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.
Player Rules version 2.4
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
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.
Part 2
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.
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 |
| 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. |
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
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.
| Tier | Character levels |
|---|---|
| Tier 1 | Levels 1-4 |
| Tier 2 | Levels 5-10 |
| Tier 3 | Levels 11-16 |
| Tier 4 | Levels 17-20 |
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.
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
After an adventure, characters may receive renown, gold, milestones, and magic items. Record rewards on your logsheet after each session.
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 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.
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.
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.
| 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
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.
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.
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.
TBD - wording to be confirmed by MK Guild admins.
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.
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.
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.
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.
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.
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.
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
| Tier | Maximum magic item rarity |
|---|---|
| Tier 1 | Uncommon |
| Tier 2 | Rare |
| Tier 3 | Very Rare |
| Tier 4 | Legendary |
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.
Part 7
Any magic item you make must use the most up-to-date version of that item.
Path of the Beast Barbarians can use Wraps of Unarmed Power with natural weapons.
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.
No class-specific rules at this time.
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.
No class-specific rules at this time.
No class-specific rules at this time.
No class-specific rules at this time.
No class-specific rules at this time.
No class-specific rules at this time.
No class-specific rules at this time.
No class-specific rules at this time.
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.