Player's Guide

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Player's Guide Player’s Guide Version 4.0 Curse of Strahd Edition: March 4, 2016, to August 25, 2016 Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Wizards Team: Christopher Lindsay, Mike Mearls D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Claire Hoffman, Greg Marks, Alan Patrick, Travis Woodall Editing and Layout: Scott Fitzgerald Gray 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. ©2016 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. Not for resale. Permission granted to print and photocopy this document for personal use only. What is the D&D D&D Adventurers League Mission Adventurers League? D&D Adventurers League events must: • Be inclusive of players of all backgrounds The D&D Adventurers League is an ongoing official • Foster a welcoming atmosphere focused on fun organized play campaign for Dungeons & Dragons®. • Use only approved adventure content It uses the fifth edition of the Dungeons & Dragons rules, and features the Forgotten Realms® setting. You adventures together to form a campaign. The current can play D&D Adventurers League games anywhere. storyline season is called Curse of Strahd. You can create a character and bring that character to Storyline seasons provide continuity to play. In any D&D Adventurers League game. addition, the rotation of a storyline season provides a D&D Adventurers League games can be public, time to begin new characters, update rules documents, in-person play events, but they can also be played at and start new adventures. You can always continue home or in another private setting of your choosing. playing an existing character through multiple Typical venues for these events are game and hobby storylines, as long as your character meets the level stores, conventions, public-accessible game day events, requirement for the adventures. 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. A separate document 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 D&D Adventurers League play. This guide is divided up into two parts: • Part 1 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 contains resources and other information that you might find handy. It also contains a list of fre- quently asked questions. What You Need to Play In order to participate in D&D Adventurers League games, you’ll need the following: • The D&D Basic Rules. This PDF document is avail- able for free on the Wizards of the Coast web site. 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 and the Sword Coast Adventurer’s Guide. • 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. This is an official Wizards of the Coast organized play number. It’s obtainable at public events; ask the organizer for one the first time you play. DCI numbers can also be acquired online by fol- lowing the instructions provided here. Storyline Seasons Every few months, D&D Adventurers League begins a new storyline season. The storyline season provides a theme and plot elements that connect several D&D Adventurers League Player’s Guide 2 Not for resale. Permission granted to print and photocopy this document for personal use only. Sword Coast Adventurer’s Guide Part 1: Characters All sidebars and optional rules in the Sword Coast Adventurer’s Guide are legal for D&D Adventurers League play, with the This section contains information on creating exceptions noted here. The following rules options are either and advancing characters for play in the D&D not allowed, or are restricted in some way: Adventurers League. • The Winged variant granting a fly speed for tieflings is not legal for D&D Adventurers League play. Cosmetic wings from the Appearance variant that don’t grant a fly Allowed Rules speed are fine. Characters originating during the Curse of Strahd • Races or other options that are mentioned but whose storyline season can use the following rules for rules are found in another source (for example, aasimar character options: and genasi) do not become legal without other campaign documentation unless that source is also legal for your • D&D Basic Rules (all rules except rolling ability character’s story origin. scores and hit points, rolling for starting wealth, some • You can indicate that you are a member of a rare alignment restrictions) elf subrace for the purpose of roleplaying, but you • D&D Player’s Handbook™ (all rules except rolling abil- can use only the subrace traits for elves given in the ity scores and hit points, some alignment restrictions) Player’s Handbook. • Curse of Strahd™ appendix A • You must be a dwarf to take the Path of the Battlerager • Monster Manual™ appendix A (beasts only) primal path, and you must be an elf to take the • Sword Coast Adventurer’s Guide™ (see the sidebar) Bladesinging arcane tradition. • The inheritor background requires additional guidance. You Official documentation, such as a D&D Adventurers can roll on the random table provided in the Sword Coast League certificate,might provide exceptions to the Adventurer’s Guide as normal, but any item you choose allowed rules. Spells, race, or class features in the must be a nonconsumable item found in the Player’s allowed rules that specifically reference a creature not Handbook worth 75 gp or less. Whether you choose to roll found in the allowed rules in order for them to function randomly or to pick your inheritance, your inheritance can be entirely mundane or possess a minor magical quirk. properly are also an exception to these rules. If you wish your item to have a minor magical quirk, you can choose either to have it glow with the light of a candle, Character Creation or you can select an option from the What Quirk Does It To create a character for the D&D Adventurers League, Have? table in the Dungeon Master’s Guide. follow the steps below. Special exceptions and unique rules as applicable to the D&D Adventurers League are noted within each section. Choose a Class Characters begin play at 1st level. All classes and character options within each class Choose a Story Origin available in your rules are allowed for play. Deities. D&D Adventurers League storylines are set Select your story origin for your character. Most of in the Forgotten Realms, and as such, people worship the time, this is simple—it’s your starting adventure’s the deities of that world. If you would like your character storyline season. Your choice of story origin tells you to worship a deity, you can choose one from the list of what rules you can use for character options. You can Forgotten Realms or nonhuman deities presented in choose any available story origin, even if you plan on appendix B of the Player’s Handbook or the D&D Basic playing in another storyline. Rules, or from the expanded lists of Faerûnian deities The following story origins are currently available: in chapter 1 of the Sword Coast Adventurer’s Guide. Clerics and characters with the Acolyte background • Rage of Demons must choose a deity from one of these lists. If you’re • Elemental Evil a cleric, you can choose one of the deity’s suggested • Tyranny of Dragons domains or the Life domain. The Death domain is not • Curse of Strahd allowed unless that rules option is available for your For the Tyranny of Dragons, Elemental Evil, and Rage storyline season. of Demons story origins, see “Past Story Origins” at the end of this document. Determine Ability Scores Choose a Race You can generate your character’s ability scores using one of the following methods: All races available in your rules for character options • Standard set (15, 14, 13, 12, 10, 8) are allowed for play, including the uncommon races. • Customizing ability scores variant (Player’s Variant Human Traits. If you are playing a human, Handbook chapter 1) you are allowed to use the variant traits, as presented in chapter 2 of the Player’s Handbook. After assigning ability scores, apply your racial benefits to derive your starting ability score at 1st level. You cannot roll your ability scores. D&D Adventurers League Player’s Guide 3 Not for resale.
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