D&D Adventurers League Forgotten Realms Player'S Guide: Hat Is This

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

D&D® ADVENTURERS LEAGUE

FORGOTTEN REALMS® PLAYER’S GUIDE


Effective Date: July 11, 2022. Version 12.1.

and spell components found in the PH or available rules


WHAT IS THIS? choices.
This document provides you with the rules for creating and
advancing characters within the D&D Adventurers League, STARTING PLAY AT 5TH LEVEL
an official organized play program for Dungeons & Dragons. You may choose to create a 5th level character instead of
Companions to this document include the D&D starting at 1st level. As a 5th level character, you may choose
Adventurers League Forgotten Realms Dungeon one of the following magic items to possess in addition to
Master’s Guide and the D&D Adventurers League your standard gear from your class and background.
Forgotten Realms FAQ. Note that this document is not a
comprehensive guide to all possible adjudications; see the • +1 weapon
companion resources above for more information. • +1 shield
This document covers participation in D&D Adventurers • +1 rod of the pact keeper
League adventures set in the Forgotten Realms, which • +1 wand of the war mage
includes all Adventurers League adventures except those • +1 all-purpose tool (TCE)
from Eberron: Oracle of War (EB series) and Ravenloft: Mist • +1 amulet of the devout (TCE)
Hunters (RMH series). Those storylines have their own rules • +1 arcane grimoire (TCE)
for character creation and advancement. • +1 bloodwell vial (TCE)
• +1 dragonhide belt (FTD)
CREATING A CHARACTER •

+1 moon sickle (TCE)
+1 rhythm-maker’s drum (TCE)
Use the character creation rules as presented in the Player’s • Bag of holding
Handbook (PH), with the following notes. You begin play at
1st level. WHAT RULEBOOKS SHOULD I USE?
Step 1: Choose a Race or Lineage. See the sidebar for You can use non-optional rules found in the Player’s Handbook,
available rules choices. Custom lineages found in Tasha’s the Basic Rules, and all the books listed below. If a rule has been
Cauldron of Everything are available. reprinted in a newer resource, you must always use the latest
Step 2: Choose a Class. See the sidebar for available rules printing.
choices. • Fizban’s Treasury of Dragons (FTD)
Step 3: Determine Ability Scores. Your ability scores are • Mordenkainen Presents: Monsters of the Multiverse (MPMM)
generated using one of the following methods. • Spelljammer: Adventures in Space (SAS) (on August 16, 2022)*
• Sword Coast Adventurer’s Guide (SCAG)
• Standard set (15, 14, 13, 12, 10, 8). • Tasha’s Cauldron of Everything (TCE)
• Variant: Customizing Ability Scores (PH). • Xanathar’s Guide to Everything (XGE)
• Additional options as presented in the FAQ
Step 4: Describe Your Character. See the sidebar for
available rules choices. You may also use the rules found in the following digital
publications:
• Alignment: Choose a non-evil alignment. • Elemental Evil Player’s Companion (EEPC)
• Background: You can create a custom background or • Locathah Rising (LR)
use any available background as presented.
• Deity: You may choose any deity to worship from Additionally, the following variant or optional rules are available:
official rulebooks that is unique to the Forgotten • Chapter 6: Customization Options (PH)
Realms or is not unique to another world. Clerics must • Customizing Your Origin (TCE)
choose a deity. • Half-Elf and Tiefling Variants (SCAG)
• Faction: You may choose one faction at character • Option: Human Languages (SCAG)
creation or anytime the opportunity arises during play. • Optional Class Features (TCE)
Benefits for faction membership are detailed within • Variant Human Traits (PH)
adventures where relevant. The starting factions are
listed in appendix C in the Basic Rules. You may only *Races from the Unearthed Arcana playtest “Travelers of the
have membership in one faction at a time and may Multiverse” are available for play in Spelljammer Academy
switch whenever you’d like. adventures prior to August 16, which must then be updated to
the rules present in Spelljammer: Adventures in Space when
Step 5: Choosing Equipment. Your starting equipment playing on or after August 16.
and gold are determined by your class and background; you
don’t roll for gold. You may start with a trinket of your
choice from available rules choices. You can sell starting
equipment using the rules in the PH and can buy equipment

© 2022 Wizards. All rights reserved. Not for resale.


awarded but must limit the number of magic items you bring
PLAYING ADVENTURES to play sessions based on the table below.
You can play any adventures you’d like that are available as
a part of the D&D Adventurers League Forgotten Realms
CARRIED MAGIC ITEMS BY TIER
campaign, provided you meet the level requirement for play. Tier Uncommon+ Common Consumable
Each adventure has a tier associated with it, which tells you 1 1 5 5
what level characters can participate in it. 2 3 5 10
3 6 5 10
TIER BY CHARACTER LEVEL 4 10 5 15
Character Level Tier
1–4 1 Uncommon, rare, very rare, legendary, and unique
5 – 10 2 permanent magic items are included in the “Uncommon+”
11 – 16 3 column. Common permanent magic items are included in the
17 – 20 4 “Common” column. Consumable items include any magic
item that is consumed if used (potions, scrolls, ammunition,
etc.). If an item is destroyed, consumed, or lost during play, it
PLAYING OFFICIAL D&D ADVENTURES
is removed from your character and cannot be reacquired
Long adventures such as Icewind Dale: Rime of the Frostmaiden
unless rewarded again through play.
and The Wild Beyond the Witchlight have different rules for
leveling. You may “leave” those adventures at specified points to
Legendary magic items may only be used in tier 4 play.
play other adventures but you may be ineligible to return if you
Characters of lower tiers that encounter a legendary magic
level your character outside of the book adventure. Consult with item as a reward may possess it, but it remains unavailable
your Dungeon Master if you’re going to play those adventures. for use until 17th level.
Additional magic items may be available through events,
such as a trading post or a special play opportunity. These
LOGSHEETS items are subject to the magic item limits presented above.

You should use a logsheet to track rewards and note any COINS AND OTHER TREASURE
other important information from play of an adventure. A
Whenever your party finds treasure of a monetary value,
logsheet is available on the official website.
they can keep it with them to use during play. Any remaining
treasure unused at the end of the adventure is converted to
LEVELING UP gold pieces and divided evenly between all the characters.
The Dungeon Master can assist in this process.
You gain a level at the end of each play session that Mundane items, such as found equipment, are divided
completes an Adventurers League adventure or a part of an however the party chooses at the end of the play session.
official D&D adventure, at your discretion. If you’d like to
continue playing at your current level, you can decline to STORY AWARDS
gain a level. You still keep any rewards earned.
You gain hit points listed as the fixed value for your class Sometimes you and others in the party may earn a story
(plus any modifiers) when you level up. award. This is a special award or item, sometimes presented
Whenever you could gain a level (even if you decline), you as a certificate, that may have significance in future
may rebuild any aspect of your character. adventures in the same storyline.
Once you achieve 5th level, you may choose a magic item Whenever applicable, the Dungeon Master may ask if any
as presented in “Starting Play at 5th Level” above. of the characters in the party possess a story award. In
certain circumstances, such as the case of story items, the
party may have to determine who has it for the purposes of
REWARDS that adventure.
Whenever you have the option to level up and at other times
during play, you’ll earn rewards. These may include the
EVENT AWARDS
following: You may attend an event and receive a certificate, such as a
• Magic items pet or interesting trinket, as a reward for participation or
• Coins and other treasure engaging in a specific activity. These rewards are attached to
• Story awards the player, not a specific character. At the beginning of each
• Event awards play session, you may select one event award you possess to
use. You may only have one event award active at any time.
MAGIC ITEMS
Whenever your party finds a magic item during play, the
party determines who has it for the remainder of the
adventure. At the end of play, any number of characters may
keep the magic item if it wasn’t consumed or destroyed
during play. You may keep as many magic items as you are

© 2022 Wizards. All rights reserved. Not for resale.


do so immediately after a session of play in which both
DEATH, DISEASE, AND CURSES characters were present. You are always successful at
During sessions of play, if you die, are subject to a lingering copying spells from scrolls.
Brewing Potions. You may brew potions of healing as
effect such as a disease or curse, or removed from the
presented under “Crafting an Item” in Xanathar’s Guide to
adventure, you deal with the consequences for the duration
Everything. A “workweek” is defined as 5 downtime days for
of the session of play. At that session’s conclusion, you may
the purposes of this campaign. You do not suffer a
choose the following fate:
complication when engaging in this activity. Potions brewed
• You return your character to life or remove the negative count towards your consumable item limit.
effect. If you were removed from the adventure, you Scribing Scrolls. You may scribe spell scrolls as presented
gain rewards earned until removed. You may gain a under “Scribing a Spell Scroll” in Xanathar’s Guide to
level. Everything. A “workweek” is defined as 5 downtime days for
the purposes of this campaign. You do not suffer a
• You retire the character, succumbing to your fate.
complication when engaging in this activity. Scrolls scribed
If you are returned to the adventure before the conclusion of count towards your consumable item limit.
the session of play, you may earn all the rewards offered to Trading Magic Items. Whenever you trade a magic item,
the party, including during your absence. you spend 5 downtime days.

DUNGEON MASTERS AND REWARDS QUESTIONS AND MORE INFO


Your Dungeon Master may have additional guidance through The following resources are available to you to keep up with
documentation on adjudicating specific rewards. If you have all the latest Adventurers League news and discussion!
questions using a particular reward during play, ask your
Dungeon Master. • Official D&D Adventurers League website. Your
source for general information, as well as all of the
campaign documents for play. The FAQ is also found
BETWEEN PLAY SESSIONS here, which gives more in-depth answers for specific
questions.
BUYING AND TRADING GEAR • Official D&D Adventurers League Discord. Join in the
lively discussion with channels devoted to all sorts of
You can sell and buy equipment and spell components using topics! All the latest news gets pushed here too.
the rules in the Player’s Handbook. Spell scrolls and potions • Official D&D Adventurers League Blog. The Yawning
can be purchased for prices listed under Appendix A: Shared Portal is the home for our blog! Learn all about new
Campaigns in Xanathar’s Guide to Everything in addition to adventure releases, dive into the whys and hows, and
any component costs. see what the staff is talking about.

• Equipment and consumable items can be lent to other


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
characters during play but must return at the end of ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
the session (unless it’s been consumed or lost). 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
• Permanent magic items can be traded (see below). Unique characters and their distinctive likenesses are property of Wizards of the Coast. This
magic items may not be traded. 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.
Trading permanent magic items with other characters in the ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Forgotten Realms campaign is on a one-for-one basis of 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.
equivalent rarity. Certificates (if present) must also be
traded or destroyed.

DOWNTIME
You earn 10 downtime days between each session of play.
Your character can participate in downtime activities
between sessions as listed under “Downtime Activities” in
the Player’s Handbook. The following additional downtime
activities are available; all others are unavailable unless
offered in an adventure.
Catching Up. Spend 10 downtime days to gain a level.
Copying Spells. If you can copy spells, you may use the
rules presented in the “Your Spellbook” sidebar in the
Player’s Handbook to copy spells found in adventures, except
it costs 1 downtime day for each spell up to 4th level and 2
downtime days for each spell 5th level and above. If you are
copying spells from another character’s spellbook, you may

© 2022 Wizards. All rights reserved. Not for resale.

You might also like