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Adventurers League Build Guide
o A 1st-20th level build guide

r suitable for Adventurers League play

Not for resale. Permission granted to print or photocopy this document for personal use only. ILLUSION WARRIOR
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Illusion Warrior
Adventurers League Build Guide

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

Writing: David Friant 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 ILLUSION WARRIOR Not for resale. Permission granted to print or photocopy this document for personal use only.
Start with Rogue
There Can Be Rogue is our starting character class. Rogue brings
a lot to the table right from the start, and for a
More Than One multiclass character, starting as a rogue gives the
most robust package of features. Thematically, until
The original idea for this character is inspired by the the illusion warrior begins adding magic to the mix,
movie Highlander III: The Final Dimension. In it, the Sneak Attack and Cunning Action represent the
Immortal Kane is interested in mastering the power character's basic training for deceiving and beguil-
of Illusion. We set out to make a warrior who wields ing foes.
illusion to defeat enemies and protect the things
they care about.
— Nerdarchy Proficiencies

PHB +1 Armor: Light armor


Weapons: Simple weapons, hand crossbows, long-
Elemental Evil Player’s Companion swords, rapiers, shortswords
Deep gnomes are found in the Elemental Evil Play- Tools: Thieves' tools
er's Companion, a free PDF available from Wizards
of the Coast. In addition to a selection of playable Saving Throws: Dexterity, Intelligence
races, this resource we're using for our +1 has a Skills: Acrobatics, Deception, Sleight of Hand, Stealth
ton of spells in it too. Many of them are reprinted Languages: Thieves' Cant
in Xanathar's Guide to Everything, which is loaded
with tons of awesome player character options. But
since we're creating a svirfneblin character we can Step 3 — Ability Scores
use EEPC for all our needs.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 14 (+1) 10 (+0) 12 (+1)
Step-by-step character build guide
Each step of the way, this guide will show you the Step 4 — Background
choices made that are significant to this character Noble
build. Options that are of particular importance to
this character’s effectiveness are in bold. Skills: History, Persuasion
Tools: Playing card set
Languages: Dwarvish
Step 1 — Race
Deep Gnome (Svirfneblin) As part of the nobility in their subterranean home-
land, this character's adventuring career represents
Race option from the Elemental Evil Player's Com- being a part of an organization trained to defend
panion. We know our illusion warrior is going to their home and companions in the Underdark.
lean into wizardly magic through their subclass Using illusion, trickery and stealth, deep gnomes
choices, so the Intelligence bonus will get good mile- survive below the surface surrounded by deadly
age. And we've got our eye on a racial feat that will dangers all around.
add to the flavor and effectiveness of this character.

Proficiencies Step 5 — Class and Level Progression


Level Class Gains
Armor: None
Weapons: None 1 Rogue Expertise — Deception, Stealth,
Sneak Attack, Thieves' Cant
Tools: None
2 Rogue Cunning Action
Skills: None
3 Rogue Roguish Archetype — Arcane
Languages: Common, Gnomish, Undercommon Trickster, Spells — Acid Orb,
Fire Bolt, Mage Hand, Shield,
Sleep, Tasha' Hideous Laughter,
Step 2 — Class Mage Hand Legerdemain
1st level 4 Fighter Fighting Style — Dueling

Not for resale. Permission granted to print or photocopy this document for personal use only. ILLUSION WARRIOR
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5 Fighter Action Surge, Second Wind Sleight of Hand, Stealth
6 Fighter Martial Archetype — Eldritch Languages: Common, Dwarvish, Gnomish, Thieves'
Knight, Spells — Absorb Cant, Undercommon
Elements, Blade Ward, Color
Spray, Magic Missle, Minor

7 Rogue
Illusion
Feat — Svirfneblin Magic
Further Resources
8 Fighter Feat — Resilient: Constitution Character creation, build, roleplaying tips and
backstory elements are discussed in a video on
9 Fighter Extra Attack the Nerdarchy YouTube channel here. In the video
10 Fighter Ability Score Improvement — description, you can find a link to this character
Dexterity +2 build on D&D Beyond.
11 Fighter War Magic, Spell — Earth
Tremor
12 Rogue Uncanny Dodge D&D Encounters
13 Rogue Expertise — History, Sleight of • The Roper Wrangler Monster BFF Series
Hand, Spell — Disguise Self • Kobold Cavalry Encounter
14 Rogue Evasion • The Hag's Apprentice Encounter
15 Rogue Ability Score Improvement — • Druid Circle from the Beyond
Dexterity +2, Spells —
Expeditious Retreat, Silent Image — Contains encounter ideas, new monsters and
a new druid Circle option for players
16 Rogue Magical Ambush
17 Rogue Ability Score Improvement —


Constitution +2, Spells —
Illusory Script Other Character Guides
18 Rogue Reliable Talent, Spells — Charm • Mind Breaker Paladin Character Build Guide
Person, Dancing Lights • Zen Archery Master Character Build Guide
19 Rogue Ability Score Improvement — • Sewer Ninja Tortle Character Build Guide
Constitution +2
• Nature Possessed Warforged Character Build Guide
20 Rogue Versatile Trickster
• Scaled Skald Character Build Guide
• Quick Strike Character Build Guide

Conclusion • Night Parade Character Build Guid


• Combat Medic Character Build Guide
Our svirfneblin illusion warrior has all sorts of
tricks up their sleeve to distract, misdirect and • Ultimate Duelist Character Build Guide
beguile enemies. The versatility of their magic • Justicar: Path of Justice Barbarian Character
provides offense and defense in combat, but also a Build Guide
lot of options for exploring and engaging in social
encounters too. • Ultimate Spell Duelist Character Build Guide
• Extreme Adventurer Character Build Guide

Final Ability Scores • Whirling Devish


• Library Agent Character Build Guide
STR DEX CON INT WIS CHA
• Shadow-Haunted Rogue
8 (-1) 20 (+5) 18 (+4) 16 (+3) 10 (+0) 12 (+1)
• Flesh Render Character Build Guide
Proficiencies • Stealer of Souls (Hexadin) Character Build Guide
Armor: Light armor, medium armor, shields • Spell Savant Character Build Guide
Tools: Playing card set, thieves' tools • Master of Undeath Character Build Guide
Saving Throws: Dexterity, Constitution, Intelligence • Champion of the Wild Characters Build Guide
Skills: Acrobatics, Deception, History, Persuasion, • Adopted Trash Panda

4 ILLUSION WARRIOR Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters Actions

Elite Force. For a military, mercenary organiza- Multiattack. The beguiler makes two attacks with its
tion, kingdom or noble house, having a squad of short sword.
magical spies on the roster makes a formidable
force. These operatives can get in and out of dan-
Short Sword. Melee Weapon Attack: +7 to hit, one tar-
gerous situations through guile and misdirection.
get, 5 ft. Hit: 7 (1d6 +3) piercing damage.
Able to disappear into a crowd or even in the middle
of a fight, a beguiler looks like something ordinary,
but of course is anything but. The Turn. The beguiler can use its bonus action to move
its illusory form up to 25 feet to a space it can see, but it
must remain within 120 feet of the beguiler.
Now You See It..or Do You? A clever beguiler
is the ultimate distraction. Operating alone with When both the beguiler and its illusion are within 5 feet
utmost stealth, a beguiler could use their illusory of a creature that can see the illusion, the beguiler has
double to lead pursuers astray while following from advantage on attack rolls against that creature.
behind themselves! What you think you see is never
the case — a beguiler will keep you looking for the
secret, keeping you fooled the entire time. Reactions

The Prestige. When the beguiler is attacked by a


creature it can see within 5 ft. it can use its reaction
to teleport up to 30 feet to an unoccupied space that
it can see. Alternatively, it can choose a space within
Beguiler range that is occupied by a Small or Medium creature.
Small humanoid, neutral The beguiler and the creature both teleport, swapping
Armor Class 12 places, and the chosen creature becomes the target
instead.
Hit Points 49 (9d6 + 18)
Speed 25 ft.
Legendary Actions
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) The beguiler can take 2 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dexterity +7, Constitution +5, Intel- option can be used at a time and only at the end of
ligence +6 another creature's turn. The beguiler regains spent
Skills Deception +4, Sleight of Hand +7, Stealth +7 legendary actions at the start of its turn.
Senses darkvision 120 ft., passive Perception 10
Languages Common, Thieves Cant Attack. The beguiler makes one short sword attack.
Challenge 7 (2,900 XP) Hide. The beguiler takes the Hide action.

The Pledge. Even when a beguiler is in plain sight,


it takes a DC 14 Wisdom (Perception) check to spot
a beguiler that has neither moved nor attacked. A
creature that tries to enter the beguiler's space while
unaware of the beguiler is surprised by the beguiler.

Misdirection. The beguiler projects an illusion that


makes it appear blurred, shifting and wavering to all
who can see them. Attack rolls against the beguiler
are made with disadvantage. An attacker is immune
to this effect if it doesn't rely on sight, as with blind-
sight, or can see through illusions, as with truesight.
This trait is suppressed while the beguiler is incapaci-
tated, restrained, or otherwise unable to move.

Not for resale. Permission granted to print or photocopy this document for personal use only. ILLUSION WARRIOR
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