TEXT:  
   
  
   
   
   
   
   
  PLAYERS GUILD RULEBOOK 
   
   
  Organized Play Rules for 5th Edition Dungeons & Dragons 
   
   
   
   
   
   
   
   
   
   
   
  Version: 1.22 
  Cover art: © 2015 Dean Spencer, used with permission. All rights reserved. 
  Interior art: Aaron Lee, Wizards of the Coast, and Sade. Some artwork © 2015 Dean Spencer, used with permission. All rights 
  reserved. 
   
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  PLAYERS GUILD RULEBOOK 
  3 
  What is the Players Guild? 
  The Players Guild is an unofficial organized play 
  campaign for Dungeons & Dragons®. It uses the fifth 
  edition of the Dungeons & Dragons rules. You can 
  play Players Guild games anywhere you like. To 
  participate, you create a character and bring that 
  character to games anywhere Players Guild play is 
  supported. 
   Many Players Guild games are public, in-person 
  play events such as at hobby stores and conventions, 
  but Players Guild games can also be played online 
  and at home too! 
  How does the Players Guild differ 
  from the Adventurers League? 
  The primary goal of the Players Guild is to allow 
  portability for your D&D character. The Players 
  Guild does not restrict where, when, or how D&D is 
  played, and Dungeon Masters are free to run any 
  adventures they like. The rules in this rulebook 
  simply help to standardize what D&D characters 
  look like throughout their adventuring careers by 
  limiting the treasure and magic items they can 
  possess or use. These guidelines make it easier for a 
  Dungeon Master to create a pleasing player 
  experience. 
  How to Use This Rulebook 
  The Players Guild Rulebook 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. 
   When there are differences between the rules and 
  guidelines here and in other sources, the rules here 
  take precedence for Players Guild play. 
   This rulebook is divided up into four parts: 
   Part 1: Character Creation 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: Players Guild DMs contains tips and 
  advice to use while running adventures for the 
  Players Guild. 
   Appendix 1: Magic Items contains a complete list 
  of magic items that characters can use during 
  Players Guild games. 
   Appendix 2: Signature Magic Items contains 
  optional rules for acquiring a special magic item 
  that grows in power with your character. 
  What You Need to Play 
  In order to participate in Players Guild 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 (PHB), and other 
  resources listed under Character Creation, below. 
   A Character Sheet. You can use an official D&D 
  character sheet, or any other D&D character sheet 
  that suits you. 
   Dice. A set of polyhedral dice for making attack 
  and damage rolls and ability checks. 
   A Players Guild Adventure Log (optional). An 
  adventure log allows you to record each adventure 
  you play and helps you keep track of your 
  experience, treasure, and other notes. You do not 
  have to keep a log, but doing so allows you to 
  record details about how and when you received 
  important items. It also lets you make notes about 
  adventures that you enjoyed and Dungeon 
  Masters who provided an excellent play 
  experience. A good log sheet acts as a journal for 
  both you and your character! 
  
   
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  PLAYERS GUILD RULEBOOK 
  4 
  Part 1: Character Creation 
  To create a character for the Players Guild, follow 
  the steps below. 
  Steps 1&2: Choose a Race and Class 
  All of the races and classes presented in the Player’s 
  Handbook plus one other resource from those listed 
  below are available to build your character (PHB+1). 
  Indicate your “+1” on your character sheet when you 
  choose it. New resources will be added to this list as 
  they become available. 
   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 
  The following variant or optional rules are available 
  when creating your character: 
   Variant Human Traits (PHB) 
   Half-Elf and Tiefling Variants (SCAG/ToF) 
   Option: Human Languages (SCAG)3 
   Blessing of Corellon (ToF)3 
  Note.  Races with flight at 1st level, and options from 
  any resource other than those listed above (such as 
  the Dungeon Master's Guide, DMs Guild products, or 
  Unearthed Arcana articles) aren’t allowed for play.  
   
  1XGE also includes the “Tortle Package” 
   
  2Chapters 1 through 5, only 
   
  3This option isn’t subject to PHB+1 
  Step 3: Determine Ability Scores 
  Your character’s ability scores are generated using 
  one of the following methods from the Player’s 
  Handbook: 
   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 
  from the PHB, pages 121–141. 
   Background. Choose a background or create your 
  own by using the rules in the PHB or any other 
  resource allowed by the Players Guild. Your 
  background isn’t limited to your character’s “PHB+1” 
  choice. 
   Alignment. Since Players Guild play focuses on 
  creating a welcoming, fun environment, neutral evil 
  and chaotic evil characters aren’t allowed. You can, 
  however, play a lawful evil character. Just remember, 
  D&D is a cooperative game. Regardless of your 
  alignment, you still need to work with the other 
  characters to complete your objective. 
   Deities. Your character may worship any deity in 
  the Players Guild resources listed in Steps 1&2. 
  While paladins don’t have to worship a deity, clerics 
  do. As a cleric, your choice of deity has no impact on 
  the domains you can choose. 
   As a result of this rule, your character may end up 
  playing an adventure in a land or realm where their 
  deity does not exist or is not known. Your clerical 
  abilities still function as normal these circumstances, 
  but it is up to you to roleplay your character’s 
  devotion to their god when in a strange environment. 
  Using Story to Bridge the Gap 
  Since the Players Guild rules allow a DM to run any adventure 
  they want, players can easily find themselves hopping 
  between different worlds like the Forgotten Realms and 
  Eberron. The rules make no attempt to explain or control this 
  kind of travel. It is up to you to decide for yourself how these 
  (and other) inconsistencies in your character’s story happen. 
  Did your character hop a spell jammer ship to another world, 
  or did they travel there by way of Sigil, the fabled “city of 
  doors”? The choice is yours. 
  Step 5: Choose Equipment 
  When you create your Players Guild character, you 
  obtain starting equipment and gold as determined 
  by your class and background—you can’t roll for 
  your starting wealth. 
   Trinkets. You begin play with a trinket of your 
  choice from the table in Chapter 5 of the PHB, or you 
  can roll randomly to determine your trinket. 
   Selling Equipment. You can sell any mundane 
  equipment that your character possesses using the 
  normal rules in the PHB. You may not sell or trade 
  magic items. 
   Purchasing Equipment. You can purchase any 
  equipment found in the PHB with your starting gold. 
  Character Rebuilding 
  Players sometimes start out with a pregenerated 
  character, or might try out a character class, race, or 
  other option and then decide later on that it wasn’t 
  the play experience they were looking for. As such, 
  Tier 1 characters (levels 1–4) can be rebuilt after 
  any adventure. A player can’t change a character’s 
  name, but they can change any other aspect—
  including their choice of +1. 
   The character keeps all experience, treasure, 
  equipment, and magic items earned to that point—
  except any starting equipment, along with any gold 
  earned from selling it or items then purchased with 
  those funds. 
   You aren’t considered 5th level until you play your 
  first adventure after leveling; once the game starts, 
  you are bound to your character’s choices. 
  
   
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  PLAYERS GUILD RULEBOOK 
  5 
  Making Characters above 1st level 
  D&D is about the growth of a character. For many, 
  the journey and the experiences are what matters, so 
  it makes sense to for a character to begin their 
  adventuring career at 1st level. However, there may 
  be instances, such as a game with a group of friends 
  who are of a greater level than you, when a higher 
  level character is needed. As long as you adhere to 
  the rules for character creation in the Players Guild 
  Rulebook, you may create characters of any level you 
  like. If desired, you can start them with gold equal to 
  what is listed in the Maximum Wealth by Level 
  table, but you cannot give them permanent magic 
  items. They may, however, use gold to buy potions 
  or quest for a signature magic item (see Appendix 2). 
  The Rule of Fun 
  No organized play rules are ever perfect. They always require 
  give and take. These rules undoubtedly contain loopholes 
  that will allow players to do things that unbalance the game. 
  As a result, the DM is given complete authority at their table 
  and may disallow anything they feel is not fair or in the spirit 
  of the game. 
   
  Most DMs are not dictators. They genuinely want you to 
  have fun. As a player, try to shy away from things that you 
  know may disrupt the balance of the game or cause 
  unnecessary arguments at the table. Doing so keeps the 
  adventure moving and helps ensure that everyone playing 
  has fun. 
  Adventuring 
  Adventures 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). As 
  your character progresses in level, they gain 
  experience, treasure, and magic items. The following 
  advancement rules apply to all Players Guild 
  characters. 
  Advancing Your Character 
  When you earn XP, it must be applied immediately. If 
  you advance to the next level, you do so after the 
  next long rest or at the end of the adventure or 
  session—whichever happens first. You use the 
  options provided in your PHB+1 for advancing your 
  character. Feats and spells gained by advancement 
  are subject to PHB+1. When you gain a level, use the 
  fixed hit point value in your class entry. You can’t 
  roll your hit points. 
  Multiclassing 
  Your character may not multiclass in more than two 
  classes. In addition, you must keep your classes 
  within four levels of each other. For example, a level 
  12 character can be a 4th-level ranger and 8th-level 
  rogue, but they cannot be a 3rd-level ranger and 9th-
  level rogue. 
  Character Wealth 
  A Dungeon Master may award you a ridiculous 
  amount of gold or other wealth during an adventure, 
  but there is a limit to what your character can 
  actually possess under Players Guild rules. The 
  Maximum Wealth by Level table below lists the 
  maximum amount of treasure your character can 
  have at each level. This includes coins, gems, art 
  objects, etc. It does not include weapons, armor, or 
  other mundane items. However, stockpiling 
  mundane items to circumvent your character’s 
  maximum allowed wealth is forbidden. 
   Any wealth you gain above the total allowed for 
  your level cannot be claimed on your character sheet. 
  Additional wealth becomes a part of your character’s 
  story. You can bury it in a chest for later in life, send 
  it home to relatives in need of aid, or donate it to a 
  church. The choice is yours. Regardless, it can never 
  be retrieved by your character for Players Guild play. 
  Maximum Wealth by Level 
  Level 
  Max Wealth in GP 
  Level 
  Max Wealth in GP 
  1 
  100 gp 
  11 
  10,500 gp 
  2 
  500 gp 
  12 
  12,500 gp 
  3 
  1,000 gp 
  13 
  14,500 gp 
  4 
  1,500 gp 
  14 
  16,500 gp 
  5 
  2,500 gp 
  15 
  18,500 gp 
  6 
  3,500 gp 
  16 
  21,500 gp 
  7 
  4,500 gp 
  17 
  24,500 gp 
  8 
  5,500 gp 
  18 
  27,500 gp 
  9 
  6,500 gp 
  19 
  30,500 gp 
  10 
  8,500 gp 
  20 
  33,500 gp 
  Potions and Scrolls 
  Your character can purchase potions and scrolls per 
  the tables below. The cost of the scroll is in addition 
  to any component cost—regardless of whether it’s 
  consumed or not. 
   Your character can only possess five of any type of 
  magical potion or scroll at any given time. Like 
  character wealth, if you find potions or scrolls that 
  bring your total above the maximum allowed, they 
  become part of your story and can never be 
  retrieved by your character for Players Guild play. 
  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  
  2,500 gp  
  Greater healing  
  100 gp  
  Invisibility  
  2,500 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  
   
  
   
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  PLAYERS GUILD RULEBOOK 
  6 
  Magic Items 
  As you adventure, you will likely find items imbued 
  with magical power. Each magic item allowed in 
  Players Guild play has a rarity: common, uncommon, 
  rare, very rare, or legendary. All characters can use 
  common and uncommon magic items, but rare, very 
  rare, and legendary items can only be used by 
  characters of the appropriate tier. See the Magic 
  Item Rarity by Tier table below for details. 
   Note. A character may find a magic item above 
  their current tier and retain it in their inventory 
  until they reach the appropriate level to use it. 
  Magic Item Rarity by Tier 
  Rarity 
  Usable by Tier 
  Common 
  Tier 1, Tier 2, Tier 3, Tier 4 
  Uncommon 
  Tier 1, Tier 2, Tier 3, Tier 4 
  Rare 
  Tier 2, Tier 3, Tier 4 
  Very Rare 
  Tier 3, Tier 4 
  Legendary 
  Tier 4 
   
  Not all magic items are allowed for use in the Players 
  Guild. Appendix 1: Magic Items contains a 
  complete list of magic items your character can use 
  during Players Guild games. If a Dungeon Master 
  awards you an item that is not listed in Appendix 1, 
  you cannot use it during a Players Guild game. Much 
  like excess character wealth, it becomes part of your 
  character’s story. 
   Your character may only possess a number of 
  magic items equal to half of their level (rounded 
  down to a minimum of 1). 
   At 5th level, your character gains the option to 
  quest for a special magic item. See Appendix 2: 
  Signature Magic Items for additional information. 
  Slowing Your Progress 
  If you feel your character is progressing too quickly, 
  you can voluntarily forgo any amount of experience 
  or treasure awarded to you at the end of any 
  individual session or adventure. 
  
   
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  PLAYERS GUILD RULEBOOK 
  7 
  Part 2: The Players Guild 
  Dungeon Master 
  Being a Player’s Guild DM is as simple and fun. The 
  Players Guild rules place the responsibility of 
  maintaining a legal character where it belongs: with 
  the player, freeing up the DM’s time concentrate on a 
  great story. Below is a short list of things you need to 
  run a Players Guild adventure. 
  What You Need to Run a Game 
  In order to run a game as a DM in Players Guild 
  games, you’ll need 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. 
   Adventures. If you decide to be a DM for the 
  Players Guild, you can pick from any number of 
  published products, including official D&D 
  hardcover adventures, Adventurers League 
  adventures, DMsGuild.com adventures, and many 
  more. You can also write and run your own 
  adventures if you wish. There are no restrictions 
  when it comes to selecting adventures. 
   Players. The Players Guild rules do not impose 
  restrictions on the number of players at a table. As 
  a DM you set the minimum and maximum number 
  of players you are comfortable managing. 
  However, if you are running Players Guild 
  adventures at a convention, the convention 
  organizers may have limits of their own. 
  Optional Items 
  These things aren’t necessary to run Players Guild 
  games, but they might be nice to have: 
   Dungeon Master’s Guide (DMG). This book 
  contains valuable advice on preparing and running 
  games. The DMG also contains descriptions of 
  magic items that might be awarded during the 
  course of play, so it is suggested that you bring 
  that information with you to the table if it is not 
  provided in the adventure. 
   Monster Manual (MM). Statistics for monsters 
  exist in many published adventures, but not all. A 
  copy of the Monster Manual or Volo’s Guide to 
  Monsters may be needed to run some adventures. 
   Index Cards. Great for writing down initiative, 
  handing notes to players, and as cheap table tents. 
   Miniatures and Map Surfaces. If you and your 
  players enjoy playing a more tactical game of D&D, 
  you can use these to help depict combats. 
   Dungeon Master Screen. Helpful to hide the 
  adventure and your notes and schemes from the 
  players. 
  Cheating 
  Players Guild play is meant to be fun and inclusive—
  not competitive. As the DM, correct cheating players 
  quickly and discreetly (if possible) by resolving the 
  issue and make a ruling on what happens. You may 
  review character sheets at any time. If something is 
  amiss—either with the sheet or during the game—
  discuss it with the player and resolve irregularities. 
  You may disallow something that seems outside the 
  rules or have a player reroll dice. Be professional 
  though—never embarrass the player or assume 
  wrongdoing. We’re all here to have fun and enjoy the 
  challenge! 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Adjusting the Adventure 
  Some D&D adventures have sidebars that help you 
  accommodate smaller or larger groups, or 
  characters of higher or lower levels. Most of the time, 
  this information is presented for combat encounters. 
   You can also adjust an adventure on the fly, 
  beyond any presented guidelines, or make any other 
  changes as you see fit in order to ensure your 
  players have a good time. For example, if you’re 
  playing with a group of new players, you might want 
  to make the adventure a little easier; for veteran 
  players, you might want to make it harder. 
   To make adjustments, it is beneficial to know the 
  average party level (APL) of the characters playing 
  the adventure. To calculate the APL, add up the total 
  levels of all the characters and divide the total by the 
  number of characters (rounding .5 or greater up; .4 
  or less down). Once you know the APL of the 
  characters, compare it to the recommended level (or 
  levels) of the adventure you are running, and make 
  adjustments as needed. As mentioned earlier, some 
  adventures have sidebars that give guidance for 
  adjusting difficulty, but many do not. As the DM, it is 
  your responsibility to make sure the encounters in 
  
   
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  PLAYERS GUILD RULEBOOK 
  8 
  the adventure you are running are a 
  suitable challenge for the characters 
  playing. If you do not have a firm 
  grasp of the encounter design, it is 
  best to stick with adventures that give 
  guidance for adjusting encounters. It 
  is also a good idea to make certain the 
  recommended level (or levels) of the 
  adventure are close to the APL of the 
  characters. Nearly all official 
  Adventurers League adventures 
  contain this information, so they are a 
  good place to start your search for 
  adventures. 
   The Players Guild rules do not 
  require that characters adventuring 
  together be of the same tier. However, 
  unless you are adept at balancing a 
  mix of high and low-level characters in the same 
  combat encounter, it is best that all of the characters 
  be of the same tier or within a few levels of one 
  another. 
   Note. If you are running Players Guild adventures 
  at a convention. The convention organizers may set 
  character level requirements for the adventures you 
  are running. 
  Running the Adventure 
  As a DM, you have the most important role—
  facilitating the enjoyment of the game for the players. 
  You provide the narrative and bring the words on 
  the pages to life. 
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Players Guild, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
  You may, at your discretion, make other 
  adjustments to the encounter by adding or 
  removing monsters. While the monsters you add 
  may be different from those listed in the 
  encounter or the sidebar, they should be 
  thematically similar. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  Character Disease, Death, and Recovery 
  Bad things happen to characters; adventuring is a 
  risky job. Here are the rules on how to deal with it. 
   Disease, Poison, and Other Debilitating Effects. 
  Diseases, poisons, and other similar effects last until 
  resolved, but characters may receive spellcasting 
  services (see below). Characters afflicted by 
  lycanthropy or vampirism can’t start a new session 
  until the condition is removed. 
   Death. Characters brought back to life during an 
  adventure suffer attack roll, saving throw, and ability 
  check penalties as normal, but any penalties that 
  remain at the end of the adventure disappear before 
  the start of a character’s next adventure. 
   If no one in the group can return a dead character 
  to life, the character can receive such services from 
  an NPC with the following guidance: 
   Dead Character Pays for Raise Dead. Dead 
  characters that can’t afford the cost of a spell scroll 
  may incur debt as needed to purchase one. This 
  debt must be satisfied before future treasure can 
  be used for anything else. Dead characters ignore 
  availability restrictions on whatever spell scroll is 
  needed to return them to life. For example, a 
  disintegrated 10th-level character may spend  
  25, 000 gp to purchase a spell scroll of true 
  resurrection, even though it’s normally available 
  only to Tier 3 and Tier 4 characters. 
   Character’s Party Pays for Raise Dead. If they 
  wish to do so, other characters may contribute 
  towards the gp cost of paying for spellcasting 
  services to return another character to life. 
  
   
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  PLAYERS GUILD RULEBOOK 
  9 
  Spellcasting Services 
  During a session, characters can receive spellcasting 
  services from an NPC located anywhere that is town-
  sized or larger, but they must be able to travel there. 
  Otherwise, they’re only available between sessions. 
   Services provided by an NPC are limited to this list. 
  Characters may purchase spell scrolls containing 
  divine spells which NPCs cast for free to benefit the 
  character who purchased the scroll. 
  Spellcasting Services 
  Spell 
  Cost 
  Cure wounds 
  10 gp 
  Identify 
  20 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing 
  40 gp 
  Dispel magic 
  90 gp 
  Remove curse 
  90 gp 
  Speak with dead 
  90 gp 
  Divination 
  210 gp 
  Greater restoration 
  450 gp 
  Raise dead 
  1,250 gp 
  Resurrection 
  3,000 gp 
  True resurrection 
  25,000 gp 
   
  Acolyte Background. Characters with the Shelter of 
  the Faithful background feature can request 
  spellcasting services at a temple of their faith, 
  provided they can locate one during the adventure. 
  Once per day they may receive one spell from the 
  Spellcasting Services table for half of the listed cost. 
   If a temple is unavailable during the adventure, 
  they can always seek one out at the adventure’s end. 
  Player Rewards 
  Characters earn rewards in the form of gold, magic 
  items, and experience for playing Players Guild 
  adventures. As a DM, you can award as much of 
  these things as you like, but with the exception 
  experience points, the Players Guild rules limit how 
  much of each is usable by the characters. 
   In practice, you should award treasure and 
  experience sensibly. You can add or remove treasure 
  and experience from a published adventure as you 
  see fit, and in many cases you may want to do just 
  that, because published adventures often contain 
  magic items that are not usable in Players Guild play. 
   The following guidelines are suggestions on how 
  much treasure, how much experience, and how 
  many magic items to award based on hours of play. 
  It is up to you to decide if you distribute these 
  rewards as you go or at the end of a session or 
  adventure. 
  Awarding Gold 
  The GP per Hour table shows how much gold a 
  character might earn for each hour they adventure. 
  For example, a party of four 3rd-level adventurers 
  playing for five hours would earn a total of 1,200 gp 
  (4 characters X 5 hours X 60 gp). Split four ways, 
  each character earns 300 gp. 
   The numbers in the table below represent a 
  possible average to use when awarding gold, but you 
  are always free to award more or less, if you desire. 
  GP per Hour 
  Level 
  GP Per Hour 
  Level 
  GP per Hour 
  1 
  20 gp 
  11 
  220 gp  
  2 
  40 gp 
  12 
  240 gp 
  3 
  60 gp 
  13 
  260 gp 
  4 
  80 gp 
  14 
  280 gp 
  5 
  100 gp 
  15 
  300 gp 
  6 
  120 gp 
  16 
  320 gp 
  7 
  140 gp 
  17 
  340 gp 
  8 
  160 gp 
  18 
  360 gp 
  9 
  180 gp 
  19 
  380 gp 
  10 
  200 gp 
  20 
  400 gp 
  Awarding Consumables 
  In general, you should award one tier-appropriate 
  consumable item, such as a potion or scroll, for every 
  two hours that a party of four characters adventures. 
  If the adventure is extremely tough or the party does 
  not contain a healer, consider adding more healing 
  potions or scrolls to offset the difficulty. For example, 
  a party of six 8th-level adventurers plays for six 
  hours. The typical party might find three 
  consumable items (perhaps two potions of greater 
  healing and fireball spell scroll). However, since their 
  party is a little larger than just four characters, 
  adding one or two more scrolls or potions would be 
  a good idea. 
  Awarding Magic Items 
  While you can award any magic item you like during 
  an adventure, it is best to pick a tier-appropriate 
  item from Appendix 1: Magic Items. Doing so 
  ensures the characters receiving the item will be 
  able to use it. 
   As a guideline, award one tier-appropriate 
  permanent magic item per four hours of play. If the 
  party playing the adventure is exceptionally large 
  (over seven players) consider awarding two magic 
  items: one that is of the appropriate tier, and 
  another that is fit for characters one or two tiers 
  below the average level of the party. For example, if 
  a party of eight 12th-level characters completes a 4-
  hour adventure, they might gain one very rare magic 
  item. However, because the number of players is so 
  great, it would not hurt to award an extra uncommon 
  or rare magic item as well. 
  
   
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  PLAYERS GUILD RULEBOOK 
  10 
  Awarding XP 
  Experience points are the only area of rewards that 
  are not subject specific Players Guild rules. You may 
  award as much XP as desired for any adventure you 
  run. You can also award specific players additional 
  XP for exceptional roleplaying, tracking initiative for 
  you, or anything else you wish. 
   A metered approach to awarding experience 
  typically works best. The XP per Hour table shows 
  how many experience points a character might earn 
  for each hour they adventure. For example, a party 
  of five 6th-level adventurers playing for 3 hours 
  would earn a total of 16,875 XP (5 characters X 3 
  hours X 1,125 XP). Split five ways, each character 
  earns 3,375 XP. 
   The numbers in the table below represent a 
  possible average to use when awarding XP. You are 
  always free to award more or less, or to simply grant 
  XP for the monsters the characters defeat. 
  XP per Hour 
  Level 
  XP Per Hour 
  Level 
  XP per Hour 
  1 
  75 XP 
  11 
  2,250 XP 
  2 
  150 XP 
  12 
  2,500 XP 
  3 
  450 XP 
  13 
  2,750 XP 
  4 
  900 XP 
  14 
  3,125 XP 
  5 
  925 XP 
  15 
  3,500 XP 
  6 
  1,125 XP 
  16 
  3,750 XP 
  7 
  1,375 XP 
  17 
  5,000 XP 
  8 
  1,750 XP 
  18 
  5,250 XP 
  9 
  2,000 XP 
  19 
  5,750 XP 
  10 
  2,100 XP 
  20 
  6,250 XP 
  Distributing Treasure 
  Treasure rewards not used during an adventure are 
  typically distributed at the end of a play session. 
   Gold and Mundane Treasure. Coin, art objects, 
  trade goods, and other found wealth are converted 
  to a gold piece (gp) value at the conclusion of a 
  session or adventure, which is then divided by the 
  number of characters in the party. 
   Unless there are mitigating circumstances, each 
  character should earn an equal share. 
   Consumable Magic Items. Potions, scrolls, and 
  other consumables are divided among the characters 
  at the conclusion of a session or adventure. Most 
  adventures will contain a small number of such 
  items, and it is up to the players how they are 
  ultimately distributed. Encourage your players to 
  proceed equitably in the distribution of consumable 
  items. If more than one player would like to own a 
  specific consumable item and they cannot resolve it, 
  the item’s owner is determined randomly by the DM. 
   Permanent Magic Items. Permanent magic items 
  are distributed at the conclusion of a session or 
  adventure. If all the players at the table agree on 
  who takes possession of a permanent magic item, 
  that character gets the item. In the event that one or 
  more characters indicate an interest in the item, the 
  item’s owner is determined randomly by the DM—
  usually by rolling a die. 
  DM Rewards 
  As a DM, you earn XP and gold for the Players Guild 
  adventures you run. Use the GP per Hour and XP 
  per Hour tables to determine your rewards. For 
  example, if you run a 2-hour adventure for five 5th-
  level characters, you earn 200 gp (2 hours X 100 gp) 
  and 1,850 XP (2 hours X 925 XP). You may apply 
  these rewards to any single Players Guild character 
  you like, or you can keep track of your DM rewards 
  separately and apply them to a character later. 
   You do not earn magic items or consumables for 
  running Players Guild adventures, but you can 
  purchase them using the gold you accrue as a DM. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  PLAYERS GUILD RULEBOOK 
  11 
  Appendix 1: Magic Items 
  The following is a comprehensive list of the magic items in the Dungeon Master’s Guide (DMG) and Xanathar’s Guide 
  to Everything (XGE). Crossed out items are not legal for use in Player Guild play. 
  Common Magic Items 
  Name 
  Type 
  Rarity 
  Source 
  Armor of Gleaming 
  Armor 
  Common 
  XGE 136 
  Bead of Nourishment 
  Wondrous Item 
  Common 
  XGE 136 
  Bead of Refreshment 
  Wondrous Item 
  Common 
  XGE 136 
  Boots of False Tracks 
  Wondrous Item 
  Common 
  XGE 136 
  Candle of the Deep 
  Wondrous Item 
  Common 
  XGE 136 
  Cast-Off Armor 
  Armor 
  Common 
  XGE 136 
  Charlatan's Die 
  Wondrous Item 
  Common 
  XGE 136 
  Cloak of Billowing 
  Wondrous Item 
  Common 
  XGE 136 
  Cloak of Many Fashions 
  Wondrous Item 
  Common 
  XGE 136 
  Clockwork Amulet 
  Wondrous Item 
  Common 
  XGE 137 
  Clothes of Mending 
  Wondrous Item 
  Common 
  XGE 137 
  Dark Shard Amulet 
  Wondrous Item 
  Common 
  XGE 137 
  Dread Helm 
  Wondrous Item 
  Common 
  XGE 137 
  Ear Horn of Hearing 
  Wondrous Item 
  Common 
  XGE 137 
  Enduring Spellbook 
  Wondrous Item 
  Common 
  XGE 137 
  Ersatz Eye 
  Wondrous Item 
  Common 
  XGE 137 
  Hat of Vermin 
  Wondrous Item 
  Common 
  XGE 137 
  Hat of Wizardry 
  Wondrous Item 
  Common 
  XGE 137 
  Heward's Handy Spice Pouch 
  Wondrous Item 
  Common 
  XGE 137 
  Horn of Silent Alarm 
  Wondrous Item 
  Common 
  XGE 137 
  Instrument of Illusions 
  Wondrous Item 
  Common 
  XGE 137 
  Instrument of Scribing 
  Wondrous Item 
  Common 
  XGE 138 
  Lock of Trickery 
  Wondrous Item 
  Common 
  XGE 138 
  Moon-Touched Sword 
  Weapon 
  Common 
  XGE 138 
  Mystery Key 
  Wondrous Item 
  Common 
  XGE 138 
  Orb of Direction 
  Wondrous Item 
  Common 
  XGE 138 
  Orb of Time 
  Wondrous Item 
  Common 
  XGE 138 
  Perfume of Bewitching 
  Wondrous Item 
  Common 
  XGE 138 
  Pipe of Smoke Monsters 
  Wondrous Item 
  Common 
  XGE 138 
  Pole of Angling 
  Wondrous Item 
  Common 
  XGE 138 
  Pole of Collapsing 
  Wondrous Item 
  Common 
  XGE 138 
  Pot of Awakening 
  Wondrous Item 
  Common 
  XGE 138 
  Potion of Climbing 
  Potion 
  Common 
  DMG 187 
  Potion of Healing 
  Potion 
  Common 
  DMG 187 
  Rope of Mending 
  Wondrous Item 
  Common 
  XGE 138 
  Ruby of the War Mage 
  Wondrous Item 
  Common 
  XGE 138 
  Shield of Expression 
  Armor 
  Common 
  XGE 139 
  Smoldering Armor 
  Armor 
  Common 
  XGE 139 
  Spell Scroll, 1st Level 
  Scroll 
  Common 
  DMG 200 
  Spell Scroll, Cantrip 
  Scroll 
  Common 
  DMG 200 
  Staff of Adornment 
  Staff 
  Common 
  XGE 139 
  Staff of Birdcalls 
  Staff 
  Common 
  XGE 139 
  Staff of Flowers 
  Staff 
  Common 
  XGE 139 
  Talking Doll 
  Wondrous Item 
  Common 
  XGE 139 
  Tankard of Sobriety 
  Wondrous Item 
  Common 
  XGE 139 
  Unbreakable Arrow 
  Weapon 
  Common 
  XGE 139 
  Veteran's Cane 
  Wondrous Item 
  Common 
  XGE 139 
  Walloping Ammunition 
  Weapon 
  Common 
  XGE 139 
  Wand of Conducting 
  Wand 
  Common 
  XGE 140 
  Wand of Pyrotechnics 
  Wand 
  Common 
  XGE 140 
  Wand of Scowls 
  Wand 
  Common 
  XGE 140 
  Wand of Smiles 
  Wand 
  Common 
  XGE 140 
   
  
   
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  PLAYERS GUILD RULEBOOK 
  12 
  Uncommon Magic Items 
  Name 
  Type 
  Rarity 
  Source 
  Adamantine Armor 
  Armor 
  Uncommon 
  DMG 150 
  Alchemy Jug 
  Wondrous Item 
  Uncommon 
  DMG 150 
  Ammunition, +1 
  Weapon 
  Uncommon 
  DMG 150 
  Amulet of Proof Against Detection and Location 
  Wondrous Item 
  Uncommon 
  DMG 150 
  Bag of Holding 
  Wondrous Item 
  Uncommon 
  DMG 153 
  Bag of Tricks 
  Wondrous Item 
  Uncommon 
  DMG 154 
  Boots of Elvenkind 
  Wondrous Item 
  Uncommon 
  DMG 155 
  Boots of Striding and Springing 
  Wondrous Item 
  Uncommon 
  DMG 156 
  Boots of the Winterlands 
  Wondrous Item 
  Uncommon 
  DMG 156 
  Bracers of Archery 
  Wondrous Item 
  Uncommon 
  DMG 156 
  Brooch of Shielding 
  Wondrous Item 
  Uncommon 
  DMG 156 
  Broom of Flying 
  Wondrous Item 
  Uncommon 
  DMG 156 
  Cap of Water Breathing 
  Wondrous Item 
  Uncommon 
  DMG 157 
  Circlet of Blasting 
  Wondrous Item 
  Uncommon 
  DMG 158 
  Cloak of Elvenkind 
  Wondrous Item 
  Uncommon 
  DMG 158 
  Cloak of Protection 
  Wondrous Item 
  Uncommon 
  DMG 159 
  Cloak of the Manta Ray 
  Wondrous Item 
  Uncommon 
  DMG 159 
  Decanter of Endless Water 
  Wondrous Item 
  Uncommon 
  DMG 161 
  Deck of Illusions 
  Wondrous Item 
  Uncommon 
  DMG 161 
  Driftglobe 
  Wondrous Item 
  Uncommon 
  DMG 166 
  Dust of Disappearance 
  Wondrous Item 
  Uncommon 
  DMG 166 
  Dust of Dryness 
  Wondrous Item 
  Uncommon 
  DMG 166 
  Dust of Sneezing and Choking 
  Wondrous Item 
  Uncommon 
  DMG 166 
  Elemental Gem 
  Wondrous Item 
  Uncommon 
  DMG 167 
  Eversmoking Bottle 
  Wondrous Item 
  Uncommon 
  DMG 168 
  Eyes of Charming 
  Wondrous Item 
  Uncommon 
  DMG 168 
  Eyes of Minute Seeing 
  Wondrous Item 
  Uncommon 
  DMG 168 
  Eyes of the Eagle 
  Wondrous Item 
  Uncommon 
  DMG 168 
  Figurine of Wondrous Power, Silver Raven 
  Wondrous Item 
  Uncommon 
  DMG 170 
  Gauntlets of Ogre Power 
  Wondrous Item 
  Uncommon 
  DMG 171 
  Gem of Brightness 
  Wondrous Item 
  Uncommon 
  DMG 171 
  Gloves of Missile Snaring 
  Wondrous Item 
  Uncommon 
  DMG 172 
  Gloves of Swimming and Climbing 
  Wondrous Item 
  Uncommon 
  DMG 172 
  Gloves of Thievery 
  Wondrous Item 
  Uncommon 
  DMG 172 
  Goggles of Night 
  Wondrous Item 
  Uncommon 
  DMG 172 
  Hat of Disguise 
  Wondrous Item 
  Uncommon 
  DMG 173 
  Headband of Intellect 
  Wondrous Item 
  Uncommon 
  DMG 173 
  Helm of Comprehending Languages 
  Wondrous Item 
  Uncommon 
  DMG 173 
  Helm of Telepathy 
  Wondrous Item 
  Uncommon 
  DMG 174 
  Immovable Rod 
  Rod 
  Uncommon 
  DMG 175 
  Instrument of the Bards, Doss Lute 
  Wondrous Item 
  Uncommon 
  DMG 176 
  Instrument of the Bards, Fochlucan Bandore 
  Wondrous Item 
  Uncommon 
  DMG 176 
  Instrument of the Bards, Mac-Fuirmidh Cittern 
  Wondrous Item 
  Uncommon 
  DMG 176 
  Javelin of Lightning 
  Weapon 
  Uncommon 
  DMG 178 
  Keoghtom's Ointment 
  Wondrous Item 
  Uncommon 
  DMG 179 
  Lantern of Revealing 
  Wondrous Item 
  Uncommon 
  DMG 179 
  Mariner's Armor 
  Armor 
  Uncommon 
  DMG 181 
  Medallion of Thoughts 
  Wondrous Item 
  Uncommon 
  DMG 181 
  Mithral Armor 
  Armor 
  Uncommon 
  DMG 182 
  Necklace of Adaptation 
  Wondrous Item 
  Uncommon 
  DMG 182 
  Oil of Slipperiness 
  Potion 
  Uncommon 
  DMG 184 
  Pearl of Power 
  Wondrous Item 
  Uncommon 
  DMG 184 
  Periapt of Health 
  Wondrous Item 
  Uncommon 
  DMG 184 
  Periapt of Wound Closure 
  Wondrous Item 
  Uncommon 
  DMG 184 
  Philter of Love 
  Potion 
  Uncommon 
  DMG 184 
  Pipes of Haunting 
  Wondrous Item 
  Uncommon 
  DMG 185 
  Pipes of the Sewers 
  Wondrous Item 
  Uncommon 
  DMG 185 
  Potion of Animal Friendship 
  Potion 
  Uncommon 
  DMG 187 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  13 
  Uncommon Magic Items Continued 
  Name 
  Type 
  Rarity 
  Source 
  Potion of Fire Breath 
  Potion 
  Uncommon 
  DMG 187 
  Potion of Greater Healing 
  Potion 
  Uncommon 
  DMG 187 
  Potion of Growth 
  Potion 
  Uncommon 
  DMG 187 
  Potion of Hill Giant Strength 
  Potion 
  Uncommon 
  DMG 187 
  Potion of Poison 
  Potion 
  Uncommon 
  DMG 188 
  Potion of Resistance 
  Potion 
  Uncommon 
  DMG 188 
  Potion of Water Breathing 
  Potion 
  Uncommon 
  DMG 188 
  Quiver of Ehlonna 
  Wondrous Item 
  Uncommon 
  DMG 189 
  Ring of Jumping 
  Ring 
  Uncommon 
  DMG 191 
  Ring of Mind Shielding 
  Ring 
  Uncommon 
  DMG 191 
  Ring of Swimming 
  Ring 
  Uncommon 
  DMG 193 
  Ring of Warmth 
  Ring 
  Uncommon 
  DMG 193 
  Ring of Water Walking 
  Ring 
  Uncommon 
  DMG 193 
  Robe of Useful Items 
  Wondrous Item 
  Uncommon 
  DMG 195 
  Rod of the Pact Keeper, +1 
  Rod 
  Uncommon 
  DMG 197 
  Rope of Climbing 
  Wondrous Item 
  Uncommon 
  DMG 197 
  Saddle of the Cavalier 
  Wondrous Item 
  Uncommon 
  DMG 199 
  Sending Stones 
  Wondrous Item 
  Uncommon 
  DMG 199 
  Sentinel Shield 
  Armor 
  Uncommon 
  DMG 199 
  Shield, +1 
  Armor 
  Uncommon 
  DMG 200 
  Slippers of Spider Climbing 
  Wondrous Item 
  Uncommon 
  DMG 200 
  Spell Scroll, 2nd Level 
  Scroll 
  Uncommon 
  DMG 200 
  Spell Scroll, 3rd Level 
  Scroll 
  Uncommon 
  DMG 200 
  Staff of the Adder 
  Staff 
  Uncommon 
  DMG 203 
  Staff of the Python 
  Staff 
  Uncommon 
  DMG 204 
  Stone of Good Luck 
  Wondrous Item 
  Uncommon 
  DMG 205 
  Sword of Vengeance 
  Weapon 
  Uncommon 
  DMG 206 
  Trident of Fish Command 
  Weapon 
  Uncommon 
  DMG 209 
  Wand of Magic Detection 
  Wand 
  Uncommon 
  DMG 211 
  Wand of Magic Missiles 
  Wand 
  Uncommon 
  DMG 211 
  Wand of Secrets 
  Wand 
  Uncommon 
  DMG 211 
  Wand of the War Mage, +1 
  Wand 
  Uncommon 
  DMG 212 
  Wand of Web 
  Wand 
  Uncommon 
  DMG 212 
  Weapon of Warning 
  Weapon 
  Uncommon 
  DMG 213 
  Weapon, +1 
  Weapon 
  Uncommon 
  DMG 213 
  Wind Fan 
  Wondrous Item 
  Uncommon 
  DMG 213 
  Winged Boots 
  Wondrous Item 
  Uncommon 
  DMG 214 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BATTLEAXE OF 
  WARNING 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  14 
  Rare Magic Items 
  Name 
  Type 
  Rarity 
  Source 
  Ammunition, +2 
  Weapon 
  Rare 
  DMG 150 
  Amulet of Health 
  Wondrous Item 
  Rare 
  DMG 150 
  Armor of Resistance 
  Armor 
  Rare 
  DMG 152 
  Armor of Vulnerability 
  Armor 
  Rare 
  DMG 152 
  Armor, +1 
  Armor 
  Rare 
  DMG 152 
  Arrow-catching Shield 
  Armor 
  Rare 
  DMG 152 
  Bag of Beans 
  Wondrous Item 
  Rare 
  DMG 152 
  Bead of Force 
  Wondrous Item 
  Rare 
  DMG 154 
  Belt of Dwarvenkind 
  Wondrous Item 
  Rare 
  DMG 155 
  Belt of Hill Giant Strength 
  Wondrous Item 
  Rare 
  DMG 155 
  Berserker Axe 
  Weapon 
  Rare 
  DMG 155 
  Boots of Levitation 
  Wondrous Item 
  Rare 
  DMG 155 
  Boots of Speed 
  Wondrous Item 
  Rare 
  DMG 155 
  Bowl of Commanding Water Elementals 
  Wondrous Item 
  Rare 
  DMG 156 
  Bracers of Defense 
  Wondrous Item 
  Rare 
  DMG 156 
  Brazier of Commanding Fire Elementals 
  Wondrous Item 
  Rare 
  DMG 156 
  Cape of the Mountebank 
  Wondrous Item 
  Rare 
  DMG 157 
  Censer of Controlling Air Elementals 
  Wondrous Item 
  Rare 
  DMG 158 
  Chime of Opening 
  Wondrous Item 
  Rare 
  DMG 158 
  Cloak of Displacement 
  Wondrous Item 
  Rare 
  DMG 158 
  Cloak of the Bat 
  Wondrous Item 
  Rare 
  DMG 159 
  Cube of Force 
  Wondrous Item 
  Rare 
  DMG 159 
  Daern's Instant Fortress 
  Wondrous Item 
  Rare 
  DMG 160 
  Dagger of Venom 
  Weapon 
  Rare 
  DMG 161 
  Dimensional Shackles 
  Wondrous Item 
  Rare 
  DMG 165 
  Dragon Slayer 
  Weapon 
  Rare 
  DMG 166 
  Elixir of Health 
  Potion 
  Rare 
  DMG 168 
  Elven Chain 
  Armor 
  Rare 
  DMG 168 
  Figurine of Wondrous Power, Bronze Griffon 
  Wondrous Item 
  Rare 
  DMG 169 
  Figurine of Wondrous Power, Ebony Fly 
  Wondrous Item 
  Rare 
  DMG 169 
  Figurine of Wondrous Power, Golden Lions 
  Wondrous Item 
  Rare 
  DMG 169 
  Figurine of Wondrous Power, Ivory Goats 
  Wondrous Item 
  Rare 
  DMG 169 
  Figurine of Wondrous Power, Marble Elephant 
  Wondrous Item 
  Rare 
  DMG 170 
  Figurine of Wondrous Power, Onyx Dog 
  Wondrous Item 
  Rare 
  DMG 170 
  Figurine of Wondrous Power, Serpentine Owl 
  Wondrous Item 
  Rare 
  DMG 170 
  Flame Tongue 
  Weapon 
  Rare 
  DMG 170 
  Folding Boat 
  Wondrous Item 
  Rare 
  DMG 170 
  Gem of Seeing 
  Wondrous Item 
  Rare 
  DMG 172 
  Giant Slayer 
  Weapon 
  Rare 
  DMG 172 
  Glamoured Studded Leather 
  Armor 
  Rare 
  DMG 172 
  Helm of Teleportation 
  Wondrous Item 
  Rare 
  DMG 174 
  Heward's Handy Haversack 
  Wondrous Item 
  Rare 
  DMG 174 
  Horn of Blasting 
  Wondrous Item 
  Rare 
  DMG 174 
  Horn of Valhalla, Brass 
  Wondrous Item 
  Rare 
  DMG 175 
  Horn of Valhalla, Silver 
  Wondrous Item 
  Rare 
  DMG 175 
  Horseshoes of Speed 
  Wondrous Item 
  Rare 
  DMG 175 
  Instrument of the Bards, Canaith Mandolin 
  Wondrous Item 
  Rare 
  DMG 176 
  Instrument of the Bards, Cli Lyre 
  Wondrous Item 
  Rare 
  DMG 176 
  Ioun Stone, Awareness 
  Wondrous Item 
  Rare 
  DMG 176 
  Ioun Stone, Protection 
  Wondrous Item 
  Rare 
  DMG 176 
  Ioun Stone, Reserve 
  Wondrous Item 
  Rare 
  DMG 176 
  Ioun Stone, Sustenance 
  Wondrous Item 
  Rare 
  DMG 176 
  Iron Bands of Bilarro 
  Wondrous Item 
  Rare 
  DMG 177 
  Mace of Disruption 
  Weapon 
  Rare 
  DMG 179 
  Mace of Smiting 
  Weapon 
  Rare 
  DMG 179 
  Mace of Terror 
  Weapon 
  Rare 
  DMG 180 
  Mantle of Spell Resistance 
  Wondrous Item 
  Rare 
  DMG 180 
  Necklace of Fireballs 
  Wondrous Item 
  Rare 
  DMG 182 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  15 
  Rare Magic Items Continued 
  Name 
  Type 
  Rarity 
  Source 
  Necklace of Prayer Beads 
  Wondrous Item 
  Rare 
  DMG 182 
  Oil of Etherealness 
  Potion 
  Rare 
  DMG 183 
  Periapt of Proof Against Poison 
  Wondrous Item 
  Rare 
  DMG 184 
  Portable Hole 
  Wondrous Item 
  Rare 
  DMG 185 
  Potion of Clairvoyance 
  Potion 
  Rare 
  DMG 187 
  Potion of Diminution 
  Potion 
  Rare 
  DMG 187 
  Potion of Fire Giant Strength 
  Potion 
  Rare 
  DMG 187 
  Potion of Frost Giant Strength 
  Potion 
  Rare 
  DMG 187 
  Potion of Gaseous Form 
  Potion 
  Rare 
  DMG 187 
  Potion of Heroism 
  Potion 
  Rare 
  DMG 188 
  Potion of Invulnerability 
  Potion 
  Rare 
  DMG 188 
  Potion of Mind Reading 
  Potion 
  Rare 
  DMG 188 
  Potion of Stone Giant Strength 
  Potion 
  Rare 
  DMG 187 
  Potion of Superior Healing 
  Potion 
  Rare 
  DMG 187 
  Quaal's Feather Token 
  Wondrous Item 
  Rare 
  DMG 188 
  Ring of Animal Influence 
  Ring 
  Rare 
  DMG 189 
  Ring of Evasion 
  Ring 
  Rare 
  DMG 191 
  Ring of Feather Falling 
  Ring 
  Rare 
  DMG 191 
  Ring of Free Action 
  Ring 
  Rare 
  DMG 191 
  Ring of Protection 
  Ring 
  Rare 
  DMG 191 
  Ring of Resistance 
  Ring 
  Rare 
  DMG 192 
  Ring of Spell Storing 
  Ring 
  Rare 
  DMG 192 
  Ring of the Ram 
  Ring 
  Rare 
  DMG 193 
  Ring of X-ray Vision 
  Ring 
  Rare 
  DMG 193 
  Robe of Eyes 
  Wondrous Item 
  Rare 
  DMG 193 
  Rod of Rulership 
  Rod 
  Rare 
  DMG 197 
  Rod of the Pact Keeper, +2 
  Rod 
  Rare 
  DMG 197 
  Rope of Entanglement 
  Wondrous Item 
  Rare 
  DMG 197 
  Scroll of Protection 
  Scroll 
  Rare 
  DMG 199 
  Shield of Missile Attraction 
  Armor 
  Rare 
  DMG 200 
  Shield, +2 
  Armor 
  Rare 
  DMG 200 
  Spell Scroll, 4th Level 
  Scroll 
  Rare 
  DMG 200 
  Spell Scroll, 5th Level 
  Scroll 
  Rare 
  DMG 200 
  Staff of Charming 
  Staff 
  Rare 
  DMG 201 
  Staff of Healing 
  Staff 
  Rare 
  DMG 202 
  Staff of Swarming Insects 
  Staff 
  Rare 
  DMG 203 
  Staff of the Woodlands 
  Staff 
  Rare 
  DMG 204 
  Staff of Withering 
  Staff 
  Rare 
  DMG 205 
  Stone of Controlling Earth Elementals 
  Wondrous Item 
  Rare 
  DMG 205 
  Sun Blade 
  Weapon 
  Rare 
  DMG 205 
  Sword of Life Stealing 
  Weapon 
  Rare 
  DMG 206 
  Sword of Wounding 
  Weapon 
  Rare 
  DMG 207 
  Tentacle Rod 
  Rod 
  Rare 
  DMG 208 
  Vicious Weapon 
  Weapon 
  Rare 
  DMG 209 
  Wand of Binding 
  Wand 
  Rare 
  DMG 209 
  Wand of Enemy Detection 
  Wand 
  Rare 
  DMG 210 
  Wand of Fear 
  Wand 
  Rare 
  DMG 210 
  Wand of Fireballs 
  Wand 
  Rare 
  DMG 210 
  Wand of Lightning Bolts 
  Wand 
  Rare 
  DMG 211 
  Wand of Paralysis 
  Wand 
  Rare 
  DMG 211 
  Wand of the War Mage, +2 
  Wand 
  Rare 
  DMG 212 
  Wand of Wonder 
  Wand 
  Rare 
  DMG 212 
  Weapon, +2 
  Weapon 
  Rare 
  DMG 213 
  Wings of Flying 
  Wondrous Item 
  Rare 
  DMG 214 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  16 
  Very Rare Magic Items 
  Name 
  Type 
  Rarity 
  Source 
  Ammunition, +3 
  Weapon 
  Very Rare 
  DMG 150 
  Amulet of the Planes 
  Wondrous Item 
  Very Rare 
  DMG 150 
  Animated Shield 
  Armor 
  Very Rare 
  DMG 151 
  Armor, +2 
  Armor 
  Very Rare 
  DMG 152 
  Arrow of Slaying 
  Weapon 
  Very Rare 
  DMG 152 
  Bag of Devouring 
  Wondrous Item 
  Very Rare 
  DMG 153 
  Belt of Fire Giant Strength 
  Wondrous Item 
  Very Rare 
  DMG 155 
  Belt of Frost Giant Strength 
  Wondrous Item 
  Very Rare 
  DMG 155 
  Belt of Stone Giant Strength 
  Wondrous Item 
  Very Rare 
  DMG 155 
  Candle of Invocation 
  Wondrous Item 
  Very Rare 
  DMG 157 
  Carpet of Flying 
  Wondrous Item 
  Very Rare 
  DMG 157 
  Cloak of Arachnida 
  Wondrous Item 
  Very Rare 
  DMG 158 
  Crystal Ball 
  Wondrous Item 
  Very Rare 
  DMG 159 
  Dancing Sword 
  Weapon 
  Very Rare 
  DMG 161 
  Demon Armor 
  Armor 
  Very Rare 
  DMG 165 
  Dragon Scale Mail 
  Armor 
  Very Rare 
  DMG 165 
  Dwarven Plate 
  Armor 
  Very Rare 
  DMG 167 
  Dwarven Thrower 
  Weapon 
  Very Rare 
  DMG 167 
  Efreeti Bottle 
  Wondrous Item 
  Very Rare 
  DMG 167 
  Figurine of Wondrous Power, Obsidian Steed 
  Wondrous Item 
  Very Rare 
  DMG 170 
  Frost Brand 
  Weapon 
  Very Rare 
  DMG 171 
  Helm of Brilliance 
  Wondrous Item 
  Very Rare 
  DMG 173 
  Horn of Valhalla, Bronze 
  Wondrous Item 
  Very Rare 
  DMG 175 
  Horseshoes of a Zephyr 
  Wondrous Item 
  Very Rare 
  DMG 175 
  Instrument of the Bards, Anstruth Harp 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Absorption 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Agility 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Fortitude 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Insight 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Intellect 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Leadership 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Ioun Stone, Strength 
  Wondrous Item 
  Very Rare 
  DMG 176 
  Manual of Bodily Health 
  Wondrous Item 
  Very Rare 
  DMG 180 
  Manual of Gainful Exercise 
  Wondrous Item 
  Very Rare 
  DMG 180 
  Manual of Golems 
  Wondrous Item 
  Very Rare 
  DMG 180 
  Manual of Quickness of Action 
  Wondrous Item 
  Very Rare 
  DMG 181 
  Mirror of Life Trapping 
  Wondrous Item 
  Very Rare 
  DMG 181 
  Nine Lives Stealer 
  Weapon 
  Very Rare 
  DMG 183 
  Nolzur's Marvelous Pigments 
  Wondrous Item 
  Very Rare 
  DMG 183 
  Oathbow 
  Weapon 
  Very Rare 
  DMG 183 
  Oil of Sharpness 
  Potion 
  Very Rare 
  DMG 184 
  Potion of Cloud Giant Strength 
  Potion 
  Very Rare 
  DMG 187 
  Potion of Flying 
  Potion 
  Very Rare 
  DMG 187 
  Potion of Invisibility 
  Potion 
  Very Rare 
  DMG 188 
  Potion of Longevity 
  Potion 
  Very Rare 
  DMG 188 
  Potion of Speed 
  Potion 
  Very Rare 
  DMG 188 
  Potion of Supreme Healing 
  Potion 
  Very Rare 
  DMG 187 
  Potion of Vitality 
  Potion 
  Very Rare 
  DMG 188 
  Ring of Regeneration 
  Ring 
  Very Rare 
  DMG 191 
  Ring of Shooting Stars 
  Ring 
  Very Rare 
  DMG 192 
  Ring of Telekinesis 
  Ring 
  Very Rare 
  DMG 193 
  Robe of Scintillating Colors 
  Wondrous Item 
  Very Rare 
  DMG 194 
  Robe of Stars 
  Wondrous Item 
  Very Rare 
  DMG 194 
  Rod of Absorption 
  Rod 
  Very Rare 
  DMG 195 
  Rod of Alertness 
  Rod 
  Very Rare 
  DMG 196 
  Rod of Security 
  Rod 
  Very Rare 
  DMG 197 
  Rod of the Pact Keeper, +3 
  Rod 
  Very Rare 
  DMG 197 
  Scimitar of Speed 
  Weapon 
  Very Rare 
  DMG 199 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  17 
  Very Rare Magic Items Continued 
  Name 
  Type 
  Rarity 
  Source 
  Shield, +3 
  Armor 
  Very Rare 
  DMG 200 
  Spell Scroll, 6th Level 
  Scroll 
  Very Rare 
  DMG 200 
  Spell Scroll, 7th Level 
  Scroll 
  Very Rare 
  DMG 200 
  Spell Scroll, 8th Level 
  Scroll 
  Very Rare 
  DMG 200 
  Spellguard Shield 
  Armor 
  Very Rare 
  DMG 201 
  Staff of Fire 
  Staff 
  Very Rare 
  DMG 201 
  Staff of Frost 
  Staff 
  Very Rare 
  DMG 202 
  Staff of Power 
  Staff 
  Very Rare 
  DMG 202 
  Staff of Striking 
  Staff 
  Very Rare 
  DMG 203 
  Staff of Thunder and Lightning 
  Staff 
  Very Rare 
  DMG 204 
  Sword of Sharpness 
  Weapon 
  Very Rare 
  DMG 206 
  Tome of Clear Thought 
  Wondrous Item 
  Very Rare 
  DMG 208 
  Tome of Leadership and Influence 
  Wondrous Item 
  Very Rare 
  DMG 208 
  Tome of Understanding 
  Wondrous Item 
  Very Rare 
  DMG 209 
  Wand of Polymorph 
  Wand 
  Very Rare 
  DMG 211 
  Wand of the War Mage, +3 
  Wand 
  Very Rare 
  DMG 212 
  Weapon, +3 
  Weapon 
  Very Rare 
  DMG 213 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RAPIER OF 
  LIFE STEALING 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  18 
  Legendary Magic Items 
  Name 
  Type 
  Rarity 
  Source 
  Apparatus of Kwalish 
  Wondrous Item 
  Legendary 
  DMG 151 
  Armor of Invulnerability 
  Armor 
  Legendary 
  DMG 152 
  Armor, +3 
  Armor 
  Legendary 
  DMG 152 
  Belt of Cloud Giant Strength 
  Wondrous Item 
  Legendary 
  DMG 155 
  Belt of Storm Giant Strength 
  Wondrous Item 
  Legendary 
  DMG 155 
  Cloak of Invisibility 
  Wondrous Item 
  Legendary 
  DMG 158 
  Crystal Ball of Mind Reading 
  Wondrous Item 
  Legendary 
  DMG 159 
  Crystal Ball of Telepathy 
  Wondrous Item 
  Legendary 
  DMG 159 
  Crystal Ball of True Seeing 
  Wondrous Item 
  Legendary 
  DMG 159 
  Cubic Gate 
  Wondrous Item 
  Legendary 
  DMG 160 
  Deck of Many Things 
  Wondrous Item 
  Legendary 
  DMG 162 
  Defender 
  Weapon 
  Legendary 
  DMG 164 
  Efreeti Chain 
  Armor 
  Legendary 
  DMG 167 
  Hammer of Thunderbolts 
  Weapon 
  Legendary 
  DMG 173 
  Holy Avenger 
  Weapon 
  Legendary 
  DMG 174 
  Horn of Valhalla, Iron 
  Wondrous Item 
  Legendary 
  DMG 175 
  Instrument of the Bards, Ollamh Harp 
  Wondrous Item 
  Legendary 
  DMG 176 
  Ioun Stone, Greater Absorption 
  Wondrous Item 
  Legendary 
  DMG 176 
  Ioun Stone, Mastery 
  Wondrous Item 
  Legendary 
  DMG 176 
  Ioun Stone, Regeneration 
  Wondrous Item 
  Legendary 
  DMG 176 
  Iron Flask 
  Wondrous Item 
  Legendary 
  DMG 178 
  Luck Blade 
  Weapon 
  Legendary 
  DMG 179 
  Plate Armor of Etherealness 
  Armor 
  Legendary 
  DMG 185 
  Potion of Storm Giant Strength 
  Potion 
  Legendary 
  DMG 187 
  Ring of Air Elemental Command 
  Ring 
  Legendary 
  DMG 190 
  Ring of Djinni Summoning 
  Ring 
  Legendary 
  DMG 190 
  Ring of Earth Elemental Command 
  Ring 
  Legendary 
  DMG 190 
  Ring of Fire Elemental Command 
  Ring 
  Legendary 
  DMG 190 
  Ring of Invisibility 
  Ring 
  Legendary 
  DMG 191 
  Ring of Spell Turning 
  Ring 
  Legendary 
  DMG 193 
  Ring of Three Wishes 
  Ring 
  Legendary 
  DMG 193 
  Ring of Water Elemental Command 
  Ring 
  Legendary 
  DMG 190 
  Robe of the Archmagi 
  Wondrous Item 
  Legendary 
  DMG 194 
  Rod of Lordly Might 
  Rod 
  Legendary 
  DMG 196 
  Rod of Resurrection 
  Rod 
  Legendary 
  DMG 197 
  Scarab of Protection 
  Wondrous Item 
  Legendary 
  DMG 199 
  Sovereign Glue 
  Wondrous Item 
  Legendary 
  DMG 200 
  Spell Scroll, 9th Level 
  Scroll 
  Legendary 
  DMG 200 
  Sphere of Annihilation 
  Wondrous Item 
  Legendary 
  DMG 201 
  Staff of the Magi 
  Staff 
  Legendary 
  DMG 203 
  Sword of Answering 
  Weapon 
  Legendary 
  DMG 206 
  Talisman of Pure Good 
  Wondrous Item 
  Legendary 
  DMG 207 
  Talisman of the Sphere 
  Wondrous Item 
  Legendary 
  DMG 207 
  Talisman of Ultimate Evil 
  Wondrous Item 
  Legendary 
  DMG 207 
  Tome of the Stilled Tongue 
  Wondrous Item 
  Legendary 
  DMG 208 
  Universal Solvent 
  Wondrous Item 
  Legendary 
  DMG 209 
  Vorpal Sword 
  Weapon 
  Legendary 
  DMG 209 
  Well of Many Worlds 
  Wondrous Item 
  Legendary 
  DMG 213 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  19 
  Appendix 2: 
  Signature Magic Items 
  For the most part, the Players Guild rules prohibit 
  characters from purchasing permanent magic items. 
  Permanent magic items should be special, and there 
  should be a story behind how your character came 
  to possess each one. 
   The list of allowed Players Guild magic items is 
  noticeably devoid of magical weapons and 
  ammunition that grant fixed bonuses. This was an 
  intentional choice to help curb over-powered 
  characters. However, magic weapons have a long 
  history in D&D, and this appendix helps add them 
  back to the game in a controlled manner. 
  Your Signature Magic Item 
  When your character reaches Tier 2 (level 5), they 
  may embark upon a special, one-time-only quest to 
  locate a magic weapon or implement such as a wand 
  or rod. This is an out-of-game activity. To undertake 
  the quest, a character must spend 2,000 gp. This cost 
  does not represent the price of the weapon, but 
  rather the coin spent to locate and retrieve the item, 
  which includes story-based events such as travel, 
  research, hiring henchmen, etc. 
   As an example, Alanon, a 5th-level wizard, spends 
  2,000 gp to locate the fabled Wand of Keotten, which 
  was previously used by a vile necromancer. He 
  spends time in the great library of Candlekeep 
  researching its last whereabouts. While there, he 
  pays for lodging and tips a generous amount to the 
  library’s scribes for their assistance. He eventually 
  learns the wand was hidden in a trap-filled tomb 
  that is reportedly haunted by the necromancer’s 
  ghost. Alanon hires the services of two henchmen, a 
  pickpocket, and a priest of Kelemvor to aid him in 
  retrieving the wand. He pays them a fair wage and 
  covers their lodging while traveling to the tomb, 
  which lies in the Troll Hills. At the end of the quest, 
  Alanon has retrieved a wand of the war mage +1. 
   Your character may quest for any type of weapon 
  or implement listed in the Quest Items table below. 
  An item retrieved in this manner is special to your 
  character. The effort required to recover it creates a 
  bond, and it grows in power with your character. 
  When your character reaches Tier 3 (level 11), the 
  item’s fixed bonus increases to +2, and it becomes 
  rare. At Tier 4 (level 17), its bonus increases to +3, 
  and it becomes very rare. In addition to its bonus 
  increase, the item can have your choice of one minor 
  property from the Minor Properties table. 
   Special. Your signature magic item is only usable 
  by your character. It may not be sold or traded. Once 
  acquired, it is considered a legal Players Guild magic 
  item, but only for your character. 
  Quest Items 
  Item 
  Rarity 
  weapon +1 
  uncommon 
  rod of the pact keeper +1 
  uncommon 
  wand of the war mage +1 
  uncommon 
   
  Minor Properties 
  Description 
  Beacon. The bearer can use a bonus action to cause the item 
  to shed bright light in a 10-foot radius and dim light for an 
  additional 10 feet, or to extinguish the light. 
  Compass. The wielder can use an action to learn which way is 
  north. 
  Conscientious. When the bearer of this item contemplates or 
  undertakes a malevolent act, the item enhances pangs of 
  conscience. 
  Delver. While underground, the bearer of this item always 
  knows the item's depth below the surface and the direction 
  to the nearest staircase, ramp, or other path leading upward. 
  Gleaming. This item never gets dirty. 
  Guardian. The item whispers warnings to its bearer, granting 
  a +2 bonus to initiative if the bearer isn't incapacitated. 
  Harmonious. Attuning to this item takes only 1 minute. 
  Hidden Message. A message is hidden somewhere on the 
  item. It might be visible only at a certain time of the year, 
  under the light of one phase of the moon, or in a specific 
  location. 
  Key. The item is used to unlock a container, chamber, vault, 
  or other entryway. 
  Language. The bearer can speak and understand a language 
  of your choice while the item is on the bearer's person. 
  Sentinel. Choose a kind of creature that is an enemy of the 
  item's creator. This item glows faintly when such creatures 
  are within 120 feet of it. 
  Song Craft. Whenever this item is struck or is used to strike a 
  foe, its bearer hears a fragment of an ancient song. 
  Strange Material. The item was created from a material that 
  is bizarre given its purpose. Its durability is unaffected. 
  Temperate. The bearer suffers no harm in temperatures as 
  cold as -20 degrees Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
  Unbreakable. The item can't be broken. Special means must 
  be used to destroy it. 
  War Leader. The bearer can use an action to cause his or her 
  voice to carry clearly for up to 300 feet until the end of the 
  bearer's next turn.  
  Waterborne. This item floats on water and other liquids. Its 
  bearer has advantage on Strength (Athletics) checks to swim. 
  Wicked. When the bearer is presented with an opportunity 
  to act in a selfish or malevolent way, the item heightens the 
  bearer's urge to do so. 
  Illusion. The item is imbued with illusion magic, allowing its 
  bearer to alter the item’s appearance in minor ways. Such 
  alterations don't change how the item is worn, carried, or 
  wielded, and they have no effect on its other magical 
  properties. For example, the wearer could make a red robe 
  appear blue, or make a gold ring look like it’s made of ivory. 
  The item reverts to its true appearance when no one is 
  carrying or wearing it. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  PLAYERS GUILD RULEBOOK 
  20 
  FAQ 
   
  Why is _______ magic item not allowed in the 
  Player Guild? 
  The decision was made to pull back on magic items 
  that provide large or static bonuses to attack and 
  damage. Rather than try to “fix” these and other 
  items that were already known to be problematic, it 
  made more sense to simply disallow their use. 
   All characters have the opportunity to acquire a 
  magic item using the “signature magic item” quest, 
  so no character should ever want for a magic 
  weapon, wand, or rod for their character to use. 
    Since the Player Guild is new, no character loses 
  magic items they already have. Some disallowed 
  magic items may be added back into play in the 
  future, but it is far more difficult to remove items 
  from play once characters already have them. 
   
  Would the Players Guild consider allowing _______ 
  magic item in play? 
  Perhaps, but for now, it makes more sense to start 
  with a restrictive list. Down the road, each item can 
  be reevaluated. 
   
  Will new magic items be added to the list? 
  When new official products are released by WotC for 
  D&D, the items they contain will be evaluated and 
  added to list as allowed or disallowed. This will only 
  happen for significant hardcover releases like 
  Xanathar’s Guide to Everything, not for adventures or 
  PDF releases to the DMs Guild. 
   
  Who created the Players Guild? 
  The Players Guild was created by a consortium of 
  unnamed individuals with a long and deep 
  connection to Dungeons & Dragons. 
   
  The gold piece totals on the Maximum Wealth by 
  Level table are too low. 
  That’s not a question, but to answer, the totals are 
  based upon the average amount of gold accumulated 
  across many Adventures League characters during 
  seasons 1-7. The goal was to mimic what players 
  were already used to receiving. 
   
  The gold piece totals on the Maximum Wealth by 
  Level table are too high. 
  That is also not a question, but to answer, if you feel 
  like you are receiving too much gold, you can always 
  refuse to take your share of the treasure awarded. 
   
  Why did you limit consumables? 
  Carrying large quantities of potions of healing felt 
  cheesy, and now that you can buy upgraded healing 
  potions, five of each type should be more than 
  enough to keep your characters going. 
   
  A lot of this looks like it was copied from the 
  Adventurers League, was it? 
  Yes. The Adventurers League does a lot of things 
  right, but we wanted to create rules that allowed 
  players to have an organized play experience using 
  ANY fifth edition Dungeons & Dragons adventure, 
  not just those approved for play by the Adventurers 
  League. We kept the portions of the AL rules that 
  seemed to work well for this and made adjustments 
  where we felt they were needed. 
   
  Who made you the keeper of the organized play 
  rules? 
  In short, no one did. However, we took the initiative 
  to discuss changes and compile them into a 
  document. There are plenty of other good organized 
  play options available for 5th edition D&D, and if 
  these rules don’t meet your needs, we suggest you 
  keep looking until you find rules that do. 
   
  I’m a DM. How do I rule _______? 
  First, thank you for being a DM! To answer your 
  question, you can rule _______ any way you feel is fair. 
   The Players Guild rules are more about character 
  management and less about how you choose to 
  interpret the rules of the game. There are countless 
  forums, Facebook pages, and Twitter feeds that can 
  provide advice for adjudicating tricky rules 
  situations. You are free to use them as you see fit. 
   
  Can I use house rules in the Players Guild? 
  House rules are not allowed in the Players Guild. As 
  a DM, you should run Player Guild games as close to 
  the rules as possible. See the question above for 
  what to do when the rules are vague and require 
  adjudication. 
   
  Can I join a faction like the Harpers? 
  Yes, but there are no mechanical benefits to doing so. 
  If you say you are a Harper, you are, but your 
  membership in the organization is simply part of 
  your character’s backstory. 
   
  I have a story award from an AL adventure, can I 
  use it during a Players Guild game? 
  Many adventures grant awards or downtime 
  activities that are specific to their stories. As long as 
  these awards are for flavor or roleplaying purposes 
  only, they are fine. Any award that grants a 
  mechanical benefit or advantage is not useable 
  during a Players Guild game. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Players Guild - Players Guild Rulebook v122.pdf