Guide To Adventurers' League
Guide To Adventurers' League
Guide To Adventurers' League
Version 6.0
Credits
D&D Organized Play: Christopher Lindsay
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Claire Hoffman,
Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall
Effective
March 24, 2017
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
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What is the D&D Adventurers League?
The D&D Adventurers League is an ongoing official organized play campaign for Dungeons & Dragons®. It
uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms® setting. You can play
D&D Adventurers League games anywhere. You can create a character and bring that character to any D&D
Adventurers League game. D&D Adventurers League games can be public, in-person play events, but they can
also be played at home or in another private setting of your choosing. Typical venues for these events are
game and hobby stores, conventions, public-accessible game day events, libraries, your home, or anywhere
you gather to play a D&D Adventurers League game.
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One Faction Only. You can be a member of only Downtime and Lifestyle
one faction at a time. If you ever switch factions or Downtime activities and lifestyle maintenance
decide to become unaffiliated, you lose all benefits occur outside the scope of adventures you play,
and renown associated with your former faction. and can have an impact on how others perceive
The factions don’t appreciate traitors or deserters. your character. If you want your character to
No Undermining Other Characters. Adventurers engage in a downtime activity between episodes or
are brought together by common cause, and adventures, you have several options available to
during an adventure, they’re expected to work you. These options are found on page 187 of the
together to overcome challenges. Though certain Player’s Handbook.
factions might find others distasteful, individuals
will put that aside and become a team when put in Recording Downtime
dangerous situations. In short, play nice with each To record your downtime activity, simply deduct
other when things get deadly. the days from your total on your adventure
logsheet. Make a note of your downtime activity
The Adventure Logsheet and the total number of days used toward it in the
In addition to your character sheet, you need an adventure notes section. For example, if you
adventure logsheet to keep track of your wanted to train to learn the Gnomish language and
character’s rewards from adventure to adventure. you spent 10 days doing so, you’d write Training:
Gold. You begin play with whatever gold pieces Gnomish (10) after the first time you spent
(gp) you received from your background. downtime toward this activity, and deduct 10 days
Downtime. At the end of each adventure, your from your downtime total. If you spend 5 days
character will earn downtime, which you can spend later, you’d write Training: Gnomish (15) in your
on downtime activities. notes section, and deduct 5 more days from your
Renown. You begin play with 0 renown points in downtime total.
your faction. If you do not have a faction, you do
not track renown (just fill all the lines with “0”). Recording Lifestyle Expenses
Magic Items. Record the number of permanent Whenever you engage in a downtime activity, you
magic items your character possesses here; record must pay your lifestyle expenses, as described on
the name of the item in the adventure notes area. pages 157 – 158 in the Player’s Handbook. Simply
You begin with 0 permanent magic items. If you deduct the cost from your gold on your adventure
received a magic item generated randomly by the logsheet. You pay lifestyle expenses only when
Dungeon Master, you must record the name of the downtime is spent. It takes a while to increase your
adventure you received it in, the location where it lifestyle, but it’s easy to reduce it. If you spend one
was found, and the result of the roll that or more downtime days maintaining a lower
determined the item. lifestyle than your current lifestyle, your lifestyle
Adventure Notes/Downtime Activity. Use this changes to that new lifestyle. If you spend 30
space to record notes from the adventure. At a downtime days maintaining a higher lifestyle than
minimum, you should write down any magic items your current lifestyle, your lifestyle changes to that
gained (permanent or consumable). If you’re new lifestyle.
spending downtime, note what activity you’re
engaged in. Downtime: Spellcasting Services
Session #. You only need to track session #s if If you finish an episode or adventure, need a spell
you are playing one of the adventures published by cast, you can spend one downtime day and pay
Wizards of the Coast, such as Curse of Strahd or lifestyle expenses plus the cost of the spell to have
Storm King’s Thunder. Yes, you can most certainly an appropriate spell cast. Alternatively, another
have a D&D Adventurers League legal character party member can provide the service. Both you
through this type of play experience. Each session and the spellcaster in your party spend one
you play is numbered, and any rewards you downtime day to have the spells cast. Anyone in
received for that session are tracked just like the party can pay the cost for consumed material
playing a single session adventure. components for spells such as raise dead. If your
character is raised from the dead during an
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adventure, he or she can continue to play and gain Trading Permanent Magic Items
rewards from that play, but the penalties imposed Characters can trade permanent magic items
by the raise dead spell apply. received in official D&D Adventurers League play
with one another, or even with themselves (i.e.
Downtime: Catching Up between two characters of a single player). A
Sometimes the rest of your party levels up a bit certificate isn’t required to facilitate this trade, but
before you do. Instead of watching them go on if the item bears a certificate, it must either be
higher-level adventures while leaving you at home, traded or destroyed.
you can catch up. When you’re catching up, your If trading with another character playing in the
character is assumed to be going on a small side same game session as you, the trade may be
adventure, such as guarding a caravan or patrolling completed without expending downtime days.
the wilderness. Catching up is a special downtime Otherwise, each participant in a trade must spend
activity only available at 4th, 10th, and 16th level, and 15 downtime days to complete the trade.
is meant only to get your character to the next tier Upon completing the trade, an entry must be
of play. At 4th level, you can spend 20 downtime created on each character's log sheet indicating
days to level up to the start of 5th level. At 10th level, who they traded with (and their DCI number if they
you can spend 100 downtime days to level up to have one), the item traded away, and the item
the start of 11th level. At 16th level you can spend received in exchange. Magic items can't be given
300 downtime days to level up to the start of 17th away to another character; a permanent magic
level. You still pay lifestyle expenses when you item must be received in return.
spend downtime catching up. Furthermore, permanent magic items may only
be traded for permanent magic items of like rarity
Downtime: Copying Spells (i.e. uncommon for uncommon, rare for rare, etc.).
If you wish to copy spells into your spellbook, you If the item’s rarity is in question, the Dungeon
must do so using this downtime activity—even if it Master’s Guide or other official, published D&D
occurs during an adventure. product, is the deciding resource. Magic items
For each downtime day spent copying spells, a without any uses remaining can’t be traded unless
character may spend eight hours copying spells the item retains some magical ability. Similarly,
into their spellbook. Two or more characters items of unique rarity can’t be traded.
participating in the same adventure together at the
same table that choose to perform this downtime Character Rebuilding
activity may allow one another access to their We recognize that many players start out with a
spellbook; effectively “trading” spells between pregenerated character, or might try out a
everyone involved to copy as normal. Both parties character class, race, or other option, and then
to the trade must perform this downtime activity to decide later that it wasn’t the play experience they
trade spells. were looking for. As such, characters in the first
As there may sometimes be a chance of failure tier (levels 1–4) can be rebuilt after any episode or
when copying spells, you must perform this adventure. A player cannot change a character’s
downtime activity in the presence of the table’s name, but can rebuild the character using the rules
DM. as presented in this document.
The character keeps all experience, treasure,
Exchanging Wealth equipment, magic items, downtime, and faction
You can’t give another character gold or mundane renown earned to that point. The character
equipment. However, you can pay for some or all replaces the old starting equipment (along with
the cost of services that help another character, any gold earned from selling it) with the new
such as the cost of a raise dead spell. To donate starting equipment. If a character’s faction is
funds toward services for another character, you changed, that character loses all renown earned
must be in the same party (at the same play table) with the former faction, and starts at 0 with the
unless otherwise specified by the adventure. new faction. Characters that are level 5 or higher
cannot be rebuilt.
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Leveling and Tiers of Play Official Documents
Adventures for the D&D Adventurers League are • D&D Basic Rules
broken into four tiers of play—first tier (levels 1–4), The rules document that contains everything
second tier (levels 5–10), third tier (levels 11–16), you need to get started.
and fourth tier (levels 17–20). Your character’s • D&D Adventurers League Resources
level determines which tier of adventures you can Links to downloadable content for D&D
play with that character. You cannot play Adventurers League play, including adventure
adventures outside your tier. You can level your logsheets and character sheets.
character after completing a long rest, or at the end
of an episode or adventure.
A character who earns enough XP to advance a
level does so at the end of a long rest or at the end
of an episode or an adventure. A character who
earns enough renown to advance a rank in his or
her faction does so at the end of an episode or an
adventure. Note your new level or rank on your
character sheet and in the notes section of your
adventure logsheet.
Hit Points at Higher Levels. Whenever you gain a
level, use the fixed hit point value shown in your
class entry. You cannot roll your hit points.
Advancing Your Character. You can use the
options provided in your “PHB+1” for advancing
your character. This includes multiclassing and
feats in Chapter 6 of the Player's Handbook."
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D&D ADVENTURERS LEAGUE – CODE OF CONDUCT
BE INCLUSIVE, FUN, AND SAFE!
All D&D Adventurers League participants are here to have fun and should ALWAYS feel safe and included. All
participants (players, Dungeon Masters, and organizers) are expected to adhere to the following Code of
Conduct.
Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of
others at the event.
Follow the DMs lead, avoid arguing with the DM or other players over rules.
Avoid excessive cross-talk that is not relevant to the adventure being played
Discourage others from using social media to bully, shame, or intimidate other participants.
Avoid phone conversations at the table. If you must take a call, please excuse yourself from the table
until your call is completed.
Theft and aggressive behavior are grounds for immediate removal from the play area and the
premises.
Aggressive behavior includes threats of or actual physical aggression, using racial, gender, or cultural
slurs against another participant, and otherwise harassing other participants.
WHAT TO DO?
Participants who feel as though they are in an unsafe environment should notify the organizer of the
event immediately.
Participants noticing disruptive behavior should make those responsible for the behavior aware of
their actions.
If a participant feels uncomfortable bringing it to the attention of the disruptive individual, the
participant should notify the Dungeon Master or organizer of the event immediately.
The Dungeon Master has the right to ask a disruptive player to leave the table and speak with the
organizer.
The organizer has the right to remove a disruptive or aggressive player or Dungeon Master from the
play area or premises.