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D&D Tournaments

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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. Additionally, if you wish to participate, please sign up on Facebook for the active tournament or visit us in person to sign up; those who sign up early will receive 2 extra tokens that are used to buy prizes from our Treasure Chest. Continue reading for more details on character creation and tournament details.

This is a Living Document subject to regular review and update.

Table of Contents
Creating Characters  Tournament Events Prizes Rules and Regulations

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, Mordenkainen's Tome of Foes, Elemental Evil, Xanathar's Guide to Everything, Eberron: Rising from the Last War, and D&D Beyond. Homebrew content, Unearthed Arcana, and pre-generated characters are 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, but we will allow the variants of other races. If you do choose to use a variant from one of these books, please note that the book you pull your variant from will count as your plus one. Additionally, players are allowed to play an aarakocra since by level 6 many players and classes have access to flight. Races and Dragonmarks from Eberron: Rising from the Last War are not allowed, but the class artificer is allowed. 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 (you may buy multiple heal potions, however using this item does cost an action)
  • 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


Improvised Weapons

A general overview of improvised weapons can be found on page 147 towards the bottom of the page. Unless you have an appropriate ability or feat, you will not be allowed to add your proficiency bonus to an attack with your selected improvised weapon, even if it is similar to a weapon your are proficient with or is a real weapon being used in an unconventional way. The following table gives you an idea of what the damage or special ability of various improvised weapons might be. If you have a question on how to handle an improvised weapon, the Dungeon Master (DM) running the event gets final say on how it works. DMs may have different rulings with the events they are running.

Improvised Weapon Similar Weapon Damage or Ability
Crowbar Mace 1d6 bludgeoning
Longbow (melee) Club 1d4 bludgeoning
Greatsword (ranged) none 1d4 slashing
Book none 1d4 bludgeoning
Bag of Flour (1lb) none Ranged attack; On hit, target makes DC 10 Dexterity check. On success, target has disadvantage on next attack. On fail, target is blinded until they use an action to remove flour from eyes.
Broken Oil Flask none 1d4 piercing
Spyglass Club 1d4 bludgeoning; Make DC 14 plus damage dealt Dexterity check to see if you break your spyglass.
Perfume none Ranged attack; On hit, target makes DC 10 Constitution check. On success, target has disadvantage on next attack. On fail, target is nauseated until they use an action to remove perfume from the face.

Tournament Events

arena

Arena Battle

Battle against other players in one vs one, team vs team, or free for all battles. Teams will be randomly assigned as will opponents. This event takes 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 arena consists of multiple matches consisting of 15 rounds. The victor(s) of the battle will proceed to the next match. Initiative is rolled each round and the tournament uses the Speed Factor Initiative (see table at the end of the arena section) to determine the turn order.

Each match is broken up into several stages. The first stage consists of the first 7 rounds and allows full access to the arena. At the start of the 8th round, prior to contender initiatives, the boundaries of the arena will begin shrink inward. Within 3 rounds the the remaining contenders will be contained under the lattice structure. Any individual that is within the new restricted area with must succeed in a Constitution save or take 2d6 non-reducible damage; this check will occur at the start of each contender's turn while they remain in the anti-battle zone. This will remain in place until the total 15 rounds had concluded. 

If both sides are still alive at the end of the 15th round the judge (DM) will determine the victor based on how much damage was dealt by each person and how well each contender survived the damage. The individual who does the best in these areas wins the match.

Champion of the Arena will be the player surviving the final match of the arena. If more than one player is alive at the end of the final match then the winner will be determined the same way as the end of a normal match. 

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. The Champion of the Races will be determined at the completion of all of the race events, typically two separate races. Players who complete all races will have their rounds totaled. The player with the fewest total rounds becomes the Champion of the Races. 

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 is a test of your speed. Every round each player can move up to their maximum movement. Players make the single movement without using dash action (it is treated as though everyone is dashing). A player can move an additional amount equal to their Constitution stat, but have to make a Constitution save 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.

Throughout the race the player will encounter obstacles that they must overcome. These obstacles include challenges such different types of terrain, hazards, and minor traps. Each obstacle has a predetermined DC that the player must overcome. There are typically multiple ways of overcoming a challenge. Players with high passive perceptions have a chance of spotting obstacles prior to reaching them and therefore may have an easier time overcoming the obstacle.

 Obstacle Race: 

The obstacle race is one to test your skill at moving across complex terrain, dangerous traps, and magical glyphs and wards. 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. 

Players may use spells to fortify themselves to move through the race. However, keep in mind sections may include Forbiddance or other antimagic fields that may hinder or remove spells (you have been warned). 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 tests your skill as a rider. Every player must be mounted, either with their own steed (see below for allowed mounts) or the rental horse. If the player purchases a mount they must also purchase the appropriate equipment for that mount. 

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 the mount moves forward their set speed. A fail results in the mount making no movement. The DM may have a critical fail result occur; for example, the mount walks in the wrong direction or bucks the rider. Riders may try to urge their mount to go further (move the second number instead of their normal movement) but risk exhausting their mount. The mount will have to make a Constitution save where the DC varies based on mount. If the mount fails the rider moves at half speed the remainder of the race.

Throughout the race the rider will encounter obstacles that they must overcome. These obstacles include challenges such different types of terrain, hazards, and minor traps. Each obstacle has a predetermined DC that the rider must overcome. There are typically multiple ways of overcoming a challenge. Riders with high passive perceptions have a chance of spotting obstacles prior to reaching them and therefore may have an easier time overcoming the obstacle.

 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 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+2 13 (+1)
Elephant 40/65 16 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 14 10 13 +3 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. These are for specific events and may not be used in the regular mount race.

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.

Chariot Race: 

The chariot race tests your skill as both rider and combatant. Every player must be in a chariot, either with their own chariot or the rental chariot (can come with a rental mount if you do not own one). If the player purchases a mount they must also purchase the appropriate equipment for that mount. This equipment is what the chariot connects to  for the chariot race. For anyone who purchases an elephant mount, the size of the elephant will be reduce so it can pull the chariot but this size reduction will not impact it's movement or damage output. Additionally, there will be different material options for the chariot each with their own pros and cons. All chariots will give a bonus to player's AC and a penalty to mount's speed (overall base speed will be a minimum of 10ft) varying on the chosen material. The base cost of a chariot in the Player's Handbook is 250gp (Iron) and depending on what material you choose, the price will either increase or decrease. These bonuses, penalties, and costs are listed in the table below. Base stats for the mounts are listed above.

Chariot Speed (ft) AC Cost
Wood -5 +2 150gp
Iron -10 +4 250gp
Steel -15 +6 350gp
Rental -15 +2 0gp

This is a race to test how well you handle animals as well as your precision and speed with an attack, as such you will only have access to 1 attack (your own or your mount) or a cantrip. You will not have access to any bonus actions, reactions, or abilities that let you make an extra attack (like the fighter's Second Wind or death cleric's Reaper). Every round each player makes a Wisdom (Animal Handling) check vs the skill check DC for their respective mount. With a successful check the mount moves forward their set speed minus chariot penalty. A fail results in the mount making no movement and disadvantage on attack or advantage for your target vs a save. The DM may have a critical fail result occur; for example, the mount walks in the wrong direction or you fall out of the chariot. Riders may try to urge their mount to go further (move the second number instead of their normal movement) but risk exhausting their mount. The mount will have to make a Constitution save where the DC varies based on mount. If the mount fails the rider moves at half speed the remainder of the race.

After a successful or failed Wisdom (Animal Handling) check, the player can proceed to make an attack or urge the mount to attack (no check required to make mount attack), with the appropriate penalties from a failed Wisdom (Animal Handling) check. Given the difficult nature of managing a chariot and attacking, a player must be within 10 feet of their target (2 squares) even if the weapon or spell you're using has a greater range. As such, you may move across lanes as you drive your chariot to get closer to a desired target. Additionally, like normal combat, you may move before and/or after you attack. On a successful hit, you will roll for damage like normal, but when the damage is applied, half the damage will go to the player and half will be added to the player's mount's DC for Wisdom (Animal Handling) check for the next round. If a player is successfully dropped to 0 hit points or less, that player is removed from the race, their distance traveled is noted, and they are healed by the tournament's healers.

Throughout the race the player might encounter obstacles that they must overcome. These obstacles include challenges such different types of terrain, hazards, and minor traps. Each obstacle has a predetermined DC that the player must overcome. There are typically multiple ways of overcoming a challenge. Players with high passive perceptions have a chance of spotting obstacles prior to reaching them and therefore may have an easier time overcoming the obstacle.

 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.  

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

Currently Updating Winning Champions!

Tournament prizes are rewarded for 2 categories: Event Champions and Tournament Champion.

Event Champions are those that placed first in the arena, race, or riddle event. They are determined individually using the details provided in the respective event sections.

The Tournament Champion is the individual determined by the judges (DMs) as being the most successful across all three events. They must be an Event Champion in at least one event and have been noted by the DMs as doing particularly well in the other events.

February 2020 Champions
Tournament Champion
Tournament Champion
Mark
Sal, Druid Cleric
Arena Champion Race Champion  Riddle Champion
Arena Champion Race Champion Riddle Champion
Aiden Mark Michael
Sanrey, Forge Cleric Sal, Druid Cleric Adrex, Paladin
August 2019 Champions
Tournament Champion 1 Tournament Champion 2
Tournament Champion Tournament Champion
Eric David
Roland, Elven Druid Skeckzi, Tiefling Warlock
Arena Champion Mount Race Champion  Obstacle Course Champion  Riddle Champion Riddle Champion
Arena Champion Mount Race Champion Obstacle Course Champion Riddle Champion Riddle Champion
Eric Tyler David Tyler David
Roland, Elven Druid Lovella, Human Paladin Skeckzi, Tiefling Warlock Lovella, Human Paladin Skeckzi, Tiefling Warlock
April 2019 Champions
Tournament Champion
Tournament Champion
Terrence
Ren Amamiya, Tabaxi Rogue
Arena Champion Race Champion  Riddle Champion
Arena Champion Race Champion Riddle Champion
Vern Terrence Robert
Gale Kreiger, Human Paladin Ren Amamiya, Tabaxi Rogue Boulder, Golaith Barbarian Rogue

The Treasure Chest

Throughout the tournament, players will be collecting tokens based on how well they participate within an event. These tokens do not determine the winners of the events or tournament champion. The tokens are for obtaining 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 completed arena battle, a player receives a single token. Top player will receive an additional 2 tokens.
Races For each completed race, a player receives a single token. Top player will receive an additional 2 tokens.
Riddles & Puzzles  For every 3 puzzles completed, player will earn 1 token. Players who successfully complete all puzzles will receive an additional 2 tokens. The top 3 players will receive an additional 2 tokens.
Dressing Up  You can receive an additional 2 tokens if you come dressed up to the event. We do ask that you keep the costumes PG.

Additional Tournament Rules and Regulations

Player Code of Conduct

This tournament follows similar rules as the Dungeons and Dragons Adventure League, but is not an official Adventure League event. It is inspired by the Brightswords festival described within the Waterdeep: Dragon Heist Adventure

Dungeon Master: 

For our D&D tournaments there will be at least 1 dungeon master (DM) appointed by the Explorers' Emporium to run and manage the tournament's events. The DMs will have the final say on how to handle a ruling or interpretation of a player's requested course of action. If a player causes a disturbance that disrupts game play or the enjoyment of the other players due to disagreeing with a DM's ruling, they will receive a warning. Additional disagreements will result in that player receiving a loss for the current event. A DM is allowed to decide if that loss applies to the last round played, but before the start of the next match, even if that player originally won the last match played. Additionally, a DM may have a non-player character (NPC) that is serving as a moderator for an event. This NPC's level is not necessarily the same level as the players' characters and more often is significantly higher in level.

Player: 

We aim for our D&D tournaments to be a fun, safe, and friendly environment for our players to compete. We want this tournament to be a place where players can earn tabletop related/themed accessories, meet people, and overall have a good time. While these tournaments are not official Adventure League events they use the Adventure League Rules of Play; we would appreciate it if players follow the player code of conduct and be respectful to one another. Additionally, you may be competing against friends or family during this tournament. Unless you end up on a team together, you can't give the other players advice during an event as this could be interpreted as cheating and lead to you and that player being disqualified from that specific event. The exception to this rule is if there is a child participating in this event, as such their guardian(s) are permitted to assist them with the game. Furthermore, players are not allowed to tell another player whether or not they are allowed to do something. It is up to the DM of the event to have the final say on whether a player's course of action is valid.