Player Rules version 2.4

Detailed MK Guild Rules

This page rewrites the Guild rules into a clearer web format. It keeps the meaning of the source rules while making common decisions easier to find.

Part 1

Getting Started

The MK Guild is an organised play event for Dungeons & Dragons. It uses the fifth edition rules from both 2014 and 2024, with local adjustments for weekly Guild play.

Games run on Tuesday at Wargames Workshop, MK and on Wednesday at The Plough, Simpson. Characters can be brought to any game in their correct tier.

What you need to play

  • The D&D player rules. The free basic rules on D&D Beyond are enough to start.
  • A character sheet, either official or another sheet that suits you.
  • A pen or pencil and paper for notes and resource tracking.
  • A logsheet to record sessions, level, treasure, and other notes.
  • Dice for play at the table.

Part 2

Character Rules

Allowed books and sources

Guild characters use fifth edition D&D content. Official fifth edition books are allowed, including books printed before 2024, subject to the legacy-content rules below. Character options from Explorer's Guide to Wildemount and Tal'Dorei Campaign Setting Reborn are also allowed.

"Official" means content published directly by Wizards of the Coast. Third-party content is not normally available unless the Guild rules list it as an exception.

2024 or 2014 character?

Use the release date of your base class to decide which character creation rules apply.

Character type Rules to use Options allowed
2024 character 2024 Player's Handbook character creation Official 5e options, using the latest version of each option
2014 character 2014 Player's Handbook character creation Options printed before 2024, using the pre-2024 version

Character creation quick reference

Step Guild rule
Starting level Characters begin at level 1.
Classes All official classes are available, including Artificer. Blood Hunter is also allowed as a 2014 class.
Ability scores Use standard array or 27 point cost. Rolling for ability scores is not allowed.
Standard array 15, 14, 13, 12, 10, 8.
Species 2024 characters can use 2024 species and older official species that have not been updated. Ignore old species ability-score increases. 2014 characters can use official pre-2024 species.
Backgrounds 2024 characters can use official backgrounds or a custom background. 2014 characters can use pre-2024 official backgrounds, but not backgrounds that include a feat.
Starting equipment Take class and background equipment, or take 150 GP to spend. All characters also receive a free Potion of Healing.

Custom backgrounds for 2024 characters

A 2024 character may create a custom background by choosing ability-score increases, one origin feat, two skill proficiencies, and one tool proficiency. The ability-score increase can be three separate +1 increases, or +2 to one ability and +1 to another.

If a 2024 character chooses an official background that does not include an origin feat, they may choose an origin feat.

Part 3

Sessions and Adventures

Signing up

To play, sign up for a player spot in the Discord event-signup channel. Spots are made available at 10am on Saturday for Tuesday sessions and 10am on Sunday for Wednesday sessions.

A signup gives you a guaranteed place if enough DMs are available for the players. Walk-ins may be possible, but they depend on space and are not guaranteed.

Adventure tiers

Tier Character levels
Tier 1 Levels 1-4
Tier 2 Levels 5-10
Tier 3 Levels 11-16
Tier 4 Levels 17-20

Session format

MK Guild games usually follow a one-shot format. Each adventure starts, plays out, and ends in a 2-4 hour session. Some adventures may connect through plot hooks, and rare adventure arcs may work differently.

Each game is run by a DM and usually has 3-6 players. A DM may choose to run with more or fewer players. Adventures may include combat, exploration, social scenes, investigation, or a mix of these.

Allowed adventures

DMs can run official adventures or Guild-approved custom adventures. Official adventures are published by Wizards of the Coast or approved for Adventurers League, and usually have an adventure code. Custom adventures are written by Guild members, reviewed by Council members, and given a custom MK Guild code.

Part 4

Rewards and Advancement

After an adventure, characters may receive renown, gold, milestones, and magic items. Record rewards on your logsheet after each session.

Renown

You usually gain 2 renown after each adventure. If you gain a permanent magic item, you gain 1 renown instead. Renown belongs to you as a player and can be spent for another character.

Gold

Gold belongs to the character who earned it and cannot be transferred. It can be used for mundane equipment and selected Guild Shop items or services.

Milestones

A character gains 1 milestone after each adventure. Milestones cannot be transferred or banked, but you may decline one if you want to stay at the same level.

Magic items

If a group finds a magic item, players decide who keeps it or roll off. The DM can override this if they strongly feel the item should go to a specific character.

Milestones needed to level up

Tier Levels Milestones needed
Tier 1 1-4 1
Tier 2 5-10 2
Tier 3 11-16 3
Tier 4 17-20 1

When you level up, you can continue in your current class or multiclass using the normal D&D multiclassing rules.

Part 5

Community Guidelines

The Guild aims to be inclusive, friendly, and built around shared adventures. By joining games, players agree to support a table where everyone can have fun.

No harassment

Harassment of any kind is not tolerated. This includes offensive comments or actions about identity, appearance, disability, ethnicity, religion, gender, age, or sexual orientation, as well as intimidation, stalking, disruption, inappropriate contact, or unwelcome sexual attention. In-character behaviour does not excuse harassment.

Do not cheat

Cheating includes manipulating dice, using illegal character options, inventing or rewriting items, or otherwise gaining unfair advantages. It disrespects the DM and the other players.

PVP

TBD - wording to be confirmed by MK Guild admins.

Limit meta-gaming

If you know the monster, plot, or twist as a player, ask whether your character would know it. Avoid spoiling story moments or using out-of-character knowledge to take over the table.

Support the table

Remember that the DM and other players have set aside time to enjoy the game. Optimised builds and strong tactics are welcome, but they should not come at the cost of the table's fun.

Leave it at the table

Character conflicts are not personal conflicts. If something in play bothers you, raise it respectfully with the player, DM, admins, or Council members rather than holding it against someone outside the game.

Give people room to make mistakes

People sometimes make poor or risky choices in play. If another player's choice causes trouble for your character, start from the assumption that it was not meant personally and talk it through if needed.

Make people welcome and comfortable

Sexual content, torture, and other controversial topics are discouraged. If something might offend or upset the table, avoid it. If another player says they are uncomfortable, listen, apologise, and change course.

Raise concerns

If you feel uncomfortable, witness behaviour that breaks the guidelines, or have a concern about the community, speak to a Council member, DM, admin, or Wargames Workshop. Serious disputes may be handled by impartial arbiters, and players who refuse to follow the guidelines may be removed or put on a break.

Breaks and returning to play

If repeated discussions, warnings, and escalations do not resolve a serious conduct issue, the Guild may put a player on a break. A player who has done wrong can discuss what needs to change and may be invited to try again with a level 1 character without renown, items, or gold before returning with their other characters.

Part 6

Rules Summary

Character options

  • 2024 characters have an expanded origin feat list: Strike of the Giants, Rune Shaper, Squire of Solamnia, Initiate of High Sorcery, Scion of the Outer Planes, and Strixhaven Initiate.
  • Blood Hunter is available and functions as a 2014 class.
  • Feats, subclasses, and spells from Explorer's Guide to Wildemount and Tal'Dorei Campaign Setting Reborn are available.
  • Dragonmark feats from Eberron: Forge of the Artificer are available to Guild characters without the Eberron campaign prerequisite.

Equipment and items

Tier Maximum magic item rarity
Tier 1 Uncommon
Tier 2 Rare
Tier 3 Very Rare
Tier 4 Legendary
  • Characters cannot have magic items from a higher tier than their current tier allows.
  • Creatures you control can use and attune to magic items if they can reasonably hold and use the item. Their attunement uses your attunement slots.
  • Crafting magic items and consumables is not possible between adventures.

Spells and magical effects

Long-duration spells do not normally carry over from one adventure to the next. Find Familiar, Find Steed, and Homunculus Servant are exceptions. Curses and similar story effects may persist if the DM makes them part of a story reward, and can be removed through the Guild Shop.

Spell and Magical Effects rule 2: TBD - wording to be confirmed by MK Guild admins.

General rules

  • If a new player only has Tier 1 characters and signs up when only higher-tier games are running, their character may temporarily play at level 5 in a Tier 2 game. The level change ends after the session. They may claim milestone, renown, and half gold, but no magic items.
  • Abilities and magic items with cooldowns longer than one day recharge after the character's next adventure. These are effectively usable every other adventure, even if multiple in-world days pass during that adventure, unless an adventure arc or multi-day adventure says otherwise.

Part 7

Class-Specific Rulings

Artificer

Any magic item you make must use the most up-to-date version of that item.

Barbarian

Path of the Beast Barbarians can use Wraps of Unarmed Power with natural weapons.

Bard

A College of Spirits bard only needs to hold their spiritual focus to gain the 6th-level healing and damage bonus, regardless of the spell's components.

Cleric

No class-specific rules at this time.

Druid

Known Wild Shape forms must be average examples of creatures, not named individual stat blocks. Circle of the Moon Druids may choose Owlbear once CR 3 forms are available. Wraps of Unarmed Power work with natural weapons while Wild Shaped.

Fighter

No class-specific rules at this time.

Monk

No class-specific rules at this time.

Paladin

No class-specific rules at this time.

Ranger

No class-specific rules at this time.

Rogue

No class-specific rules at this time.

Sorcerer

No class-specific rules at this time.

Warlock

No class-specific rules at this time.

Wizard

Wizards may trade spells between sessions if both gain a new spell, the spells are of a level they can prepare and cast, both pay 20 GP per spell plus scribing costs, and the exchange is recorded in the character log.