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You have made a pact with one of the rarest kinds of GENIE’S VESSEL
genie, a noble genie. Such entities rule vast fiefs on 1st-level Genie feature
the Elemental Planes and have great influence over
lesser genies and elemental creatures. Noble genies Your patron gifts you a magical vessel that grants you
are varied in their motivations, but most are arrogant a measure of the genie’s power. The vessel is a Tiny
and wield power that rivals that of lesser deities. They object, and you can use it as a spellcasting focus for
delight in turning the table on mortals, who often your warlock spells. You decide what the object is, or
bind genies into servitude, and readily enter into you can determine what it is randomly by rolling on
pacts that expand their reach. the Genie’s Vessel table.
MIND SLIVER*
Enchantment cantrip
You drive a disorienting spike of psychic energy into the mind of one creature you can
see within range. The target must succeed on an Intelligence saving throw or take 1d6
psychic damage and subtract 1d4 from the next saving throw it makes before the end
of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6),
11th level (3d6), and 17th level (4d6).
Feats
CHAPTER 1. CHARACTER OPTIONS These feats are available for use. They are subject to PH+1,
as normal.
CUSTOMIZING YOUR ORIGIN
All characters created for Adventurers League play use
these rules instead of the normal rules for Ability Score
CHAPTER 2. GROUP PATRONS
Increases afforded by virtue of your character’s race. The rules found here aren’t used unless the DM is
specifically instructed to do so by the adventure.
Proficiencies
Proficiencies can be replaced for other proficiencies as
detailed in the table; DMs don’t have the discretion to
allow additional options. CHAPTER 3. MAGICAL MISCELLANY
Custom Lineage SPELLS
These rules aren’t used in Adventurers League play. These spells are available for use. They are subject to
PH+1, as normal.
CHANGING A SKILL
You can replace one of your character’s skill proficiencies
with another skill proficiency at 5th level, 11th level, 16th CHAPTER 4. DUNGEON MASTER’S TOOLS
level, and 20th level. This isn't subject to PH+1.
Dungeon Masters can use these rules except as noted,
CHANGING YOUR SUBCLASS below.
You can replace one of your character’s subclasses with
another subclass at 5th level, 11th level, 16th level, and
SIDEKICKS
20th level. This isn't subject to PH+1. The rules found here aren’t used unless the DM is
specifically instructed to do so by the adventure.
Training Time
You must spend a number of downtime days equal to ENVIRONMENTAL HAZARDS
twice your character’s level and 100 gp equal to your
current level. The gold cost is waived if you return to a The rules found here aren’t used unless the DM is
subclass that you previously held. specifically instructed to do so by the adventure.
ALL CLASSES
The Optional Class Features provided for classes found in
the PH are available for use, but are subject to PH+1, as
normal.
ARTIFICER
The artificer is available for play in Adventurers League:
Forgotten Realms.
Spellcasting
Artificers can prepare any spell found on their spell list—
including those found in Xanathar’s Guide to Everything—
in conjunction with the Artificer Spellcasting class feature.
Spells prepared in conjunction with the Spellcasting class
feature for any other class are subject to PH+1, as normal.
Artificer Infusions
Repeating Shot. The property of this infusion that creates
magical ammunition functions only for ranged weapons
with the ammunition property that are otherwise
normally available for purchase without campaign
documentation.