Season 9 Characters
D&D Adventurers League play is divided into story seasons. Since the beginning of the program there have been eight story seasons, each one focusing on, and supporting adventure product(s) released by the D&D team at Wizards of the Coast. As we prepare to begin Season 9, in support of Baldur’s Gate: Descent Into Avernus, we’d like to make some new options available to characters created specifically to start the campaign with.
Character Creation Unlocks
Characters made specifically to start Season 9 gain access to the following character creation options. Characters created prior to Season 9 may NOT take advantage of these benefits.
Lingering Legacy of Evil
When you roll to determine the number of temporary hit points gained by a soul coin’s Drain Life property, you can roll twice and choose either result. Alternatively, they receive a response to two questions when using a soul coin’s Query property. This trait is lost at the end of the season.
Plane-Touched Wings
Aasimar and tiefling characters gain this benefit, regardless of their choice of PHB+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 Bringer trait and 3rd level racial trait to sprout feathered wings - gaining a fly speed of 30 ft.
Tiefling. At 5th level, you can permanently replace their Infernal Legacy trait with the Winged tiefling variant trait (Sword Coast Adventurer’s Guide).
Inherited Malevolence
If your character isn’t an aasimar or tiefling, that’s not to say they get left out in the fiery, acidic rain. When you create your character, they can choose to start with any common magic item from Xanathar’s Guide to Everything (listed below) except:
magical armor or weapons
a clockwork amulet
a dark shard amulet
a hat of wizardry
or a ruby of the war mage.
Possible Items:
Bead of Nourishment (Wondrous item): This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Bead of Refreshment (Wondrous item): This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Boots of False Tracks (Wondrous item): Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Candle of the Deep (Wondrous item): The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Charlatan's Die (Wondrous item, requires attunement): Whenever you roll this six-sided die, you can control which number it rolls.
Cloak of Billowing (Wondrous item): While wearing this cl oak, you can use a bonus action to make it billow dramatically.
Cloak of Many Fashions (Wondrous item): While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Clothes of Mending (Wondrous item): This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Dread Helm (Wondrous item): This fearsome steel helm makes your eyes glow red while you wear it.
Ear Horn of Hearing (Wondrous item): While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Enduring Spellbook (Wondrous item): This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Ersatz Eye (Wondrous item, requires attunement): This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Hat of Vermin (Wondrous item): This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Heward's Handy Spice Pouch (Wondrous item): This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.
Horn of Silent Alarm (Wondrous item): This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Instrument of Illusions (Wondrous item, requires attunement): While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Instrument of Scribing (Wondrous item, requires attunement): This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you . The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn .
Lock of Trickery (Wondrous item): This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.
Mystery Key (Wondrous item): A question mark is worked into the head of this key. The key has a 5 per cent chance of unlocking any lock into which it's inserted . Once it unlocks something, the key disappears.
Orb of Direction (Wondrous item): While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Orb of Time (Wondrous item): While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Perfume of Bewitching (Wondrous item): This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Pipe of Smoke Monsters (Wondrous item): While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Pole of Angling (Wondrous item): While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Pole of Collapsing (Wondrous item): While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Pot of Awakening (Wondrous item): If you plant an ordinary shrub in this 10 -pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Rope of Mending (Wondrous item): You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Staff of Adornment (Staff): If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This staff is not considered a magical weapon for purposes of overcoming resistance to non-magical weapons.
Staff of Birdcalls (Staff): This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull 's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. This staff is not considered a magical weapon for purposes of overcoming resistance to non-magical weapons.
Staff of Flowers (Staff): This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. This staff is not considered a magical weapon for purposes of overcoming resistance to non-magical weapons.
Talking Doll (Wondrous item, requires attunement): While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, when ever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Tankard of Sobriety (Wondrous item): This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Veteran's Cane (Wondrous item): When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Wand of Conducting (Wand): This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Pyrotechnics (Wand): This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a cracking noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1 , the wand erupts in a harmless pyrotechnic display and is destroyed.
Wand of Scowls (Wand): This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
Wand of Smiles (Wand) This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Additionally, the item has one of the following features incorporated into its design: