acter begins w ith a modest lifestyle, which improves as
the characte r attains highe r levels.
These benefits are summarized on the Individual
Treasure table. Ways for characters to s pe nd their
treasure are covere d in the "Buying and Selling" sec-
tion below.
INDIVIDUAL TREASURE
Level Gained Lifestyle Reward
2-4 Modest 75 gp
5-10 Comfortable 150 gp
11- 16 Wealthy 550 gp
17 -2 0 Aristocratic 5,500 gp
MAGIC ITEMS
Characters earn treasure points from adventures, the n
redee m those points in exchange for magic ite ms. The
list of available magic items is agreed to and compile d
by the DMs running the campaign.
GAINING TREASURE POINTS
Each character earns treasure points based on an ad-
venture's ti e r and its intended playing time:
- 1 treasure point is awarded for eve r y 2 hours played in
a ti e r 1 or ti e r 2 adventure. - 1 treasure point is awarded for every 1 hour played in
a tier 3 or ti e r 4 adventure.
As w ith the varia nt r ules for gaining leve ls, this award is
based on the adventure's projecte d playing time, rathe r
than the actual time a group spent a t the table.
If a charac ter comple tes an adventure o f a tier higher
tha n that characte r's tier, the character receives 1 a ddi-
tional treasure point for that adventure.
CREATING AN ITEM LIST
T he DMs of the share d campaign should work togeth e r
to compile a lis t of mag ic ite ms that players can pur-
c hase. The magic ite m ta bles in chapter 2 of this book
and in chapter 7 of the Dungeon Master's Guide a re the
obvious starting point. Choosing which ite ms to allow
or ban is a matte r of personal prefere nce, just as it is for
the DM in a standard campaign. Involving all the DMs
he lps to ensure that the lis t meets everyone's expecta-
tions. Whe n in doubt, disallow an ite m; it's easie r to add
it to the available ite ms at a la ter time than it would be to
re move it from the game once it has been handed out.
Naturally, the list of available ite ms is longer for ad-
ventures in the hi ghe r tiers, and the point cost of those
highe r-ti er items likewise inc reases. The Magic [terns by
Tier table provides the de tails.
For instance, treasure points from a tier 1 adventure
can be spent on items from tables A, B, C, and F. Any
item on the firs t th ree tables costs 4 points, and an ite m
from table F costs 8 points.
MAGIC ITEMS BY TIER
Magic Item Table Available at Tie rs Poin t Cost
A 1- 4 4
B 1-4 4
c 1- 4 4
D 2- 4 8
E 3-4 8
F 1 -4 8
G 2- 4 10
H 3- 4 10
3- 4 12
SPENDING TREASURE POINTS
P layers mus t s pe nd treasure points a t the end of a play
session, imme dia tely after determining whether thei r
characte rs have gained a level. The order of these s teps
is important, since a c ha racter might enter a new tier
because of the level gain.
P layers a re entitle d to c hoose any approved item from
one of the magic ite m tables available in the current tier.
Treasure points can be spread across m ultiple items.
Many items cost more treasure points th a n a charac-
ter can earn in a 2-or 4-hour adventure. To buy s uch an
item, a c ha racte r can make a deposit, spending treasure
points on the item until it's paid off, at which time the
cha racter gains the ite m.
BUYING AND SELLING
Cha racte rs can use their monetary treasure to purchase
a ny thing from the e quipment lists in c hapte r 5 of the
Player's Handbook. In addition, the Adventurers League
allows ch a racters to purc hase potions and s p ell scrolls,
as detailed below. A spell scroll can be purchased
o nly by a character who is capable of casting the spell
in question.
POTIONS FOR SALE
Potion of ...
Healing
Climbing
Animal friendship
Greater healing
Cost
so gp
(^75) gp
100 gp
100 gp
SPELL SCROLLS FOR SALE
Spell Level
Cantrip
1 st
2nd
SELLING ITEMS
Cost
25 gp
75 gp
150 gp
Potion of ...
Water breathing
Superior healing
Supreme healing
Invisibility
Spell Level
3rd
4th
5th
Cost
100 gp
500 gp
5,000 gp
5, 000 gp
Cost
300 gp
500 gp
1,000 gp
In a shared campaig n, charac te rs are not e ntitle d to sell
ite ms they find on adventures or equipment they pur-
c hase with their pe rsonal funds. Weapons, armor, a nd
other gear used by e nemies are cons idered too damaged
to have a ny mone ta ry value.