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Advanced Logsheet Tutorial

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LSheetWith the exception of newer players, the vast majority of players are quite familiar with the D&D Adventurers League (AL) Logsheet, and have become adept at filling out their character log entries at the end of each AL session they play. The logsheet itself is mostly self-explanatory and intuitive, and provides players clearly marked boxes to record changes in their Experience (XP), Gold (GP), Downtime, Renown, and Magic Items; things which change each session.

Despite this however, there are certain situations in which players may run into some confusion as to how best to enter obscure or circumstantial information on their logsheet. This tutorial aims to help address some of these situations, and provide guidance to help players enter this information accurately, and in a more meticulous fashion for ease of reference.

This tutorial assumes a basic understanding of how to update, maintain, and complete your D&D Adventurers League Logsheet. If you are new to the program, and are unsure how to fill out your logsheet, I highly recommend the Tutorial for D&D Adventurer’s League Logsheets, an invaluable resource which covers the fundamental basics of the logsheet, and how to complete a log entry.

Story Origin

While not compulsory, you should make a habit of recording your character’s story origin (eg. Rage of Demons) on your character’s first logsheet entry. Doing so is helpful for your Dungeon Master, as it allows them to quickly determine which rules sources your character is allowed to use.

This can be done simply by recording your Story Origin in the Adventure Notes section of your first log entry, or alternatively, by creating a “Story Origin” log entry on your Logsheet (which I will discuss later).

Starting Gear and Starting Lifestyle

As of season 3, characters which choose a Custom background, can choose their starting gear from any of the backgrounds listed in the Player’s Handbook, or Basic Rules. In addition, characters may instead choose starting gear from a background listed in one of the allowed rule sources for their story origin:

* Elemental Evil characters which choose options from the Elemental Evil Player’s Companion and/or Princes of the Apocalypse cannot use options from the Sword Coast Adventurer’s Guide, and are limited to the website article only.

As a result, players should record your starting gear package (including starting gold from background), and your character’s starting lifestyle on your character’s first logsheet entry. You need not list every piece of starting equipment in your log entry, but you should at least list any changes you make to your starting gear (purchases/sales).

Should you ever choose to rebuild your character’s class and/or background, you will be required to replace your existing starting equipment with the equipment package from your new class and/or background. Keeping track of your starting gear on your logsheet saves considerable time when rebuilding your character, while also helping maintain accuracy.

Selling Starting Gear
Prior to the start of any adventure (including your first), characters can sell any of their unwanted equipment for 50% of its listed value, and/or purchase new equipment. New characters can use this rule to sell some (or all) of their starting gear, and use the proceeds toward the purchase of better equipment.

Should you sell starting gear prior to reaching 5th level, you should record the transaction on your adventure logsheet in the “Adventure Notes” section, in addition to making the changes to your Gold, and character sheet. Such transactions should be recorded for the purposes of rebuilding (see below).

Starting Gear2

Special Starting Item

If you received a DM Faction Kit as a thankyou gift for running D&D Encounters at your store, it will include a Special Starting Item certificate. These certificates can only be given to a newly created character of the appropriate season (one which has not yet played any adventures, or had any DM rewards applied to it.

If you apply this certificate to your character, you should mention the certificate, and the item chosen in the “Adventure Notes” section of your character’s first log entry. If you choose a magic item, remember that it counts against your magic item total (as shown below).

SpecItem2

Copying Spells into a Spellbook / Ritual Book

Characters can copy up to 8hrs of spells for each Downtime Day spent. When copying spells into your spellbook, you should record the transaction in the “Adventure Notes” of your log entry. Remember that you must also spend GP equal to your lifestyle in addition to the DT and GP spent for copying the spell(s) themselves.

If you copy the spells from a scroll, you should record the transaction as follows:

  • Copy [spell name] from Scroll (Xhrs, -Y DT, -Z GP)

If you copy the spells from another character’s spellbook, only the character copying spells must spend Downtime. To avoid accusations of cheating, I recommend writing the character name, and the player’s name and DCI number on your log entry as follows:

  • Copy [spell name(s)] from [character’s] Spellbook (Xhrs, -Y DT, -Z GP); [player name] [player DCI]

Copy Spells

The “Story Origin” Log Entry

In an effort to keep all of the above information concise, I recommend players to create a “Story Origin” log entry for all newly created characters. This log entry should be listed on Sheet 1 of your D&D Adventurers Leage Logsheet, and should occupy the first log entry on that sheet.

Should you choose to fill out a “Story Origin” log entry, it should contain all of the following information: Story Origin, Starting Gear, Starting Gold, Starting Lifestyle, Special Starting Item (if applicable), and any Starting Gear Sold.

While there is no right or wrong way to create a “Story Origin” log entry, for those looking for guidance, I recommend making the following entries:

Story Origin Log Entry

  • Adventure Name: Write “Story Origin”.
  • Session #: Write “special”, Session 0, or leave blank.
  • Date: Record the date the character was created.
  • DM Name & DCI #: Record your Story Origin in full (eg. Rage of Demons).
  • XP/Downtime/Renown: These should have “0” in each of the three entries.
  • Starting Gold: List your starting gold (from background) here. If you gain bonus starting gold (special starting item award), you can also list it here.
  • Gold +/-: If you sell some (or all) of your starting gear, record the additional GP here. If you wish to purchase new starting gear, I recommend doing so on your second log entry so as to avoid confusion should you wish to rebuild your character.
  • Gold Total: Add your starting gold and any GP gained above together. This is your total starting Gold. Should you wish to rebuild your character, you must repay this value if you rebuild your class or background, prior to gaining new starting gear.
  • Adventure Notes: Record your starting lifestyle, your special starting item (if any), and any changes to your starting gear

StoryOrigin

Rebuilding and the “Rebuild” Log Entry

At any time prior to reaching 5th level, you may choose to rebuild your character. When doing so, you should record the changes on your logsheet in addition to your character sheet, especially in the event that your starting gear changes as a result of rebuilding your class and/or background.

When recording these changes, players should be encouraged to create a separate “Rebuild” log entry on their D&D Adventurer’s League Logsheet, as doing so will avoid confusing your DM. When filling out a “Rebuild” Log Entry, I recommend making the following entries:

Rebuild Log Entry

  • Adventure Name: Write “Character Rebuild”
  • Session #: Write “special”, or leave blank.
  • Date: Record the date that the Rebuild occured
  • DM Name & DCI #: Unused
  • XP/Downtime/Renown: Copy your current XP, downtime and Renown into the appropriate boxes. You should have an entry of “0” for XP Earned, Renown Earned, and Downtime +/-
  • Starting Gold: List your current gold here (carried down from your previous log entry).
  • Gold +/-: If you rebuild your character’s class and/or background, you will need to recalculate your starting gold. If you have a “Story Origin” log entry on your logsheet, subtract the “Total Gold” value from your Story Origin log Entry, and add your starting gold from your new (or existing) class/background. If you gained GP from a special starting item, be sure to include it in your new starting gear. Finally, if you sell any of your new starting gear, be sure to add the GP gained from the transaction here.
  • Gold Total: Record your new gold total.
  • Adventure Notes: Record any changes to your lifestyle, and starting gear, as well as any other notes you wish to make about this rebuild.

Starting Equipment and Spellbooks
If you are a wizard, and rebuild your characters 1st class level to a different class, you must pay the cost of your spellbook out of your new starting gold, plus any gold you earned through adventuring.

Failing to do so will result in the loss of your spellbook and all spells contained within. If this occurs and you copied any spells into your spellbook from a scroll/spellbook, you do not gain a refund for any downtime  or gold spent on transcribing the lost spells.

The same applies in respect to a warlock losing access to their book of secret arts, or a character losing access to their ritual book due to rebuilding your class or feat selection.

Wizards and Spell Selection
Keep in mind that wizards add 2 spells to their spellbook for each wizard level they possess. When rebuilding your wizard character, remember to remove 2 spells from their spellbook for each wizard level removed. Only spells added to your spellbook via level advancement can be removed in this way (spells copied from a scroll  or spellbook are exempt). You must meet the level requirement for each spell remaining in your spellbook (with the exception of spells copied from a scroll/spellbook).

Rebuild

Elemental Evil Characters and Character Rebuilding
When rebuilding your Elemental Evil character, pay close attention to spell selection and race choice. As stated in Sword Coast Adventurer’s Guide and You!, Elemental Evil characters can only use options from either the Elemental Evil Player’s Companion/Princes of the Apocalypse or the Sword Coast Adventurer’s Guide.

Wizards (and other characters) cannot therefore choose spells from the EEPC when leveling, while also using cantrips, races, ethnic languages, deities, domains, class options, or backgrounds from the Sword Coast Adventurer’s Guide. They can however, learn such spells by copying them from a scroll or spellbook, or as an adventure reward in some adventures.

While deep gnomes are available in both products, this unfortunately means that genasi and goliath characters can never take advantage of the options in the Sword Coast Adventurer’s Guide.

Special Rebuild – Sword Coast Adventurers Guide

On November 3rd, an amendment to the Player’s Guide (which you can read here) was issued regarding the legality of the Sword Coast Adventurer’s Guide (or SCAG as it is frequently abbreviated).

As part of this amendment, players were afforded a unique opportunity to perform a one-time rebuild of their higher level character(s). While there is no specific expiry for this rebuild, Travis Woodall (Content Manager) has stated that ideally, this rebuild should be performed sooner rather than later, and that “it should not be banked”.

There are several differences between this rebuild, and the rebuild options available to 4th level or lower characters.

  • High Level Characters Only: This rebuild is only available to existing characters which were 5th level (or higher) as of November 3rd, 2015. Characters of 4th level or lower on this date cannot take advantage of this special rebuild option after reaching 5th level.
  • One time Rebuild: You can only perform this rebuild once for each of your 5th level or higher characters.

When recording these changes, it is vitally important for players to record this rebuild on their D&D Adventurers League logsheet, as this is a special, limited time event. When filling out this special log entry, I recommend the following:

Sword Coast Adventurers Guide Log Entry

  • Adventure Name: Write “Special Character Rebuild”, “SCAG Rebuild” or something similar.
  • Session #: Write “special”, “Sword Coast Adventurers Guide”, or leave blank
  • Date: Record the date that the Rebuild occured. This date must occur after November 3rd, 2015.
  • DM Name & DCI #: Unused
  • XP/Downtime/Renown: Copy your current XP, downtime and Renown into the appropriate boxes. You should have an entry of “0” for XP Earned, Renown Earned, and Downtime +/-
  • Starting Gold: List your current gold here (carried down from your previous log entry).
  • Gold +/-: If you rebuild your character’s class and/or background, you will need to recalculate your starting gold. If you have a “Story Origin” log entry on your logsheet, subtract the “Total Gold” value from your Story Origin log Entry, and add your starting gold from your new (or existing) class/background. If you gained GP from a special starting item, be sure to include it in your new starting gear. Finally, if you sell any of your new starting gear, be sure to add the GP gained from the transaction here.
  • Gold Total: Record your new gold total.
  • Adventure Notes: Record any changes to your lifestyle, and starting gear, as well as any other notes you wish to make about this rebuild. In addition, make certain to mention that this is a Special Rebuild for the Sword Coast Adventurer’s Guide.

Spellcasters and Copied Spells
If you copied a spell into your spellbook, ritual book, or book of shadows, and choose to rebuild your character so that you no longer meet the class and/or level requirements to cast such spells, you do not gain a refund on the downtime or gold spent to transcribe the spell. That spell remains in your spellbook, ritual book, or book of shadows, but is unusable until you meet the class and level requirements to cast the spell.

Elemental Evil Characters
As indicated above, play close attention to spell selection and choice of race during this rebuild. If you chose spells from the EEPC/Princes of the Apocalypse during character advancement, and wish to use options from the Sword Coast Adventurer’s Guide, make sure to remove these spells from your character sheet. Spells learned via copying them from a scroll or spellbook are unaffected by this rebuild unless you no longer meet the class/level requirements.

SCAG

Downtime Catchup and the “Catchup” Log Entry

At 4th level, and again at 10th level, characters can perform a special downtime activity called “Downtime Catchup“. This downtime activity can be performed at the end of an adventure, or long rest. Leveling from 4th to 5th level costs 20 downtime days, while leveling from 10th to 11th level costs 100 downtime days. In addition to the downtime, characters must also spend lifestyle costs for the downtime days spent.

Players should record the “Downtime Catchup” activity on their logsheet in the Adventure Notes section. The difficulty occurs however, in recording the sudden jump in XP on your adventure logsheet. While you can always record 6500 or 85,000 XP as your new “starting XP” for the session, it is easy for DMs to misunderstand why your Starting XP is different from your previous log entries total XP. This is especially true if the DM is pressed for time. In an effort to prevent confusion, I recommend players create a separate “Catchup” log entry on their character sheet with the following information:

Downtime Catchup Log Entry

  • Adventure Name: Write “Downtime Catchup” or something similar.
  • Session #: Write “Special” or leave blank
  • Date: Record the current date
  • DM Name and DCI #: Unused
  • Starting XP: List your current XP here (carried down from your previous log entry)
  • XP Earned: Record the difference between your starting XP and your new XP total (6500 or 85,000), or write “Special” (the latter saves time calculating the difference).
  • Total XP: Your total XP for this log entry should be either 6,500 (if leveling from 4th to 5th level), or 85,000 (if leveling from 10th – 11th level)
  • Starting Gold: List your current GP here (carried down from your previous log entry)
  • Gold +/-: Pay the lifestyle costs for your current lifestyle and record you new GP total. If you are a member of the brotherhood of Cloaks, remember that your minimum lifestyle is wealthy. Also, if your most recent adventure occured in Mulmaster and you are a rank 5-10 member of the order, you can benefit from the discounted lifestyle costs.
  • Gold Total: Record your new gold total
  • Starting Downtime: List your current DT (carried down from your previous log entry)
  • Downtime +/-: Subtract 20 or 100 downtime, and record your new Downtime total.
  • Downtime Total: List your new Downtime Total.
  • Renown / Magic Items: Your renown is unchanged, and you do not gain any magic items.
  • Adventure Notes: Record your Lifestyle Expenses in the notes column.

Changing Lifestyle
Downtime Catchup is a good opportunity to improve your current lifestyle, as you will only require an additional 10 downtime days (if leveling from 4th-5th level). Unless you are a member of the Brotherhood of Cloaks, advancing from 10th-11th level can be pricey. As such, I recommend reducing your lifestyle costs to the bare minimum you are comfortable with (or allowed in the case of a Cloak member) for 70 of the downtime days, and increase your lifestyle expenses for the final 30 days in order to gain the desired lifestyle.

When changing your lifestyle in this manner, I recommend recording how many days have been spent at the new lifestyle, for example

  • Lifestyle (Wealthy: 20/30 days)

Upon reaching the minimum 30 days, your lifestyle increases to the new level. Keep in mind that these days must be consecutive. Spending even 1 day at a lower lifestyle reduces your lifestyle to the lower level and you will need to spend an additional 30 days to improve your lifestyle again.

DT Catchup

Recording DM Rewards

As stated on page 13 of the D&D Adventurers League Player’s Guide, Dungeon Masters earn DM rewards for completing an episode or adventure in the form of XP, GP, and Downtime. When entering DM Rewards on your logsheet, players must keep the following details in mind.

  • You can only claim each DM Reward once.
  • When claiming a DM Reward, the entire reward must be applied to a single character. It cannot be divided between multiple characters (such as the XP being applied to one character, and the GP and downtime to another).
  • Each DM Reward must be recorded as a separate log entry on your character’s AL logsheet.
  • You do not need to apply a reward immediately. You can save up multiple DM Rewards and apply them as needed or desired to your characters.

Recording a DM Reward on your logsheet is as simple as creating a new log entry for each DM Reward. Each DM Reward should include the following information:

DM Reward Log Entry

  • Adventure Name: Record the name of the adventure you DM’d
  • Session #: Write “DM”, or enter the session # for the event (if any).
  • Date: Record the current date, or the date the adventure was run.
  • DM Name & DCI #: Record your name and DCI #, or the name and DCI # of your Event Organizer.
  • XP / GP / Downtime: Record the XP, GP, and Downtime earned for the reward.
  • Renown/Magic Items: Players do not earn Renown or Magic Items for running adventures.
  • Adventure Notes: Write DM Reward. Be sure to include the date the adventure was run (if you listed a different date in the date entry).

DM

Playtest Rewards

Much like DM Rewards (above), players must record each Playtest Reward on a separate log entry. There are two types of playtest rewards: Playtest DM Rewards and Playtest Rewards. Both of these entries are identical, except for the amount of XP and GP earned differs, as follows:

Playtest Reward Log Entry

  • Adventure Name: Record the name (and adventure code) of the playtest adventure.
  • Session #: Write “Playtest”, “Playtest DM”, or the session # for the event (if any)
  • Date: Record the current date, or the date the adventure was playtested.
  • DM Name & DCI #: Record your name and DCI # (if you were the DM), or the name and DCI # of the playtest DM (if you were a player)
  • XP/GP earned: Players earn XP and GP as if they played the adventure. For example, they might earn 4000XP and 900GP for playtesting a Tier 2 adventure. DMs earn XP and GP as if they DM’d the adventure (eg. 200 XP and 100gp).
  • Downtime/Renown/Magic Items: Neither players or DMs earn DT, Renown, or items for playtesting an adventure.
  • Adventure Notes: Write Playtest Reward or Playtest (DM) Reward. Be sure to include the date the adventure was run (if you listed a different date in the date entry).
     Playtest

DM Logsheets

As mentioned above, DMs and playtesters can save DM / Playtest rewards, and can apply them to their characters when needed or desired. As players are not required to apply these rewards immediately upon being obtained, it is highly recommended that DMs and playtesters keep a DM Logsheet which tracks all of their unclaimed DM and playtest rewards.

While no official DM Logsheet exists, players can use one of several custom logsheets which were created for this purpose, or record this information on a scrap of looseleaf paper instead. Regardless of which method is chosen, all DM Logsheets should have the following information for each “log entry”:

  • Adventure Name: The name of the adventure DM’d / playtested.
  • Date: The date the adventure was run.
  • DM Name & DCI #: Your name and DCI # (if a DM reward), or the name and DCI # of the playtest DM (if a playtest)
  • XP/GP/Downtime: The reward earned for this DM / Playtest reward.
  • Claimed By: Record the name of which character you applied the reward to. Leave blank for any unclaimed DM / Playtest rewards.

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