Adventurers League

Creating my 5th Edition D&D Adventurers League Character

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Okay, so I had some comments and a few emails regarding yesterday’s post about the new 2014 D&D5e Player’s Handbook and the character I will use Wednesday night for the kickoff of the Adventurers League Encounters event. I’ve been mulling it over since I finished reading the PH book, and I’ve made my decision… but before I get to that, let’s talk about the D&D Encounters and Expeditions events.

The best place to start is on the Adventurers League homepage. Here, you’ll find some downloads that include the D&D Basic Rules that can be downloaded for free. Yep… free. You’ll also see a box where you can enter your zip code and find out exactly where your fellow adventurers are meeting up.

Adventurers League

Just look at that graphic above… now THAT is a D&D group, right? Well, compare it to the group in the image below from an early 80s Dragon magazine advertisement. Just your average, every-day set of employees playing in rolling chairs around the break room’s circular table during their lunch. Oh, 80s… we do miss you. And your sweaters.

Play D&D

Okay, time to get serious. Adventurers League (AL). If you’ve found a nearby group and want to join up, you’ll need to familiarize yourself with the free Basic Rules as well as a few rules that are specific to the AL gameplay. So, visit the AL Resource Page. Here you’ll want to download the Basic Rules and read them, then read the Player’s Guide (scroll down the page a bit — printer-friendly versions are available for downloads) and the Quick Start Guide. When done, download and printout a copy of the Adventurer Log Sheet and probably a few copies of the Character Sheet.

Print out what you can manage (including the rules if you have the desire) and make sure to sign up for either the Encounters or Expedition events. Event location rules probably vary from site to site, but I know mine requires a signup using — probably to help the staff determine the proper number of DMs to schedule and the number of chairs to set up. Make sure to call or check in with your site to make sure there is space — otherwise you risk facing a DM like this one from an early 80s advertisement for Grenadier Models miniatures. (While I was often the DM for my gaming group, I never went to this extreme. Of course, I was too young to grow a beard, and holding a staff makes it hard to roll dice and consult tables and charts. My robe was comfortable. Don’t judge.)

Your New DM

Note: Encounters events are every Wednesday evening and typically last 2 hours or so, and the Expedition events are usually any other day and have a longer play time (3-5 hours). Be sure to read the FAQ for details about the two types of events (including the big ones called Epics that are held at Cons and other major gaming gatherings). 

Once you’ve got a Character Sheet and the Basic Rules, it’s time to create your character. My local comic book store (that’s hosting my Encounters event) had a character-creation meeting scheduled a few weeks back, but I was out of town. I contacted the coordinator to ask if I should show up and create my character there or have it already made. He told me as long as I followed the special Ability Score rule provided in the Player’s Guide (not to be confused with the new 5e Player’s Handbook), I was gold. What is this special rule?

Okay, in the Starter Set and the new 5e Player’s Handbook, characters have their six basic Ability Scores that must be “rolled” — Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. With normal play in your own gaming group, one option you can use is the rule that allows you to roll 4d6 dice (four six-sided dice) and toss out the lowest die roll. What you should end up with are six values between 3 and 18. You assign a value to each of the Ability Scores in such a way they support your character’s chosen Class and Race. For example, a Fighter is probably going to want to have Strength assigned the highest value. A Cleric wants a high Wisdom score… and so on. Again, the Basic Rules (and Player’s Handbook) provide more details about the various classes and races that are available for you to select.

Ability Scores

But with Adventurers League, the Ability Scores are generated a bit differently. You have two options — you can start out with these pre-generated values: 15, 14, 13, 12, 10, 8 or… another option uses 27 points and this variant is found in the Player’s Handbook that I cannot duplicate here (copyrighted information). If you’re interested, it’s on page 13 and is labeled Variant: Customizing Ability Scores. The basic idea is that you “buy” Ability Scores using these 27 points and it roughly works out to to a fairly average set of scores such as 15, 15, 15, 8, 8, 8.

Why would you prefer to use one method over another? There may be different benefits and drawbacks, but the one that immediately comes to mind is that your choice of class and race (such as Human or Half-Orc… there are nine in all if you’re referencing the Player’s Handbook — four if you’re using the free Basic Rules) will allow you to bump up certain Ability Scores. You might want to have a bit more control over your individual scores (rather than using the pre-gen values) so that you can pick just the right values for your combo of class and race.

Note: If you have a Player’s Handbook, selecting the Human race also lets you use the Variant Human Traits rules that are found on page 31 (lower-right corner).

Again, read over all the rules (Basic Rules and/or Player’s Handbook PLUS the Adventurers League specific rules found in the Player’s Guide). I’m going to create a character below so you can follow along, and I’ll be using the Player’s Handbook to select both a class and race. The Player’s Guide, however, is the “path” I’ll be following, as it has excellent step-by-step instructions for creating a character and I want to make sure my final character is legal.

So… here goes.

AL Character Sheet

The Player’s Guide states the first step is to choose a Character Origin. At the current time, the only allowable origin is Tyranny of Dragons. I imagine as the new 5e rulebooks and adventures are released over time, more origins will become available, allowing DMs to pick the one they wish to run. It also sounds like different origins might have different rules assigned to them (such as the Ability Score rolling rules described above) to facilitate the playing of a particular campaign.

Next, race and class are selected. I’ve played a variety of classes and races in the past, but I’ve always enjoyed spell casters. The problem with spell casters (typically) is that they’re often very weak and vulnerable in lower levels. For anyone who has played games like Diablo or Torchlight, you probably know that as spell casters grow in level, they can get really dangerous depending on their selected spells and the magic items and weapons they can wield (and sometimes create). I’m willing to take the risk early on with a weaker class, knowing that as this character develops and levels up, the power will come. I may not be at the front of the party leading my fellow adventurers into battle, but I’ll do what I can from the middle or rear.

Now, the Player’s Handbook has three spell caster classes I’m interested in — Sorcerer, Warlock, and Wizard. I’ve read the details, studied the spell offerings, and examined the three different manners in which these three classes do their work, and I’ve narrowed it down to Sorcerer and Wizard. I like the Sorcery Points the Sorcerer class can earn and apply to upgrades to its spells, but I’m not certain yet about the two Sorcerous Origins (Draconic and Wild Magic) and the options those specialties offer.

The Wizard class doesn’t offer the Sorcery Points option, but it does have a LOT of School choices to choose from at Level 2 that have some amazing specialty powers depending on your selection (School of Enchantment or School of Illusion, for example — and there are six more).

It’s a tough call, but I really REALLY like not only the Sorcery Points feature of the Sorcerer class, but it also starts with 4 cantrips and 2 spells versus 3 cantrips/2 spells for the Wizard class. This guy will need all the help he can get, so 4 starting Cantrips it is. (Cantrips are simple spells that don’t get used up… you just KNOW them and they don’t require spell slots.)


Now, here’s the deal — the Sorcerer class features include using 1d6 for Hit Dice. Starting Hit Points is 6 + Constitution modifier, so I immediately know if I want this guy to have the maximum number of HP, I’ll need to make certain one of my higher Ability Scores goes to Constitution. Interestingly enough, it’s not Intelligence that the Sorcerer relies on for Saving Throws… it’s Charisma and Constitution. So I’ll need to decide between assigning my highest Ability Score to one of those two… something to ponder as I now consider race.

The Player’s Handbook offers up nine races in all, but most of them aren’t going to lend themselves very well to the Sorcerer class. For example, a Half-Orc Sorcerer sounds cool, and a Half-Orc does get a +1 to their Constitution, but they get a +2 to Strength… and the Strength attribute isn’t going to help my guy survive. They do have good speed (30 feet) and can see in the dark, but much of their other abilities are related to melee attacks. Nope… no Half-Orc.

A Dwarf might be cool — that race gets +2 to Constitution. But the speed is 25 feet and their weapon proficiencies will not help my class. Also, there are two sub races I must choose from (Hill Dwarf or Mountain Dwarf) and their bonuses are Wisdom +1 and Strength +2… again, not much help to my Sorcerer. The Halfling and Gnome races are also pretty specific ones, with not much in the way of bonuses to support a Sorcerer.

This leaves Elf, Human, Dragonborn, Half-Elf, and Tiefling. After reading the details of the Dragonborn and Tiefling races, I’m not really wanting to role-play those particular races as my Sorcerer. They come with a lot of fear and/or mistrust in most cities and town, and I’m wanting to play a race that can both blend in and achieve trust (especially if I’m going to have a high Charisma value). They’re both AMAZING races, and I can’t wait to see how another player might play them, but they’re not for me…

So, Elf… Human… Half-Elf.


Humans get +1 to all their Ability Scores. Not too bad, huh? But Half-Elf gets +2 to Charisma and +1 to two other ability scores of my choice. Elf comes with Dexterity +2 and depending on the sub race (High Elf, Wood Elf, Dark/Drow Elf) I’ll get a +1 to Intelligence, Wisdom, or Charisma, respectively. I think I’ll go with the Half-Elf so I can have the option to upgrade two scores that I wish to pick.

Now here’s where a spreadsheet comes in handy. What? You didn’t know that D&D requires a background in Excel?! Just kidding. If I rank the Ability Scores how I wish to use them with my Sorcerer, I’ll go with this order: Constitution (first for the HP bonus that comes from the highest value I can assign), Charisma (because Half-Elf gets a bonus here), and then Dexterity, Wisdom, Intelligence, and then Strength. (No one’s going to be asking me to try and open a door or carry an unconscious adventurer, I imagine.) I’m going to use the 27-Point Score Buying system from the Player’s Handbook, and use the following six values: 15, 14, 14, 10, 10, 8

Those two 10 values mean no bonus modifiers to Intelligence and Wisdom, but the 8 is going to give me a -1 modifier for Strength. I can live with that. My starting ability scores will be Constitution 15, Charisma 14, Dexterity 14, Wisdom 10, Intelligence 10, and Strength 8. Applying race and class bonuses gives me the following character summary (with Ability Score Modifiers shown):

Half-Elf Sorcerer:
Strength 8 (-1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 11 (0)
Charisma: 16 (+3)

Hit Point Maximum: 9
AC: 12 (10+Dexterity Bonus)
Speed: 30
Proficiencies – Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Skills: Arcana, Insight

Characters you create can get a pre-configured set of equipment (based on class and race) or you can roll the dice and start with some gold pieces and buy what you like. The Sorcerer class can choose a Light Crossbow and 20 bolts or any simple weapon, a component pouch or arcane focus, and a dungeoneer’s pack or explorer’s pack. The class also comes standard with two daggers. I’d like a little more control over my starting equipment, and the AL rules state that all classes can begin with maximum gold pieces provided in Chapter 5 of the Player’s Handbook. A Sorcerer can start with 3d4 x 10gp so I have 120gp to go shopping. Here’s what I grabbed:

Light Crossbow (25gp)
Crossbow bolts – 20 (1gp)
Dagger (x2) (4gp)
Explorer’s Pack (10gp)
Component Pouch (25gp)
Arcane Focus – Staff (4gp)
Bag of Ball Bearings – 1000 (1gp)
Caltrops – 20 (1gp)

That leaves me with 40gp and a few more days to consider a few extra purchases.

Now on to name, alignment, details such as height, weight, etc… and the Ideals, Bonds, and Flaws. Toss in a Background and a Faction, and I’ll be done.

Name’s have always been difficult for me, so I typically go with the celebrity-style single monicker… I’m holding off on the name until I know this character a bit more. So let’s tackle the Background that will help me flesh out this Sorcerer with Ideals, Bonds, etc. There are 13 Backgrounds to choose from, and I really like the Hermit. The description is something I can fit with the Sorcerer role, and it provides me with two new skill proficiencies — Medicine and Religion — and a tool proficiency… Herbalism kit (time to go shopping again). I get to pick another Language (Half-Elf provided me with Common, Elvish, and one extra… I took Goblin) so it’ll be Orc. I’ll work my knowledge of Goblin and Orc into my background story.

The Hermit background also provides me with some additional equipment — a scroll case full of notes and prayers, a winter blanket, some common clothes, that Herbalism kit, and 5 bonus gp.

One of the things I really enjoy about this new 5e Player’s Handbook are these Backgrounds and the questions they raise to help players understand their character better. I’m going to use a d8 and d6 to actually generate random rolls for the details covered in the Hermit section, so here’s what I came up with:

* A d8 roll provided me with a reason for my life of seclusion — “I retreated from society after a life-changing event.” Hmm… I can work with that.
* A d8 roll provides with with a Personality Trait of — “I connect everything that happens to me to a grand, cosmic plan.” Cool!
* A d6 roll provided me with an Ideal — “Live and Let Live. Meddling in the affairs of others only causes trouble.” Hmmm… doesn’t go along with what I was considering for my half-elf sorcerer, but I will work with it.
* A d6 provided me with a Bond — “I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.” A deep thinker here, maybe.
* A d6 also gave me my character’s Flaw — “I’d risk too much to uncover a lost bit of knowledge.” Ooooh… gonna have to play this guy a little dangerously around artifacts and ruins.

For alignment, based on the above Features of my hermit half-elf sorcerer, I’m going to go with Lawful Neutral… seems a good fit, and matches up to the Monk class which my sorcerer seems to emulate a bit. AL players must choose a Faction, so I’m going to run with the Harpers based on the description in the Player’s Guide.


Height and weight? I’ll go with a 5’11” half-elf who weighs in at 146lbs. (I rolled the dice to generate the random height and weight found on the table on page 121 of the Player’s Handbook.)

Now all I need to do is take everything I know about this guy… his class, his race, his Background (including Flaw, Bond, etc.), his alignment and affiliation with the Harpers, and develop a half page story to explain the How and Why… oh, and a name.

So, after taking a few hours pause from the above detail development, here’s what I came up with (although I may make some changes before Wed night):


Niloshis had finally tired of the solitude.

“Quietwalker” the children from the closest human settlement called him after he’d left from his twice-a-year visit for purchases at the town’s outfitter. Niloshis Rukliknok (“Danger”) to the curious goblins or orcs who braved his company in the cave despite the various tribes’ warnings about encounters with the outsider.

Many answers had been discovered as Nilo pondered the cosmos from the safety and seclusion of the hidden cave he’d claimed from the long-dead orc huddled in the cave’s deepest pocket. Many answers… but not enough. The years away from the High Elves and his family. Sustaining himself on the unfamiliar vegetation and small animals that also survived on the side of Gray Ash Mountain. Practicing over and over the most simple of sorcery skills he’d learned in secret from his grandfather. These were not difficulties. The freedoms he possessed outside of both human and elven society were a blessing, if truth be told. No, Nilo’s exhaustion stemmed from his lack of comprehension.

Why had his family been prohibited from practicing any form of magic in the elven cities? Why had he been singled out by the Council for the tests? And why had he been exiled at such a young age, forced to leave family and friends with nothing but a map to the farthest mountain range still under elven protection and a small pouch of gold coins? It took ten years for Nilo to realize the answers to those questions would never be pulled from the thin mountain air or the occasional glimpses into the hidden planes that his meditations revealed.

Time for a change.

True, many elves his age would hesitate to leave the cities for another twenty, maybe thirty years. But he was a half-elven. Half-human. If the elves didn’t want him, maybe he could find some answers out among the humans? Maybe what he lacked were more experiences and more knowledge. Surely others existed that could assist him with his search for… for what? That too was a question. 

Yes, time for a change.

Nilo would take the risks necessary to find the answers to his questions. And a slight smile hinted at other possibilities  — that he’d also find answers to questions he hadn’t yet asked. And questions he couldn’t yet know for lack of experience.

Nilo thanked the previous owner of the cave for sharing its shelter, left two small torches and five gold coins for the next occupant to discover, and walked out into the light.


At this point, I still need to pick the Cantrips and Spells, but I’m going to have to really think about those a bit longer. I probably won’t make any firm decisions until a few hours or so before the actual event.

It’s going to be fun seeing where Nilo’s adventures take him. Hopefully he’ll survive long enough to discover a few answers. I’ll be sure to follow up once I get a few Adventurers League sessions under my belt, so stay tuned…

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16 thoughts on “Creating my 5th Edition D&D Adventurers League Character

  1. Thank you for the great write up. I am just getting back into D&D after a (ummmmm) long break. It is great to see the interest people are showing and I am going to do the Wednesday night games with people I have never met, so I am hoping they can handle an elder statesman like myself. The nice thing about almost every gamer I have met is that they are accepting and gracious, so I am not worried in the least.

    1. Hi,Craig. I’m right there with you — after a long sabbatical, it’s nice to return to a game from my youth. Do be sure to check that space is available if you’re going to game with an Encounters group — my site (my local comic book shop) is filed up and there’s four folks on the waiting list. I was told today they have 3 DMs for 18-20 people, but your situation is likely different.

      I’ll be posting a summary of my game tonight later this week or early next — if you manage to get to play, be sure to share your experience in the comments.

  2. Great write-up and walk-through! Sadly I am unable to play this Wednesday, but I hope to get into the game again after a long hiatus next week. I am eagerly awaiting the delivery of my PHB, and the subsequent character creation binge. I look forward to your recap, and will post my own experience as soon as I can.

  3. Great write up an Intro, thank you for that. I became really disenchanted with 4th (after spending a gazillion $$ on it 🙂 and was not really going to pay much attention to this set at all. After reading this and cogitating for a while, I went out and bought the stuff (PH, Starter set and the adventure…) It’s fun to be on the ride again 🙂 Thanks for the motivation, I’ll send you a bill :))

  4. I like your writeup and its practical approach to character selection and generation. I’m lucky to have a regular group that has been playing on weekends for the last few years now. We’ve just played the playtest version of D&D5 called D&D Next so I’m looking forward to the full expansions available with the final version Players’ Handbook. Here’s a character I’m thinking of creating.

    Sylvastherin (aka Squirrel), a male Wood Elf, is a Cleric of Trickery at 1st-Level and who then multiclasses to become a Rogue Thief from 2nd to 4th Level before gaining another Cleric of Trickery level (2nd). I didn’t roll Ability Scores yet. He’d thus get DEX+2, WIS+1, Speed=35ft, Darkvision, Perception skill proficiency, Trance, Fey Ancestry, and Mask of the Wild (can hide even when lightly obscured) racial abilities. He gets a full d8 + CON-modifier set of hit points at 1st Level. Initial Cleric cantrips chosen would be Guidance, Spare the Dying, and Thaumaturgy. Trickery Domain 1st-level spells are Charm Person and Disguise Self. Cleric Skills are Medicine and Insight. 1st-Level Domain Feature is Blessing of the Trickster (gives a willing creature advantage for 1 hour on DEX (Stealth) checks).

    Squirrel’s Background is of an Urchin who gains the Skill Proficiencies of Sleight of Hand and Stealth; he gets Tools Proficiencies on a Disguise Kit and Thieves’ Tools; he also has the City Secrets feature that, when not in combat, allows him and his companions to travel twice as fast within the city. Alignment: Neutral. Deity: either (1) Tymora (Forgotten Realms goddess of good fortune) or (2) Fharlaghn (Greyhawk god of horizons and travel). I’m not yet sure about the faction to choose (depends on the DM’s campaign).

    Personality: “I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.” Ideal: “People. I help the people who help me–that’s what keeps us alive. (Neutral).” Bond: “No one else should endure the hardships that I’ve been through.” Flaw: “I will never fully trust anyone other than myself.”

    He has Elf Weapon Training and so has proficiency with the longsword, shortsword, shortbow, and longbow. He would wear Studded Leather armor (AC 12 + DEX-modifier). He is armed with a Longbow (1d8 piercing dmg), a Rapier (finesse, 1d8 piercing dmg), a Scimitar (finesse, light, 1d6 slashing dmg), two Daggers (finesse, light, thrown, 1d4 piercing dmg), and/or a Whip (finesse, reach, 1d4 slashing dmg). He also carries Manacles, a bag of Caltrops, a Burglar’s Pack, and a Tinderbox.

    Upon multiclassing as a Rogue at 2nd-Level, he gains Sneak Attack, Thieve’s Cant, and Expertise (proficiency on Investigation and Perception skills). As a 2nd-Level Rogue, he will get Cunning Action (gains a bonus action to either Dash, Disengage, or Hide). As a 3rd-Level Rogue, he becomes a Thief and gains the Burglary feature (Climbs at normal speed and running jump gives DEX-modifier extra distance). He also gains the Fast Hands feature to gain a Cunning Action bonus action that can be used for disarming a trap or opening lock, or to make a DEX (Sleight of Hand) check. He’ll raise up to 4th Rogue Level to either raise his ability score/s or get a feat. After that, at 6th Character Level, he’ll raise to 2nd Cleric Level to get Channel Divinity (Invoke Duplicity): he’ll be able to create a perfect illusion of himself that can distract a target to give advantage when attacking.

    I had fun going through the above exercise and I’m sure lots of your readers will too. Cheers!

  5. @Sewlyn,

    Most of what you put looks great. But I wanted to point out something that looks like you are short changing yourself. You have it posted that at 4th level rogue, you will increase an ability score or take a feat. This is at character level 4, rather than a specific class 4. So you would get it at cleric 2/rogue 2.

    Not a huge deal, but i didnt want you to short yourself.

  6. Great write-up! Really enjoyed reading through the entire process you went through to come up with the final product! 2 things though to help out, the first being if you elect to take the gold (120 gp in your case) you do not get the equipment from your background. (PHB p125 under the section titled “Equipment”) and the other being that you actually get to select 2 personality traits (PHB p123 under the section titled “Personality Traits”) Hope this helps! Again, wonderful write-up, great read!


    1. Yes, I knew about the lack of equipment, but by taking the full amount I not only bought what I was missing but had GP left over for some additional purchases that I got the okay with from my DM.

      Thanks for pointing out the two traits thing… missed that.

  7. Thanks but I checked on page 165 of the D&D5 PHB for Feats and it clearly states that it’s the class level that provides when a character may acquire an ability upgrade or a feat. If you look at each character class, their class table specifies at which specific level that class may get an upgrade. I looked at the Chapter 1 and 6 (multiclassing) and they don’t indicate at all that the Ability Upgrades or Feats are based on Character Levels. I think this needs more clarification.

  8. Beautiful write-up James.
    I notice that if you go with the half-elf, you get a +1 to two different stats in addition to the +2 CHA. You’ve added +1 to CON, but could still put +1 somewhere else. Putting it in STR would bump your carrying capacity from 120 to 135….

  9. Pretty sure I used it all – +1 to Wisdom +1 to Constitution and the +2 to Charisma.

  10. Just a tip for optimization,
    You bought: 15, 14, 14, 10, 10, 8
    Then added your racial modifiers to get: 8, 14, 16, 10, 11, 16
    You could’ve bought: 15, 14, 13, 12, 10, 8
    Then added your racial modifiers to get: 8, 14, 16, 10, 12, 16
    Thus leaving you with the same ability scores except with a 12 for wisdom instead of an 11

  11. I much prefer to ROLL up my ability scores (even let the computer roll them) Geoffryn Kaladon, human mage apprentice: Str: 9, Dex: 16, Con: 14, Int: 19, Wis: 12, Chr: 11. Alternate Human, +1 Int, +1 Dex. Magic Initiate Feat: 2 extra cantrips, 1 extra spell (Fog Cloud); Spellbook: Cantrips: Light, Presdigitation, Ray of Frost, Mending, mage Hand. First Level: Burning Hands, Comprehend Languages (Ritual), Detect Magic (Ritual), Disguise Self, Mage Armor (Abjuration), Magic Missiles. Starting Gear: Spellbook, Staff (arcane focus, +1 masterwork staff), Ring of Protection +1, backpack, 5 days’ iron rations, waterskin, 50′ silk rope, Samite mages robes, clothing change (noble), soft leather traveling boots, bedroll, light crossbow, 20 silvered crossbow quarrels, dagger, winter blanket, caltrops, map scroll case, gaming set (Dragon Chess), candles x12, ink quill pens (Pegasus, griffin, peryton, crow, falcon, owl flight feathers), ink flask x3, 5 parchment scrolls, mess kit, oil flasks x2, hooded lantern, iron pot, potion of healing, tinderbox, “Snowymane” light warhorse, riding saddle, barding, saddlebags (to hold most of everything–until you buy a bag of holding, it’s wise to let the horse carry the bulk of the weight!) *As a mage cannot wear armor, it’s wise to procure a Ring of Protection or Cloak of Protection, IF your DM grants each 1st level character one minor magic item to begin play (as I do.)

  12. Oh, yeah. Forgot to mention, we’ve been playing Horde for a few months now. Geoffryn is now a level 6 wizard abjurer, and in Waterdeep, he purchased some new spells and got some help enchanting his staff. The +1 Staff now includes the following powers: Uses 0 charges: Light, Mage Armor (1x per day), Uses 1 Charge each: Magic Missiles, Shield, holds 10 charges, regains 1d6+1 charges at dawn. OH, and one important vital item we all decided on at the table: the arcane focus, since it’s a +1 enchanted weapon, adds +1 to all spell attack and DC rolls! (Turning the 16 DC into a 17, and Spell attack from 7 to 8)

    (forgot, he didn’t get the barding for Snowymane until he could afford it.) His current stats:

    Str 9, Dex 16, Con 14, Int 19, Wis 12, Chr 11; Prof bonus 3, AC 17 (Mage Armor and +1 Ring), HP 40, Arcane Ward +16 Temporary HP (can be extended to cover an ally within 30′), Spell Slots: 4, 3, 3 (plus Fog Cloud 1x/day): Light, Mage Hand, Presdigitation, Ray of Frost, Eldritch Blast, Mending; 1st Level: Burning Hands, Comprehend Languages, Detect Magic, Disguise Self, Identify, Mage Armor (Abjuration), Magic Missiles, Protection from Evil (Abjuration), Thunderwave; 2nd: Arcane Lock (Abj), Darkness, Darkvision, Flaming Sphere, Gust of Wind, Knock, Levitate, Misty Step, Scorching Ray, Shatter, Web; 3rd: Fireball, Dispel Magic (Abj), Fly, Protection from Energy (Abj)

    Oh, and I picked up a Bag of Holding (very handy.) I found spellbook with some spells in it (which helped) and spent the bulk of my gold on some third level spells and help enchanting my staff.

    SPOILER ALERT: We’re on the flying castle with Rezmir, and I disguised myself as a red half-dragon, am searching for the control room, in hopes of reversing this thing’s course somehow. With any luck, we’ll crash into Mt. Kelvin in Icewind Dale before they realize we’re no longer headed south!

  13. Having just seen this post, I realize I’m late to this party, but it’s worth noting that on the right side of that Dragon magazine ad are Jami Gertz (Star from The Lost Boys) and Alan Ruck (Cameron from Ferris Bueller’s Day Off), who you can see better in this commercial

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