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  Eberron Campaign 
  Player’s Guide 
  Version 1.1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
  D&D Organized Play: Christopher Lindsay 
  D&D Adventurers League Administrators:  
  Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks,  
  Alan Patrick, Sam Simpson, Travis Woodall 
   
   
  Effective Date 
  21 September 2018 
   
   
   
  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. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by 
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  Part 1. Campaign Participation 
  This document is a guide to creating and advancing an 
  Adventurers League character for the EBERRON 
  campaign. 
  What You Need to Play 
  To participate you’ll need access to at least: 
  • 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. 
  • A Character Sheet and Adventure Logsheet. You 
  can use any fifth edition character sheet that suits 
  you. You must also maintain a logsheet to record 
  information after each session of play. You can find 
  these here: D&D Adventurers League Resources. 
  Character Creation 
  You’ll also need to create a character. All characters 
  begin at 1st level in Adventurers League play.  
  Steps 1 & 2: Choose a Race and Class 
  Your 1st-level character is created using any race and 
  class options in the Player’s Handbook, Xanathar’s 
  Guide to Everything, and the Wayfinder’s Guide to 
  Eberron. Bugbears, goblins, and hobgoblins from Volo’s 
  Guide to Monsters are also available for use. No other 
  resources are available—even if other campaign 
  documentation (i.e., certs) otherwise allow it. 
  Step 3: 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 4: Describe Your Character 
  Describe your character and choose a background. 
   Background. Choose or create a background using 
  the resources listed above. 
   Alignment. Evil characters aren’t allowed in the 
  D&D Adventurers League Eberron campaign. 
   Deities. You character may worship any deity or 
  faith listed in Wayfinder’s Guide to Eberron. 
  Step 5: Choose Equipment 
  Your character’s class and background determine 
  equipment and gold; don’t roll for starting wealth.  
   Trinkets. You start with one trinket of your choice 
  from the table in Chapter 5 of the Player’s Handbook, 
  or you can roll randomly to determine your trinket. 
   Equipment. Your character can sell or buy spell 
  components and equipment found in the resources 
  listed above.
  
   
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  Eberron Campaign Player’s Guide v1.1 
  Part 2. Campaign Play 
  To play an adventure, your character must fall within 
  the adventure’s level range. Characters built using 
  these rules and played in the Eberron campaign can’t 
  be played in any other campaign. 
  Rewards and Equipment 
  By completing objectives or spending time pursuing 
  the adventure’s goals, characters earn rewards 
  Record your rewards on your adventure logsheet. 
   Advancement Checkpoints. To advance to their 
  next level, your character must obtain a number of 
  advancement checkpoints based on their current tier. 
  Adventurers League characters don’t accumulate 
  experience points (XP). Checkpoints are applied 
  immediately. If you accumulate enough checkpoints to 
  level, you do so upon completing the next long rest, 
  session, or adventure—whichever happens first. 
  • Tier 1. 4 checkpoints 
  • Tiers 2 through 4. 8 checkpoints 
   Treasure Checkpoints. You can spend treasure 
  checkpoints on “evergreen” items, seasonal unlocks, as 
  well as magic items unlocked by adventures and DM 
  Quests. Treasure checkpoints can be spent or saved 
  for later; they needn’t be declared as they’re received. 
  However, they may only be spent on those items 
  available to the tier equal to that of the adventure in 
  which they're earned, or, in the case of hardcover 
  adventures, the tier associated with the group's APL 
  (but no higher than the character’s tier). For example, 
  treasure checkpoints earned at tier 1 may only be 
  spent on items earned on tier 1 items, while tier 2 
  treasure points could be spent on tier 1 or 2 items. 
   The item’s cost is based on the magic item table in 
  which it’s found. The cost and availability of items 
  unique to individual adventures will be provided in 
  the ALCC. Once an item unlocked by adventuring is 
  purchased, that item is no longer unlocked; you must 
  unlock it again if you wish to purchase it again later. 
  Magic Items by Tier 
  Magic Item Table 
  Available at Tier 
  Point Cost 
  A 
  1-4 
  8 
  B 
  1-4 
  8 
  C 
  1-4 
  8 
  D 
  2-4 
  16 
  E 
  3-4 
  16 
  F 
  1-4 
  16 
  G 
  2-4 
  20 
  H 
  3-4 
  20 
  I 
  3-4 
  24 
  Equipment 
  Your character may sell or buy equipment using the 
  rules found in the Player’s Handbook. Between 
  sessions, your character may purchase equipment 
  found in any resource listed in Step 1 & 2, above. 
  Individual adventures may provide limitations on 
  what equipment is available for purchase during play. 
   Rewards and equipment can’t be given to another 
  character, except as follows: 
  • You may lend equipment and consumable items to 
  other characters at your table but must return it at 
  the end of the session (unless it’s been consumed). 
  • Permanent magic items may be traded (see below). 
  • Characters may choose to divide the cost of NPC 
  spellcasting services obtained during an adventure. 
  Buying Potions and Scrolls 
  Similarly, your character can purchase potions and 
  scrolls per the tables below. The cost of scrolls below 
  is in addition to any component cost—regardless of 
  whether it’s consumed or not. 
  Potions for Sale 
  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 Scrolls for Sale 
  Spell Level 
  Cost 
  Spell Level 
  Cost 
  Cantrip 
  25 gp 
  3rd 
  300 gp 
  1st 
  75 gp 
  4th 
  500 gp 
  2nd 
  150 gp 
  5th 
  1,000 gp 
  The Adventure Logsheet 
  You must use an adventure logsheet to track your 
  character’s rewards from adventure to adventure. 
   Session Number. Record the session’s number. This 
  will help you keep your adventure logsheets organized 
  as you accumulate more.  
   Advancement and Treasure Checkpoints. Annotate 
  the number and tier of any checkpoints your character 
  earned at the end of or between sessions.  
   Downtime. Your character earns five downtime 
  days for every two advancement checkpoints they’re 
  awarded. Annotate downtime days earned at the end 
  of each session, and any spent (including what days, if 
  any, were spent towards a long-term downtime 
  activity—such as training). For example, if you spent 
  10 days learning Gnomish write “Training: Gnomish 
  (10)” in the adventure logsheet’s note section. You 
  don’t pay lifestyle when spending downtime. 
   Item Unlocks. Note any magic items or special 
  treasure unlocked or received during the session.  
   Gold. If your character gains a level (or for 20th-
  level characters, for each 8 advancement checkpoints 
  
   
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  3 
  Eberron Campaign Player’s Guide v1.1 
  you earn), add the gp reward they earn as determined 
  by the table below. This gold can be spent or saved—
  recording expenditures normally. 
  Individual Treasure 
  Level Gained 
  GP Reward 
  Associated Lifestyle 
  2-4 
  75 gp 
  Modest 
  5-10 
  150 gp 
  Comfortable 
  11-16 
  550 gp 
  Wealthy 
  17-20 
  5,500 gp 
  Aristocratic 
   
   Renown. Characters earn a renown point for every 
  four advancement checkpoints they earn. 
   Adventure Notes. Record other important things 
  that happened during the adventure or information 
  you’ll need later, here: deaths, special rewards (story 
  awards, renown, etc.), special events, leveling up, etc. 
  Downtime and Lifestyle 
  Your character can participate in the downtime 
  activities before, during, or after a session. You can 
  use the downtime activities found in the Player’s 
  Handbook as well as those that follow; other activities 
  are allowed if outlined in other campaign documents: 
   Downtime: Spellcasting Services. You can spend 1 
  downtime day to cast a spell, or to have a spell cast by 
  either another character or an NPC. Spells cast during 
  a session use the normal rules for spellcasting (spell 
  slots, material components, etc.) instead of downtime, 
  while spells cast by NPCs usually require spending 
  downtime as well as gold or treasure checkpoints. You 
  can only receive spellcasting services from characters 
  at the same table as you are. 
   Downtime: Catching Up. “Catching Up” is available 
  at 4th, 10th, and 16th level. By spending downtime as 
  follows, your character advances to the next level: 
  Current Level Downtime Cost 
  4th 
   
  25 days 
  10th  
  75 days 
  16th  
  150 days 
   Downtime: Copying Spells. You must use this 
  downtime activity to copy spells.  For each downtime 
  day spent, your character can spend 8 hours copying 
  spells into their spellbook or making their spellbook 
  available for other characters to copy from. 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 from the same magic item table in 
  the Dungeon Master’s Guide. To receive an item in 
  trade, you must be of an appropriate tier to buy the 
  item using treasure checkpoints. Items without 
  remaining magical properties can’t be traded. Each 
  party to the trade must spend 15 downtime days. If 
  the other party is playing in the same adventure as 
  you, the downtime cost is waived. Certificates aren’t 
  required but must accompany the trade or be 
  destroyed if one exists. 
   In the event of conflict, the Dungeon Master’s Guide 
  determines an item’s rarity. Items found in individual 
  adventures have a rarity provided by the adventure. If 
  the adventure assigns no rarity, the item is unique.
   Upon completing the trade, note on your log sheet 
  who you traded with and the items traded.  
   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. 
  Its cost is in addition to any component cost—
  regardless of whether it’s consumed or not. 
  Character Advancement 
  As you level, your character evolves and grows. In 
  advancing your character the following rules apply: 
   Slowed Progression. You may slow your character’s 
  advancement. If you do so, your character earns any 
  checkpoints, downtime and renown at half the 
  normal rate. You may opt in or out of this between 
  sessions. 
   Character Rebuilding. You may choose to rebuild 
  your character prior to playing their first adventure as 
  a 5th-level character (levels 1–4). You can change any 
  of your character’s statistics but their name. Other, 
  non-mechanical aspects of your character such as their 
  alignment, sex, gender, or personality traits can be 
  changed between sessions regardless of their level. 
   Your character keeps any rewards and equipment 
  earned to that point. If you change your characters 
  class or background, they lose any equipment (along 
  with the proceeds from selling it or benefits derived 
  from it, such as copied spells) associated with the class 
  or background. Similarly, if you change their faction, 
  you also lose any renown from their former faction. 
   Advancing Your Character. Your character 
  advances using the race and class options (including 
  the multiclass rules, feats, spells) provided in the 
  Player’s Handbook, Xanathar’s Guide to Everything, or 
  Wayfinder’s Guide to Eberron. When you gain a level, 
  use the fixed hit point value in your class entry; don’t 
  roll your hit points. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Oracle of War (Eberron)/Eberron Campaign Player's Guide v1.1.pdf