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D&D Tournaments

D&D Tournament Banner

Greetings adventures! Do you think you are the best adventurer around? Come test your mettle in the Festival of the Brightswords within the city of Waterdeep! Heroes from all across the realms come to compete for renown and prizes! The various events we host include arena battles, races, and more! New and experienced adventurers are welcome to participate in our tournament. The only things required are a miniature, dice, a level 6 D&D 5e character, and payment of the $5 participation fee. Continue reading for more details on character creation and tournament details.

Table of Contents
Creating Characters  Tournament Events Prizes

Creating a Level 6 Character

On the day of the official tournament, there will be a review of all character sheets and a copy will be made of those characters for the Dungeon Masters to reference during the event. Resources for building your character include the following: Player's Handbook, Dungeon Master's Guide, Volo's Guide to Monsters, Sword Coast Adventurer's Guide, Xanathar's Guide to Everything, and D&D Beyond. Homebrew content is not allowed, read on for more details about character creation.

character sheet gnome

Race and Class Selection

When building your character, we will be using the Adventure League rule of the Player's Handbook plus one. Essentially what this means is you will have access to everything from the Player's Handbook plus one other rulebook, like Volo's Guide to Monsters or Xanathar's Guide to Everything, when it comes to choosing a race and/or a class(es). You have access to all books when it comes down to designing your characters background. The other thing we wish to note about selecting a race is that we will not allow the human variant. Our goal with implementing these rules is to keep player characters relatively balanced. Also note, when calculating your hit points, take the average plus your Constitution modifier for all levels after 1.

Determining Your Character Stats

For determining your character's stats, we will use the Point Buy System. The way the Point Buy System works is all stats start at 8 and can be raised to a maximum of 15, excluding racial modifiers. You will have a total of 27 points to spend to increase your stats. It costs 1 point per stat increase below 13. It costs 2 points per stat increase below 15. Once you have assigned your all your points, you will then add on your racial modifiers. Please note that you cannot decrease your character's stats below 8 when assigning points, but racial modifiers may decrease this value. A good calculator to help you determine your stats is the Chicken-Dinner D&D 5e Point Buy Calculator.

Increasing Stats or Choosing Feats

When you encounter an Ability Score adjustment, we allow you to choose a feat instead of selecting a stat(s) boost.

Starting Equipment

  • Starting equipment (if you are multiclassing, you only get your starting class' equipment)
  • Background starting equipment
  • 625 gold pieces to spend on items in the equipment section
  • One uncommon magic item

This is a list of uncommon magic items from the Dungeon Master Guide along with a page number and item type within the book.

Name

Page

Type

Adamantine Armor

150

Armor (medium/heavy not hide)

Alchemy Jug

150

Wondrous Item

Ammunition +1

150

Weapon (any ammunition)

Amulet of Proof against Detection and Location

150

Wondrous Item

Bag of Holding

153

Wondrous Item

Bag of Tricks

154

Wondrous Item

Boots of Elvenkind

155

Wondrous Item

Boots of Striding and Springing

156

Wondrous Item

Boots of the Winterlands

156

Wondrous Item

Bracers of Archery

156

Wondrous Item

Brooch of Shielding

156

Wondrous Item

Broom of Flying

156

Wondrous Item

Cap of Water Breathing

157

Wondrous Item

Circlet of Blasting

158

Wondrous Item

Cloak of Elvenkind

158

Wondrous Item

Cloak of Protection

159

Wondrous Item

Cloak of the Manta Ray

159

Wondrous Item

Decanter of Endless Water

161

Wondrous Item

Deck of Illusions

161

Wondrous Item

Driftglobe

166

Wondrous Item

Dust of Disappearance

166

Wondrous Item

Dust of Dryness

166

Wondrous Item

Dust of Sneezing and Choking

166

Wondrous Item

Elemental Gem

167

Wondrous Item

Eversmoking Bottle

168

Wondrous Item

Eyes of Charming

168

Wondrous Item

Eyes of Minute Seeing

168

Wondrous Item

Eyes of the Eagle

168

Wondrous Item

Figurine of Wondrous Power (Silver Raven)

170

Wondrous Item

Gauntlets of Ogre Power

171

Wondrous Item

Gem of Brightness

171

Wondrous Item

Gloves of Missile Snaring

172

Wondrous Item

Gloves of Swimming and Climbing

172

Wondrous Item

Gloves of Thievery

172

Wondrous Item

Goggles of Night

172

Wondrous Item

Hat of Disguise

173

Wondrous Item

Headband of Intellect

173

Wondrous Item

Helm of Comprehending Languages

173

Wondrous Item

Helm of Telepathy

174

Wondrous Item

Immovable Rod

175

Rod

Instrument of the Bards (Doss Lute, Fochlucan Bandore, Mac-Fuirmidh)

176

Wondrous Item

Javelin of Lightning

178

Weapon (javelin)

Keoghtom’s Ointment

179

Wondrous Item

Lantern of Revealing

179

Wondrous Item

Mariner’s Armor

181

Armor

Medallion of Thoughts

181

Wondrous Item

Mithral Armor

182

Armor (medium/heavy, not hide)

Necklace of Adaptation

182

Wondrous Item

Oil of Slipperiness

184

Potion

Pearl of Power

184

Wondrous Item

Periapt of Health

184

Wondrous Item

Periapt of Wound Closure

184

Wondrous Item

Philter of Love

184

Potion

Pipes of Haunting

185

Wondrous Item

Pipes of the Sewers

185

Wondrous Item

Potion of Animal Friendship

187

Potion

Potion of Fire Breath

187

Potion

Potion of Giant Strength (Hill Giant)

187

Potion

Potion of Growth

187

Potion

Potion of Poison

188

Potion

Potion of Resistance

188

Potion

Potion of Water Breathing

188

Potion

Quiver of Ehlonna

189

Wondrous Item

Ring of Jumping

191

Ring

Ring of Mind Shielding

191

Ring

Ring of Swimming

193

Ring

Ring of Warmth

193

Ring

Ring of Water Walking

193

Ring

Robe of Useful Items

195

Wondrous Item

Rod of the Pact Keeper +1

197

Rod

Rope of Climbing

197

Wondrous Item

Saddle of the Cavalier

199

Wondrous Item

Sending Stone

199

Wondrous Item

Sentinel Shield

199

Shield

Shield +1

200

Shield

Slippers of Spider Climbing

200

Wondrous Item

Spell Scroll (2nd or 3rd)

200

Scroll

Staff of the Adder

203

Staff

Staff of the Python

204

Staff

Stone of Good Luck (Luckstone)

205

Wondrous Item

Trident of Fish Command

209

Weapon (trident)

Wand of Magic Detection

211

Wand

Wand of Magic Missiles

211

Wand

Wand of Secrets

211

Wand

Wand of the War Mage +1

212

Wand

Wand of Web

212

Wand

Weapon +1

213

Weapon

Weapon of Warning

213

Weapon

Wind Fan

213

Wondrous Item

Winged Boots

214

Wondrous Item


Tournament Events

arena

Arena Battle

Battle against other players in one vs one or team vs team battles. Taking place in a grand arena whose environment is ever changing and potentially containing unseen dangers that could lead to a contender's victory or down fall. The arena is contained in a 50ft high dome and contains a climbable lattice structure. For any arena contenders who may be concerned, our arena is enchanted such that you can't be killed. If you reach 0 hp, you are rendered unconscious and stabilize at 1 (unconsciousness can be delayed by a feature that let's you drop to 1) and you will be taken away by healers who will restore you to your initial state before starting the battle. The victor(s) of the battle will proceed to the next round. For this event we will also be using the Speed Factor Initiative to determine order for each round of a battle.

Instructions Speed Factor Initiative
Mark on the sheet what you are planning to do your next turn. If in arena battle, do this secretly (show DM). You may end up bubbling in multiple things depending on what you’re planning/using. These modifiers will affect your initiative roll and will change between turns. If you end up having a slower initiative, you may change your action(s) in response to what your opponent or ally does.

Initiative = D20 + Dex Mod + Speed Factor
 Action Initiative
Spell casting, level of spell ____ - ____
Melee, Heavy -2
Melee, Light or Finesse +2
Melee, 2-Handed -2
Ranged, Loading -5
Other Weapons +0
Other Action +/- ___

Races

Race against other players in foot, mounted, or chariot races. These races can be on a track or through an obstacle course. Points will be awarded for completion and fastest times. Our races were inspired by the dinosaur races from Tomb of Annihilation and are handled similarly, especially the mount race. The following include more details about the different types of races:

Foot Race: The foot race covers a distance of a few hundred feet (commonly 300ft) across various terrains. This is a race to test your speed, as such you will not have access to your action or bonus action. Every round each player can move up to their maximum movement. A player can move an additional amount equal to their Constitution stat, but have to make a Constitution save (DC 12) immediately afterwards. Failure of the Constitution save causes you to move at half speed for the rest of the race. A racer finishes when their total distance is equal to or exceeds the final distance. In case of a tie, the one who travels the furthest wins.

Obstacle Race: The obstacle race covers a distance of a few hundred feet (commonly 300ft) across various terrains and pass different challenges. These challenges can include things like walls to climb, secret doors to find, and traps to navigate. Players will not be allowed to attack each other during this race. Spells that are not permitted within this race are Fly and Gaseous Form. If there is a spell you're not sure about feel free to ask. Additionally, some of our tournament clerics have placed upon the course a variation of the spell Forbiddance (the version they inscribed deals no damage). Players have access to their movement, standard action, and any bonus action(s) for this race. A racer finishes when their total distance is equal to or exceeds the final distance. In case of a tie, the one who travels the furthest wins.

Mount Race: The mount race covers a distance of a few hundred feet (commonly 300ft). This is a race to test how well you handle animals, as such you will not have access to your action or bonus action. Every round each player makes a Wisdom (Animal Handling) check vs the skill check DC for their respective mount. With a successful check, add the first number to the total distance traveled. Add nothing if you fail the check. To move the speed of the second number, make a Wisdom (Animal Handling) check with advantage and have your mount make a Constitution save (DC 10) after your Wisdom (Animal Handling) check. Success with the Wisdom (Animal Handling) check moves your mount the distance of the second number. Failure of the Constitution save causes your mount to move at half speed for the rest of the race. A racer finishes when their total distance is equal to or exceeds the final distance. In case of a tie, the one who travels the furthest wins. For this race you are also allowed to purchase and use your own mount. If you don't own a mount, there will be mounts available to use, though they may not be on par with those you can purchase. Also be sure to have purchased the appropriate equipment for your mount.

Mount Speed (ft) Skill Check  DC AC* Hit Points  Attack  Damage  Con.
Camel 50/70 12 9 15 +5 1d4 14 (+2)
Donkey or Mule 40/50 10 10 11 +2 1d4 13 (+1)
Elephant 40/65 14 12 76 +8 3d10+6 17 (+3)
Horse, Draft 40/50 10 10 19 +6 2d4+4 12 (+1)
Horse, Riding 60/80 12 10 13 +4 1d6+2 12 (+1)
Mastiff 40/70 12 12 5 +3 1d6+1 12 (+1)
Pony 40/60 12 10 11 +4 2d4+2 13 (+1)
Warhorse 60/75 14 11 19 +4 2d6+4 13 (+1)
Phantom Steed 60/80 12 10 13 +4 1d6+2 12 (+1)
Horse, Rented 40/50 12 10 13 +4 1d6+2 12 (+1)

There are special mount races within the city of Waterdeep where racers ride on the backs of griffons through the city’s streets and skies.

Mount Speed (ft) Skill Check  DC AC* Hit Points  Attack  Damage  Con.
Griffon 30/50
80/110, fly
16 12 9 +6 2d6+4 16 (+3)

*AC for your mounts may adjust if it has barding.

Riddles and Puzzles

As players are waiting for their opportunity to participate in the races and arena battles, they can try to solve an assortment of puzzles and riddles. Each successful solving of a puzzle or riddle earns them a point within this category. Clues can be earned for each puzzle based on a single intelligence check. Extra points will be rewarded to those who turn in all puzzles and riddles the fastest.

Prizes

Tournament

Tournament prizes are rewarded for 2 categories: Event Champions and Tournament Champion. An Event Champion is someone who placed first in a particular event. The Tournament Champion is the individual who has the highest total score across all events and is an Event Champion in at least one event.

April 2019 Champions
Unknown Champion
Tournament Champion
Unknown Champion Unknown Champion  Unknown Champion
Arena Champion Race Champion Riddle Champion

The Treasure Chest

Throughout the tournament, players will be collecting tokens based on how well they participate within an event. The tokens can be used to obtain additional prizes from a Treasure Chest for various token amounts. Tokens can be held onto until you earn enough tokens for desired prizes within the Treasure Chest. The following table gives a general idea how tokens are rewarded for each event.

Event  Token Allocation
Arena Battle  For each round completed, a player receives a single token. Top 3 players will receive an additional X tokens.
Races For each round completed, a player receives a single token. Top 3 players will receive an additional X tokens.
Riddles & Puzzles  For every 3 puzzles completed, player will earn 1 token. Players who successfully complete all puzzles will receive an additional Y tokens. The top 3 players will receive an additional X tokens.

** We are presently still determining prize values and the amount of tokens to be awarded.

You can receive an additional 2 tokens if you come dressed up to the event. We do ask that you keep the costumes PG.