I don’t think it is because the Aasimar comes from Volo’s Guide to Monsters and the Divine Soul Sorcerer comes from Xanather’s Guide to Everything. You have to pick a race that’s in that PHB or a Sorcerous Origin that’s in the PHB.
I don’t think it is because the Aasimar comes from Volo’s Guide to Monsters and the Divine Soul Sorcerer comes from Xanather’s Guide to Everything. You have to pick a race that’s in that PHB or a Sorcerous Origin that’s in the PHB.
Actually, in season 9, you are allowed to take either Aasimar or Tiefling characters without it affecting your +1. This is a special allowance due to the Descent in to Avernus plot line and is valid for this season only.
However, the major issues are the level and the stats.
1) All AL characters have to be played from level 1 ... you can't start at level 4. It is possible that you started the character at level 1 however I suspect you wouldn't be asking here if it was AL legal in that case.
2) All AL characters use point buy or standard array for stats. It is not possible for an AL character to have a 20 charisma at level 4. I don't think there is any way to make it happen since I don't think there are any "very rare" magic items that drop in tier 1 which would be required to trade for a stat boosting tome. So ... no the stats aren't AL legal. (In addition, the stats are too high across the board ... a standard array is 15, 14, 13, 12, 10, 8 ... your starting stats (excluding your racial stat bonuses and assuming you took a +2 charisma at level 4 and the Xbow expert feat is an error) 16, 15, 13, 13, 11, 9 ... way too high. (i.e 20 15 14 13 11 9 -> 16, 15, 13, 13, 11, 9 if you take out +2cha and +1str from race and +2cha from ASI).
3) Your character sheet lists Elven Chain in your equipment list. This is a rare magic item and does not drop in Tier 1 in Adventurer's League. The only AL content I can find where it drops is in Tier 2.
4) Your character sheet lists Xbow expert as a feat. You are an Aasimar character so you only get one ASI by level 4. An ASI can be used to boost a stat or take a feat. This means that your maximum charisma is 19 OR you can have the Xbow feat ... not both.
Basically, your character is not legal for AL play. The stats are wrong, you have magic items listed that you shouldn't have, you have feats as well as boosted stats. AL limits the stat selection to standard array or point buy (rolled stats are not allowed in AL).
... and last but not least, all AL characters must start at level 1.
I think the folks you play with could answer most of these questions. Hopefully that helps.
Well the reason that i started at level 4 is that is what my DM started my pc at when i started playing at the table and he had also let me roll up my stat's thats why it had taken so long the first night to make my pc badnews so that's why i started this at level 4 and had rolled my stat's using d&d beyonds new dice to roll them out but all good to know as for the armor this site gave me the opportunity to add it so i did not a problem to drop it for me at all though it will make her more squishy i am fine with that her whole thing is that her beauty is her most deadly feature it makes others lower there Guard and by the time they realize that was a mistake there dead or dieing my thoughts when making her was more along the line's of fallen angel that's why i picked the race and i wanted inflict wounds and the ability to use it at ranged so that i would not be in the fray. and have to use it but i will try something with just say grave domain or death domain cleric and try and find some way to use it at range maybe get find familiar some how or with my rise dead use it through them.
If your DM let you start at level 4, roll stats and take Elven chain then go for it.
Your DM isn't playing Adventurers league so it doesn't matter whether you can play the character anywhere else. Your DM appears to be running a homebrew game which is completely ok. There is nothing wrong with that as long as folks don't take the characters and try to play them somewhere else and claim they are AL legal.
If you want an AL character, one that can be played at AL tables at other places, then each level and adventure the character plays has to be logged. The adventures will have names and a number (or if you are playing a hard cover it will have a specific name and chapter like "Tomb of Annihilation chapter 2"). You also note the DM's name. (The AL website or the AL information package on DMsGuild has sample log sheets). The character needs to be created using the AL rules (point buy or standard array for stats), must start at level 1, abide by the Player's Handbook +1 other source rule for choosing the character race/class/spells, the number of magic items they can have is limited by tier and the maximum amount of gold they can earn each level is specified.
The reason for all these rules is to enable people to play D&D in Adventurers League at different places around the world without the power level of the character depending on the generosity and house rules of the DM. I can take the AL characters I play a my local game store, travel to a different continent and play my characters at a local game store or a convention running AL content because the characters have been created using the same constraints so they are all roughly the same level of capability. My tier 2 wizard will be about the same as an AL tier 2 wizard played by someone in Moscow, Istanbul, London, Paris, Madrid, New York, Seattle or Toronto. AL also allows for flexibility in play times. People are busy these days with life, families, work and other things. It can be challenging making it to a regular session every week. The nature of AL is such that people sign up for a scheduled game, if they can't make it then someone else can play. You may get different players showing up for a game every week as schedules change and real life interferes. AL makes it easy to deal with real life and still play some D&D. It doesn't have the same continuity as a campaign but it can still be lots of fun.
However, if you are playing with a regular group of folks whether it is at someone's home or at a game store. It can be played as homebrew or as AL and neither is intrinsically better than the other, they just have different requirements. In your case, the DM is clearly not running an AL table, which is fine. The goal is to have fun and if you are enjoying yourself then that's great.
Ok i dropped the armor and went to point buy and went with the varent asamar i now have a 19 on car because i am a level 4 pc if i started at level one its 17 for my car fact is i wanted a pc that was the kind of hot that when she walks in the bar even other women npc's are like i would do her but that's what makes her deadly for her fath is that of the gash and her skin is like albino white except for her jet black hair and dark black eyes her skin tight vestments but i had to change my class so i went with a death domain cleric instead scail mail and warhammer and shield but i still have the white skin and black hair and eyes and now all the sources say eather phb or dmg so it will i think work ty for your help
1) Unfortunately, the DMG is not a valid source for races or classes in AL. So, without a special certificate, you can't choose to be a death domain cleric. You could choose the grave domain from Xanathar's Guide to Everything which is AL legal.
2) Clerics need wisdom as their primary casting stat. Sorcerers need charisma. If you want to make a high charisma character then you are better off with sorcerer, bard or warlock since all of these classes rely on charisma. If you are only taking one or two levels in cleric for armor and shield proficiencies, spell progression, and the 1st or 2nd level cleric abilities and features then you need at least a 13 to multiclass and possibly a 14 since it increases the number of spells you can prepare and wisdom related spell casting DCs. However, if cleric is only a dip then you would avoid spells requiring a save and focus on ones that are beneficial to your party.
3) From the point of view of optimization ...
-starting at level 1 as a sorcerer gives you proficiency in constitution saving throws which is very useful.
- Having a 19 charisma is mechanically the same as having an 18 charisma - the bonus is +4 in either case and it won't change how NPCs react to you. Boosting the 19 to a 20 will require using an ASI to boost two stats by +1 each or taking a feat that boosts charisma while offering another bonus (like the actor feat).
- As I mentioned, in season 9 of AL which is the current season you can play an Aasimar character without Volo's counting as your +1 source ... so you can choose Xanathar's Guide to Everything but the DMG is not a valid +1 source.
- If you multiclass in cleric so you can wear medium armor and carry a shield then having a dex of 14 is a good idea to get the most from your AC. You also won't need the mage armor spell. If you go the mage armor route then you need your dex as high as possible so you can have a reasonable AC.
- constitution should ideally be 14+ both for hit points and the +2 to con saves
- however, this means that the character now needs dex, con, wis and cha with decent stats ... which probably means dumping int and str since point buy doesn't let you get high numbers in everything at the same time.
4) I would strongly suggest chatting to your DM about what THEY want for their game. If they had you roll stats and start at level 4 they aren't playing AL anyway so your best first step is talking to your DM.
Below is the section on character creation from the AL players guide.
Character Creation You’ll also need a character made for the D&D Adventurers League. All characters begin at 1st level. Step 1: Choose a Race and Class Forgotten Realms characters can choose race and class options from the Player’s Handbook and one other resource—a rule called “PHB+1.” Additional resources include the following products: • Elemental Evil Player’s Companion (EEPC) • Sword Coast Adventurer’s Guide (SCAG) • Volo’s Guide to Monsters (VGM) • Xanathar’s Guide to Everything (XGE)1 • Mordenkainen’s Tome of Foes (ToF)2 • Locathah Rising (LR) Additionally, when selecting an additional source, the following variant or optional rules are available when you create your character: • Variant Human Traits (PHB) • Half-Elf and Tiefling Variants (SCAG/ToF) • Option: Human Languages (SCAG)3 • Blessing of Corellon (ToF)3 NOTE: Races with flight at 1st level, and options from any resource other than those listed above aren’t available without specific campaign documentation (i.e., certs, etc.). Some Season 9 characters can develop wings at 5th level (see Appendix 2: Season 9 Characters). 1XGE also includes the “Tortle Package” 2Chapters 1 – 5, only 3Taking this option can be done, even if its source product isn’t your selection for PHB+1
In addition, your character must belong to a season. This choice grants your character additional rules that they wouldn’t otherwise have access to such as racial or class traits, or other rules unique to the season.
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 (PHB).
Step 3: Describe Your Character Describe your character and choose a background. Background. Choose or create a background using the Player’s Handbook or other campaign resources. Additional resources are permitted in the Adventurers League Content Catalogue (ALCC). Alignment. Generally, Forgotten Realms characters can be any alignment but evil. However, members of either the Lords’ Alliance or Zhentarim faction (see Step 5, below) can be lawful evil. Deities. Your character can choose any deity listed in Deities of the Forgotten Realms and Nonhuman Deities tables in the Player’s Handbook or any of those mentioned in the resources listed in Step 1, above. Clerics must worship a single, specific deity but aren’t limited to the Domains recommended for their deity. Other characters are not required to have a deity.
Step 4: Choose Equipment Your character’s class and background determine equipment and gold; you don’t roll for starting wealth. Trinkets. You start with a trinket from the table in Chapter 5 of the Player’s Handbook—choosing one or determining it randomly (your choice). Equipment. Your character can sell or buy spell components and equipment found in the Player’s Handbook or any player resources.
Step 5: Select a Faction (Optional) Your character can be a member of a faction only if they have the Safe Haven background feature (Faction Agent background, Sword Coast Adventurers Guide). 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. Additional information regarding factions can be found in Appendix 1: Renown.
Plane-Touched Wings If you wish to create an aasimar or tiefling, that character gains the benefit associated with their race, below. Neither benefit is contingent upon selecting the referenced resource as their +1. Aasimar. You can choose aasimar (Volo’s Guide to Monsters) as your character’s race. Additionally, at 5th level, you can permanently replace the Light Bearer trait and racial trait they gain at 3rd level to sprout feathered wings—gaining a fly speed of 30 ft while not wearing heavy armor. Tiefling. At 5th level, you can permanently replace their Infernal Legacy trait with the Winged tiefling variant trait (Sword Coast Adventurer’s Guide).
That's a lot to work with and good to know. Ok so here is what i wanted to base my pc on and its 2 spells and the ability to turn head's of npcs that's why when i had rolled an 18 and got that plus 2 that put it up to 20 i thought great i wouldn't need to pack armor or weapons of any kind i would let my CAR do the talking and when that didn't work i would use inflict wounds or once i got level 6 spells i would use denigrate so what i need is those two spells in one pc now i have only seen that in death domain cleric i may be wrong. I also wanted to play with a kind of horror trop of being a priest or priestess of the gash ie hellraiser making my backstory that of one of the fallen asamar that was put into a women's form and now walks free and off the chain of who summoned her "they broke the rules" and has decided to start her life as an adventurer looking for a way for her to get back home she wouldn't pack any weapons or armor save for her vestments of the gash that would give her all the armor she would ever need a 20 armor clase and yet would look like skin tight leather and lace but more then that it would be sown into her skin so that it could never be taken off. As i said she wouldn't take a shield or armor or a weapon of any kind just her magic of which those would be two of the spells that would be a have to have another one would be finger of death the others i wouldn't care to much about. As for the standard array it makes a pc very weak don't it all throughout the game you will not have the ability to make a stat of 20 even one unless you dump all your adjustment in to that stat and never take a feat for the whole game if you roll your stat's there is a chance that you will roll an 18 or 17 and that gives you a better chance to be deadly when facing what ever your dm throws as you. The other way you better hope your dm is not a dick or that you get lucky but if you can show me where i am wrong or what i could do to make a pc that would have what i am looking for ie those 3 spells then great and ty for your help
You can certainly create a character that has all the features you want. Talk to your DM and clear it with them.
However, you CAN'T create that character at level 4 using Adventurer's League rules. Adventurer's League is a "shared" play environment. The highest stat you can get a level 1 in 99% of the cases is a 17 (same effect as 16). This means that to reach 20 in this stat you need to spend the ASIs at level 4 and 8 on improving this stat and you can't take a feat until level 12. If you decide to take a feat at level 4 or 8 (for all classes except fighter which gets the extra ASI at 6) you will be level 12 by the time you max your primary stat.
That is the way things go for AL legal characters. They are fun to play but every AL legal character has the same constraints and trade offs.
The vestments that give a 20AC are a pure homebrew magic item and not part of AL.
However, none of this matters if you aren't playing AL.
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As for your character, if you want something for AL, the closest you could come and be AL legal would be something like:
10 14 12 10 13 16 or 10 14 12 8 14 16 or 9 14 13 8 14 16 for stats.
Start with sorcerer and take one level of cleric (from either PHB or Xanathars). You would need wear medium armor and use a shield for a decent AC though you can probably fluff however you want it to look but in AL it can't be built in and you don't get custom magic items like the vestments you refer to.
You could progress as a divine soul sorcerer and bump your charisma to 18 at character level 5 and 20 at character level 9.
Finally, I'm not sure what spell you are referring to when you say "denigrate" ? ... Disintegrate is a level 6 spell on the sorcerer list. Inflict wounds is an option for a divine soul sorcerer from Xanathars so if those are the two spells you want, both can be provided by choosing a divine soul sorcerer.
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Bottom line is talk to your DM since it doesn't sound like you are playing AL anyway :)
He limits us to the use of 2 books we aren't aloud to play an evil pc and becouse of the fact that i was sitting in on a game that had already been playing for a while he said to start at level 4 its at my local game store here in west Virginia but your saying something more like this to start out with by the way 3 kobalds could wipe the floor with this pc or even one hobgoblin standard array makes a pc a weak fop tell they get high enough to get something like a magical weapons or armors this pc would be dead with one hit with the kinds of things that do 36 points of damage in one round with ease and has between 14 and 19 ac and he is putting them against level 4 pc but here it is none the less https://ddb.ac/characters/29707934/mzuOHr
1) Variant human gets to boost two stats by +1 ... in your case probably dex and charisma.
2) I would probably swap strength with constitution since higher constitution is more useful for this character.
3) Alert is a cool feat and decent for most classes.
4) I'd consider dropping strength to 8 and boosting dexterity to 16 for a better AC. With mage armor that would give you a 16AC.
So your stats would be 8 16 14 8 12 16
5) A sorcerer can't use a shield and has no armor proficiency. They can't cast spells while wearing armor. So the studded leather and a shield aren't an option.
6) A sorcerer is not proficient with a hand crossbow. It is a martial weapon and sorcerers can only use a small list of weapons (Daggers, darts, slings, quarterstaffs, light crossbows)
7) Since you are a sorcerer and rely on charisma, it would be a good idea to be proficient with at least one charisma based skill. I'd suggest persuasion as the most commonly used (the others being deception and intimidation). Persuasion also fits with the previous version of your character. The skills you have selected for now don't really mesh well with your stats. (Also note the red "D"s next to some of your skills - this is because you have equipped armor you are not proficient with.
You could take one level in hexblade warlock and then you could put your dex at 14 and wear medium armor and a shield which would give you an 18AC to start. Hexblade warlock also includes martial weapon proficiency and you can use charisma for to hit rolls.
Two levels of hexblade warlock gives other useful features and is a very common multiclass for sorcerers especially in AL. The rest would be sorcerer but one level near the beginning solves your AC issues and only delays your spells by 1 level. Having a bit of warlock might also fit your character concept.
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Last :) ... and I have said this before :) ... please have a chat with your DM. Ask if what they want is a level 1 AL legal character - which is what I am talking about and what you seem to be asking for but not necessarily what the DM was looking for since they let you start at level 4 for one game and let you rolls stats.
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P.S.
Characters are divided into tiers, characters in each tier play together in AL. The tiers are Tier 1 - levels 1-4, Tier 2 - levels 5-10, Tier 3 - levels 11-16 and Tier 4 - levels 17-20. It happens all the time that a level 1 might be joined by several level 4s in a tier 1 module. When this happens it can often be a good idea for the level 1 to use ranged attacks and stay near the back of the party ... but it does happen all the time. AL DMs are used to it and will often try to avoid squishing the level 1 with the tougher monsters. (being in the back helps with this and it will only take a few sessions before you are also level 3-4).
The link to your level 1 sheet doesn't work. Your level 20 sheet looks more or less ok except you would be wearing half-plate medium armor by level 20 rather than studded leather (unless you want a lower AC for role playing reasons). However, if you end up playing your character until you reach level 20 then you will be a pro and won't need to ask these questions :)
I couldn't tell what ASIs you picked for your level 20 character (except cha +2 twice) ... however, the 15 dex and 17 con don't do anything for you so you'd probably want to avoid odd stats if possible.
Finally, you might want to see if you could fit in the resilient wisdom feat somewhere along the way since at much higher levels con and wisdom saves are usually considered the most important. However, by the time that matters you will have played enough to know about it.
One last thing, in AL, up until level 5, you are allowed to change everything about your character between sessions except their name. You can change class/race/ASI choices/skills ... everything ... rebuilding your character is completely allowed until you have played your first game in Tier2. After that point the character is fixed and all you can change are cosmetic or story descriptions, you can't change anything mechanical after you play your first tier 2 session. (though all the rebuilding has to follow the AL character creation rules). This way if you have a character you realize that you don't like playing, you are allowed to change it up until you play your first session in Tier 2.
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I play d&d at a league table and i need to find out if this would be able to be played here is the link
https://ddb.ac/characters/29478450/iTpiIr
I don’t think it is because the Aasimar comes from Volo’s Guide to Monsters and the Divine Soul Sorcerer comes from Xanather’s Guide to Everything. You have to pick a race that’s in that PHB or a Sorcerous Origin that’s in the PHB.
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Actually, in season 9, you are allowed to take either Aasimar or Tiefling characters without it affecting your +1. This is a special allowance due to the Descent in to Avernus plot line and is valid for this season only.
However, the major issues are the level and the stats.
1) All AL characters have to be played from level 1 ... you can't start at level 4. It is possible that you started the character at level 1 however I suspect you wouldn't be asking here if it was AL legal in that case.
2) All AL characters use point buy or standard array for stats. It is not possible for an AL character to have a 20 charisma at level 4. I don't think there is any way to make it happen since I don't think there are any "very rare" magic items that drop in tier 1 which would be required to trade for a stat boosting tome. So ... no the stats aren't AL legal. (In addition, the stats are too high across the board ... a standard array is 15, 14, 13, 12, 10, 8 ... your starting stats (excluding your racial stat bonuses and assuming you took a +2 charisma at level 4 and the Xbow expert feat is an error) 16, 15, 13, 13, 11, 9 ... way too high. (i.e 20 15 14 13 11 9 -> 16, 15, 13, 13, 11, 9 if you take out +2cha and +1str from race and +2cha from ASI).
3) Your character sheet lists Elven Chain in your equipment list. This is a rare magic item and does not drop in Tier 1 in Adventurer's League. The only AL content I can find where it drops is in Tier 2.
4) Your character sheet lists Xbow expert as a feat. You are an Aasimar character so you only get one ASI by level 4. An ASI can be used to boost a stat or take a feat. This means that your maximum charisma is 19 OR you can have the Xbow feat ... not both.
Basically, your character is not legal for AL play. The stats are wrong, you have magic items listed that you shouldn't have, you have feats as well as boosted stats. AL limits the stat selection to standard array or point buy (rolled stats are not allowed in AL).
... and last but not least, all AL characters must start at level 1.
I think the folks you play with could answer most of these questions. Hopefully that helps.
Well the reason that i started at level 4 is that is what my DM started my pc at when i started playing at the table and he had also let me roll up my stat's thats why it had taken so long the first night to make my pc badnews so that's why i started this at level 4 and had rolled my stat's using d&d beyonds new dice to roll them out but all good to know as for the armor this site gave me the opportunity to add it so i did not a problem to drop it for me at all though it will make her more squishy i am fine with that her whole thing is that her beauty is her most deadly feature it makes others lower there Guard and by the time they realize that was a mistake there dead or dieing my thoughts when making her was more along the line's of fallen angel that's why i picked the race and i wanted inflict wounds and the ability to use it at ranged so that i would not be in the fray. and have to use it but i will try something with just say grave domain or death domain cleric and try and find some way to use it at range maybe get find familiar some how or with my rise dead use it through them.
If your DM let you start at level 4, roll stats and take Elven chain then go for it.
Your DM isn't playing Adventurers league so it doesn't matter whether you can play the character anywhere else. Your DM appears to be running a homebrew game which is completely ok. There is nothing wrong with that as long as folks don't take the characters and try to play them somewhere else and claim they are AL legal.
If you want an AL character, one that can be played at AL tables at other places, then each level and adventure the character plays has to be logged. The adventures will have names and a number (or if you are playing a hard cover it will have a specific name and chapter like "Tomb of Annihilation chapter 2"). You also note the DM's name. (The AL website or the AL information package on DMsGuild has sample log sheets). The character needs to be created using the AL rules (point buy or standard array for stats), must start at level 1, abide by the Player's Handbook +1 other source rule for choosing the character race/class/spells, the number of magic items they can have is limited by tier and the maximum amount of gold they can earn each level is specified.
The reason for all these rules is to enable people to play D&D in Adventurers League at different places around the world without the power level of the character depending on the generosity and house rules of the DM. I can take the AL characters I play a my local game store, travel to a different continent and play my characters at a local game store or a convention running AL content because the characters have been created using the same constraints so they are all roughly the same level of capability. My tier 2 wizard will be about the same as an AL tier 2 wizard played by someone in Moscow, Istanbul, London, Paris, Madrid, New York, Seattle or Toronto. AL also allows for flexibility in play times. People are busy these days with life, families, work and other things. It can be challenging making it to a regular session every week. The nature of AL is such that people sign up for a scheduled game, if they can't make it then someone else can play. You may get different players showing up for a game every week as schedules change and real life interferes. AL makes it easy to deal with real life and still play some D&D. It doesn't have the same continuity as a campaign but it can still be lots of fun.
However, if you are playing with a regular group of folks whether it is at someone's home or at a game store. It can be played as homebrew or as AL and neither is intrinsically better than the other, they just have different requirements. In your case, the DM is clearly not running an AL table, which is fine. The goal is to have fun and if you are enjoying yourself then that's great.
Ok i dropped the armor and went to point buy and went with the varent asamar i now have a 19 on car because i am a level 4 pc if i started at level one its 17 for my car fact is i wanted a pc that was the kind of hot that when she walks in the bar even other women npc's are like i would do her but that's what makes her deadly for her fath is that of the gash and her skin is like albino white except for her jet black hair and dark black eyes her skin tight vestments but i had to change my class so i went with a death domain cleric instead scail mail and warhammer and shield but i still have the white skin and black hair and eyes and now all the sources say eather phb or dmg so it will i think work ty for your help
Hi!
1) Unfortunately, the DMG is not a valid source for races or classes in AL. So, without a special certificate, you can't choose to be a death domain cleric. You could choose the grave domain from Xanathar's Guide to Everything which is AL legal.
2) Clerics need wisdom as their primary casting stat. Sorcerers need charisma. If you want to make a high charisma character then you are better off with sorcerer, bard or warlock since all of these classes rely on charisma. If you are only taking one or two levels in cleric for armor and shield proficiencies, spell progression, and the 1st or 2nd level cleric abilities and features then you need at least a 13 to multiclass and possibly a 14 since it increases the number of spells you can prepare and wisdom related spell casting DCs. However, if cleric is only a dip then you would avoid spells requiring a save and focus on ones that are beneficial to your party.
3) From the point of view of optimization ...
-starting at level 1 as a sorcerer gives you proficiency in constitution saving throws which is very useful.
- Having a 19 charisma is mechanically the same as having an 18 charisma - the bonus is +4 in either case and it won't change how NPCs react to you. Boosting the 19 to a 20 will require using an ASI to boost two stats by +1 each or taking a feat that boosts charisma while offering another bonus (like the actor feat).
- As I mentioned, in season 9 of AL which is the current season you can play an Aasimar character without Volo's counting as your +1 source ... so you can choose Xanathar's Guide to Everything but the DMG is not a valid +1 source.
- If you multiclass in cleric so you can wear medium armor and carry a shield then having a dex of 14 is a good idea to get the most from your AC. You also won't need the mage armor spell. If you go the mage armor route then you need your dex as high as possible so you can have a reasonable AC.
- constitution should ideally be 14+ both for hit points and the +2 to con saves
- however, this means that the character now needs dex, con, wis and cha with decent stats ... which probably means dumping int and str since point buy doesn't let you get high numbers in everything at the same time.
4) I would strongly suggest chatting to your DM about what THEY want for their game. If they had you roll stats and start at level 4 they aren't playing AL anyway so your best first step is talking to your DM.
Below is the section on character creation from the AL players guide.
Character Creation
You’ll also need a character made for the D&D Adventurers League. All characters begin at 1st level.
Step 1: Choose a Race and Class
Forgotten Realms characters can choose race and class options from the Player’s Handbook and one other resource—a rule called “PHB+1.” Additional resources include the following products:
• Elemental Evil Player’s Companion (EEPC)
• Sword Coast Adventurer’s Guide (SCAG)
• Volo’s Guide to Monsters (VGM)
• Xanathar’s Guide to Everything (XGE)1
• Mordenkainen’s Tome of Foes (ToF)2
• Locathah Rising (LR)
Additionally, when selecting an additional source, the following variant or optional rules are available when you create your character:
• Variant Human Traits (PHB)
• Half-Elf and Tiefling Variants (SCAG/ToF)
• Option: Human Languages (SCAG)3
• Blessing of Corellon (ToF)3
NOTE: Races with flight at 1st level, and options from any resource other than those listed above aren’t available without specific campaign documentation (i.e., certs, etc.). Some Season 9 characters can develop wings at 5th level (see Appendix 2: Season 9 Characters).
1XGE also includes the “Tortle Package”
2Chapters 1 – 5, only
3Taking this option can be done, even if its source product isn’t your selection for PHB+1
In addition, your character must belong to a season. This choice grants your character additional rules that they wouldn’t otherwise have access to such as racial or class traits, or other rules unique to the season.
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 (PHB).
Step 3: Describe Your Character
Describe your character and choose a background.
Background. Choose or create a background using the Player’s Handbook or other campaign resources. Additional resources are permitted in the Adventurers League Content Catalogue (ALCC).
Alignment. Generally, Forgotten Realms characters can be any alignment but evil. However, members of either the Lords’ Alliance or Zhentarim faction (see Step 5, below) can be lawful evil.
Deities. Your character can choose any deity listed in Deities of the Forgotten Realms and Nonhuman Deities tables in the Player’s Handbook or any of those mentioned in the resources listed in Step 1, above. Clerics must worship a single, specific deity but aren’t limited to the Domains recommended for their deity. Other characters are not required to have a deity.
Step 4: Choose Equipment
Your character’s class and background determine equipment and gold; you don’t roll for starting wealth.
Trinkets. You start with a trinket from the table in Chapter 5 of the Player’s Handbook—choosing one or determining it randomly (your choice).
Equipment. Your character can sell or buy spell components and equipment found in the Player’s Handbook or any player resources.
Step 5: Select a Faction (Optional)
Your character can be a member of a faction only if they have the Safe Haven background feature (Faction Agent background, Sword Coast Adventurers Guide).
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. Additional information regarding factions can be found in Appendix 1: Renown.
Plane-Touched Wings
If you wish to create an aasimar or tiefling, that character gains the benefit associated with their race, below. Neither benefit is contingent upon selecting the referenced resource as their +1.
Aasimar. You can choose aasimar (Volo’s Guide to Monsters) as your character’s race. Additionally, at 5th level, you can permanently replace the Light Bearer trait and racial trait they gain at 3rd level to sprout feathered wings—gaining a fly speed of 30 ft while not wearing heavy armor.
Tiefling. At 5th level, you can permanently replace their Infernal Legacy trait with the Winged tiefling variant trait (Sword Coast Adventurer’s Guide).
That's a lot to work with and good to know. Ok so here is what i wanted to base my pc on and its 2 spells and the ability to turn head's of npcs that's why when i had rolled an 18 and got that plus 2 that put it up to 20 i thought great i wouldn't need to pack armor or weapons of any kind i would let my CAR do the talking and when that didn't work i would use inflict wounds or once i got level 6 spells i would use denigrate so what i need is those two spells in one pc now i have only seen that in death domain cleric i may be wrong. I also wanted to play with a kind of horror trop of being a priest or priestess of the gash ie hellraiser making my backstory that of one of the fallen asamar that was put into a women's form and now walks free and off the chain of who summoned her "they broke the rules" and has decided to start her life as an adventurer looking for a way for her to get back home she wouldn't pack any weapons or armor save for her vestments of the gash that would give her all the armor she would ever need a 20 armor clase and yet would look like skin tight leather and lace but more then that it would be sown into her skin so that it could never be taken off. As i said she wouldn't take a shield or armor or a weapon of any kind just her magic of which those would be two of the spells that would be a have to have another one would be finger of death the others i wouldn't care to much about. As for the standard array it makes a pc very weak don't it all throughout the game you will not have the ability to make a stat of 20 even one unless you dump all your adjustment in to that stat and never take a feat for the whole game if you roll your stat's there is a chance that you will roll an 18 or 17 and that gives you a better chance to be deadly when facing what ever your dm throws as you. The other way you better hope your dm is not a dick or that you get lucky but if you can show me where i am wrong or what i could do to make a pc that would have what i am looking for ie those 3 spells then great and ty for your help
You can certainly create a character that has all the features you want. Talk to your DM and clear it with them.
However, you CAN'T create that character at level 4 using Adventurer's League rules. Adventurer's League is a "shared" play environment. The highest stat you can get a level 1 in 99% of the cases is a 17 (same effect as 16). This means that to reach 20 in this stat you need to spend the ASIs at level 4 and 8 on improving this stat and you can't take a feat until level 12. If you decide to take a feat at level 4 or 8 (for all classes except fighter which gets the extra ASI at 6) you will be level 12 by the time you max your primary stat.
That is the way things go for AL legal characters. They are fun to play but every AL legal character has the same constraints and trade offs.
The vestments that give a 20AC are a pure homebrew magic item and not part of AL.
However, none of this matters if you aren't playing AL.
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As for your character, if you want something for AL, the closest you could come and be AL legal would be something like:
10 14 12 10 13 16 or 10 14 12 8 14 16 or 9 14 13 8 14 16 for stats.
Start with sorcerer and take one level of cleric (from either PHB or Xanathars). You would need wear medium armor and use a shield for a decent AC though you can probably fluff however you want it to look but in AL it can't be built in and you don't get custom magic items like the vestments you refer to.
You could progress as a divine soul sorcerer and bump your charisma to 18 at character level 5 and 20 at character level 9.
Finally, I'm not sure what spell you are referring to when you say "denigrate" ? ... Disintegrate is a level 6 spell on the sorcerer list. Inflict wounds is an option for a divine soul sorcerer from Xanathars so if those are the two spells you want, both can be provided by choosing a divine soul sorcerer.
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Bottom line is talk to your DM since it doesn't sound like you are playing AL anyway :)
He limits us to the use of 2 books we aren't aloud to play an evil pc and becouse of the fact that i was sitting in on a game that had already been playing for a while he said to start at level 4 its at my local game store here in west Virginia but your saying something more like this to start out with by the way 3 kobalds could wipe the floor with this pc or even one hobgoblin standard array makes a pc a weak fop tell they get high enough to get something like a magical weapons or armors this pc would be dead with one hit with the kinds of things that do 36 points of damage in one round with ease and has between 14 and 19 ac and he is putting them against level 4 pc but here it is none the less https://ddb.ac/characters/29707934/mzuOHr
Hi!
1) Variant human gets to boost two stats by +1 ... in your case probably dex and charisma.
2) I would probably swap strength with constitution since higher constitution is more useful for this character.
3) Alert is a cool feat and decent for most classes.
4) I'd consider dropping strength to 8 and boosting dexterity to 16 for a better AC. With mage armor that would give you a 16AC.
So your stats would be 8 16 14 8 12 16
5) A sorcerer can't use a shield and has no armor proficiency. They can't cast spells while wearing armor. So the studded leather and a shield aren't an option.
6) A sorcerer is not proficient with a hand crossbow. It is a martial weapon and sorcerers can only use a small list of weapons (Daggers, darts, slings, quarterstaffs, light crossbows)
7) Since you are a sorcerer and rely on charisma, it would be a good idea to be proficient with at least one charisma based skill. I'd suggest persuasion as the most commonly used (the others being deception and intimidation). Persuasion also fits with the previous version of your character. The skills you have selected for now don't really mesh well with your stats. (Also note the red "D"s next to some of your skills - this is because you have equipped armor you are not proficient with.
You could take one level in hexblade warlock and then you could put your dex at 14 and wear medium armor and a shield which would give you an 18AC to start. Hexblade warlock also includes martial weapon proficiency and you can use charisma for to hit rolls.
Two levels of hexblade warlock gives other useful features and is a very common multiclass for sorcerers especially in AL. The rest would be sorcerer but one level near the beginning solves your AC issues and only delays your spells by 1 level. Having a bit of warlock might also fit your character concept.
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Last :) ... and I have said this before :) ... please have a chat with your DM. Ask if what they want is a level 1 AL legal character - which is what I am talking about and what you seem to be asking for but not necessarily what the DM was looking for since they let you start at level 4 for one game and let you rolls stats.
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P.S.
Characters are divided into tiers, characters in each tier play together in AL. The tiers are Tier 1 - levels 1-4, Tier 2 - levels 5-10, Tier 3 - levels 11-16 and Tier 4 - levels 17-20. It happens all the time that a level 1 might be joined by several level 4s in a tier 1 module. When this happens it can often be a good idea for the level 1 to use ranged attacks and stay near the back of the party ... but it does happen all the time. AL DMs are used to it and will often try to avoid squishing the level 1 with the tougher monsters. (being in the back helps with this and it will only take a few sessions before you are also level 3-4).
Good Luck!
So something like this
https://ddb.ac/characters/29707934/fRByit
With the one change with proficiencies and then this would work?
So this would be my 20th level pc if we are doing it the way you suggested
https://ddb.ac/characters/29707934/yP2EVP
The link to your level 1 sheet doesn't work. Your level 20 sheet looks more or less ok except you would be wearing half-plate medium armor by level 20 rather than studded leather (unless you want a lower AC for role playing reasons). However, if you end up playing your character until you reach level 20 then you will be a pro and won't need to ask these questions :)
I couldn't tell what ASIs you picked for your level 20 character (except cha +2 twice) ... however, the 15 dex and 17 con don't do anything for you so you'd probably want to avoid odd stats if possible.
Finally, you might want to see if you could fit in the resilient wisdom feat somewhere along the way since at much higher levels con and wisdom saves are usually considered the most important. However, by the time that matters you will have played enough to know about it.
One last thing, in AL, up until level 5, you are allowed to change everything about your character between sessions except their name. You can change class/race/ASI choices/skills ... everything ... rebuilding your character is completely allowed until you have played your first game in Tier2. After that point the character is fixed and all you can change are cosmetic or story descriptions, you can't change anything mechanical after you play your first tier 2 session. (though all the rebuilding has to follow the AL character creation rules). This way if you have a character you realize that you don't like playing, you are allowed to change it up until you play your first session in Tier 2.