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Combat Medic

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. COMBAT MEDIC
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Combat Medic
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
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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
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©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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Tools: None
Healer Saving Throws: Wisdom, Charisma
We were asked to build the ultimate healer from one Skills: Insight, Religion
of our Patreon supporters. That build seemed a bit
borng to us. It’s pretty much a life cleric 1-20. So we
decided to spice things up. Step 3 — Ability Scores
— Nerdarchy
STR DEX CON INT WIS CHA
PHB +1 14 (+1) 8 (-1) 12 (+1) 10 (+0) 15 (+2) 13 (+1)
Xanathar’s Guide to Everything
Step 4 — Background
We will be going to Xanathar’s Guide to Everything
for access to the Circle of Dreams druid subclass, and Guild Artisan
spells contained inside. Skills: Nature (replaces Insight), Persuasion
Languages: Gnomish
Tools: Alchemist's supplies
Step-by-step character build guide
We chose guild artisan, reasoning this character is a
Each step of the way, this guide will show you the trained physician. They will be using more than just
choices made that are significant to this character magical means to heal, and it stands to reason that
build. Options that are of particular importance to a guild exists for those who wish to learn everything
this character’s effectiveness are in bold. they can about how to cure ailments. Alchemist's
supplies seems like an appropriate choice of tools.

Step 1 — Race
Human (variant) Step 5 — Class and Level Progression
Race option from the Player’s Handbook. Level Class Gains
We chose human (variant) for the feat, flexible ability 1 Cleric Divine Domain — Life,
score adjustments, and skill choice. We're taking the spellcasting, Proficiency —
Healer feat, using our ability score adjustments for heavy armor, Divine Domain
+1 Wisdom and +1 Charisma, and choosing Medi- Feature —Disciple of Life
cine for our skill proficiency. 2 Cleric Channel Divinity — turn undead,
Preserve Life
Proficiencies 3 Sorcerer Sorcerous Origin — Divine Soul,
Divine Magic — neutrality,
Armor: None Favored by the Gods
Weapons:None
4 Sorcerer Font of Magic
Tools: None
5 Bard Proficiencies — Light armor,
Skills: Medicine Investigate, Flute, spellcasting,
Languages: Common, Elvish Bardic Inspiration
6 Bard Jack of All Trades, Song of Rest
7 Bard Bard College — College of Lore,
Step 2 — Class
Expertise — Insight, Medicine,
1st level Proficiencies — Arcana, History,
Start with Cleric Perception, spellcasting
8 Bard Feat — Inspiring Leader
We are starting with the cleric from the Player’s
Handbook for both the main and alternate charac- 9 Bard Font of Inspiration
ter builds. In both cases, we are choosing the Life 10 Bard Magical Secrets — healing
Domain. spirit, goodberry
Metamagic — Distant Spell,
11 Sorcerer
Proficiencies Twin Spell
Armor: Light armor, medium armor, shields Ability Score Improvement —
12 Sorcerer
Weapons: Simple weapons +2 Charisma

Not for resale. Permission granted to print or photocopy this document for personal use only. COMBAT MEDIC
3
13 Cleric Bardic Inspiration (d8), Font of druid spells — goodberry
Inspiration 6 Druid Wild Shape, Druid Circle — Circle
14 Cleric Ability Score Improvement — of Dreams, Balm of the Summer
+2 Wisdom Court
15 Sorcerer 7 Druid 2nd level druid spells — healing
Sorcerous Origin Feature —
16 Sorcerer spirit
Empowered Healing 8 Druid Wild Shape Improvement, Feat —
Inspiring Leader
17 Cleric Destroy Undead (CR ½)
9 Sorcerer Metamagic — Distant Spell,
18 Cleric Channel Divinity 2/rest, Divine Twin Spell
Domain Feature — Blessed
Healer Ability Score Improvement —
10 Sorcerer
+2 Wisdom
19 Cleric Elemental Discipline — Mist
Stance 11 Cleric

20 Cleric Ability Score Improvement — 12 Cleric Ability Score Improvement —


+2 Wisdom, Divine Domain +2 Wisdom
Feature —Divine Strike, Destroy 13 Sorcerer
Undead (CR1) Sorcerous Origin Feature —
14 Sorcerer
Empowered Healing
15 Cleric Destroy Undead (CR ½)
Conclusion 16 Cleric Channel Divinity 2/rest, Divine
Final Ability Scores Domain Feature — Blessed Healer

STR DEX CON INT WIS CHA


17 Cleric

14 (+1) 8 (-1) 12 (+1) 10 (+0) 20 (+5) 16 (+3) 18 Cleric Ability Score Improvement —
+2 Charisma, Destroy Undead
(CR1), Divine Domain Feature —
Proficiencies Divine Strike
Armor: Light armor, medium armor, heavy armor, 19 Cleric
shields
Weapons: Simple weapons 20 Cleric Divine Intervention
Tools: alchemist's supplies, lute
Saving Throws: Wisdom, Charisma
Skills: Arcana, History, Insight, Investigation, Medi-
Further Resources
cine, Nature, Perception, Persuasion, Religion Character creation, build, roleplaying tips and backsto-
ry elements are discussed in a video on the Nerdarchy
Languages: Common, Elvish, Gnomish YouTube channel here. In the video description, you
can find a link to this character build on D&D Beyond.
Alternate Step 5 —
Class and Level Progression
Level Class Gains D&D Encounters
1 Cleric Divine Domain — Life, • The Roper Wrangler Monster BFF Series
spellcasting, Proficiency —
heavy armor, Divine Domain
Feature —Disciple of Life Other Character Guides
2 Cleric Channel Divinity — turn undead, • Mind Breaker Paladin
Preserve Life
• Zen Archery Master
3 Sorcerer Sorcerous Origin — Divine Soul,
Divine Magic — neutrality, • Sewer Ninja Tortle Character Build Guide
Favored by the Gods • Nature Possessed Warforged Character Build Guide
4 Sorcerer Font of Magic • Scaled Skald
5 Druid Language — Druidic, 1st level • Quick Strike

4 COMBAT MEDIC Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters
We thought it would be fun and useful to take our
player character builds and create a version of them
as a creature stat block for Dungeon Masters.
This character can be used as an ally, villain, or color-
ful NPC to engage the adventurers in your own home
games. In the video linked above we discuss several
ways to use this character in your D&D games.
The combat medic makes for an implacable foe, or
at least those he aid will be implacable. And if all
his battlefield healing goes south, they can make
an escape with word of recall.

Combat Medic
Medium humanoid (any race), any
wounds, hold monster
Armor Class 20 (plate armor and shield)
6th level (2 slot): heal, word of recall
Hit Points 71 (22d8 + 13)
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The combat medic makes two weapon
15 (+3) 10 (+0) 12 (+1) 10 (+2) 20 (+5) 14 (+2)
attacks.
Saving Throws Constitution +5, Wisdom +9
Skills Insight +9, Medicine +9, Persuasion +6, Religion +6 Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., 1
Senses passive Perception 15 target. Hit: 6 (1d6 +3) bludgeoning damage.
Languages Common
Challenge 10 (5,900 XP) Reaction

Divine Defense. Whenever a creature the combat


Quick Healer. The combat medic can cast healing medic can see within 30 feet is attacked, it can use its
spells of 3rd level or lower as a bonus action. reaction to impose disadvantage on the attack roll.

Twin Heal. Whenever the combat medic casts a heal- Legendary Actions
ing spell that targets one creature, it may target an
additional creature it can see within range. The combat medic can take 3 legendary actions, choos-
ing from the options below. Only one legendary action
option can be used at a time and only at the end of an-
Spellcasting. The combat medic is a 13th-level spell- other creature’s turn. The combat medic regains spent
caster. Its spellcasting ability is Wisdom (spell save legendary actions at the start of its turn.
DC 17, +9 to hit with spell attacks). It has the following
cleric spells prepared:
Aid Another (Costs 2 Actions). The combat medic can
Cantrips (at will): guidance, light, sacred flame, spare cast a healing spell.
the dying, thaumaturgy
1st level (4 slots): bless, command, cure wounds, guid-
ing bolt, healing word, sanctuary, shield of faith Bolster. The combat medic targets one ally it can see
within 60 feet of it. If the target can see and hear it,
2nd level (3 slots): aid, gentle repose, hold person, the target gains 10 temporary hit points, and the next
lesser restoration, warding bond weapon attack they make is made with advantage.
3rd level (3 slots): beacon of hope, dispel magic, mass
healing word, revivify
Command Ally. The combat medic targets one ally
4th level (3 slots): death ward*, freedom of move- it can see within 30 feet of it. If the target can see
ment, guardian of faith and hear the combat medic, the target can make one
5th level (3 slot): greater restoration, mass cure weapon attack as a reaction and regains 5 hit points.
Not for resale. Permission granted to print or photocopy this document for personal use only. COMBAT MEDIC
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