So, I was reading AL and checking message boards and stuff about creating a character. Can I really take my starting gear and sell some, none or all of it (silly maybe) and buy other stuff? Is that frowned on generally or give you a bad rap? For example, I realized that my fighter who intends to change class to sorcerer could pick his "2 martial weapons" as both greatswords, sell them back for 25g each, and buy a component pouch (don't want to worry about picking it up when I change) a cheaper weapon and maybe some more stuff that is for character flavor. In the grand scheme it doesn't seem like much money, but being able to buy a couple healer's kits is really nice too. I just wouldn't want to get that "oh, you play like that, eyeroll" :)
If you rebuild you have to change your starting gear too. The quote from the AL Player's Guide says, "The character keeps all experience, treasure, equipment, magic items, downtime, and faction renown earned to that point—except any starting equipment, along with any gold earned from selling it or items then purchased with those funds."
You might be able to do it in game if your character has a chance to visit a store or shop... but not 100% sure how that would work, mostly up to each particular DM.
No need to involve any DM, it just becomes your first logsheet entry if your starting gear. The official AL website gives an example of selling starting gear in their advanced logsheet tutorial.
Abuse can be common, or at least its common use to "assist" a min/max build style (also seen with point buy)
Backgrounds like "Detective" (Rats of Waterdeep: Appendix A, 5e/AL legal, doesn't count to your +1), all the given gear can net 64gp (at 50%)
Add a single "positive", gp increasing, life event from XGtE "This is your life", even the "did background job" or "friend gave you a simple weapon" can net 12gpor12.5gp, respectfully, up to70gp from the highest paying , "found a treasure" or "made a pact".
That's up to 134gp just from background, for any race and/or class, 100% AL & 5e official legal
Taking starting class gear, as a fighter lets say, like: two hand crossbows, a light crossbow & 20 bolts, Chainmail & a Dungeoneers' pack can net 132gp (at 50%)
Together thats 208gp up to 266gp (both beating the starting 200gp option), 134gp just from background, on the example fighter, or the ability to keep your belt pouch, the Dungeoneers' pack (adding anything it's missing that's in an explorers' pack), buy travelers clothes, splint armor, shield & a few weapons with a few gp, but under T1 80gp limit, left over 100% AL & 5e official legal (AC up to AC 21 on a level 1 Warforged fighter with defense focus)
Any class getting a bump of 134gp at character creation has many more options.
Abuse can be common, or at least its common use to "assist" a min/max build style (also seen with point buy)
Backgrounds like "Detective" (Rats of Waterdeep: Appendix A, 5e/AL legal, doesn't count to your +1), all the given gear can net 64gp (at 50%)
Add a single "positive", gp increasing, life event from XGtE "This is your life", even the "did background job" or "friend gave you a simple weapon" can net 12gpor12.5gp, respectfully, up to70gp from the highest paying , "found a treasure" or "made a pact".
That's up to 134gp just from background, for any race and/or class, 100% AL & 5e official legal
Taking starting class gear, as a fighter lets say, like: two hand crossbows, a light crossbow & 20 bolts, Chainmail & a Dungeoneers' pack can net 132gp (at 50%)
Together thats 208gp up to 266gp (both beating the starting 200gp option), 134gp just from background, on the example fighter, or the ability to keep your belt pouch, the Dungeoneers' pack (adding anything it's missing that's in an explorers' pack), buy travelers clothes, splint armor, shield & a few weapons with a few gp, but under T1 80gp limit, left over 100% AL & 5e official legal (AC up to AC 21 on a level 1 Warforged fighter with defense focus)
Any class getting a bump of 134gp at character creation has many more options.
Some of these abuses aren't AL legal anymore.
1) It is probably a typo but the content catalog doesn't mention the detective background as being AL legal. It does mention the investigator and since detective is the only background in Rats of Waterdeep then that is probably what they meant but it could be interpreted otherwise. Also, you only get to pick two of the items from the detective list.
DDHC-XGE-01 1-4 HC Rats of Waterdeep GUILD ADEPT CONTENT! From Appendix A, only the Investigator background is valid for AL play.
2) XGTE "This is your life" was legal in the ALFAQ for season 8 but has been removed from the ALFAQ for season 9. I can't find any mention of using those tables for characters created in season 9 so unless I missed something the "This is your life" table is no longer AL legal. (so no bonus gold there).
3) Yes, the fighter starting gear is worth up to 131gp. However, with that they need to buy weapons and armor. If you want a long bow then you are better off taking it as a martial weapon since it costs more than 1/2 a hand crossbow. Other than that, you might be able to scrounge enough from background and selling the other hand crossbow to get scale mail, a shield and a weapon of choice but you can't get any of the more expensive armor like breastplate, half-plate or full plate.
--------
So overall, it isn't much of an "abuse". Previously, I think the "best" gold option was to take the guild artisan background for the set of tools and sell those back for a maximum of 25gp so the Detective background if allowed is only really increasing it by 25gp. However, the guild artisan background also starts with a pouch with 15gp while the detective is 8gp. So the total increase is only 17gp ... I can't really consider starting with 17gp more as much of an "abuse" honestly.
According to answers found on "twitter", "sage advice" and "stackexchange' the written "only the Investigator background is valid for AL play." is indeed a typo, the corrected text is:
"only the Detective background is valid for AL play."
The detective is, in fact, the intended text and "the detective" is 5e/AL legal, and doesnt count towards your "+1" source.
Yes I just read the XGtE restriction in new seasons.
To be blocked by less than 5gp from a fighter hitting over 200gp... so sad lol
PS I just beat my old numbers without XGtE or DM Rewards:
I believe you can beat my old total by going with the Inheritor background.
The most recent AL guidance I am aware of on the Inheritor background says this:
The Inheritor background requires additional guidance. You may roll on the random table provided in the Sword Coast Adventurer’s Guide as normal, but if you decide to choose your item, it must be a nonconsumable item found in the Player's Handbook worth 75 gp or less. Whether you choose to roll randomly or pick your inheritance, you may choose to have your inheritance be entirely mundane or possess a minor magical quirk. If you wish your item to have minor magic quirk, you may choose to either have your inheritance glow with the light of a candle or you may select an option from the "What Quirk Does It Have?" table found in the Dungeon Master's Guide to determine what quirk it possesses instead. Also, under “equipment” substitute the phrase “any items with which you are proficient” for “any one gaming set or musical instrument with which you are proficient”. THIS IS THE CONSENSUS ON THIS TYPO ON "STACKEXCHANGE", "REDDIT" & "TWITTER". (To prevent absolutely insane abuse, with 1 of every item with which you are proficient)
So, from the Inheritor background, we can get a 75gp value inheritance, a 15gp pouch, and a musical instrument or gaming set of your choice.
100% AL LEGAL, you can obtain the following from the background:
Sell your inheritance for (75gp/2) = 37.5gp (Possible inheritances at that value: chain mail, hand crossbow)
Take a Lute as your instrument and sell it for (35gp/2) = 17.5gp
Sell travelers Clothes (2gp/2) = 1gp
Buy common clothes = -0.5gp
Use the 15gp in your starting pouch.
This would NET you 70.5gp from the background, without needing to sell the clothes off your back (without buying cheaper ones lol), and adding that to the gold amount from selling class gear would bring total up to 202.5gp.
Enough for Splint armor, a Greatclub, a Dagger, a Club, a Sack, a sling/ammo, keep 1 Javelin, & keep 3 days of rations with 0.05gp (5cp) left in your belt pouch.
My example is EXTREME, the point being, buying splint armor right away. Just to "see if you can". 99.9% of DM's will enforce eating/drinking, sleeping as there are rules for them
Depending on class & play-style your needs may be different. I would NOT suggest crippling your starting equipment this much just for splint armor.
What is your race & class? Your desired play-style? Have you made a PC? If you like I can give you a few tips to get going.
Take Inheritor background 100%, take the "inherited item" as your desired main weapon (as its magical and basically a LESSER "Moon-touched" weapon, 5ft bright/5ft dim light VS 15ft bright/15ft dim light. I suggest a Glaive or Halberd or Greatsword). Plus you get a gaming set or musical instrument (lute is best for selling),Survival, plus one of your choice from among: Arcana, History, and Religion. (Arcana or Religion will be most useful on a fighter, in most situations for foe weakness/ability knowledge)
Chainmail will be fine, shields are normally not for "striker fighters", I suggest a 2-handed, heavy weapon with reach like the Glaive. Keep Dungeoneer's Pack, take 2x hand crossbows & light crossbow to sell (keep bolts), buy a Greatsword as backup weapon, keep javelins, buy heavy crossbow, add to your pack anything that was missing in it from an explorers' pack, buy shovel, miners pick, sledgehammer, & a grappling hook. Plus a dagger (always have a dagger). A few Sacks, plus a MULE & PACK SADDLE if you have enough to afford them. I can not stress how useful a mule is, even as cheap fodder
Past that anything you feel like. I'd say 1st go as a fighter: for ease me explaining skill/feat picks in detail, google some "S tier" or "Meta" builds, try 3d6 or powergamer subreddits/etc.
Race: Variant human (+1 Str/+1Con), Bonus Skill: Medicinewill be most useful skill that's not on fighter list Bonus Feat: Pole-arm Master (its bonus "1d4+ Str modifier" attack is among the best options of early bonus action use, plus it adds to your reaction options)
Fighter class skills: Athletics & Perception Fighter class focus: Great weapon fighting
I've just started playing Adventures League and I am new to DND.
Should you keep items like Torches, Tinderbox, Rations, and the Waterskin? Will a DM ask you to eat?
It is important to have a few on your character sheet just in case but 90% of the time it isn't relevant for AL except in an ongoing hardcover adventure where food management might be important. The only times I have seen it come up are when a character wants to pull out a light source the DM might check by asking if they have a torch or lantern/oil on their character sheet. If the party is adventuring in the dark for a long time in a module then a DM might track the use of light sources. Unless a module specifically calls it out I haven't seen a DM track food or water unless there is an exploration aspect that requires some time associated with the module.
All that said, keep the starting rations. Perhaps drop to 3 or 5 days worth of food to save weight. Track the total weight of all your stuff since there are times that becomes relevant but for the most part the little things like tracking consumables aren't that much fun and the costs are typically negligible so many AL DMs don't track them. (Note that healers kits and possibly a few others might be an exception since they cost more and have a mechanical role to play).
My example is EXTREME, the point being, buying splint armor right away. Just to "see if you can". 99.9% of DM's will enforce eating/drinking, sleeping as there are rules for them
Depending on class & play-style your needs may be different. I would NOT suggest crippling your starting equipment this much just for splint armor.
What is your race & class? Your desired play-style? Have you made a PC? If you like I can give you a few tips to get going.
Take Inheritor background 100%, take the "inherited item" as your desired main weapon (as its magical and basically a LESSER "Moon-touched" weapon, 5ft bright/5ft dim light VS 15ft bright/15ft dim light. I suggest a Glaive or Halberd or Greatsword). Plus you get a gaming set or musical instrument (lute is best for selling),Survival, plus one of your choice from among: Arcana, History, and Religion. (Arcana or Religion will be most useful on a fighter, in most situations for foe weakness/ability knowledge)
Chainmail will be fine, shields are normally not for "striker fighters", I suggest a 2-handed, heavy weapon with reach like the Glaive. Keep Dungeoneer's Pack, take 2x hand crossbows & light crossbow to sell (keep bolts), buy a Greatsword as backup weapon, keep javelins, buy heavy crossbow, add to your pack anything that was missing in it from an explorers' pack, buy shovel, miners pick, sledgehammer, & a grappling hook. Plus a dagger (always have a dagger). A few Sacks, plus a MULE & PACK SADDLE if you have enough to afford them. I can not stress how useful a mule is, even as cheap fodder
Past that anything you feel like. I'd say 1st go as a fighter: for ease me explaining skill/feat picks in detail, google some "S tier" or "Meta" builds, try 3d6 or powergamer subreddits/etc.
Race: Variant human (+1 Str/+1Con), Bonus Skill: Medicinewill be most useful skill that's not on fighter list Bonus Feat: Pole-arm Master (its bonus "1d4+ Str modifier" attack is among the best options of early bonus action use, plus it adds to your reaction options)
Fighter class skills: Athletics & Perception Fighter class focus: Great weapon fighting
Just a question, how are you getting a magical sword as your inherited item?
There's a list in SCAG about what you can take, and magical weapons aren't on them.
Jeremy Crawford says that the "item you're proficient in" was meant to be from the instrument or tool you're proficient in, not anything you might have from your class.
I've just started playing Adventures League and I am new to DND.
Should you keep items like Torches, Tinderbox, Rations, and the Waterskin? Will a DM ask you to eat?
i haven't seen a DM worry about food in AL, but its DM-dependent. As an AL DM, I personally make a big deal out of light sources as everyone loves to say 'I have darkvision therefore I can see just fine.' Darkvision doesn't work like that and still leaves you with disadvantage on visual perception checks (and a visual limit, which is usually 60 ft). I play that if they don't have a real light source, like a torch, they're at a disadvantage....especially when looking for traps.
So, I was reading AL and checking message boards and stuff about creating a character.
Can I really take my starting gear and sell some, none or all of it (silly maybe) and buy other stuff?
Is that frowned on generally or give you a bad rap?
For example, I realized that my fighter who intends to change class to sorcerer could pick his "2 martial weapons" as both greatswords, sell them back for 25g each, and buy a component pouch (don't want to worry about picking it up when I change) a cheaper weapon and maybe some more stuff that is for character flavor.
In the grand scheme it doesn't seem like much money, but being able to buy a couple healer's kits is really nice too.
I just wouldn't want to get that "oh, you play like that, eyeroll" :)
If you rebuild you have to change your starting gear too. The quote from the AL Player's Guide says, "The character keeps all experience, treasure,
equipment, magic items, downtime, and faction renown earned to that point—except any starting equipment, along with any gold earned from selling it or items then purchased with those funds."
If you keep it legit, nobody should eyeroll you.
You might be able to do it in game if your character has a chance to visit a store or shop... but not 100% sure how that would work, mostly up to each particular DM.
No need to involve any DM, it just becomes your first logsheet entry if your starting gear. The official AL website gives an example of selling starting gear in their advanced logsheet tutorial.
Abuse can be common, or at least its common use to "assist" a min/max build style (also seen with point buy)
Backgrounds like "Detective" (Rats of Waterdeep: Appendix A, 5e/AL legal, doesn't count to your +1), all the given gear can net 64gp (at 50%)
Add a single "positive", gp increasing, life event from XGtE "This is your life", even the "did background job" or "friend gave you a simple weapon" can net 12gp or 12.5gp, respectfully, up to 70gp from the highest paying , "found a treasure" or "made a pact".
That's up to 134gp just from background, for any race and/or class, 100% AL & 5e official legal
Taking starting class gear, as a fighter lets say, like: two hand crossbows, a light crossbow & 20 bolts, Chainmail & a Dungeoneers' pack can net 132gp (at 50%)
Together thats 208gp up to 266gp (both beating the starting 200gp option), 134gp just from background, on the example fighter, or the ability to keep your belt pouch, the Dungeoneers' pack (adding anything it's missing that's in an explorers' pack), buy travelers clothes, splint armor, shield & a few weapons with a few gp, but under T1 80gp limit, left over 100% AL & 5e official legal (AC up to AC 21 on a level 1 Warforged fighter with defense focus)
Any class getting a bump of 134gp at character creation has many more options.
Some of these abuses aren't AL legal anymore.
1) It is probably a typo but the content catalog doesn't mention the detective background as being AL legal. It does mention the investigator and since detective is the only background in Rats of Waterdeep then that is probably what they meant but it could be interpreted otherwise. Also, you only get to pick two of the items from the detective list.
DDHC-XGE-01 1-4 HC Rats of Waterdeep GUILD ADEPT CONTENT! From Appendix A, only the Investigator background is valid for AL play.
2) XGTE "This is your life" was legal in the ALFAQ for season 8 but has been removed from the ALFAQ for season 9. I can't find any mention of using those tables for characters created in season 9 so unless I missed something the "This is your life" table is no longer AL legal. (so no bonus gold there).
3) Yes, the fighter starting gear is worth up to 131gp. However, with that they need to buy weapons and armor. If you want a long bow then you are better off taking it as a martial weapon since it costs more than 1/2 a hand crossbow. Other than that, you might be able to scrounge enough from background and selling the other hand crossbow to get scale mail, a shield and a weapon of choice but you can't get any of the more expensive armor like breastplate, half-plate or full plate.
--------
So overall, it isn't much of an "abuse". Previously, I think the "best" gold option was to take the guild artisan background for the set of tools and sell those back for a maximum of 25gp so the Detective background if allowed is only really increasing it by 25gp. However, the guild artisan background also starts with a pouch with 15gp while the detective is 8gp. So the total increase is only 17gp ... I can't really consider starting with 17gp more as much of an "abuse" honestly.
According to answers found on "twitter", "sage advice" and "stackexchange' the written "only the Investigator background is valid for AL play." is indeed a typo, the corrected text is:
"only the Detective background is valid for AL play."
The detective is, in fact, the intended text and "the detective" is 5e/AL legal, and doesnt count towards your "+1" source.
Yes I just read the XGtE restriction in new seasons.
To be blocked by less than 5gp from a fighter hitting over 200gp... so sad lol
PS I just beat my old numbers without XGtE or DM Rewards:
I believe you can beat my old total by going with the Inheritor background.
The most recent AL guidance I am aware of on the Inheritor background says this:
So, from the Inheritor background, we can get a 75gp value inheritance, a 15gp pouch, and a musical instrument or gaming set of your choice.
100% AL LEGAL, you can obtain the following from the background:
This would NET you 70.5gp from the background, without needing to sell the clothes off your back (without buying cheaper ones lol), and adding that to the gold amount from selling class gear would bring total up to 202.5gp.
Enough for Splint armor, a Greatclub, a Dagger, a Club, a Sack, a sling/ammo, keep 1 Javelin, & keep 3 days of rations with 0.05gp (5cp) left in your belt pouch.
I've just started playing Adventures League and I am new to DND.
Should you keep items like Torches, Tinderbox, Rations, and the Waterskin? Will a DM ask you to eat?
My example is EXTREME, the point being, buying splint armor right away. Just to "see if you can". 99.9% of DM's will enforce eating/drinking, sleeping as there are rules for them
Depending on class & play-style your needs may be different. I would NOT suggest crippling your starting equipment this much just for splint armor.
What is your race & class? Your desired play-style? Have you made a PC? If you like I can give you a few tips to get going.
Take Inheritor background 100%, take the "inherited item" as your desired main weapon (as its magical and basically a LESSER "Moon-touched" weapon, 5ft bright/5ft dim light VS 15ft bright/15ft dim light. I suggest a Glaive or Halberd or Greatsword). Plus you get a gaming set or musical instrument (lute is best for selling), Survival, plus one of your choice from among: Arcana, History, and Religion. (Arcana or Religion will be most useful on a fighter, in most situations for foe weakness/ability knowledge)
Chainmail will be fine, shields are normally not for "striker fighters", I suggest a 2-handed, heavy weapon with reach like the Glaive. Keep Dungeoneer's Pack, take 2x hand crossbows & light crossbow to sell (keep bolts), buy a Greatsword as backup weapon, keep javelins, buy heavy crossbow, add to your pack anything that was missing in it from an explorers' pack, buy shovel, miners pick, sledgehammer, & a grappling hook. Plus a dagger (always have a dagger). A few Sacks, plus a MULE & PACK SADDLE if you have enough to afford them. I can not stress how useful a mule is, even as cheap fodder
Past that anything you feel like. I'd say 1st go as a fighter: for ease me explaining skill/feat picks in detail, google some "S tier" or "Meta" builds, try 3d6 or powergamer subreddits/etc.
Race: Variant human (+1 Str/+1Con), Bonus Skill: Medicine will be most useful skill that's not on fighter list Bonus Feat: Pole-arm Master (its bonus "1d4+ Str modifier" attack is among the best options of early bonus action use, plus it adds to your reaction options)
Fighter class skills: Athletics & Perception Fighter class focus: Great weapon fighting
Attributes (after variant human racial modifiers): Str :16 Dex: 10 Con: 16 Int: 9 Wis: 12 Cha: 8
It is important to have a few on your character sheet just in case but 90% of the time it isn't relevant for AL except in an ongoing hardcover adventure where food management might be important. The only times I have seen it come up are when a character wants to pull out a light source the DM might check by asking if they have a torch or lantern/oil on their character sheet. If the party is adventuring in the dark for a long time in a module then a DM might track the use of light sources. Unless a module specifically calls it out I haven't seen a DM track food or water unless there is an exploration aspect that requires some time associated with the module.
All that said, keep the starting rations. Perhaps drop to 3 or 5 days worth of food to save weight. Track the total weight of all your stuff since there are times that becomes relevant but for the most part the little things like tracking consumables aren't that much fun and the costs are typically negligible so many AL DMs don't track them. (Note that healers kits and possibly a few others might be an exception since they cost more and have a mechanical role to play).
Just a question, how are you getting a magical sword as your inherited item?
There's a list in SCAG about what you can take, and magical weapons aren't on them.
Jeremy Crawford says that the "item you're proficient in" was meant to be from the instrument or tool you're proficient in, not anything you might have from your class.
i haven't seen a DM worry about food in AL, but its DM-dependent. As an AL DM, I personally make a big deal out of light sources as everyone loves to say 'I have darkvision therefore I can see just fine.' Darkvision doesn't work like that and still leaves you with disadvantage on visual perception checks (and a visual limit, which is usually 60 ft). I play that if they don't have a real light source, like a torch, they're at a disadvantage....especially when looking for traps.
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks