Adventurers League Player's Guide Version 3.0.pdf

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Player’s Guide
Version 3.0
Rage of Demons Edition: July 23, 2015 to March 15, 2016
Credits
D&D Organized Play:
Chris Tulach
D&D R&D Player Experience:
Greg Bilsland
D&D Adventurers League Wizards Team:
Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach
D&D Adventurers League Administrators:
Robert Adducci, Bill Benham,
Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
Editing and Layout:
Scott Fitzgerald Gray
Release: July 23, 2015
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, D&D Encounters, D&D Expeditions, D&D Epics, 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.
©2015 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.
Not for resale. Permission granted to print and photocopy this document for personal use only.
What is the D&D
Adventurers League?
D&D Adventurers League Mission
D&D Adventurers League events must:
Be inclusive of players of all backgrounds
Foster a welcoming atmosphere focused on fun
Be accessible to the public (with a few exceptions)
Use only approved adventure content
The D&D Adventurers League is an ongoing official
organized play campaign for Dungeons & Dragons®.
It uses the fifth edition of the Dungeons & Dragons
rules, and features the Forgotten Realms® setting. You
can play D&D Adventurers League games at any place
that features adventures bearing the D&D Adventurers
League logo. You can create a character and bring that
character to games anywhere D&D Adventurers League
is supported.
Most D&D Adventurers League games are
public,
in-person
play events. Typical venues for these events
are game and hobby stores, conventions, and public-
accessible game day events.
Storyline Seasons
How to Use This Guide
The D&D Adventurers League Player’s Guide is a
comprehensive guide to all the rules used for official
games. In addition to player-focused rules, it contains
important information for Dungeon Masters and
organizers. It contains special rules for playing
Dungeons & Dragons in the official campaign.
When there are differences between the rules and
guidelines here and in other sources, the rules here take
precedence for D&D Adventurers League play.
This guide is divided up into three parts:
Part 1
is about creating and advancing a character. It
covers what rules are allowed for characters and how
to advance characters after playing adventures.
Part 2
is about the campaign structure for the D&D
Adventurers League. It covers the different play
programs, what kinds of adventures are available,
and special rules for running and organizing D&D
Adventurers League events.
Part 3
contains resources and other information that
you might find handy. It also contains a list of fre-
quently asked questions.
Every few months, D&D Adventurers League begins
a new storyline season. The storyline season provides
a theme and plot elements that connect several
adventures together, forming a sort of “mini campaign.”
The current storyline season is called
Rage of Demons.
Storyline seasons provide continuity to play. In
addition, the rotation of a storyline season provides a
time to begin new characters, update rules documents,
and start new adventures. You can always continue
playing an existing character through multiple
storylines, as long as your character meets the level
requirement for the adventures.
What You Need to Play
In order to participate in D&D Adventurers League
games, you’ll need the following:
The D&D
Basic Rules.
This PDF document is avail-
able for free on the Wizards of the Coast web site. It
contains all the basic rules of the game, and you can
create a character with it. More options for characters
are available in other products.
A character sheet.
You can use an official D&D
Adventurers League character sheet, or any other
D&D character sheet that suits you.
A D&D Adventurers League adventure logsheet.
You’ll use this to record each session of play, keeping
track of your experience, treasure, and other notes.
A DCI number.
This is an official Wizards of the
Coast organized play number. It’s obtainable at
public events; ask the organizer for one the first
time you play.
D&D Adventurers League Player’s Guide
Not for resale. Permission granted to print and photocopy this document for personal use only.
2
Part 1: Characters
This section contains information on creating
and advancing characters for play in the D&D
Adventurers League.
Allowed Rules
Characters originating during the
Rage of Demons
storyline season can use the following rules for
character options:
• D&D
Basic Rules
(all rules except rolling ability
scores and hit points, rolling for starting wealth, some
alignment restrictions)
• D&D
Player’s Handbook™
(all rules except rolling abil-
ity scores and hit points, some alignment restrictions)
Out of the Abyss™
appendix A
Monster Manual™
appendix A (beasts only)
Official documentation, such as a D&D Adventurers
League certificate,
might provide exceptions
to the
allowed rules. Spells, race, or class features in the
allowed rules that specifically reference a creature not
found in the allowed rules in order for them to function
properly are also an exception to these rules.
Deities.
D&D Adventurers League storylines are set
in the Forgotten Realms, and as such, people worship
the deities of that world. If you would like your character
to worship a deity, you can choose one from the list of
Forgotten Realms or nonhuman deities presented in
appendix B of the
Player’s Handbook
or the D&D
Basic
Rules.
Clerics and characters with the Acolyte background
must choose a deity from that list. If you’re a cleric, you
can choose one of the deity’s suggested domains or the
Life domain. The Death domain is not allowed unless that
rules option is available for your storyline season.
Determine Ability Scores
You can generate your character’s ability scores using
one of the following methods:
• Standard set (15, 14, 13, 12, 10, 8)
• Customizing ability scores variant (Player’s
Handbook
chapter 1)
After assigning ability scores, apply your racial
benefits to derive your starting ability score at 1st level.
You
cannot
roll your ability scores.
Character Creation
Describe Your Character
Select the following additional details to help define
your character, as presented in your allowed rules:
Name
Alignment
Ideals
Bonds
Flaws
Background (select one or create a custom one)
Faction (optional)
To create a character for the D&D Adventurers League,
follow the steps below. Special exceptions and unique
rules as applicable to the D&D Adventurers League are
noted within each section.
Characters begin play at
1st level.
Choose a Story Origin
Select your story origin for your character. Most of
the time, this is simple—it’s your starting adventure’s
storyline season. Your choice of story origin tells you
what rules you can use for character options. You can
choose any available story origin, even if you plan on
playing in another storyline.
The following story origins are currently available:
Rage of Demons
Elemental Evil
Tyranny of Dragons
For the
Elemental Evil
and
Tyranny of Dragons
story origins, see “Past Story Origins” at the end of
this document.
Starting Lifestyles
Your starting lifestyle is determined by your
background. You can change your lifestyle (up or down)
when you spend downtime days for activities.
Starting Lifestyles
Background
Acolyte
Charlatan
Criminal
Custom
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin
Starting Lifestyle
Modest
Comfortable
Poor
Modest
Modest
Modest
Comfortable
Poor
Wealthy
Poor
Modest
Modest
Modest
Modest
Choose a Race
All races available in your rules for character options
are allowed for play, including the uncommon races.
Variant Human Traits.
If you are playing a human,
you are allowed to use the variant traits, as presented in
chapter 2 of the
Player’s Handbook.
Choose a Class
All classes and character options within each class
available in your rules are allowed for play.
D&D Adventurers League Player’s Guide
Not for resale. Permission granted to print and photocopy this document for personal use only.
3
Allowed Alignments
D&D Adventurers League play focuses on creating a
welcoming, fun environment. Though we recognize that
most players are able to portray characters who run
a wide range of motivations, we’ve decided to restrict
alignment choices to keep groups from becoming too
self-destructive. The following alignments are
not
allowed
in the D&D Adventurers League:
• Neutral evil
• Chaotic evil
In addition, the following alignment is
restricted
to
Lords’ Alliance or Zhentarim faction characters only:
• Lawful evil
Using Pregenerated Characters
If you don’t want to create a character right away, that’s fine.
You can use a pregenerated character to get started, and
later on, you can change your character to something that
you find more interesting, or modify your existing character.
See “Character Advancement” for more information on how
this is done.
Though certain factions might find others distasteful,
individuals will put that aside and become a team when
put in dangerous situations. In short, play nice with each
other when things get deadly.
Choose Equipment
When you create your D&D Adventurers League
character for the current season, take
starting
equipment
as determined by your class and
background. You
cannot
roll for your starting wealth.
Purchasing Items.
You can purchase any mundane
item found in your rules for character options.
Trinkets.
You can begin play with one trinket of
your choice from the table in chapter 5 of the
Player’s
Handbook
or the
Basic Rules,
or you can roll randomly
to determine your trinket.
Factions
When you create a character, or at any time you’d like
during your character’s adventuring career, you can
choose to become a member of a
faction.
A faction is
an organization dedicated to achieving its goals through
its members’ actions across Faerûn, the main continent
of the Forgotten Realms. Each faction is distinct, and
offers adventurers a chance to earn prestige within its
ranks through the acquisition of renown by completing
adventures and tasks that further that factions’ interest.
Factions persist from storyline to storyline, and are
woven into the fabric of current and future narratives in
the D&D Adventurers League. Factions each have their
own goals, but are not overtly hostile to one another.
Faction members might have a dislike of other factions,
but they are civilized enough to keep from being
completely antagonistic.
If you have your character join a faction, the following
rules apply. Joining a faction is optional.
One Faction Only.
You can be a member of only one
faction at a time. If you ever switch factions or decide to
become unaffiliated, you lose all benefits and renown
associated with your former faction. The factions aren’t
kind to traitors or deserters.
No Undermining of Other Characters During
Adventures.
Adventurers are brought together by
common cause, and during an adventure, they’re
expected to work together to overcome challenges.
The Adventure Logsheet
The Five Factions
Five factions are available for play in the D&D Adventurers
League. More information on the factions and their
associated ranks and benefits can be found in part 3 of this
guide. Characters always begin at rank 1 in a faction.
The Harpers
is a scattered network of spellcasters and
spies who advocate equality and covertly oppose the
abuse of power.
The Order of the Gauntlet
is composed of faithful and
vigilant seekers of justice who protect others from the
depredations of evildoers.
The Emerald Enclave
is a widespread group of wilderness
survivalists who preserve the natural order while rooting out
unnatural threats.
The Lords’ Alliance
is a loose coalition of established
political powers concerned with mutual security and
prosperity.
The Zhentarim
is an unscrupulous shadow network that
seeks to expand its influence and power throughout Faerûn.
In addition to your character sheet, you should have an
adventure logsheet.
This sheet serves as a record of
each session of play. Treat your logsheet as an extension
of your character sheet; it is your official record of
your character!
Fill in the top of the logsheet prior to playing your first
adventure. At the end of each session of play, fill in all
information provided, even if your character didn’t earn
some of it (simply put a “0” on those lines).
Most of the information on the sheet is self-
explanatory, but a few items bear additional explanation.
XP.
You begin play with 0 experience points (XP).
Gold.
You begin play with whatever gold pieces (gp)
you had after you purchased your initial gear. You can
express silver pieces (sp) and copper pieces (cp) by
using decimals.
Downtime.
At the end of each adventure, your
character will earn days of downtime, which you can
spend on different downtime activities. Your Dungeon
Master will tell you how much downtime each adventure
earns. You begin with 0 downtime days.
Renown.
You begin play with 0 renown points in your
faction. If you do not have a faction, you do not track
renown ( just fill all the lines with “0”).
Magic Items.
Record the number of permanent magic
items your character possess here; record the name of
the item in the adventure notes area. You begin with 0
permanent magic items.
Adventure Notes/Downtime Activity.
Use this space
to record notes from the adventure. At a minimum, you
should write down any magic items gained (permanent
or consumable). If you’re spending downtime, note what
activity you’re engaged in.
D&D Adventurers League Player’s Guide
Not for resale. Permission granted to print and photocopy this document for personal use only.
4
Adventures and Episodes
Replaying Adventures
You can replay the same adventure, but you must do so with
a different character each time. If you run an adventure as
Dungeon Master, you can play it afterwards.
An
adventure
is defined as a complete game activity
with a beginning, middle, and end. Adventures can last
anywhere from one session to multiple sessions. An
episode
(sometimes also known as a
chapter
or
part)
is a single-session or multisession play experience that
is part of a larger adventure. Episodes are often the
foundation of for-sale adventure products such as
Hoard
of the Dragon Queen.
Before Each Play Session
Once you’ve sat down and are waiting to begin a D&D
Adventurers League game, here are a few pregame tips
to get ready:
• Introduce yourself to your fellow players and the
Dungeon Master (DM). You can describe what kind
of character you’re bringing to the table (race, class,
faction, flaw, and so on), so the other players know
what to expect.
• Fill out the first part of your adventure logsheet,
including the adventure name, session number, date,
the DM’s name, and the DM’s DCI number.
• Select spells and make any other character option
choices as appropriate at the start of the adventure,
prior to the adventure’s introduction. If you want to
have the DM read you the adventure description to
help inform your choices, that’s fine.
• When the DM is ready, let him or her know if you’re
taking part in a downtime activity before the begin-
ning of an episode or an adventure.
notebook with you, use a mobile device, or write on
your character sheet or adventure logsheet.
• Provide information to the DM whenever he or she
requests it. Though it’s fine to keep some information
hidden from the other players if you like, the DM
needs to get a handle on your character, and often
might need to understand details about your char-
acter that the rest of the group might not know. You
can pass notes if you’d rather not talk about a specific
detail in front of the rest of the group.
• Have fun! If you’re not having a good time at the table,
you should bring it to the DM’s attention as soon as
possible without disrupting the flow of the game. If
you’re having an issue with the DM, bring it to the
organizer’s attention.
After Each Play Session
At the conclusion of each play session, you can expect
the following:
• Record the rewards given to you by the DM. You
should receive experience points (XP), gold (gp),
downtime days (end of an episode), renown points
(end of an episode), and possibly other special
rewards. Record this information on your adven-
ture logsheet.
• If the adventure has magic items, determine as a
group how those items are distributed. Information on
doing so can be found in part 2.
• Let the DM know if you’d like take part in a downtime
activity at the end of an episode or an adventure.
• Thank the other players and the Dungeon Master
for the game.
• Help with cleanup of the play area.
If you’re playing adventures with multiple episodes
(including adventure products like
Lost Mine of
Phandelver
or
Out of the Abyss),
you won’t be awarded
downtime days or renown points until the end of an
episode, rather than at the end of each session.
During Each Play
Session
While playing, here are a few tips to make your game
experience more enjoyable:
• Be courteous to the other players. Let everyone have
a chance to take their turns in the spotlight. Don’t
engage in other distractions at the table (playing
mobile games, talking on the phone, and so on). If you
need to do something you think might be distracting,
excuse yourself from the table for a few minutes.
• Listen and write down notes when appropriate.
Sometimes you’ll want to remember the name of an
important nonplayer character (NPC) or a small detail
that seems important to you. You can bring a small
Downtime and Lifestyle
Downtime activities and lifestyle maintenance are
done when you’re not adventuring. They help to define
adventurers outside their normally extraordinary
adventures, and can have an impact on how others
perceive them.
If you want your character to engage in a downtime
activity between episodes or adventures, you have the
following options available to you. All of these options
are found in the
Basic Rules
or the
Player’s Handbook.
Crafting.
You can craft nonmagical objects. However,
D&D Adventurers League play does not support
multiple characters combining their downtime days
toward the crafting of a single item.
Potions of healing
(as listed in the
Player’s Handbook)
are treated as
nonmagical objects for the purpose of crafting.
Downtime: Spellcasting Services
If you finish an episode or adventure, need a spell cast, and
have access to spellcasters, you can spend one downtime
day (and pay lifestyle expenses) to have an appropriate spell
cast. Spellcasting services are available in settlements of
town size or larger, and have a cost associated with them.
See part 2 of this guide for more information.
Alternatively, another party member can provide the
service. Both you and the spellcaster in your party spend one
downtime day to have the spells cast. Anyone in the party can
pay the cost for consumed material components for spells
such as
raise dead.
D&D Adventurers League Player’s Guide
Not for resale. Permission granted to print and photocopy this document for personal use only.
5
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