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Tiers of play:

• Levels are broken up into separate tiers of play shown in the table below. You may only play adventures inside your tier of play.
1st -> 4th Level 5th to 10th Level 11th to 15th Level Level 16th to 20th Level
Tier 1 Tier 2 Tier 3 Tier 4

Advancement Checkpoints (ACP):


• Your DM will tell you how many ACP you have earned during the module or hardcover at the end of the session.
• 4 ACP are required to level 1->5. After which 8 ACP are required though and up to level 20.
• Slowed Progression: You may slow your character’s advancement. If you do so, your character earns any checkpoints, downtime and renown at half
the normal rate. You may opt in or out of this between sessions.

Down time Days (DTD):


• Characters earn five DTD for every two ACP they earn.
• When spending DTD you must also pay the associated lifestyle cost per day used for your chosen activity:
Tier 1 Tier 2 Tier 3 Tier 4
Modest Lifestyle – 1gp Comfortable - 2gp Wealthy – 5gp Aristocratic – 10gp
• Downtime activities are listed in page 187 of the players handbook, in addition the following downtime activities are available:
1. “Catching up”: You may spend downtime at levels 4, 10 and 16 to automatically advance 1 level move into the next tier of play. At 4th level
spend 25 DTD, at 10th level spend 75 DTD and at 16th level spend 140 DTD. Don’t forget the gold expense.
2. “Spellcasting services“: You can spend 1 DTD to cast a spell, or to have a spell cast by either another character or NPC. If receiving spellcasting
services from another character you can only receive services from characters at the same table as you. Spells cast in the session use the
normal rules for spellcasting (spell slots, materials, components ect.) instead of downtime.
3. “Copying spells“: For each DTD spent you can spend 8 hours copying spells or making your spellbook available for other players to copy from.
Characters playing the same adventure together can “trade“ spells with each other using this activity. This activity must be in the presence of
your tables DM.
4. “Trading Magic Items“: Each trading party must spend 15 DTD to trade permanent magic items. These items can be traded on a one-for-one
basis for items of the same rarity on the same magic item table. If the other party is playing the same adventure as you the downtime cost is
waived.
5. “Brewing potions of healing“ See Xanathars Guide to Everything. Brewing potions requires the use of an herbalism kit.
6. “Scribing scrolls“ See Xanathars Guide to Everything. You must know or be able to prepare a spell to be able to scribe it to a spell scroll. Its cost
is in addition to any component cost regardless to weather it is consumed or not.
Renown:
• Characters earn one renown for every four advancement checkpoints they earn.
• When a character starts a new adventure or hardcover chapter, they may select a single renown benefit granted by any rank they’ve earned. This
benefit carries no cost or value, and items gained can’t be sold or traded and are removed if unused by the end of the adventure.
Renown: 0 2 10 20 30
Required Level: 1st 3rd 8th 13th 18th
Rank: 1 2 3 4 5
Title: Novice Notorious Seasoned Heroic Paragon
Benefit: Potion of One piece of equipment from the PHB Inspiration Potion of superior A vehicle with
healing worth 100 gp or less healing or elixir of health noncombatant crew

Treasure Checkpoints (TCP):


• Characters earn one TCP per ACP they earn; this reward is doubled for tier 3 and 4 characters.
• TCP may only be spent on those items available to the tier equal to that of the adventure in which they were earned.
• TCP can be spent on “evergreen” items, seasonal items and items unlocked during play.
• TCP can be spent to obtain gold at a rate of 50 gold per TCP spent.
• Consult the dungeon masters guide to see which table an item is in. pg 144 through to pg 149.
• A list of evergreen items, current season items as well as the comprehensive rules for Adventurers League play are available in the Adventurers
League play pack which can be obtained here: https://bit.ly/2LQuvod
• Alternatively, we recommend visiting https://bit.ly/2S4DXMs for more well organised and easier to use list specific to season 8.
• See below for the TCP cost of items and the tier of play they are available in.
Item table: A+B+C D E F G H I
Tier: 1-4 2-4 3 -4 1-4 2-4 3-4 3 -4
TCP cost: 8 16 16 16 20 20 24

Gold:
• You may spend gold during and between sessions to buy equipment, tools, armour and weapons as listed in the players handbook. See tables on
pages 145, 149, 150, 154, 157. Note that individual adventures may provide limitations on what equipment is available for purchase during play.
• Once you level up you will gain gold which is worked out based on your characters level:
Level 2 to 4 = 75gp 5 to 10 = 150gp 11 to 16 = 550gp 17 to 20 = 5,500gp
• Potions for sale:
Healing 50gp Climbing 75gp Animal Friendship 100gp Greater healing 100gp
Water Breathing 100gp Superior healing 100gp Supreme healing 5000gp Invisibility 1000gp
• Spell Scrolls for sale:
Cantrip 25gp 1st Level 75gp 3rd Level 300gp 4th Level 500gp 5th level 1000gp
• Spellcasting services:
Cost Cure wounds Identify Lesser restoration Prayer of healing Dispel magic Remove curse
10gp 20gp 40gp 40gp 90gp 90gp
Speak with dead Divination Greater Restoration Raise dead Resurrection True resurrection
90gp 210gp 450gp 1,000gp * 3,000gp * 30,000gp *

*Characters may instead receive these services by spending treasure checkpoints to purchase spell scrolls.

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