I understand that a major rules change is on the way, but curious about much of this as it stands right now.
This is my first character, though I have played all other editions before, and was very familiar with Pathfinder organized play in the past. I am finding AL somewhat difficult to understand as the guides seem very imprecise. It might be that I am used to other games styles more or that I am still learning 5th Ed as I go.
I am playing a Protector Aasimar War Cleric 4 of Torm. I know soon I will not be able to do any rebuilds. Thus far I have 0 magic items, and believe I and perhaps one other player are the only ones with none, (party shifts weekly).
I do not believe I will be able to afford to purchase one by the time of the rules change, either through Faction, GP, or DT. Firstly, this seems like it will royally be screwing me over, both as far as the change, but also the likelyhood I will get stuck with something I will not need or use, or simply be without completely and significantly under the assumed wealth. Is my assumption correct as far as we know with the comming treasure points? Not that I need an item per se, but poor luck on four games treasure kind of sucks.
Secondly, is creating Magical Items legal via the normal DMG Items Creation Rules in AL? If so, that might be an option.
I am, in general, finding 5E to almost completely lack any sense of character custimization. Is there any way, (as my PHB+1 is Aasimar, and that book has 0 other options) any way to ever use something from any other book? Like an adventure that unlocks stuff or something? Both for a basic sense of fun, but also because I really feel like I wasted a bunch of money on books I can not use.
Is there a way for my Cleric to get a <legal> Familiar <without Multiclassing>? The DMG has contradictory rules on using Scrolls, saying anyone can use them, but might suffer a mishappen but also saying you can only use them if you can caste the spell. Which is actually correct, because they are mutually exclusive answers? Is there an AL specific rule? In essence, if I am able to get a Scroll of Find Familiar, can my Cleric of War use it? What would I roll to see if there is a mishap?
Is there a way for my Cleric to get a <legal> Familiar <without Multiclassing>? The DMG has contradictory rules on using Scrolls, saying anyone can use them, but might suffer a mishappen but also saying you can only use them if you can caste the spell. Which is actually correct, because they are mutually exclusive answers? Is there an AL specific rule? In essence, if I am able to get a Scroll of Find Familiar, can my Cleric of War use it? What would I roll to see if there is a mishap?
My understanding is that you can't use a spell scroll not on your class spell list, but there are a couple of other ways to get a familiar. The specifics of my understanding of the scroll rules are in the following paragraph. Feel free to skip over if you want to look at the other methods I could think of to get a familiar.
The scroll usage rules can get a little confusing, but I don't think they are actually contradictory. It boils down to spell scrolls being a specific subclass of scrolls in general. At the beginning of the paragraph about scrolls on page 139 of my paper DMG, it talks about the most prevalent type of scroll being a spell scroll, but it also mentions other scrolls that have incantations that aren't spells, giving the example of a scroll of protection. At the end of the paragraph, it states that "Unless a scroll's descriptionsays otherwise, any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it." It then gives optional scroll mishap rules. On page 200 of the DMG, it gives specific rules for spell scrolls, stating they can only be read and used by someone with that spell on their class's spell list. So the specific rule for spell scrolls trumps the general rule for scrolls. Anyone who can read can cast a scroll of protection, but only a Wizard (or someone with that spell on their spell list) can use a Scroll of Find Familiar.
So how can you get a familiar as a Cleric?
1. Take the Ritual Caster or Magic Initiate feat and choose Wizard as the class (I would go with Ritual Caster). Choose Find Familiar as one of your spells. Your expressed concern about character customization is partially answered with feats. They give you an opportunity to step in a different direction than the other War Clerics out there.
2. Train a mundane pet. This may be outside the scope of what you're looking for, but if you're wanting an animal companion, it's a route you could take.
3. Multi-class. I know you said you don't want to do so, but, in 5e, familiars are a wizard and a Pact of the Chain Warlock thing. Think about someone of a non-cleric class wanting to Turn Undead.
There as several magic items that allow players to fly. Broom of flying, Flying Carpet, Wing of Flying, and Potion of Flying all allow players to fly with various restrictions.
2. Starting August 30 new Season 8 Gold is given when you level, Advancement Points and Treasure points are given by play time. Nobody has Treasure points before season, although they might already have some gold or magic items.
3. Getting magic items before 5th level is not as common as you think. Sure you might get 1 but overall you have not lost much, so with new TP system you should get one of choice (given a limited list of items to choose from)
4. Is there any legal way to get my Aasimar to fly longer than 1 min? No, not as a racial, but there are magic items which can do that.
5. PHB + 1 is strictly an adventure league rule. If you want to use more you must to regular D&D aka Homebrew.
It's worth noting that magic items are way less important in 5E than in 3.5 and Pathfinder. In those other games, the game system math assumes a certain wealth per level and the associated scaling brought by possession of magic items with bonuses. 5E intentionally eschews this. While there are some bonuses, in general, magic items impart flavor rather than power.
So, while it's fun to have a cool magic item, don't stress about it.
Second, note that in Adventurer's League, the "PHB+1" rule does not apply to backgrounds, which are some flavorful customization options — you can be an Aasimar (from Volo's Guide) with the Haunted One background from Curse of Strahd. I do agree that the "+1" rule is pretty limiting especially for classes from Volo's, since that book doesn't have feats or spells. If you're playing at a single location with one DM, and don't need your character to be portable to conventions, I'd suggest asking for flexibility — as long as you're using that for actually making an interesting character rather than "character optimization" exploits, many DMs are open to this.
As far as flying, what I was really hoping for was to have permanent wings, both for flavor and function. A Broom of Flying or the like could I guess work, but I was really hoping for just straight angel wings. Oh well.
For the magic items, it is a combination of a few factors. Having played four or five games with partially rotating groups, every single other player has at least one, including brand new ones, except me. I am not worried, but was not sure if it would be bad.
I was not really talking about a unique item, (as I understand the term), but rather creating my own +1 weapon or armor, for instance. Im not clear on what PHB/DMG rules apply to AL. Thus far I have only seen one magic weapon and no armor.
With the new AL rules, you get one "treasure checkpoint" for approximately each hour of play. You can spend 8 of these to buy an item from table A, B, or C in the DMG (here), or 16 for items from Table F. (Other tables are available at higher levels -- check the AL guide.) Generic +1 weapons and shield are on table F. (+1 Armor is on Table G and limited to tier 2 and up.)
Some magic items require "unlocking" by finding them in an adventure, but these basics are "evergreen".
With the new AL rules, you get one "treasure checkpoint" for approximately each hour of play. You can spend 8 of these to buy an item from table A, B, or C in the DMG (here), or 16 for items from Table F. (Other tables are available at higher levels -- check the AL guide.) Generic +1 weapons and shield are on table F. (+1 Armor is on Table G and limited to tier 2 and up.)
Some magic items require "unlocking" by finding them in an adventure, but these basics are "evergreen".
As far as flying, what I was really hoping for was to have permanent wings, both for flavor and function. A Broom of Flying or the like could I guess work, but I was really hoping for just straight angel wings. Oh well.
For the magic items, it is a combination of a few factors. Having played four or five games with partially rotating groups, every single other player has at least one, including brand new ones, except me. I am not worried, but was not sure if it would be bad.
I was not really talking about a unique item, (as I understand the term), but rather creating my own +1 weapon or armor, for instance. Im not clear on what PHB/DMG rules apply to AL. Thus far I have only seen one magic weapon and no armor.
It's not necessarily a bad thing to have not magic items at this point. I've built higher level characters using DM experience before. Those characters didn't have any either having to find some and would often go until probably level 8-9 before finding their first item.
You also won't be missing out on magic items. Every item you come across now will be unlocked, and you can use your treasure checkpoints going forward to acquire them.
Rollback Post to RevisionRollBack
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
How important are +1-+3 magic weapons in 5E? As far as encounters, likely later on. I am not really sure that the concept of Damage Reduction exists in 5E, though I have seen some sorts of Resistance to say Piercing Damage. Is there anything like you must have a +1 Weapon to damage a monster in 5E?
Additionally, I am curious about something I noticed. I am not sure I am phrasing it correctly. Items such as the Staff of Charming mention they count as Magic Weapons, but do not specify +1 Quarterstaff.
How important are +1-+3 magic weapons in 5E? As far as encounters, likely later on. I am not really sure that the concept of Damage Reduction exists in 5E, though I have seen some sorts of Resistance to say Piercing Damage. Is there anything like you must have a +1 Weapon to damage a monster in 5E?
Additionally, I am curious about something I noticed. I am not sure I am phrasing it correctly. Items such as the Staff of Charming mention they count as Magic Weapons, but do not specify +1 Quarterstaff.
In general +1 weapons are considered magical. I've seen a couple of homebrew games where the DM tells the players if it is magical or not (the idea is you can buy a run of the mill sword or a well crafted sword which would be +1 but not magical).
In 5e, some creatures have resistance or immunity to damage from mundane (non-magical) weapons. In 5e there is no requirement for a certain bonus. So, a Staff of Charming would deal normal damage to one of those creatures, as it is magical, but it does not receive any magical bonus to hit or damage when used as a quarterstaff (it does not have a +1 property).
Around 5th level or so, there are also lots of different spells and class abilities that allow different attacks or weapons to count as magical, even if that character doesn't have a magical weapon. As a war cleric, you'll get the 3rd level spell Magic Weapon that can make a weapon temporarily a +1 Magic Weapon.
The number of magic items a character may have varied a lot in AL due to luck and random assignment. I have a level 3 with 2 items, a level 7 with one item and a level 8 with 4 items going into season 8. The level 7 received his first item at level 6. So, missing out on the tier 1 magic item isn't a big deal (there are only 16 treasure points available for advancing from level 1 to level 5 ... which amounts to one magic item ... so you aren't missing out on a lot). Tier 2 levels will require 8 advancement points and typically reward 8 treasure points to level 5 to 7 will give as many treasure points as levels 1 to 5.
As you go up in levels there will be more opponents who are resistant to slashing, piercing and bludgeoning damage from non-magical weapons so at some point you may want to acquire one. On the other hand clerics and other classes have some spells and other abilities that will compensate for the lack of a magical weapon.
Most character customization comes in terms of choice of background/skills/spells/armor/weapons/archetype choice as opposed to customizable class capabilities.
In 5e, some creatures have resistance or immunity to damage from mundane (non-magical) weapons. In 5e there is no requirement for a certain bonus. So, a Staff of Charming would deal normal damage to one of those creatures, as it is magical, but it does not receive any magical bonus to hit or damage when used as a quarterstaff (it does not have a +1 property).
Thank you. That is what I assumed, but wanted to check.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I understand that a major rules change is on the way, but curious about much of this as it stands right now.
This is my first character, though I have played all other editions before, and was very familiar with Pathfinder organized play in the past. I am finding AL somewhat difficult to understand as the guides seem very imprecise. It might be that I am used to other games styles more or that I am still learning 5th Ed as I go.
I am playing a Protector Aasimar War Cleric 4 of Torm. I know soon I will not be able to do any rebuilds. Thus far I have 0 magic items, and believe I and perhaps one other player are the only ones with none, (party shifts weekly).
I do not believe I will be able to afford to purchase one by the time of the rules change, either through Faction, GP, or DT. Firstly, this seems like it will royally be screwing me over, both as far as the change, but also the likelyhood I will get stuck with something I will not need or use, or simply be without completely and significantly under the assumed wealth. Is my assumption correct as far as we know with the comming treasure points? Not that I need an item per se, but poor luck on four games treasure kind of sucks.
Secondly, is creating Magical Items legal via the normal DMG Items Creation Rules in AL? If so, that might be an option.
I am, in general, finding 5E to almost completely lack any sense of character custimization. Is there any way, (as my PHB+1 is Aasimar, and that book has 0 other options) any way to ever use something from any other book? Like an adventure that unlocks stuff or something? Both for a basic sense of fun, but also because I really feel like I wasted a bunch of money on books I can not use.
Is there a way for my Cleric to get a <legal> Familiar <without Multiclassing>? The DMG has contradictory rules on using Scrolls, saying anyone can use them, but might suffer a mishappen but also saying you can only use them if you can caste the spell. Which is actually correct, because they are mutually exclusive answers? Is there an AL specific rule? In essence, if I am able to get a Scroll of Find Familiar, can my Cleric of War use it? What would I roll to see if there is a mishap?
Is there any legal way to get my Aasimar to fly longer than 1 min?
I don't play AL, so I will defer any questions relating to AL to those who know those rules.
My understanding is that you can't use a spell scroll not on your class spell list, but there are a couple of other ways to get a familiar. The specifics of my understanding of the scroll rules are in the following paragraph. Feel free to skip over if you want to look at the other methods I could think of to get a familiar.
The scroll usage rules can get a little confusing, but I don't think they are actually contradictory. It boils down to spell scrolls being a specific subclass of scrolls in general. At the beginning of the paragraph about scrolls on page 139 of my paper DMG, it talks about the most prevalent type of scroll being a spell scroll, but it also mentions other scrolls that have incantations that aren't spells, giving the example of a scroll of protection. At the end of the paragraph, it states that "Unless a scroll's description says otherwise, any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it." It then gives optional scroll mishap rules. On page 200 of the DMG, it gives specific rules for spell scrolls, stating they can only be read and used by someone with that spell on their class's spell list. So the specific rule for spell scrolls trumps the general rule for scrolls. Anyone who can read can cast a scroll of protection, but only a Wizard (or someone with that spell on their spell list) can use a Scroll of Find Familiar.
So how can you get a familiar as a Cleric?
1. Take the Ritual Caster or Magic Initiate feat and choose Wizard as the class (I would go with Ritual Caster). Choose Find Familiar as one of your spells. Your expressed concern about character customization is partially answered with feats. They give you an opportunity to step in a different direction than the other War Clerics out there.
2. Train a mundane pet. This may be outside the scope of what you're looking for, but if you're wanting an animal companion, it's a route you could take.
3. Multi-class. I know you said you don't want to do so, but, in 5e, familiars are a wizard and a Pact of the Chain Warlock thing. Think about someone of a non-cleric class wanting to Turn Undead.
There as several magic items that allow players to fly. Broom of flying, Flying Carpet, Wing of Flying, and Potion of Flying all allow players to fly with various restrictions.
In general answers to your questions.
1. No you cannot create custom item.
2. Starting August 30 new Season 8 Gold is given when you level, Advancement Points and Treasure points are given by play time. Nobody has Treasure points before season, although they might already have some gold or magic items.
3. Getting magic items before 5th level is not as common as you think. Sure you might get 1 but overall you have not lost much, so with new TP system you should get one of choice (given a limited list of items to choose from)
4. Is there any legal way to get my Aasimar to fly longer than 1 min? No, not as a racial, but there are magic items which can do that.
5. PHB + 1 is strictly an adventure league rule. If you want to use more you must to regular D&D aka Homebrew.
It's worth noting that magic items are way less important in 5E than in 3.5 and Pathfinder. In those other games, the game system math assumes a certain wealth per level and the associated scaling brought by possession of magic items with bonuses. 5E intentionally eschews this. While there are some bonuses, in general, magic items impart flavor rather than power.
So, while it's fun to have a cool magic item, don't stress about it.
Second, note that in Adventurer's League, the "PHB+1" rule does not apply to backgrounds, which are some flavorful customization options — you can be an Aasimar (from Volo's Guide) with the Haunted One background from Curse of Strahd. I do agree that the "+1" rule is pretty limiting especially for classes from Volo's, since that book doesn't have feats or spells. If you're playing at a single location with one DM, and don't need your character to be portable to conventions, I'd suggest asking for flexibility — as long as you're using that for actually making an interesting character rather than "character optimization" exploits, many DMs are open to this.
Thank you for the advice and answers.
As far as flying, what I was really hoping for was to have permanent wings, both for flavor and function. A Broom of Flying or the like could I guess work, but I was really hoping for just straight angel wings. Oh well.
For the magic items, it is a combination of a few factors. Having played four or five games with partially rotating groups, every single other player has at least one, including brand new ones, except me. I am not worried, but was not sure if it would be bad.
I was not really talking about a unique item, (as I understand the term), but rather creating my own +1 weapon or armor, for instance. Im not clear on what PHB/DMG rules apply to AL. Thus far I have only seen one magic weapon and no armor.
With the new AL rules, you get one "treasure checkpoint" for approximately each hour of play. You can spend 8 of these to buy an item from table A, B, or C in the DMG (here), or 16 for items from Table F. (Other tables are available at higher levels -- check the AL guide.) Generic +1 weapons and shield are on table F. (+1 Armor is on Table G and limited to tier 2 and up.)
Some magic items require "unlocking" by finding them in an adventure, but these basics are "evergreen".
Also, am I missing it, or is there no Dex, Wis, or Cha 19 Items?
All magic items except those on the evergreen and season lists must be unlocked before they can be purchased. Those lists can be found in the content catalog in the player & dm pack here: https://www.dmsguild.com/product/208178/DD-Adventurers-League-Player--DM-Pack
Correct
It's not necessarily a bad thing to have not magic items at this point. I've built higher level characters using DM experience before. Those characters didn't have any either having to find some and would often go until probably level 8-9 before finding their first item.
You also won't be missing out on magic items. Every item you come across now will be unlocked, and you can use your treasure checkpoints going forward to acquire them.
Feature Requests || Homebrew FAQ || Pricing FAQ || Hardcovers FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
How important are +1-+3 magic weapons in 5E? As far as encounters, likely later on. I am not really sure that the concept of Damage Reduction exists in 5E, though I have seen some sorts of Resistance to say Piercing Damage. Is there anything like you must have a +1 Weapon to damage a monster in 5E?
Additionally, I am curious about something I noticed. I am not sure I am phrasing it correctly. Items such as the Staff of Charming mention they count as Magic Weapons, but do not specify +1 Quarterstaff.
In general +1 weapons are considered magical. I've seen a couple of homebrew games where the DM tells the players if it is magical or not (the idea is you can buy a run of the mill sword or a well crafted sword which would be +1 but not magical).
In 5e, some creatures have resistance or immunity to damage from mundane (non-magical) weapons. In 5e there is no requirement for a certain bonus. So, a Staff of Charming would deal normal damage to one of those creatures, as it is magical, but it does not receive any magical bonus to hit or damage when used as a quarterstaff (it does not have a +1 property).
Around 5th level or so, there are also lots of different spells and class abilities that allow different attacks or weapons to count as magical, even if that character doesn't have a magical weapon. As a war cleric, you'll get the 3rd level spell Magic Weapon that can make a weapon temporarily a +1 Magic Weapon.
The number of magic items a character may have varied a lot in AL due to luck and random assignment. I have a level 3 with 2 items, a level 7 with one item and a level 8 with 4 items going into season 8. The level 7 received his first item at level 6. So, missing out on the tier 1 magic item isn't a big deal (there are only 16 treasure points available for advancing from level 1 to level 5 ... which amounts to one magic item ... so you aren't missing out on a lot). Tier 2 levels will require 8 advancement points and typically reward 8 treasure points to level 5 to 7 will give as many treasure points as levels 1 to 5.
As you go up in levels there will be more opponents who are resistant to slashing, piercing and bludgeoning damage from non-magical weapons so at some point you may want to acquire one. On the other hand clerics and other classes have some spells and other abilities that will compensate for the lack of a magical weapon.
Most character customization comes in terms of choice of background/skills/spells/armor/weapons/archetype choice as opposed to customizable class capabilities.
Thank you. That is what I assumed, but wanted to check.