season 13

ADVENTURERS LEAGUE

PureRAWdnd began using the Adventurers League campaign rules. Over time we found some flaws with the AL system that made its continued use untenable for our games, but most of what we do remains strongly based on AL rules, with a few changes along the way. AL rules are a good place to start, and new players joining our campaigns should be familiar with Adventurers League rules.

What is Adventurers League?
AL is a shared campaign using a consistent set of rules that allows players to bring the same character to any AL compliant game, anywhere in the world.

Adventurers League games must be conducted according to the 5th edition RAW (Rules As Written), with no homebrew changes to the rule set. This insures fair and consistent sessions for players and DMs alike.

Why Play Adventurers League?
AL solves two of the biggest hurdles for would-be players doing busy adulting stuff:

  • it permits casual play on a drop-in basis, and
  • it allows players to move their character between different DMs and campaigns, even to other cities or online games.

Busy schedules are no longer a barrier to playing D&D!

Adventurers League & RAW
PureRAWdnd began with Adventurers League shared campaign rules because of the requirement that AL games be RAW:

“Adventurers League play uses fifth edition Dungeons & Dragons. You can issue rulings to your table when the rules of the game are ambiguous or vague, but you must otherwise adhere to the rules as they are provided in the core rulebooks and can’t change them or make up your own; “house-rules” aren’t permitted for use. You must always use the most current incarnation of a rule.”
– D&D Adventurers League Forgotten Realms DM’s Guide, Version 11.0, p.3

“All Adventurers League games are played using the fifth edition Dungeons & Dragons rules—house rules and Variant and optional rules, except specifically called out in documentation, aren’t permitted for use.
– D&D Adventurers League Forgotten Realms FAQ, Version 11.1, p.3

NOTABLE CHANGES TO ADVENTURERS LEAGUE

SEASON 13 RULES

  • The hated PHB+1 is abolished. You can freely mix-and-match all AL legal source books. I’ll take Tabaxi Swashbucklers and winged tieflings FTW, Alex!
  • Level up after each adventure (or session).
  • Spend 10 DT to level.
  • Loot treasure and mundane gear. No gold cap.
  • Start characters at level 1 or level 5.
  • Character rebuilds at all Tiers.
  • All level 5 characters get choice of one magic item from prescribed list (+1 weapon, +1 shield, spell-casting focus, bag of holding, etc).
  • All characters receive a copy of each magic item found.
  • Max number of usable magic items based on Tier.
  • Revive dead characters for no cost after each session.
  • You earn 10 DT every session.
  • Trading magic items costs 5 DT, down from 15.
  • Copying wizard spells cost 1 DT for spells up to 4th level and 2 DT for 5th level and above. Success is automatic.
  • Choose any Forgotten Realms Deity.
  • Tasha’s Custom Lineage is legal.
  • Fizban’s Treasury of Dragons is legal.
  • Monsters of the Multiverse is legal.

Download the relevant AL documents here:

AL13 Player’s Guide (UPDATED v13.0)
Blank Character Sheet
AL11 Log Sheet
AL11 DM’s Guide
AL11 FAQ
Beginner Pregen Characters
Pregen Level 1 (Tier 1 ) Characters

Pregen Level 5 (Tier 2) Characters