Руководство игрока по Лиге Приключенцев v10.3 (на английском)

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Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Ja cquise, Greg Marks,
Alan Patrick, Travis Woodall

Effective Date
September 15, 2020

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, PH , 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 Wiz ards 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 a rtwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2020 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
Adventurers League Player’s Guide v.10. 3 2

We certainly do! The D&D Adventurers League welcomes
anyone and everyone to join us at the game table, whether it’s
in- person or online. We’re a diverse and inclusive group, so
no matter who you are, if you love D&D, you’re ONE OF US!
Nearly every D&D game has house rules that modify or clarify the
existing rules as they pertain to that Dungeon Master’s game. To
maintain fairness for all participants in a shared-world campaign, all
DMs use the same house rules.
What follows are the house rules for play in the D&D Adventurers
League Forgotten Realms campaign. As the campaign continues,
we’ll modify these living rules as needed.
To begin play in Plague of Ancients, the D&D Adventurers
League season supporting Icewind Dale: Rime of the
Frostmaiden , do the following:
 Create a new 1st -level character for use in this season
 Play in a seasonal adventure suitable for 1st- level
characters , and/or begin playing Icewind Dale: Rime of the
Frostmaiden .
Eac h D&D Adventurers League supported adventure you play
as a part of this season earns you r character rewards and
allows them to gain levels. Each adventure has a level range
requirement, which your character must meet to participate
in that adventure.
We refer to Plague of Ancients as the c urrent Seasonal Campaign for
D&D Adventurers League play in the Forgotten Realms. All seasons
that came prior are referred to as the Historic Campaign (and
currently include Seasons 1 through 9). Dreams of the Red Wizards is
the current Masters Campaign , comprising adventures for higher
level play.
These choices can be made in whatever order you’re most
comfortable with, as you think about the character you want
to play.
At minimum you should have access to the D&D Basic Rules, a free
download on the Wizards website. For the optimal experience
however, use the fifth edition Player’s H andbook (PH).
When creating and advancing your character, you can use any
race option listed below. You can also use any of the class rules
options for your character (including spells and feats), from the PH
and one other product listed below. We refer to this campaign rule
as "Player’s Handbook + 1". It is important to note that your choice
of race is not restricted by PH + 1.
 Mordenkainen’s Tome of Foes
 Tasha’s Cauldron of Everything
 Volo’s Guide to Monsters
 Xanathar’s Guide to Everything

Character Sheet and Adventure Logsheet. You can use any
character sheet meant for fifth edition D&D, and an adventure
logsheet that suits your preferences. You can find some at D&D
Adventurers League Resources .

Choosing Your Race. All races in the PH are appropriate for
this campaign. Additionally, you may also select a race or
subrace from the list below as well.
From Volo’s Guide to Monsters . Aasimar, Firbolg, Goliath *,
Kenku, Kobold, Orc, and Tabaxi
From Mordenkainen’s Tome of Foes . Deep Gnome, Duergar,
Eladrin, Gith, Shadar -kai, and Tiefling subraces
*Though identical, this race is also presented in Icewind Dale:
Rime of the Frostmaiden.
Choosing Your Class. You can use class and subclass
options from the PH, Xanathar’s Guide to Everything , and the
upcoming book Tasha’s Cauldron of Everything.
Choosing Your Background. Choose a background from
the PH or any fifth edition product listed above . Alternatively,
you can instead customize a background using the rules found
in the PH. Your choice of background is not restricted by the
PH + 1 rule.
If you’re participating in adventures set in either of these locations,
you can use their respective products (found on the DMs Guild) to
select a background for your character.
Rising Shadows-Moonshae Isles Regional Guide
The Border Kingdoms: A Forgotten Realms Campaign Supplement
Your character’s ability scores are generated using one of the
following methods:
 Standard Array (15, 14, 13, 12, 10, 8)
 Variant: Custo mizing Ability Scores (PH) .
The D &D Adventurers League now uses this variant system from
Tasha’s Cauldron of Everything since it allows for a greater degree of
customization. For ease of reference, the relevant information is
included as an appendix to this document and doesn’t count against
the PH + 1 rule.
Selecting or creating personality traits, an ideal, a bond, and a
flaw can help you bring your character to life as you play
Alignment. In additional to your character’s personality,
you should select an alignment. Characters in this campaign
are h eroes and therefore can be any alignment but evil.
Deities. Clerics must worship a single, specific deity. Any
deity listed in Deities of the Forgotten Realms and Nonhuman
Deities tables in the PH are appropriate for this campaign.
Your cleric character i sn’t limited to the Domains
recommended for their deity when choosing their subclass.
Non -cleric characters may (but are not required) to choose
a deity to worship as well, selecting from the same tables
mentioned above.

Not for resale. Permission granted to print and photocopy this document for personal use only
Adventurers League Player’s Guide v.10. 3 3
Your cha racter’s starting equipment and gold is determined
by their class and background; you don’t roll for their gold. All
characters for this season begin play with a set of cold
weather clothes .
Trinkets. You start with a trinket of your choice from the
table in Chapter 5 of the PH.
Equipment. Your character can sell starting equipment
using the rules in the PH and can buy equipment and spell
components found in the PH or any other resource listed
above. Selling starting equipment provided by your class and
background doesn’t count toward your GP Limit.
When playing as part of the campaign you can play the
hardcover adventure Icewind Dale: Rime of the Frostmaiden ,
the Campaign adventures created in support of it, or both.
As characters level up , they also advance tiers . We use tiers as
we design content to determine appropriate challenges for
characters of a given level as well as rewards.
The following table shows what tier your character is at
various levels.
Character Level Tier
1 – 4 1
5 – 10 2
11 – 16 3
17 – 20 4

Playing Icewind Dale: Rime of the Frostmaiden. Your DM
will tell you when you’ve gained a level. If you’ve played for at
least 4 hours (8 hours a t Tier 2+) in the hardcover adventure,
and your DM hasn’t told you to gain a level, you gain a level at
your own discretion.
You can only gain one level per session. If you gain a level,
you advance to the next level at the end of the session. If you
want to continue playing your character at their current level,
you decline to advance, but you must earn another l evel
through adventuring when you're ready to advance in the
Playing a Campaign adventure . Y ou gain a level at the end
of the adventure , again at your discretion. If you’d like to
continue playing at your current level, you can decline to gain
a level, although it has an impact on other rewards that you
When your character advances a level, use the fixed hit point value
provided in the class’s entry; characters never roll their hit points.
In order to maintain portability in this shared-world
campaign, whenever the group you’re playing with finds a
magic item, your character can keep it if you wish (assuming
that it wasn't returned or lost, or it ran out of charges during
the adventure) . The number of m agic items your character
can own at a given time is determined by their tier (common,
consumable, and story items don’t count against this limit).
Y our character can also replace an item in their possession with a new one
—useful in getting rid of obsolete items or
those that have been destroyed or have no magic remaining.
Legendary items can only be kept by tier 4 characters, but
others finding one instead unlock it and can choose to take
possession of it when they reach tier 4. Until then the item
doesn’t count against the character’s Magic Item Limit. Only
one character a table can possess a story item at the table at a
given time.
Tier Magic Item Limit Tier Magic Item Limit
1 1 3 6
2 3 4 10
Your Dungeon Master awards your character gold during
play. To maintain fairness in a shared -world campaign, the
maximum amount of gold your character can earn is based on
how many hours they’ve played in their current tier. While
your DM is strongly encou raged to award this amount of gold
each hour, your character earns an amount of gold equal to
half of the hourly award for each hour you play during the
session if they don’t.
Once your character has earned an amount of gold equal to
their GP Limit, infor m your DM; they can’t earn any more until
they reach a new level. Once your character reaches 20th
level, their GP limit resets each time they complete an
adventure or hardcover chapter.
Tier Hourly GP Award (Minimum) GP Limit per Level
1 20gp (10gp) 80gp
2 30gp (15gp) 240gp
3 200gp (100gp) 1,600gp
4 750gp (375gp) 6,000gp
Downtime Days. Your character earns 10 downtime days
after gaining a level (20 for tier 2 + characters).
As your character gains levels, they evolve and grow. When
advancing your character, the following rules apply:
Decline Advancement . If you decline advancement when
your character gains a level, your character can still keep any
other rewards they earned during the session.
Character Rebuilding. You can rebuild your character
prior to playing their first adventure at 5th-level —changing
any of your character’s statistics while abiding the current
season’s house rules. Non -mechanical aspects of your
character such as alignment, gender, name, choice of deity, or
personality traits can be changed between sessions regardless
of level.
Your character keeps any rewards and equipment earned
to that point. If your character’s class or background changes,
th ey lose any equipment that it granted, along with the
proceeds from selling it, or benefits derived from it, such as
copied spells or gold earned by selling it. Similarly, if you
change their faction, access to renown benefits are suspended
(see Appendix 1: Renown). Dead characters or those removed
from play can’t be rebuilt, nor can story awards be exchanged
or removed.

Not for resale. Permission granted to print and photocopy this document for personal use only
Adventurers League Player’s Guide v.10. 3 4
Death, Disease, and Curses. Dead characters or those
subject to a condition or story award that removes them from
play (vampirism, lycant hropy, petrification, imprisoned in
another plane, etc.) can’t begin a new session until they’ve
been returned to life or until relieved of the effects that
removed them from play —something that NPC Spellcasting
Services can typically accomplish with a nom inal gp cost. If
your character doesn’t have enough gold to pay for the cost of
the requisite service or if they suffer from any effect that
spellcasting services can’t remove (such as a story award
requiring a wish), you can instead choose to remove a
per manent magic item (excluding common magic items) in
order to return the character to life or to remove all effects
that removed them from play. A character returned to play in
this way also finds their Magic Item Limit reduced by 1 until
they reach the nex t tier of play (or completed two adventures
or hardcover chapters at 20th level).
This option is always available —even if a character’s Magic
Item Limit has been reduced to 0 or if they have no magic
Breaking From Seasonal Play. Once your charact er has
reached 5th level (Tier 2) you can migrate them to play in
content specific to the Masters Campaign . Additionally, your
character can play any of the content from seasons prior to
the Seasonal Campaign. If you migrate your character, they
may no lon ger play in the current season’s content.
The activities below should occur between adventures. It isn’t
appropriate to take up valuable play time with these things in
the midst of a game.
Between sessions, your character can sell or buy equipment
and spell components using the rules found in the PH.
Additional options might be made available at the end of any
given adventure. Sometimes, equipment might be hard to find
during an adventure and unavailable for you to buy. Your DM
will tell when this is the case. Gold earned from selling items
counts against your GP Limit.
Your wealth and equipment is your own, it can’t be given to
another character, but:
 Equipment and consumable items can be lent to othe r
characters at your table but must return it at the end of the
session (unless it’s been consumed or lost).
 Permanent magic items can be traded (see below).
 Characters can choose to contribute toward the cost of NPC
spellcasting services obtained during an adventure.
Your character can participate in downtime activities
between adventures. If downtime activities become available
during an adventure, your DM will tell you and adjudicate
their resolution as appropriate.
Between advent ures you can use the downtime activities
found in the PH as well as the following activities. Lifestyle
costs aren’t incurred when spending downtime days .
Downtime: Spellcasting Services. You can spend a
downtime day to have an NPC cast one spell for you.
Alternatively, you can use this downtime activity to cast one
spell yourself or benefit from a spell cast by another character
that is at the same table as you without expending spell slots or renewable charges from magic items.
The DM alone has
ultimate discretion on whether use of downtime is feasible
during the session (i.e., there are multiple days of inactivity
that make it an option).
Downtime: Catching Up. By spending downtime at 4 th,
10th, or 16th level you gain a level.
Current Tier Downtime Cost
1 20 days
2 80 days
3 200 days

Downtime: Copying Spells. Characters copying spells into
a spellbook must use this downtime activity. You spend up to
8 hours copying spells into your spellbook and/or making
their spellbook available for other characters to copy from for
each downtime day you spend. Characters playing at the same
table 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 use this
downtime activity if you wish to copy spells into a spellbook
or to make your own spells available for someone else to
copy. This downtime activity must be used in the presence of
your table’s DM.
Downtime: Trading Magic Items. Permanent magic items
can be traded on a one- for-one basis for items of the same
rarity. Only tier 4 characters can trade legendary items. Each
party to the trade must spend 15 downtime days unless
they’re playing at the same table. Certificates (if present)
must accompany the trade or be destroyed. Unique magic
items or ma gic items without magical properties can’t be
traded. If your magic item possesses a certificate, it must
accompany the trade or be destroyed. In the event of conflict,
the Dungeon Master’s Guide determines an item’s rarity and
Until your char acter has migrated to the Masters C ampaign,
they can only trade with other non- migrated Seasonal
Campaign characters.
Brewing Potions of Healing (XGE). You don’t need to
obtain rare materials to using this activity. You don’t suffer
complications while us ing this activity.
Scribing Scrolls (XGE). You don’t suffer complications
while using this activity.
By adventuring, your character establishes themselves as
notable among the denizens of Faerûn. As their reputation
grows, they can call in favors from those they have crossed
paths with along their journeys. Additional information on
renown can be found in appendix 1.
Your character can be a member of a faction only if they have
the Safe Haven background feature ( see appendix 2). When
you choose a faction, you replace your current background
feature with this one.
Faction Insignia. Members of a faction receive an
identifying insignia of their faction: a pin, a brassard, or
special coin. In addition, they can also identify themselves in
other ways, such as clothing, tattoos, or secret handshakes.
Upon reaching 5th level, faction members receive a magical
signet ring (see appendix 2: Renown)

Not for resale. Permission granted to print and photocopy this document for personal use only
Adventurers League Player’s Guide v.10. 3 5

At 1st level, you choose various aspects of your character,
including ability scores, race, class, and background.
Together these elements help paint a picture of your
character’s origin and give you the ability to create many
different types of characters. Despite that versatility, a
typical character race in D&D includes little or no choice —a
lack that can make it difficult to realize certain character
concepts. The following subsections address that lack by
adding choice to your character’s race, allowing you to
customize your ability scores, languages, and certain
proficiencies to fit the origin you have in mind for your
character. Character race in the game represents your
character’s fantasy species, combined with certain cultural
assumptions. The following options step outside those
assumptions to pave the way for truly unique characters.
Whatever D&D race you choose for your character, you get a
trait called Ability Score Increase. This increase reflects an
archetypal bit of excellence in the adventurers of this kind in
D&D’s past. For example, if you’re a dwarf, your Constitution
increases by 2, because dwarf heroes in D&D are often
exceptionally tough. This increase doesn’t apply to every
dwarf, just to dwarf adventurers, and it exists to reinforce an
archetype. That reinforcement is appropriate if you want to
lean into the archetype, but it’s unhelpful if your character
doesn’t conform to the archetype.
If you’d like you r character to follow their own path, you
may ignore your Ability Score Increase trait and assign
ability score increases tailored to your character. Here’s how
to do it: take any ability score increase you gain in your race
or subrace and apply it to an a bility score of your choice. If
you gain more than one increase, you can’t apply those
increases to the same ability score, and you can’t increase a
score above 20.
For example, if the Ability Score Increase trait of your race
or subrace increases your Co nstitution by 2 and your
Wisdom by 1, you could instead increase your Intelligence
by 2 and your Charisma by 1.
Your character’s race includes languages that your character
is assumed to know, usually Common and the language of
your ancestors. For example, a halfling adventurer is
assumed to know Common and Halfling. Here’s the thing:
D&D adventurers are extraordinary, and your character
might have grown up speaking languages different from the
ones in your Languages trait.
To customize the langu ages you know, you may replace
each language in your Languages trait with a language from
the following list: Abyssal, Celestial, Common, Deep Speech,
Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling,
Infernal, Orc, Primordial, Sylvan, or Under common.
Some races and subraces grant skill, weapon, or tool
proficiencies. These proficiencies are usually cultural, but
your character might not have any connection to the culture
in question or might have pursued different training. You
can replace each of those proficiencies with a different one,
as shown on the Proficiency Swaps table.
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/martial weapon or tool
Simple weapon Simple weapon or tool
Martial weapon Simple/martial weapon or tool
Tool Tool or simple weapon

For example, high elf adventurers have proficiency with
longswords, which are martial weapons. Consulting the
Proficiency Swaps table, we see that your high elf can swap
that proficiency for proficiency with another weapon or a
tool. Your elf might be a musician, who chooses proficiency
with a musical instrument—a type of tool —instead of with
longswords. Similarly, elves start with proficiency in the
Perception skill. Your elf might not have the keen senses
associated with your kin and could take proficiency in a
different skill, such as Performance.
The “Equipment” chapter of the PH includes weapons and
tools suitable for these swaps.
The description of a race migh t suggest various things about
the behavior and personality of that people’s archetypal
adventurers. You may ignore those suggestions, whether
they’re about alignment, moods, interests, or any other
personality trait. Your character’s personality and behav ior
are entirely yours to determine.

Not for resale. Permission granted to print and photocopy this document for personal use only
Adventurers League Player’s Guide v.10. 3 6

All characters accrue renown based on their level/tier.
Tier Title
1 Novice
2 Adept
3 Veteran
4 Heroic

Your character starts a new adventure or chapter, they gain
inspiration and one renown benefit associated with their
current rank or lower. Renown benefits can’t be sold and are
lost at the end of the adventure or hardcover chapter,
whichever happ ens first.
Rank Benefit
Novice Potion of healing
Adept Potion of greater healing , a silvered weapon, or 10
pieces of silvered ammunition
Veteran Potion of superior healing , an adamantine
weapon, or 10 pieces of adamantine ammunition
Hero Potion of supreme healing or a spell scroll valued
at 2,500 gp or less (see Buying Potions and

At Adept and higher rank, your character gain access to
basic magic items —specifically bags of holding, +1 weapons,
+1 shields, +1 rods of the pact keeper, and +1 wands of the war
mage —and can choose as many of them as their Magic Item
Limit permits. While they can’t be sold or traded, they can
replace and be replaced by other items between sessions.
These items are thematically linked to your background.
For example, a Folk Hero might be given an old +1 longsword
and a +1 shield from a retired adventurer back home, while a
Sage may find a +1 wand of the war mage hidden in a library
and use an old, dusty bag of holding on their adventures.
Just as your character earns access to rewards through
heroic acts, they can lose them through unheroic ones. Your
DM can suspend these benefits--immediately removing
access to renown and faction benefits for the remainder of
the current adventure or hardcover chapter and for an
additional number of adventures or hardcover chapters
determined by the unheroic acts they commit:
Long -Term Suspension. Your character’s access to
renown benefits is suspended for a number of adventures or
chapters equal to half their level (minimum 1). These
suspensions are imposed for egregious in -game and ou t-of -
game actions, such as:
 Attacking another character without the consent of their
player and the Dungeon Master.
 DM’s Discretion (use sparingly). This includes truly
disruptive things; such as hostile behavior against faction
members, overtly evil acts, etc. If this type of behavior persists after this penalty has
occurred, the DM has ultimate discretion to excuse you from
the game—in which case you forfeit all rewards for the
session. If excused in this way, you can’t replay the
adventure with the same
Short -Term Suspensions. Your character’s access to
renown benefits is suspended for one adventure or chapter.
These suspensions can be imposed for:
 Leaving a faction to join another.
 Your character is witnessed committing a crime.
 Your charac ter is found guilty of committing a crime.
 DM’s discretion (use sparingly). This can include things
such as acting a manner that is not beneficial to the
faction’s goals; significant disrespect of persons with
legitimate authority, abusing commoners, intentionally
hindering the group, etc.
It’s important to note that sometimes these actions can be
allowed or even requested by the other party members
(such as everyone involved agreeing that casting fireball
amidst the party is the only way to eliminate their foes en
masse or if your character is subject to spells such as
dominate person, etc.). In these cases, no suspension of
benefits is applied.
Characters with the Safe Haven background feature can join
any faction they wish (including those of their own design,
but excluding the Red Wizards of Thay) provided they meet
its requirements (for example, Bregan D’aerthe requires that
its members be drow). Your character can be a member of
only one faction at a time.
Adept faction members obtain one magical ring bearing
their faction’s insignia that identifies them as a member.
Your character’s m agic item limit applies to this item and it
can’t be sold or traded, it can replace and be replaced by
other items between sessions. You can choose one of the
following, determined by your character’s faction:
Faction Item
All Ring of protection
Harpers Ring of free action
Emerald Enclave Ring of animal influence
Order of the Gauntlet Ring of fire resistance
Lords’ Alliance Ring of the ram
Zhentarim Ring of evasion

As a faction agent, you have access to a secret network of
supporters and operatives who can provide assistance on your
adventures. You know a set of secret signs and passwords you can
use to identify such operatives, who can provide you with access to
a hidden safe house, free room and board, or assistance in finding
information. These agents never risk their lives for you or risk
revealing their true identities.