Speed 35 ft. ing a Strength (Athletics) check contested by the main
STR DEX CON INT WIS CHA eventer’s Strength (Athletics) check.
18 (+4) 12 (+1) 14 (+2) 8 (-1) 13 (+1) 16 (+3)
Saving Throws DEX +4, CHA +7
Zephyr Strike. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 +4) bludgeoning damage plus
Skills Athletics +10, Perception +4 Performance +9 4 (1d8) force damage and and the target must succeed
Damage Immunities Poison on a DC 15 Constitution saving throw or take 5 (2d4)
poison damage. In addition the main eventer's walking
Condition Immunities Poisoned
speed increases by 30 feet until the end of that turn and
Senses passive Perception 14 its movement doesn't provoke opportunity attacks.
Languages Grung
Challenge 7 (2,900 XP) Reaction
Proficiency Bonus +3 Trash Talk. When a creature the main eventer can
see within 60 feet of it makes an attack roll, an abil-
Amphibious. The main eventer can breathe air and water. ity check, or a damage roll, the main eventer can use
its reaction to roll a d10 and subtract the number
rolled from the creature’s roll.
Poisonous Skin. Any creature that grapples the main
eventer or otherwise comes into direct contact with the
grung’s skin must succeed on a DC 15 Constitution sav- Legendary Action
ing throw or become poisoned for 1 minute. A poisoned
The main eventer can take 1 legendary action, choos-
creature no longer in direct contact with the main
ing from the options below. A legendary action
eventer can repeat the saving throw at the end of each
option can be used only at the end of another crea-
of its turns, ending the effect on itself on a success.
ture’s turn. The main eventer regains spent legend-
ary actions at the start of its turn.
Standing Leap. The main eventer’s long jump is up to
25 feet and its high jump is up to 15 feet, with or with-
Cheap Heat. The main eventer incites a negative
out a running start.
reaction through insults and mockery. Creatures
who can see or hear the main eventer must succeed
Suave Defense. While the main eventer is wearing on a DC 15 Wisdom saving throw or take 1d4 psychic
light or no armor and wielding no shield, its AC in- damage and have disadvantage on the next attack
cludes its Charisma modifier. roll they make before the end of their next turn.

Actions Cheap Pop. The main eventer incites a positive reac-


tion through kissing up. The main eventer gains 10
Mesmerizing Chirr (Recharge 6). The main eventer temporary hit points and has advantage on Wisdom
makes a chirring noise to which grungs are immune. saving throws. If the main eventer is hit by an attack,
Each humanoid or beast within 15 feet of the main it has advantage on the next attack roll it makes.
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