Beware the Xanathar!
The mighty Xanathar, lord of Skullport and Collector of All Things, has graciously allowed a catalog of his wares and experience escape from Skullport and onto the shelves of your favorite local game shop. This book is an exciting addition to the Dungeons and Dragons game and offers a significant number of new options and rules for your favorite Adventures League characters and games.
That said, we understand that launching new and expanded rules in a “non-core” book can be an interruption for some fans of the game. We are providing guidance on the majority of the book here (and really, nearly everything is allowed!) but there are a couple things that we are still discussing internally about how best those options fit into the ongoing play model. Things like the purchase of magic items, greatly expanded downtime activities, and the plethora of common magic items… we want to play with them as well, but we need to find the right balance for them in the greater view of Adventurers League play “now” and Adventurers League play “future”.
To be clear: we do intend to more fully adopt this book, but please bear with us while we take a hard look at potential adjustments to our game and organization.
Anyhow, enough of my rambling: to the rules!
General – Magic Items for Sale
Magic items (including spell scrolls, potions, and so on) aren’t for sale without specific campaign documentation at this time. However, potions of healing may be purchased for their listed price in the Player’s Handbook.
Chapter 1 – Character Options
- New Domains. If a character uses one of these domains, they must choose a deity from the list in the domain’s description. This deity must be a valid option for Faerun (consult the deity lists as noted in the FAQ).
- Blessing of the Forge. The modified item is not tradeable and is not considered to be a permanent magic item
- Channel Divinity: Artisan’s Blessing. The item created follows the normal rules for exchange and sale of mundane treasure.
Chapter 2 – Dungeon Master’s Tools
These new rules (Simultaneous Effects, Falling, Sleep, Adamantine Weapons, Tying Knots, Tool Proficiencies, and Spellcasting) are not currently required for Adventurers League play at this time. However, a DM or player that has access to these new rules may use them at the DM’s discretion.
- Random Encounters. The rules for random encounters are not currently available for Adventurers League play.
- Traps. Experience point rewards for interacting with traps are denoted inside an adventure. The table in this book neither replaces that guidance nor does it implement those rewards if they do not already exist.
- Downtime Revisited
- The downtime options presented here are not usable in Adventurers League play at this time
- Awarding Magic Items. Magic items are awarded as provided in the ALDMG.
- Common Magic Items. These common magic items items do not increase a character’s permanent magic item count.
Appendix A – Shared Campaigns
These rules are not part of the D&D Adventurers League at this time.
Errata (provided by Wizards of the Coast)
- Arcane Shot. In the second paragraph of this feature, change “a magic arrow” in the first sentence to “an arrow.”
- Path of the Ancestral Guardian features. In this table, each instance of “d8” should be “d6” to match the text in the Spirit Shield feature.
And remember, whenever you roll your dice…
All art (c) Wizards of the Coast