Adventurers League

The D&D Adventurers League ( is a system offered by Wizards of the Coast ( to provide a way to play D&D5E without the need to commit to a long-running campaign. It allows portability of characters between different games and DMs, while providing a level playing field and common experience.

Fantasy Ground Pick Up Games do not have to follow Adventurers League rules, but many DMs on the server offer Adventurers League because it aligns well with a pick up game format.

AL rules are contained in several documents. Players can depend primarily on the AL Player’s Guide. DMs (and interested players) will also need the additional AL documents listed under Official Documentation below.

To help new players and DMs, we have provided an AL Quick Reference Guide to key AL rules and concepts, below.

Campaigns / Seasons / Settings

  • Seasonal Campaign: Plague of the Ancients (Season 10) is the current Seasonal Campaign for D&D Adventurers League. When the guide below references “Seasonal”, it means this campaign. The Setting for this campaign is the Forgotten Realms.

  • Historic Campaign: The historic campaign comprises all AL-legal adventures from prior seasons (Seasons 0 through 9). Currently, the Historic Campaign follows the Season 9 rules. There are two distinct settings for this campaign: the Forgotten Realms and Eberron. Eberron characters cannot play in Forgotten Realms, and vice-versa.

  • Masters Campaign: Dreams of the Red Wizards is the current Masters Campaign. At this time, the Masters Campaign follows the Season 9 rules. The setting is the Forgotten Realms.

Official Documentation

AL Quick Reference Guide

This guide is not authoritative. It’s intended to help answer questions and word things in easier to understand ways than the official documentation. Links to the official documentation are provided above and are the authority.

Adventurers League Overview

Adventurers League uses Rules As Written (RAW) from the sourcebooks listed in the Official Documentation above as its primary guide for resolving questions of how gameplay works. Sourcebook rules listed as optional are not allowed unless stated specifically in the official AL documentation referenced above. When there is a question about how to do something, the rules are consulted and if a clear interpretation exists, that is what is used. If multiple interpretations reasonably exist the DM may choose which interpretation to use. DMs are not permitted to create new rules or make changes to existing ones.

Characters are allowed to transfer from table to table. To facilitate this, there is a standardized set of character creation rules and system of rewards defined for each campaign. In general, you start at level 1, use point buy or standard array for stats, and use background and starting equipment to get going. Adventure rewards are standardized as well.

Adventurers League uses the honor system. However, players are expected to maintain a log for each of their characters. There is no standard format or medium the log must be in, but it should contain at a bare minimum a list of the adventures a character has participated in, and rewards acquired and expended in each adventure. It’s also useful to record the DM’s name, date, and notable happenings in case you need to refer back to the notes later on. If you are playing in the Eberron campaign, all of this is handled by Adventure Records you will receive after each adventure you undertake.

It is expected that everyone acts in good faith to play the game by the rules, but it is also understood that mistakes happen and sometimes things get outside of the rules a bit. When that happens, it is handled by the player and/or DM making the smallest possible change to bring things back into compliance with the rules. Sometimes that means adjusting logs or character sheets, and other times it might just mean chalking something up to a learning opportunity. Other times, the DM may ask that a specific change be used for the adventure and sort things out later. In any case, just do your best and you’ll be fine.

Character Creation

Ability scores are determined using either the Standard Array (15, 14, 13, 12, 10, 8) or Point Buy (27 points) as specified in the PHB and can be assigned as desired. A useful tool to help with the Point Buy option is available at

Adventurers League characters must be of non-evil alignment, with one exception described later.

At character creation time, your character can sell or buy equipment using the rules found in the Player’s Handbook. Items sell at 50% of normal cost. Gold earned from selling starting equipment does not count towards the GP limit if playing in a campaign that uses it.

Forgotten Realms Characters (Seasonal, Historic, Masters)

Forgotten Realms characters can choose race and class options from the Player’s Handbook and one other resource — a rule called “PHB+1.” Note that the background is not limited by the PHB+1 rule, and players are also permitted to use the Customizing Your Background rules in the Player’s Handbook.

Spells are subject to PHB+1 for spells available at character creation and level ups. Characters that can copy spells into a ritual book or spellbook can copy spells from outside of their PHB+1, but only those they find outside of advancement — such as by capturing enemy spellbooks or purchasing scrolls.

If you want to join a faction, you must have the Safe Haven background feature. If you have a background feature that was granted by a different background, you must replace it with Safe Haven. You can read some general info about factions at

There is one evil alignment allowed for the Forgotten Realms campaign but it comes with caveats. First, it can only be Lawful Evil, and second the character must be a member of the Zhentarim or Lord’s Alliance factions. This means that evil characters will be required to use the Safe Haven background feature.

Seasonal Characters

Seasonal characters are limited to the Player’s Handbook, Mordenkainen’s Tome of Foes, Tasha’s Cauldron of Everything, Volo’s Guide to Monsters, and Xanathar’s Guide to Everything for class options, but their choice of race is not restricted by the PHB+1 rule. Instead they can choose from any Player’s Handbook race, or one of the following: Aasimar, Firbolg, Goliath, Kenku, Kobold, Orc, Tabaxi, Deep Gnome, Duergar, Eladrin, Gith, Shadar-kai, and Mordenkainen’s Tome of Foes variants of Tiefling.

Seasonal characters start with a set of cold weather clothes in addition to other starting equipment.

Historic Characters

Historic characters are limited to the following books: Elemental Evil Player’s Companion, Sword Coast Adventurer’s Guide, Volo’s Guide to Monsters, Xanathar’s Guide to Everything, Mordenkainen’s Tome of Foes, and Locathah Rising. Notable here is that Tasha’s Cauldron of Everything options are not available for Historic characters, however the option to shuffle racial stat bonuses and proficiencies has been specifically allowed. Races with flight at 1st level and options from any resource other than the ones listed are only allowed with special documentation such as certificates, through DM reward programs, or season-specific rules.

Masters Characters

Currently the Masters campaign uses the same character creation rules as the Historic campaign.

Eberron Characters

Characters for the Eberron campaign can be made using the Player’s Handbook, Xanathar’s Guide to Everything, Eberron: Rising from the Last War, and Tasha’s Cauldron of Everything. Notably, the characters are not limited by the PHB+1 rule that Forgotten Realms campaigns use.

Inter-Campaign Character Usage

Any character can play in any campaign as long as they meet the requirements for the adventure and the character creation requirements for the campaign that they’re playing in. However, Seasonal characters only earn rewards in Seasonal content and Historic characters only earn rewards from Historic content.

When a Seasonal character reaches Tier 2, they can migrate to the Historic/Masters campaign which contains the Dreams of Red Wizards content. If they do so, they are no longer eligible for Seasonal content rewards, but become eligible for Historic/Masters campaign rewards. When they migrate, they must be rebuilt to be legal characters for the campaign they are entering. Currently there is no difference in campaign rules between Historic and Masters, but that may change when the rules are finalized for those campaigns.


To play an adventure, your character must fall within the adventure’s level range. D&D levels are organized into four Tiers, as shown below.

Tier Rank Level Magic Item Limit GP/hr** (Min) GP/Level** Downtime/Level**
1 Novice 1 - 4 1 20 (10) 80 10
2 Adept 5 - 10 3 30 (15) 240 20
3 Veteran 11 - 16 6 200 (100) 1,600 20
4 Heroic 17 - 20 10* 750 (375) 6,000 20

* 8 for Eberron

** Forgotten Realms only

Tiers directly determine how many permanent magic items you can have, the minimum and maximum gold you earn per hour, the maximum gold you can earn in a level, and the number of downtime days you earn when you level up. Please note that the two types of gold limits are inclusive. For example, if you are Tier 1 and play for 5 hours, even though your (20 GP max gold per hour) * 5 hours = 100 GP, the most you can earn is 80 GP because that is the maximum you can earn per level at Tier 1. Note also that if you play a module style adventure that lasts two hours, and you take the level up as allowed, you can only collect 40 GP (20 GP/hr), so you missed out on the potential earn the 80 GP possible for that level. Your DM can help you figure all this out at the end of a session.

Magic Items

The number of permanent magic items a character can have at a given time is restricted by their Magic Item Limit, which is based on tier. During a session a character can use a found magic item like normal. At the end of a session if a player is going to claim a magic item that would put them over that limit, they must choose an item that it will replace. The replaced item is gone forever though, so choose wisely. Only permanent magic items count, so consumables like potions, scrolls, and ammunition don’t count towards it and neither do common rarity items.

Forgotten Realms Magic Items

Magic items uncovered during an adventure can be claimed by any or all players who participated in the adventure.

Story Items can only be held by one player but exist in an adventure if anyone playing has the Story Award for that adventure. Story items do not exist outside of their respective adventures.

Characters that manage to acquire Legendary rarity weapons prior to tier 4 do not get to claim them for use until they reach tier 4. Until then, the item does not count against the character’s Magic Item Limit. If the item is not claimed when the character reaches tier 4, it is lost.

Eberron Magic Items

Magic items are offered as a choice on the adventure record for each adventure. The choices made about which items to keep are up to each character.

Gold and other nonmagical treasure

Mundane items are generally assumed to disappear at the end of a given adventure. If an adventure lists a gold reward other than the hourly gold or on the adventure record it is ignored. Players looking to keep mundane items may do so, but must either purchase them at PHB cost, or keep them as a trinket that has no mechanical value.

Forgotten Realms Gold

Characters adventuring in the Forgotten Realms campaigns earn gold on a per-hour played basis. The DM can decide the exact nature of the reward distributing it throughout the adventure or award a lump sum at the end. DMs are encouraged to reward the maximum gold per level unless there are unusual circumstances, however players are allowed to claim the minimum if the DM-rewarded gold is lower than the minimum.

Eberron Gold

Adventure Records contain the gold rewards for the tasks in the adventure.

Leveling Up

Leveling up allows a character to gain new abilities and expand their powers. Adventurer’s League uses Fixed Hit Point gains on level up (use half the die size + 1 instead of rolling). Characters subject to a PHB+1 rule must choose options only from the PHB and the additional book they chose. When a character can level up, they can choose to decline the level and progress more slowly. If a level is declined, however, it cannot be claimed retroactively and the character must earn another level to advance.

Characters have the option to “Catch Up” at levels 4, 10, and 16 by gaining a level without other rewards. See the setting specific sections below for details.

Of special note, characters are allowed to be rebuilt between sessions (retaining any earned rewards from adventures) changing anything about them except for their name until they play their first game at level 5.

Forgotten Realms Leveling Up

If playing a module, characters may level up at the end of the adventure. Some modules are made up of multiple adventures and others have specific instructions on how leveling up can be done. Typically, you can expect one potential level up per session at the most.

If playing in a hardcover, the DM can award a level during the session. If the DM goes longer than 4 hours of hardcover play in tier 1, or 8 hours in tier 2+, without awarding a level, the character may level up anyways.

If a character wants to catch up, they must spend downtime to do so. At level 4, it costs 20 downtime days, at level 10, it costs 80, and at level 16, it costs 200.

Eberron Leveling Up

Each Adventure Record offers a level up. When catching up at an appropriate level, simply record that you are catching up on the Adventure Record and you gain a level without any other benefits.


Players in the Forgotten Realms campaigns accrue downtime as they level up that can be spent almost as a currency. Your character can participate in downtime activities before, during, or after a session. You can use the downtime activities found in the Player’s Handbook or the following activities (see AL Players Guide for details). Others can be used if allowed by other campaign documents (lifestyle costs aren’t incurred when spending downtime days):

  • Spellcasting Services
  • Catching Up
  • Copying Spells
  • Trading Magic Items
  • Brewing Potions of Healing (XGE)
  • Scribing Scrolls (XGE)

Keep in mind that you cannot spend partial downtime days, only whole days.

Here are some commonly used downtime activities:

Trade Magic Items

Your character can trade a magic item with another character on a one-for-one and same-rarity basis. It costs 15 downtime days for each character if the characters are not adventuring together at the same table.

Make Potions

Potions of healing can be made by those with Herbalism kit proficiency for 25gp and 1 Downtime day each.

Copy Spells

Wizards may copy spells if they’re at the same table at a cost of 50gp and 2 hours per spell level. The copying may overlap so both wizards pay the downtime for the higher amount of copying at a rate of 8 hours = 1 Downtime day. See the PHB sidebar for more details on how copying spellbooks and scrolls work.


Between sessions, your character can purchase equipment and spell components found in the Player’s Handbook or any other AL-legal player resource. Some adventures may allow such purchasing during the session, and/or make certain items available, or impose limitations on what can be purchased during a session.

Seasonal Campaign Shopping

Gold earned from selling items counts against your GP Limit.

Eberron Shopping

Items can also be sold for half their listed value, although players can gain no more than 20 gp per adventure in sales.

Hardcover Adventures

Players can play other adventures between sessions in a hardcover. This will take some suspension of disbelief. The following is guidance for doing so:

  1. Record all expended resources (hit points, spell slots, item charges used, etc), and when returning mark off those resources. Consumable resources used between sessions are gone.

  2. If you level, you gain access to your new abilities upon your return as long as they aren’t dependent upon expended resources.

A character is considered to be playing the most recent hardcover they had a session in and may return to that hardcover regardless of the level restrictions of the hardcover.
Other than that, characters can switch hardcovers they’re playing in, but must meet the level restrictions of the hardcover they are going to.

Replaying Content

Each character may only play each adventure once, however a player may use a different character if they wish to replay the adventure. DMing an adventure does not prevent the DM from playing the adventure later on.

It is considered a common courtesy if you have played the adventure previously to allow others to take the lead in discovering the adventure for themselves.

Code of Conduct

The FG PUG Discord Server wants all participants to be able to enjoy themselves and have a good time. To promote a safe and inclusive environment for everyone, all members are expected to adhere to the following Code of Conduct.

  1. Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of all members.

    • Avoid excessively vulgar, sexual, or mature language and subjects, or pictures/graphics depicting them.
    • Let other members speak and avoid talking over or interrupting others.
    • Avoid excessive cross-talk that is not relevant to the game being played.
    • Allow other players to get the attention of the Gamemaster.
    • Discourage others from using social media to bully, shame, or intimidate other members.
    • Avoid outside conversations during game play. If you must take an outside call or message, please excuse yourself from the table until it is completed.
    • Aggressive behavior are grounds for immediate dismissal from the play area and the premises. Aggressive behavior includes threats of physical aggression; use of racial, gender-based, cultural, or other slurs against other members; harassment of members; or threats thereof.
    • Sexual harassment of any kind will not be tolerated and are grounds for immediate dismissal from the server. Sexual harassment includes, but is not limited to: vulgar or sexual language, comments, gestures, or jokes; the display of sexually explicit objects or messages; derogatory commentary on a person’s looks, age, dress, linguistic tradition, religion, ethnicity, sexuality, gender, or gender identity (among others); or persistent sexual or romantic advances without the other person’s willing participation.
  2. If you see something, say something.

    • Members who feel unsafe due to the words or actions of others should notify their Gamemaster or an administrator immediately.
    • To notify an adminstrator, send a direct message in discord to one of the administrators listed at the top right of FG PUG’s discord chat.
    • Members who notice disruptive or unsafe behavior may attempt to make the person exhibiting the behavior aware of their actions (if they feel safe doing so). Members who feel uncomfortable bringing the behavior to the attention of the person exhibiting the behavior should notify an administrator immediately.
    • Gamemasters have the right to ask disruptive players to leave a game.
    • Server administrators have the right to ban disruptive, aggressive, or disrespectful members from membership in the FG-PUG Discord Server.
  3. No pay-to-play.

    • DMs and players are here only for the love of gaming. No pay-to-play advertisements or pay-to-play games are permitted on this server, unless explicitly permitted by an administrator. If you wish to advertise a pay-to-play, get administrator permission first.
    • Failure to adhere with our pay-to-play policy may result in banishment from the FG PUG discord server.

FG PUG is an inclusive environment. If you take one thing away from this Code of Conduct, let it be “be kind to each other”.

Find Games

Pick Up Game (PUG): a game that is spontaneous, players are generally invited to show up beforehand, but there is no sense of ongoing obligation and teams may vary based on who shows up.

Campaign: a continuing storyline or set of adventures involving the same (or mainly the same) characters. Spans more than one session of play and involves a longterm commitment by the gamemaster and players.

Fantasy Grounds Pick Up Games provides an easy, virtual meeting place for GMs and players to play pick up games using the Fantasy Grounds virtual tabletop software.

  • We provide game scheduling tools along with voice and text channels to support scheduled games.
  • DMs and players can engage with a variety of people, learn from each other, and may go on to form groups of like-minded individuals that commit to longterm campaigns.
  • Although our main focus is PUGs, campaigns may be run on the server as long as any unoccupied seats are made available for guest players from the community.
  • We welcome and support new players and gamemasters!

Getting Started

  1. Review our Code of Conduct
  2. If you don’t already have one, create an account with Discord and install the Discord chat client.
  3. Click this invitation link and allow the FG PUG Discord server to be added to your list of Discord servers.
  4. Select your role (player, DM or both) by following the welcome instructions when you arrive at the FG PUG Discord server. IMPORTANT - missing the above step will prevent you from accessing the ability to sign up for games!
  5. Access our Warhorn game calendar and sign-up for games:
    • Get an acccount on
    • In your Warhorn account settings, set your Name to match your discord name.
    • In your Warhorn account settings, set Time zone to match your local timezone.
    • In your Warhorn account settings, go to Social Apps Time and link your discord.
    • Register with FGPUG at
    • Click the schedule button to view upcoming games in Calendar or Agenda (list) format, and sign up!
  6. Please remember to cancel your sign-up if you can’t make it to a game! This allows waitlisted players to get your spot.

Note About Timezones

We have players from all over joining games, and DMs in different timezones as well. Make sure you set Warhorn user settings to display events in your local timezone!

I am New to Fantasy Grounds!

We highly recommend you check out Fantasy Grounds College at The people there are super knowledgable and patient and can help you learn the software.

I Want to Be a DM!

That’s awesome! We love to see new DMs joining the server. In fact, we have a quarterly DM mentoring program. Check out the #dm-mentoring channel on our discord server for details. If you don’t need mentoring, that’s fine too! Anyone can offer games.

As a community we strive to be very welcoming to new players and DMs! Just let people know you are new, ask for help, and you should be able to expect friendly support here.

If you’re new to Fantasy Grounds, we recommend you spend some time as a player, learning the software, before you start DMing - mainly because you don’t want to be figuring it out during play.

I Have Questions!

Feel free to ask in #general-chat discord channel in the Fantasy Ground Pick Up Games discord server - someone will answer.