TEXT:  
   
   
   
  Player’s Guide 
  Version 9.2 
   
   
   
   
   
   
   
  Credits 
  D&D Staff-Head Dungeon Master: Chris Lindsay 
  D&D Adventurers League Administrators: LaTia Bryant, Ma’at Crook, Will Doyle,  
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Shawn Merwin, Alan Patrick, Travis Woodall 
   
  Effective Date 
  September 17, 2019 
   
   
   
   
   
   
   
   
   
  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 Wizards of 
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  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 
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  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  2 
  Adventurers League Player’s Guide v9.2 
  Part 1. Creating a Character 
  This document is a guide to creating an advancing a D&D character for play in the Forgotten Realms campaign 
  managed by the D&D Adventurers League. The rules here are supplemented by the Adventurers League FAQ (also 
  found in the Adventurers League Player’s Pack). 
   
  What You Need to Play 
  To participate in D&D Adventurers League games, 
  you’ll need access to at least the following: 
   D&D Basic Rules. This .pdf document is free on the 
  Wizards of the Coast website and contains all the basic 
  rules of the game. For a more complete experience, we 
  recommend you use a fifth edition D&D Player’s 
  Handbook. 
   A Character Sheet and an Adventure Logsheet. 
  You can use any character sheet meant for fifth edition 
  D&D, and an adventure logsheet that suits you. You 
  can find some at D&D Adventurers League Resources. 
  Character Creation 
  You’ll also need a character made for the D&D 
  Adventurers League. All characters begin at 1st level.  
  Step 1: Choose a Race and Class  
  Forgotten Realms characters can choose race and class 
  options from the Player’s Handbook and one other 
  resource—a rule called “PHB+1.” Additional resources 
  include the following products: 
  • Elemental Evil Player’s Companion (EEPC) 
  • Sword Coast Adventurer’s Guide (SCAG) 
  • Volo’s Guide to Monsters (VGM) 
  • Xanathar’s Guide to Everything (XGE)1 
  • Mordenkainen’s Tome of Foes (ToF)2 
  • Locathah Rising (LR) 
   Additionally, when selecting an additional source, 
  the following variant or optional rules are available 
  when you create your character: 
  • Variant Human Traits (PHB) 
  • Half-Elf and Tiefling Variants (SCAG/ToF) 
  • Option: Human Languages (SCAG)3 
  • Blessing of Corellon (ToF)3 
   
   
  1XGE also includes the “Tortle Package” 
   
  2Chapters 1 – 5, only 
   
  3Taking this option can be done, even if its source 
  product isn’t your selection for PHB+1 
  In addition, your character must belong to a season. 
  This choice grants your character additional rules that 
  they wouldn’t otherwise have access to such as racial 
  or class traits, or other rules unique to the season. 
  Step 2: Determine Ability Scores 
  Your character’s ability scores are generated using one 
  of the following methods: 
  • Standard Array (15, 14, 13, 12, 10, 8) 
  • Variant: Customizing Ability Scores (PHB).  
  Step 3: Describe Your Character 
  Describe your character and choose a background. 
   Background. Choose or create a background using 
  the Player’s Handbook or other campaign resources. 
  Additional resources are permitted in the Adventurers 
  League Content Catalogue (ALCC).  
   Alignment. Generally, Forgotten Realms characters 
  can be any alignment but evil. However, members of 
  either the Lords’ Alliance or Zhentarim faction (see 
  Step 5, below) can be lawful evil.  
   Deities. Your character can choose any deity listed 
  in Deities of the Forgotten Realms and Nonhuman 
  Deities tables in the Player’s Handbook or any of those 
  mentioned in the resources listed in Step 1, above. 
  Clerics must worship a single, specific deity but aren’t 
  limited to the Domains recommended for their deity. 
  Other characters are not required to have a deity. 
  Step 4: Choose Equipment 
  Your character’s class and background determine 
  equipment and gold; you don’t roll for starting wealth.  
   Trinkets. You start with a trinket from the table in 
  Chapter 5 of the Player’s Handbook—choosing one or 
  determining it randomly (your choice). 
   Equipment. Your character can sell or buy spell 
  components and equipment found in the Player’s 
  Handbook or any player resources. 
  Step 5: Select a Faction (Optional) 
  Your character can be a member of a faction only if 
  they have the Safe Haven background feature (Faction 
  Agent background, Sword Coast Adventurers Guide).  
   Members of a faction receive an identifying insignia 
  of their faction: a pin, a brassard, or special coin. In 
  addition, they can also identify themselves in other 
  ways, such as clothing, tattoos, or secret handshakes. 
  Additional information regarding factions can be 
  found in Appendix 1: Renown. 
   
   
  
   
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  3 
  Adventurers League Player’s Guide v9.2 
  Part 2. Adventurers League Play 
  To play an adventure, your character must fall within the adventure’s level range. Once you begin a hardcover 
  adventure you can continue to play it if you advance out of its level range, but if you stop to play a different hardcover 
  adventure, you can’t return to the first one. 
   
  During Your Adventures 
  Your character can sell or buy equipment using the 
  rules found in the Player’s Handbook. Between 
  sessions, your character can purchase equipment 
  found in any resource from Step 2, above. Some 
  adventures, however, impose limitations on what can 
  be purchased during a session. Currency and 
  equipment can’t be given to another character, but: 
  • Equipment and consumable items can be lent to 
  other characters at your table but must return it at 
  the end of the session (unless it’s been consumed). 
  • Permanent magic items can be traded (see below). 
  • Characters can choose to divide the cost of NPC 
  spellcasting services obtained during an adventure. 
  Buying Potions and Scrolls 
  Your character can buy potions and scrolls, as follows: 
  Potion of… 
  Cost* 
  Potion of… 
  Cost* 
  Healing 
  50 gp 
  Water breathing 
  100 gp 
  Climbing 
  75 gp 
  Superior healing 
  500 gp 
  Animal friendship 
  100 gp 
  Supreme healing 
  5,000 gp 
  Greater healing 
  100 gp 
  Invisibility 
  5,000 gp 
   
  Spell Scroll Level 
  Cost* 
  Spell Scroll Level 
  Cost* 
  Cantrip 
  25 gp 
  3rd 
  300 gp 
  1st 
  75 gp 
  4th 
  500 gp 
  2nd 
  150 gp 
  5th 
  1,000 gp 
  *The cost of scrolls above is in addition to any component cost. 
  Downtime and Lifestyle 
  Your character can participate in downtime activities 
  before, during, or after a session. You can use the 
  downtime activities found in the Player’s Handbook or 
  the following activities. Others can be used if allowed 
  by other campaign documents (lifestyle costs aren’t 
  incurred when spending downtime days): 
   Downtime: Spellcasting Services. You can spend a 
  downtime day to have an NPC cast a spell for you. 
  Alternatively, you can use this downtime activity to 
  cast a spell yourself or benefit from a spell cast by 
  another character that is at the same table as you 
  without the need for resources such as spell slots, etc. 
  The DM alone has ultimate discretion on whether use 
  of downtime is feasible during the session (i.e., there 
  are multiple days of inactivity that make it an option). 
   Downtime: Catching Up. By spending downtime at 
  4th, 10th, or 16th level you gain a level. You gain no 
  gold or other treasure. 
  Current Tier 
  Downtime Cost  
  1  
  20 days  
  2  
  80 days 
  3  
  200 days 
   
   Downtime: Copying Spells. Characters copying 
  spells into a spellbook must use this downtime 
  activity. You spend up to 8 hours copying spells into 
  your spellbook and/or making their spellbook 
  available for other characters to copy from for each 
  downtime day you spend. Characters playing the same 
  adventure together can “trade” spells with each other 
  using this activity. Each wizard has their own 
  “language” used for scribing spells and can’t benefit 
  from the Help action when scribing—even if assisted 
  by other wizards. You must pursue this downtime 
  activity in the presence of your table’s DM. 
   Downtime: Trading Magic Items. Permanent magic 
  items can be traded on a one-for-one basis for items 
  of the same rarity. Only tier 4 characters can trade 
  legendary items. Unique magic items or magic items 
  without remaining magical properties can’t be traded. 
  Each party to the trade must spend 15 downtime days 
  unless they’re playing at the same table. Certificates (if 
  present) must accompany the trade or be destroyed. 
  In the event of conflict, the Dungeon Master’s Guide 
  determines an item’s rarity and properties. 
   Brewing Potions of Healing (XGE). Brewing potions 
  of healing requires the use of an herbalism kit. 
   Scribing Scrolls (XGE). You must know or be able to 
  prepare a spell before you can scribe it to a spell scroll. 
  This cost is in addition to the spell’s component cost. 
  Character Advancement 
  Your character gains a level upon completing an 
  adventure. In hardcover adventure sessions, your DM 
  will tell you when you’ve gained a level. Otherwise if, 
  after four hours of play (or eight hours at tiers 2 – 4) 
  in a hardcover adventure, your DM doesn’t tell you 
  that you’ve gained a level, you gain a level. In this 
  instance your character advances to the next level at 
  the end of the session. 
   If you’d like to continue playing at your current 
  level, you can decline to gain a level, although it has an 
  impact on other rewards that you receive. 
   Advancing Your Character. Your character 
  advances using the options found in your PHB+1. Use 
  the fixed hit point value provided in the class’s entry 
  in the PHB; characters never roll their hit points. 
   Magic Items. In order to maintain portability in this 
  shared-world campaign, whenever the group you’re 
  
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  4 
  Adventurers League Player’s Guide v9.2 
  playing with finds a magic item, your character can 
  keep it if you wish, though the number of magic items 
  your character can own at a given time is determined 
  by their tier (common, consumable, and story items 
  don’t count against this limit). Instead of gaining a new 
  item, your character can instead replace an item in 
  their possession with a new one—useful in getting rid 
  of obsolete items or those that have been destroyed or 
  have no magic remaining. Legendary items can only 
  be kept by tier 4 characters, but others finding one 
  instead unlock it and can choose to take possession of 
  it when they reach tier 4 (levels 17 through 20). Until 
  then the item doesn’t count against the character’s 
  Magic Item Limit. Only one character a table can 
  possess a story item at the table at a given time. 
  Tier 
  Magic Item Limit 
  Tier 
  Magic Item Limit 
  1 
  1 
  3 
  6 
  2 
  3 
  4 
  10 
   
   Monetary Rewards. Your Dungeon Master awards 
  your character gold during play. In order to maintain 
  character equality in this shared-world campaign, the 
  maximum amount of gold your character can earn is 
  based on how many hours they’ve played in their 
  current tier. While your DM is strongly encouraged 
  to award this amount of gold each hour, you earn an 
  amount of gold equal to half of the hourly award for 
  each hour you play during the session if they don’t. 
   Once your character has earned an amount of gold 
  equal to their GP Limit, inform your DM; they can’t 
  earn any more until they reach a new level. Once your 
  character reaches 20th level, their GP limit resets each 
  time they complete an adventure.  
  Tier 
  Hourly GP Award (Minimum) 
  GP Limit per Level 
  1 
  20 gp (10 gp) 
  80 gp 
  2 
  30 gp (15 gp) 
  240 gp 
  3 
  200 gp (100 gp) 
  1,600 gp 
  4 
  750 gp (375 gp) 
  6,000 gp 
   
   Downtime Days. Your character earns 10 downtime 
  days after gaining a level (20 for tier 2 – 4 characters). 
  The Adventure Logsheet 
  Though there is no required format, you must use 
  some form of Adventure Logsheet to track your 
  character’s rewards from adventure to adventure. At 
  the end of each session, you’ll record the following 
  information in your Adventure Logsheet: 
   Adventure Name. Write the name of the adventure 
  you played (if a hardcover, write the session’s 
  number). 
   Advancement. Indicate whether your character 
  gained a level at the end of the session. 
   Gold. Indicate how much gold your character earned 
  and/or spent during the session. 
   Magic Item. Note magic items that your character 
  gained and lost during the session. 
   Downtime. Annotate downtime days that were 
  earned and spent during the session and what 
  downtime activities they were spent towards. 
   Adventure Notes. Record other important things 
  that happened during the adventure or information 
  you’ll need later, here: deaths, special rewards (story 
  items/effects, etc.), etc. For hardcover adventure 
  sessions, record the number of hours you’ve played 
  since gaining your last level. 
  Planning for the Future 
  As you gain levels, your character evolves and grows. 
  In advancing your character, the following rules apply: 
   Stopping Progression. If you decline advancement 
  at the end of an adventure (or when your DM awards 
  you a level), your character still keeps any magic items 
  and gold they found during the session (though they’re 
  still subject to the tier-based limitations on both). 
   Character Rebuilding. You can rebuild your 
  character prior to playing their first adventure as a 
  5th-level character—changing any of your character’s 
  statistics but their name and season. Non-mechanical 
  aspects of your character such as alignment, gender, 
  choice of deity, or personality traits can be changed 
  between sessions regardless of level. 
   Your character keeps any rewards and equipment 
  earned to that point. If your character’s class or 
  background changes, they lose any equipment that it 
  granted, along with the proceeds from selling it, or 
  benefits derived from it, such as copied spells or gold 
  earned by selling it. Similarly, if you change their 
  faction, access to renown benefits are suspended (see 
  Appendix 1: Renown). Story awards can’t be rebuilt, 
  not can you rebuild your character if they’re dead or 
  otherwise subject to something that removes them 
  from play (see Death, Disease, and Curses, below). 
   Death, Disease, and Curses. Dead characters or 
  those subject to a condition or story award that 
  removes them from play (vampirism, lycanthropy, 
  petrification, etc.) can’t begin a new session until they 
  purchase spellcasting services with gold or remove a 
  permanent magic item (excluding common magic 
  items) to return them to life or to remove any 
  conditions or story awards that removed them from 
  play—including those requiring a wish. This 
  temporarily reduces their Magic Item Limit by 1. This 
  reduction persists until the character reaches the next 
  tier of play (or, for 20th-level characters, until they’ve 
  completed two adventures). This option is available 
  even if their Magic Item Limit has been reduced to 0 or 
  they have no magic items.
  
   
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  5 
  Adventurers League Player’s Guide v9.2 
  Appendix 1: Renown 
  By adventuring, your character establishes themselves among the denizens of Faerûn. As their reputation grows, they 
  can call in favors from those they have crossed paths with along their journeys. 
   
  Renown Rank Benefits  
  While members of specific factions enjoy additional 
  benefits, all characters (not just faction members) 
  accrue renown based on their level: 
  Tier 
  Title 
  1 
  Novice 
  2 
  Adept 
  3 
  Veteran 
  4 
  Heroic 
  When your character starts a new adventure or 
  chapter, they can choose a single renown benefit 
  associated with their current rank. Items can’t be sold 
  or traded and are lost if unused at the end of the 
  adventure or chapter (whichever happens first). 
  Rank  
  Level  
  Novice  
  Inspiration and a potion of healing  
  Adept 
  An item worth 100 gp or less from a table 
  in Chapter 5 of the Player’s Handbook 
  Veteran 
  A vehicle with noncombatant crew 
  Hero  
  Potion of superior healing or elixir of health  
  Renown Item 
  Adept characters can choose to gain a +1 weapon, +1 
  shield, +1 rod of the pact keeper, or a +1 wand of the 
  war mage tied to their background (a Folk Hero might 
  get an old +1 greatsword that belonged to a retired 
  adventurer, a Sage may find a +1 wand of the war mage 
  hidden in a library, for example). Your character’s 
  Magic Item Limit applies to this item, and the item 
  can’t be sold or traded, but can be replaced with other 
  items as you wish. 
  Renown Suspensions  
  Just as your character earns access to renown rewards 
  through heroic acts, so too can they lose it through 
  unheroic ones. If suspended, your character loses 
  access to renown benefits at the beginning of a 
  number of adventures as determined by the duration 
  of their suspension: 
   Long-Term Suspension. Your character’s access to 
  renown benefits is suspended for a number of 
  adventures or chapters equal to half their level 
  (minimum 1). These suspensions are imposed for 
  egregious in-game and out-of-game actions, such as: 
  • Attacking another character without the consent of 
  their player and the Dungeon Master. 
  • DM’s Discretion (use sparingly). This includes 
  truly disruptive things; such as hostile behavior 
  against faction members, overtly evil acts, etc.  
  If this type of behavior persists after this penalty has 
  occurred, the DM’s has ultimate discretion to excuse 
  you from the game—in which case you forfeit all 
  rewards for the session. If excused in this way, you 
  can’t replay the adventure with the same character.  
   Short-Term Suspensions. Your character’s access to 
  renown benefits is suspended for one adventure or 
  chapter. These suspensions can be imposed for:  
  • Your character is witnessed committing a crime. 
  • Your character is found guilty of committing a crime. 
  • DM’s discretion (use sparingly). This can include 
  things such as acting a manner that is not beneficial 
  to the faction’s goals; significant disrespect of 
  persons with legitimate authority, abusing 
  commoners, intentionally hindering the group, etc.  
  It’s important to note that sometimes these actions 
  can be allowed or even requested by the other party 
  members (such as everyone involved agreeing that 
  casting fireball amidst the party is the only way to 
  eliminate their foes en masse or if your character is 
  subject to spells such as dominate person, etc.). In 
  these cases, no suspension of benefits is applied. 
  Faction Membership  
  Your character can join any faction they meet the 
  requirements for (for example, members of Bregan 
  D’aerthe must be drow). You can only be a member of 
  one faction at any time and maintaining membership 
  in a faction requires a character to possess the Safe 
  Haven background feature (Faction Agent background, 
  Sword Coast Adventurer’s Guide). Your character can 
  leave their faction at any time. To do so, they replace 
  the Safe Haven background feature with a new one or 
  choose a new faction. In either case, they receive a 
  short-term suspension from renown benefits. 
  Faction Item 
  Adept faction members can choose to gain a magical 
  ring bearing their faction’s insignia. Your character’s 
  Magic Item Limit applies to this item and it can’t be 
  sold or traded but can be replaced with other items as 
  you wish. The item gained is determined by their 
  faction but is lost if you leave the faction. 
  Faction  
  Item  
  All 
  ring of protection 
  Harpers 
  ring of free action 
  Order of the Gauntlet  
  ring of fire resistance 
  Emerald Enclave 
  ring of animal influence 
  Lords’ Alliance 
  ring of the ram 
  Zhentarim 
  ring of evasion 
   
  
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