TEXT: Not for resale. Permission granted to print and photocopy this document for personal use only. 
   
  Player’s Guide 
  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 
  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. 
   
  ©2017 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. 
   
   
  
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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. 
   
  How to Use This Guide 
  The D&D Adventurers League Player’s Guide is a 
  comprehensive guide to all the rules used by 
  players for official games. 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. 
   
  What You Need to Play 
  To participate in D&D Adventurers League games, 
  you’ll need the following: 
  • 
  The D&D Basic Rules. This PDF document is 
  available for free on the Wizards of the Coast 
  website. It contains all the basic rules of the 
  game, and you can create a character with it. 
  Additional options for characters are available 
  in the fifth edition Player’s Handbook, the 
  Sword Coast Adventurer’s Guide, the Elemental 
  Evil Player’s Companion, and Volo’s Guide to 
  Monsters. 
  • 
  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 (OPTIONAL). This is an 
  official Wizards of the Coast organized play 
  number, and only used for tracking play in 
  core hobby stores. It’s obtainable at public 
  events; ask the organizer for one the first 
  time you play. DCI numbers can also be 
  acquired online by following the instructions 
  provided here. 
   
  How to Sign up for a New DCI Number Online* 
  1. Go to Accounts.Wizards.com.  
  2. Click on the Create Account button. 
  3. Enter your country/region, date of birth, and 
  a valid email address. 
  4. Create a Unique Login ID: 
  • 
  Cannot contain special symbols, 
  underscore, or spaces. 
  5. Create a Password that is:  
  • 
  At least 7 characters;  
  • 
  At least 1 uppercase and 1 lowercase 
  letter;  
  • 
  At least 1 numeral and 1 symbol (!, $, *, 
  etc.); and  
  • 
  Different from your other identifiers 
  (cannot use DCI number, email address, 
  etc.). 
  6. Within a few minutes, you will receive an 
  account verification email containing an 
  activation link. 
  7. Click on the activation link. 
  8. Login with your Login ID and Password. 
  9. Provide your new DCI number to the 
  tournament organizer to register for the 
  event. 
   
  *If you were given a temporary DCI number at an 
  earlier event: Go to Accounts.Wizards.com, click 
  “Activate DCI Number,” and follow Steps 3 to 9. 
   
  Character Creation 
  To create a character for the D&D Adventurers 
  League, follow the steps below. All characters 
  begin play at 1st level. 
   
  Steps 1 & 2: Choosing a Race and Class 
  You may use all race and class options presented 
  in the Player’s Handbook to build and advance your 
  character. For example, if you are playing a human, 
  you can use the Variant Human Traits, as 
  presented on page 31 of the Player’s Handbook. 
  Backgrounds can be from any officially-released 
  Wizards of the Coast or D&D Adventurers League 
  resource. Unearthed Arcana content isn’t 
  considered officially-released for this purpose. In 
  addition to the Player’s Handbook however, you 
  
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  may also choose to use one other resource from 
  those listed below to build your character. If you do 
  so, please indicate your chosen additional resource 
  on the first ‘Notes’ entry of your character’s 
  logsheet. As new player resources become 
  available, they will be added to this list. This rule is 
  referred to as “PHB+1”. 
   
  • 
  Elemental Evil Player’s Companion 
  • 
  Sword Coast Adventurer’s Guide 
  • 
  Volo’s Guide to Monsters 
   
  NOTE:  A character race that grants a fly speed at 
  1st level isn’t allowed for D&D Adventurers League 
  play. Additionally, options presented in other 
  resources, such as the Death Domain found in the 
  Dungeon Master's Guide, or content from the 
  various Unearthed Arcana articles, are not allowed 
  for play unless you possess specific campaign 
  documentation that indicates otherwise. 
   
  Step 3: Determine Ability Scores 
  You can generate your character’s ability scores 
  using one of the following methods: 
  • 
  Standard Array (15, 14, 13, 12, 10, 8) 
  • 
  Variant: Customizing Ability Scores option on 
  page 13 of the Player’s Handbook.  
   
  Step 4: Describe Your Character 
  Describe your character and choose a background 
  from the Player’s Handbook, pages 121 – 141, or if 
  you’ve selected an additional resource as described 
  above, you can select a background presented 
  there. 
   
  Alignment 
  D&D Adventurers League play focuses on creating 
  a welcoming, fun environment. Though we 
  recognize that most players can portray characters 
  who run a wide range of motivations, we’ve 
  decided to restrict alignment choices to keep 
  groups from becoming too self-destructive. You 
  may not play characters with either the neutral evil 
  or chaotic evil alignments in the D&D Adventurers 
  League. However, you may play a character with 
  the lawful evil alignment, but only if you are a 
  member of either the Lords’ Alliance or Zhentarim 
  factions. 
   
  Deities 
  Whether your character is a cleric or not, if they 
  worship a deity, you may choose only from those 
  deities listed in the Deities of the Forgotten Realms 
  and Nonhuman Deities tables in the Player’s 
  Handbook or any of the deities listed in any of the 
  resources listed in Step 1& 2, above. Note, 
  however, if the deity doesn’t include suggested 
  domains in the resource in which it is found, only 
  the Life domain is available. 
   
  Starting Lifestyles 
  Unless your starting lifestyle is explicitly 
  determined by your chosen background, you can 
  choose to begin with whatever lifestyle you like. 
  Please note this selection on the first ‘Notes’ entry 
  of your character’s logsheet. You can change your 
  lifestyle (up or down) when you spend downtime 
  days for activities.  
   
  Step 5: 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 can’t roll for your starting wealth.  
   Trinkets. You 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. 
   Purchasing Equipment. You can purchase any 
  equipment found in the Player’s Handbook. 
   
  Step 6 (Optional): Select a Faction 
  At any time during your character’s adventuring 
  career, you can choose to become a member of a 
  faction. Joining a faction is completely optional. 
  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 faction’s 
  interests. 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 
  aren’t overtly hostile to one another. Faction 
  members might have a dislike of other factions, 
  but they’re civilized enough to keep from being 
  completely antagonistic. If your characters join a 
  faction, the following rules apply. 
   
   
  
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   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 don’t appreciate traitors or deserters. 
   No Undermining Other Characters. Adventurers 
  are brought together by common cause, and 
  during an adventure, they’re expected to work 
  together to overcome challenges. 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. 
   
  The Adventure Logsheet 
  In addition to your character sheet, you need an 
  adventure logsheet to keep track of your 
  character’s rewards from adventure to adventure. 
   Gold. You begin play with whatever gold pieces 
  (gp) you received from your background. 
   Downtime. At the end of each adventure, your 
  character will earn downtime, which you can spend 
  on downtime activities. 
   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 possesses here; record 
  the name of the item in the adventure notes area. 
  You begin with 0 permanent magic items. If you 
  received a magic item generated randomly by the 
  Dungeon Master, you must record the name of the 
  adventure you received it in, the location where it 
  was found, and the result of the roll that 
  determined the item.  
   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. 
   Session #. You only need to track session #s if 
  you are playing one of the adventures published by 
  Wizards of the Coast, such as Curse of Strahd or 
  Storm King’s Thunder. Yes, you can most certainly 
  have a D&D Adventurers League legal character 
  through this type of play experience. Each session 
  you play is numbered, and any rewards you 
  received for that session are tracked just like 
  playing a single session adventure. 
  Downtime and Lifestyle 
  Downtime activities and lifestyle maintenance 
  occur outside the scope of adventures you play, 
  and can have an impact on how others perceive 
  your character. If you want your character to 
  engage in a downtime activity between episodes or 
  adventures, you have several options available to 
  you. These options are found on page 187 of the 
  Player’s Handbook. 
   
  Recording Downtime 
  To record your downtime activity, simply deduct 
  the days from your total on your adventure 
  logsheet. Make a note of your downtime activity 
  and the total number of days used toward it in the 
  adventure notes section. For example, if you 
  wanted to train to learn the Gnomish language and 
  you spent 10 days doing so, you’d write Training: 
  Gnomish (10) after the first time you spent 
  downtime toward this activity, and deduct 10 days 
  from your downtime total. If you spend 5 days 
  later, you’d write Training: Gnomish (15) in your 
  notes section, and deduct 5 more days from your 
  downtime total. 
   
  Recording Lifestyle Expenses 
  Whenever you engage in a downtime activity, you 
  must pay your lifestyle expenses, as described on 
  pages 157 – 158 in the Player’s Handbook. Simply 
  deduct the cost from your gold on your adventure 
  logsheet. You pay lifestyle expenses only when 
  downtime is spent. It takes a while to increase your 
  lifestyle, but it’s easy to reduce it. If you spend one 
  or more downtime days maintaining a lower 
  lifestyle than your current lifestyle, your lifestyle 
  changes to that new lifestyle. If you spend 30 
  downtime days maintaining a higher lifestyle than 
  your current lifestyle, your lifestyle changes to that 
  new lifestyle. 
   
  Downtime: Spellcasting Services 
  If you finish an episode or adventure, need a spell 
  cast, you can spend one downtime day and pay 
  lifestyle expenses plus the cost of the spell to have 
  an appropriate spell cast. 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. If your 
  character is raised from the dead during an 
  
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  adventure, he or she can continue to play and gain 
  rewards from that play, but the penalties imposed 
  by the raise dead spell apply. 
   
  Downtime: Catching Up 
  Sometimes the rest of your party levels up a bit 
  before you do. Instead of watching them go on 
  higher-level adventures while leaving you at home, 
  you can catch up. When you’re catching up, your 
  character is assumed to be going on a small side 
  adventure, such as guarding a caravan or patrolling 
  the wilderness. Catching up is a special downtime 
  activity only available at 4th, 10th, and 16th level, and 
  is meant only to get your character to the next tier 
  of play. At 4th level, you can spend 20 downtime 
  days to level up to the start of 5th level. At 10th level, 
  you can spend 100 downtime days to level up to 
  the start of 11th level. At 16th level you can spend 
  300 downtime days to level up to the start of 17th 
  level. You still pay lifestyle expenses when you 
  spend downtime catching up. 
   
  Downtime: Copying Spells 
  If you wish to copy spells into your spellbook, you 
  must do so using this downtime activity—even if it 
  occurs during an adventure.  
  For each downtime day spent copying spells, a 
  character may spend eight hours copying spells 
  into their spellbook. Two or more characters 
  participating in the same adventure together at the 
  same table that choose to perform this downtime 
  activity may allow one another access to their 
  spellbook; effectively “trading” spells between 
  everyone involved to copy as normal. Both parties 
  to the trade must perform this downtime activity to 
  trade spells.  
   As there may sometimes be a chance of failure 
  when copying spells, you must perform this 
  downtime activity in the presence of the table’s 
  DM. 
   
  Exchanging Wealth 
  You can’t give another character gold or mundane 
  equipment. However, you can pay for some or all 
  the cost of services that help another character, 
  such as the cost of a raise dead spell. To donate 
  funds toward services for another character, you 
  must be in the same party (at the same play table) 
  unless otherwise specified by the adventure. 
   
  Trading Permanent Magic Items 
  Characters can trade permanent magic items 
  received in official D&D Adventurers League play 
  with one another, or even with themselves (i.e. 
  between two characters of a single player). A 
  certificate isn’t required to facilitate this trade, but 
  if the item bears a certificate, it must either be 
  traded or destroyed. 
   If trading with another character playing in the 
  same game session as you, the trade may be 
  completed without expending downtime days. 
  Otherwise, each participant in a trade must spend 
  15 downtime days to complete the trade. 
   Upon completing the trade, an entry must be 
  created on each character's log sheet indicating 
  who they traded with (and their DCI number if they 
  have one), the item traded away, and the item 
  received in exchange. Magic items can't be given 
  away to another character; a permanent magic 
  item must be received in return. 
   Furthermore, permanent magic items may only 
  be traded for permanent magic items of like rarity 
  (i.e. uncommon for uncommon, rare for rare, etc.). 
  If the item’s rarity is in question, the Dungeon 
  Master’s Guide or other official, published D&D 
  product, is the deciding resource. Magic items 
  without any uses remaining can’t be traded unless 
  the item retains some magical ability. Similarly, 
  items of unique rarity can’t be traded. 
   
  Character Rebuilding 
  We recognize that many players start out with a 
  pregenerated character, or might try out a 
  character class, race, or other option, and then 
  decide later that it wasn’t the play experience they 
  were looking for. As such, characters in the first 
  tier (levels 1–4) can be rebuilt after any episode or 
  adventure. A player cannot change a character’s 
  name, but can rebuild the character using the rules 
  as presented in this document. 
   The character keeps all experience, treasure, 
  equipment, magic items, downtime, and faction 
  renown earned to that point. The character 
  replaces the old starting equipment (along with 
  any gold earned from selling it) with the new 
  starting equipment. If a character’s faction is 
  changed, that character loses all renown earned 
  with the former faction, and starts at 0 with the 
  new faction. Characters that are level 5 or higher 
  cannot be rebuilt. 
   
  
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  Leveling and Tiers of Play 
  Adventures for the D&D Adventurers League are 
  broken into four tiers of play—first tier (levels 1–4), 
  second tier (levels 5–10), third tier (levels 11–16), 
  and fourth tier (levels 17–20). Your character’s 
  level determines which tier of adventures you can 
  play with that character. You cannot play 
  adventures outside your tier. You can level your 
  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." 
   
  Additional Player Resources  
  D&D Links 
  • 
  Official D&D Web Site 
  • 
  Official D&D Community Web Page 
  • 
  Wizards Play Network (WPN) Web Site 
  • 
  Store and Event Locator 
  • 
  D&D Adventurers League FAQ 
   
  D&D Adventurers League Links 
  • 
  Official Wizards D&D Adventurers League 
  Announcements 
  • 
  D&D Adventurers League Organizers Page 
  • 
  D&D Adventurers League Twitter 
  • 
  D&D Adventurers League Facebook Group 
  • 
  D&D Adventurers League G+ Community 
  • 
  D&D Adventurers League Online Tools 
  • 
  D&D Adventurers League Wiki 
  • 
  D&D Adventurers League Convention 
  Locator 
   
  Official Documents 
  • 
  D&D Basic Rules 
  The rules document that contains everything 
  you need to get started. 
  • 
  D&D Adventurers League Resources 
  Links to downloadable content for D&D 
  Adventurers League play, including adventure 
  logsheets and character sheets.
  
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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.  
   
  Avoid excessively vulgar, sexual, or overly mature language and themes. 
   
  Follow the DMs lead, avoid arguing with the DM or other players over rules. 
   
  Let other players speak, avoid talking over others. 
   
  Avoid excessive cross-talk that is not relevant to the adventure being played  
   
  Allow other players to get attention from the DM. 
   
  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. 
   
  No tolerance is given for theft or aggressive behavior. 
   
  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. 
   
   
  WHERE FRIENDSHIPS ARE FORGED AT THE TABLE! 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S06 - Tales from the Yawning Portal/YP - Player’s Guide v.6.0.pdf