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