Masters Campaign Player’s Guide
Version 1.0
Dreams of The Red Wizards
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, Greg Marks, Alan Patrick,
Travis Woodall
Effective Date
January 18, 2021
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.
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Masters Adventurers League Player’s Guide v.1.0
DO YOU LOVE DUNGEONS & DRAGONS? *There are no tier 1 adventures in the Masters campaign, except
when using Candlekeep Mysteries (see Masters Campaign Catalog).
We certainly do! The D&D Adventurers League welcomes
anyone and everyone to join us at the game table, whether Playing Dreams of Red Wizards. You gain a level at the
it’s in-person or online. We’re a diverse and inclusive end of the adventure, at your discretion. If you’d like to
group, so no matter who you are, if you love D&D, you’re continue playing at your current level, you can decline to
ONE OF US! gain a level, although it has an impact on other rewards
that you receive.
D&D ADVENTURERS LEAGUE HOUSE RULES
Nearly every D&D game has house rules that modify or clarify GAINING HIT POINTS
the existing rules as they pertain to that Dungeon Master’s When your character advances a level, use the fixed hit point
game. To maintain fairness for all participants in a shared-world value provided in the class’s entry; characters never roll their hit
campaign, all DMs use the same house rules. points.
What follows are the house rules for play in the D&D Alignment. Generally, Forgotten Realms characters can
Adventurers League Forgotten Realms Masters campaign. As the be any alignment but evil, but if your character possesses
campaign continues, we’ll modify these living rules as needed. the Safe Haven background feature and is a member of
either the Lords’ Alliance or Zhentarim faction, they may
JOINING THE MASTERS CAMPAIGN choose to be lawful evil.
Deities. Your character can choose any deity listed in
The Masters campaign is intended for those invested the Deities of the Forgotten Realms and Nonhuman Deities
players with some experience with the D&D Adventurers tables in the Player’s Handbook or any of the deities
League. As such, you can join the Masters campaign with mentioned in the resources legal for the campaign that are
any Seasonal campaign D&D Adventurers League specifically mentioned as found in the Forgotten Realms.
character that has reached 5th level. Additionally, any Clerics must worship a specific deity but aren’t limited to
existing legacy character may choose to become part of the the Domains recommended for their deity.
Masters campaign. A character that has migrated from the
Seasonal campaign to the Historic campaign may not later
WHAT RULEBOOKS SHOULD I USE?
choose to migrate to the Masters campaign; once a
At minimum you should have access to the D&D Basic Rules, a
character has chosen to migrate to the Masters campaign,
free download on the Wizards website. For the optimal
they may no longer participate in Seasonal or Historic experience, however, use the fifth edition Player’s Handbook
campaign adventures. (PH).
When advancing your character, you can use non-optional
CHARACTER CREATION rules found in the PH and all the books listed below. If a rule has
Since characters join the Masters campaign after having been reprinted in a newer resource, you must always use the
participated in the Seasonal campaign, or migrating an latest printing.
existing legacy character, you follow all character creation • Mordenkainen’s Tome of Foes (Chapters 1 through 5, only)
rules for your character’s campaign of origin. Players who • Sword Coast Adventurer’s Guide
wish to create a new 1st-level character for play in • Tasha’s Cauldron of Everything
Candlekeep Mysteries may do so according to the character • Volo’s Guide to Monsters
creation guidelines in Appendix 3. • Xanathar’s Guide to Everything
CHARACTER REWARDS You may also use the rules found in the following electronic
publications:
When playing as part of the campaign you can play all of
the campaign adventures created in support of it and earn • Elemental Evil Player’s Companion
rewards. The Masters campaign does not support play in • Locathah Rising
any published D&D hardcover adventures, except • The Tortle Package
Candlekeep Mysteries (see Masters Campaign Catalog).
Additionally, the following variant or optional rules are available:
LEVELING UP AND TIERS OF PLAY • Blessed of Corellon (ToF)
• Customizing Your Origin (TCoE)
As characters level up, they also advance tiers. We use
• Half-Elf and Tiefling Variants (SCAG/ToF)
tiers as we design content to determine appropriate
• Variant Human Traits (PHB)
challenges for characters of a given level as well as
rewards. • Option: Human Languages (SCAG)
The following table shows what tier your character is at
various levels.
MAGIC ITEMS
In order to maintain portability in this shared-world
TIER BY CHARACTER LEVEL campaign, whenever the group you’re playing with finds a
Character Level Tier magic item, your character can keep it if you wish
1–4 1* (assuming that it wasn't returned or lost, or it ran out of
5 – 10 2 charges during the adventure). The number of magic items
11 – 16 3 your character can own at a given time is determined by
17 – 20 4 their tier (common, consumable, and story items don’t
count against this limit). Your character can also replace
an item in their possession with a new one—useful in
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getting rid of obsolete items or those that have been This option is always available—even if a character’s
destroyed or have no magic remaining. Magic Item Limit has been reduced to 0 or if they have no
Legendary items can only be kept by tier 4 characters, magic items.
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
PLAY BETWEEN ADVENTURES
Limit. Only one character a table can possess a story item The activities below should occur between adventures. It
at the table at a given time. isn’t appropriate to take up valuable play time with these
things in the midst of a game.
MAGIC ITEM LIMIT BY TIER
Tier Magic Item Limit
MANAGING YOUR CHARACTER’S GEAR
1 1
2 3 Between sessions, your character can sell or buy
3 6 equipment and spell components using the rules found in
4 10 the PH. Additional options might be made available at the
end of any given adventure. Sometimes, equipment might
GOLD AND DOWNTIME DAYS be hard to find during an adventure and unavailable for
Your Dungeon Master awards your character gold during you to buy. Your DM will tell you when this is the case.
play. To maintain fairness in a shared-world campaign, the Gold earned from selling items counts against your GP
maximum amount of gold your character can earn is based Limit.
on how many hours they’ve played in their current tier. Your wealth and equipment is your own; it can’t be
While your DM is strongly encouraged to award this given to another character, but:
amount of gold each hour, your character earns an amount
of gold equal to half of the hourly award for each hour you • Equipment and consumable items can be lent to other
play during the session if they don’t. characters at your table but must return it at the end of
Once your character has earned an amount of gold equal the session (unless it’s been consumed or lost).
to their GP Limit, inform your DM; they can’t earn any • Permanent magic items can be traded (see below).
more until they reach a new level. Once your character • Characters can choose to contribute toward the cost of
reaches 20th level, their GP limit resets each time they NPC spellcasting services obtained during an adventure.
complete an adventure.
DOWNTIME AND LIFESTYLE
GOLD PIECE LIMIT BY TIER
Tier Hourly GP Award (Minimum) GP Limit per Level Your character can participate in downtime activities
1 20gp (10gp) 80gp between adventures. If downtime activities become
2 30gp (15gp) 240gp available during an adventure, your DM will tell you and
3 200gp (100gp) 1,600gp adjudicate their resolution as appropriate.
4 750gp (375gp) 6,000gp Between adventures you can use the downtime
Downtime Days. Your character earns 20 downtime activities found in the PH as well as the following
days after gaining a level, unless they are tier 1 and then activities. Lifestyle costs aren’t incurred when spending
they earn 10. downtime days.
Downtime: Spellcasting Services. You can spend a
downtime day to have an NPC cast one spell for you. The
PLANNING FOR THE FUTURE costs for available spells are listed in the ALDMG.
As your character gains levels, they evolve and grow. Alternatively, you can use this downtime activity to cast
When advancing your character, the following rules apply: one spell yourself or benefit from a spell cast by another
Decline Advancement. If you decline advancement character that is at the same table as you without
when your character gains a level, your character can still expending spell slots or renewable charges from magic
keep any other rewards they earned during the session. items. The DM alone has ultimate discretion on whether
Death, Disease, and Curses. Dead characters or those use of downtime is feasible during the session (i.e., there
subject to a condition or story award that removes them are multiple days of inactivity that make it an option).
from play (vampirism, lycanthropy, petrification, Downtime: Catching Up. By spending downtime at 4th,
imprisoned in another plane, etc.) can’t begin a new 10th, or 16th level, you gain a level.
session until they’ve been returned to life or until relieved
of the effects that removed them from play—something DOWNTIME: CATCHING UP BY TIER
that NPC Spellcasting Services can typically accomplish Current Tier Tier
with a nominal gp cost. If your character doesn’t have 1 20 days
enough gold to pay for the cost of the requisite service, or 2 80 days
if they suffer from any effect that spellcasting services 3 200 days
can’t remove (such as a story award requiring a wish), you Downtime: Copying Spells. Characters copying spells
can instead choose to remove a permanent magic item into a spellbook must use this downtime activity. You
(excluding common magic items) in order to return the spend up to 8 hours copying spells into your spellbook
character to life or to remove all effects that removed and/or making your spellbook available for other
them from play. A character returned to play in this way characters to copy from for each downtime day you spend.
also finds their Magic Item Limit reduced by 1 until they Characters playing at the same table together can “trade”
reach the next tier of play (or have completed two spells with each other using this activity. Each wizard has
adventures at 20th level).
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Masters Adventurers League Player’s Guide v.1.0
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 magic 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 properties.
You may only trade with other characters in the Masters
Campaign.
Brewing Potions of Healing (XGE). You don’t need to
obtain rare materials to using this activity. You don’t suffer
complications while using this activity.
Scribing Scrolls (XGE). You don’t suffer complications
while using this activity.
MANAGING YOUR CHARACTER’S RENOWN
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.
SELECTING A FACTION (OPTIONAL)
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).
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Masters Adventurers League Player’s Guide v.1.0
APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D
At 1st level, you choose various aspects of your character, your character might have grown up speaking languages
including ability scores, race, class, and background. different from the ones in your Languages trait.
Together these elements help paint a picture of your To customize the languages you know, you may replace
character’s origin and give you the ability to create many each language in your Languages trait with a language
different types of characters. Despite that versatility, a legal in the Masters campaign.
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
PROFICIENCIES
adding choice to your character’s race, allowing you to Some races and subraces grant skill, weapon, or tool
customize your ability scores, languages, and certain proficiencies. These proficiencies are usually cultural, but
proficiencies to fit the origin you have in mind for your your character might not have any connection to the
character. Character race in the game represents your culture in question or might have pursued different
character’s fantasy species, combined with certain cultural training. You can replace each of those proficiencies with a
assumptions. The following options step outside those different one, as shown on the Proficiency Swaps table.
assumptions to pave the way for truly unique characters.
PROFICIENCY SWAPS
ABILITY SCORE INCREASES Proficiency Replacement Proficiency
Skill Skill
Whatever D&D race you choose for your character, you get Armor Simple/martial weapon or tool
a trait called Ability Score Increase. This increase reflects Simple Weapon Simple weapon or tool
an archetypal bit of excellence in the adventurers of this Martial Weapon Simple/martial weapon or tool
kind in D&D’s past. For example, if you’re a dwarf, your Tool Tool or simple weapon
Constitution increases by 2, because dwarf heroes in D&D
are often exceptionally tough. This increase doesn’t apply For example, high elf adventurers have proficiency with
to every dwarf, just to dwarf adventurers, and it exists to longswords, which are martial weapons. Consulting the
reinforce an archetype. That reinforcement is appropriate Proficiency Swaps table, we see that your high elf can
if you want to lean into the archetype, but it’s unhelpful if swap that proficiency for proficiency with another weapon
your character doesn’t conform to the archetype. or a tool. Your elf might be a musician, who chooses
If you’d like your character to follow their own path, you proficiency with a musical instrument—a type of tool—
may ignore your Ability Score Increase trait and assign instead of with longswords. Similarly, elves start with
ability score increases tailored to your character. Here’s proficiency in the Perception skill. Your elf might not have
how to do it: take any ability score increase you gain in the keen senses associated with your kin and could take
your race or subrace and apply it to an ability score of proficiency in a different skill, such as Performance.
your choice. If you gain more than one increase, you can’t The “Equipment” chapter of the PH includes weapons
apply those increases to the same ability score, and you and tools suitable for these swaps.
can’t increase a score above 20.
For example, if the Ability Score Increase trait of your
race or subrace increases your Constitution by 2 and your PERSONALITY
Wisdom by 1, you could instead increase your Intelligence
by 2 and your Charisma by 1. The description of a race might suggest various things
about the behavior and personality of that people’s
archetypal adventurers. You may ignore those
LANGUAGES suggestions, whether they’re about alignment, moods,
interests, or any other personality trait. Your character’s
Your character’s race includes languages that your personality and behavior are entirely yours to determine.
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
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APPENDIX 2: RENOWN
All characters accrue renown based on their level/tier. If this type of behavior persists after this penalty has
occurred, the DM has ultimate discretion to excuse you
RENOWN TITLES BY TIER from the game—in which case you forfeit all rewards for
Tier Title the session. If excused in this way, you can’t replay the
1 Novice adventure with the same character.
2 Adept Short-Term Suspensions. Your character’s access to
3 Veteran renown benefits is suspended for one adventure or
4 Heroic chapter. These suspensions can be imposed for:
RENOWN BENEFITS • Leaving a faction to join another.
• Your character is witnessed committing a crime.
When your character starts a new adventure or chapter,
• Your character is found guilty of committing a crime.
they gain inspiration and one renown benefit associated
with their current rank or lower. Renown benefits can’t be • DM’s discretion (use sparingly). This can include things
such as acting a manner that is not beneficial to the
sold and are lost at the end of the adventure.
faction’s goals; significant disrespect of persons with
legitimate authority, abusing commoners, intentionally
RENOWN BENEFITS BY TITLE hindering the group, etc.
Rank Benefit
Novice Potion of healing It’s important to note that sometimes these actions can be
Adept Potion of greater healing, a silvered weapon, or allowed or even requested by the other party members
10 pieces of silvered ammunition (such as everyone involved agreeing that casting fireball
Veteran Potion of superior healing, an adamantine amidst the party is the only way to eliminate their foes en
weapon, or 10 pieces of adamantine ammunition
masse or if your character is subject to spells such as
Heroic Potion of supreme healing or a spell scroll with a
dominate person, etc.). In these cases, no suspension of
spell of 4th level or lower from an approved
benefits is applied.
source
FACTION MEMBERSHIP
RENOWN MAGIC ITEMS
Characters with the Safe Haven background feature can
At Adept and higher rank, your character gain access to join any faction they wish (including those of their own
basic magic items—specifically bags of holding, +1 design, but excluding the Red Wizards of Thay) provided
weapons, +1 shields, +1 rods of the pact keeper, and +1 they meet its requirements (for example, Bregan D’aerthe
wands of the war mage—and can choose as many of them requires that its members be drow). Your character can be
as their Magic Item Limit permits. While they can’t be sold a member of only one faction at a time.
or traded, they can replace and be replaced by other items
between sessions. FACTION MAGIC ITEMS
These items are thematically linked to your background. Adept faction members obtain one magical ring bearing
For example, a Folk Hero might be given an old +1 their faction’s insignia that identifies them as a member.
longsword and a +1 shield from a retired adventurer back Your character’s magic item limit applies to this item and
home, while a Sage may find a +1 wand of the war mage it can’t be sold or traded, it can replace and be replaced by
hidden in a library and use an old, dusty bag of holding on other items between sessions. You may choose not to
their adventures. accept the ring. You can choose one of the following,
determined by your character’s faction:
RENOWN SUSPENSIONS
Just as your character earns access to rewards through FACTION MAGIC ITEMS
heroic acts, they can lose them through unheroic ones. Rank Benefit
Your DM can suspend these benefits--immediately All Ring of protection
removing access to renown and faction benefits for the Harpers Ring of free action
remainder of the current adventure and for an additional Emerald Enclave Ring of animal influence
number of adventures determined by the unheroic acts Order of the Gauntlet Ring of fire resistance
they commit: Lords’ Alliance Ring of the ram
Long-Term Suspension. Your character’s access to Zhentarim Ring of evasion
renown benefits is suspended for a number of adventures
or chapters equal to half their level (minimum 1). These FEATURE: SAFE HAVEN
suspensions are imposed for egregious in-game and out- As a faction agent, you have access to a secret network of
of- game actions, such as: supporters and operatives who can provide assistance on your
adventures. You know a set of secret signs and passwords you
• Attacking another character without the consent of can use to identify such operatives, who can provide you with
their player and the Dungeon Master. access to a hidden safe house, free room and board, or
• DM’s Discretion (use sparingly). This includes truly assistance in finding information. These agents never risk their
disruptive things; such as hostile behavior against lives for you or risk revealing their true identities.
faction members, overtly evil acts, etc.
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Masters Adventurers League Player’s Guide v.1.0
APPENDIX 3: CANDLEKEEP MYSTERIES
The connection to Candlekeep is reoccurring theme in the
Masters campaign and so the D&D hardcover Candlekeep
Mysteries is legal for both existing characters in the
Masters campaign and for brand new 1st-level characters
created specifically for the Masters campaign using the
rules described below.
All rules in the Masters Campaign Player’s Guide above
apply to these characters except where superseded by
rules in this appendix.
CREATING A CHARACTER
Most characters enter the Masters campaign from either
the Seasonal or Historic campaigns after they have
achieved 5th-level. However, since Candlekeep Mysteries
begins at 1st-level, the Masters campaign allows the
creation of new 1st-level characters solely for the play of
adventures in this hardcover. Once these characters reach
5th-level they may participate in both Candlekeep
Mysteries and Dreams of Red Wizards adventures.
Step 1 – Choose a Race, Class, and Background. These
choices can be made from any legal resource for the
Masters campaign and may be made in whatever order
you’re most comfortable with, as you think about the
character you want to play.
Step 2 – Determine Ability Scores. Your character’s
ability scores are generated using one of the following
methods:
• Standard Array (15, 14, 13, 12, 10, 8)
• Variant: Customizing Ability Scores (PH).
Step 3 – Describe Your Character. The rules for your
alignment and deities worshipped are same as for other
characters in the Masters campaign.
Step 4 – Choosing Equipment. Your character’s starting
equipment and gold is determined by their class and
background; you don’t roll for their gold. You start with a
trinket of your choice from the table in Chapter 5 of the
PH.
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 legal resource.
Selling starting equipment provided by your class and
background doesn’t count toward your GP Limit.
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Masters Adventurers League Player’s Guide v.1.0