Harper Advancement
Rank |
Renown |
Other Requirements |
1 - Watcher |
0 |
None |
2 - Harpshadow |
3 |
None |
3 - Brightcandle |
10 |
5th level, 1 secret mission |
4 - Wise Owl |
25 |
11th level, 3 secret missions |
5 - High Harper |
50 |
17th level, 10 secret missions |
Rank 1 - Watcher
This is the rank your character receives when first joining a faction. It is available at character creation or any time the character wishes to join.
Participate in Faction Activities
You can participate in any activities that are considered specific to your faction.
Earn Renown
You earn renown points in your faction and advance in rank.
Faction Assignments
As an Initiate, you are eligible to take on faction assignments during adventures. (These are minor side quests found in many D&D Adventurers League adventures.)
Receive Your Faction’s Insignia
You receive an insignia of your faction, fashioned into a wearable or held item.
Fraction Insignias - Pin
Rank 2 - Harpshadow
You have shown that they’re aligned with the Harper's goals and can take on more responsibility.
Secret Missions
During certain adventures, you may be given the opportunity to undergo a secret mission on behalf of the Harpers. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within the ranks.
Apprenticeship to an Adventurer Mentor
Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details.
Apprentice Activities
Each character in the relationship gains a story award, “Faction Mentor (Apprentice Name)” or “Faction Apprentice (Mentor Name)” and is eligible to participate in specific activities.
Adventure Details
When an apprentice and mentor bond they reveal the locations of magic items and faction secret missions that they have participated into each other. There is no additional cost associated with this activity.
Item Trading
When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15.
Fighting Partners
By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:
• Any saving throw made by one participant to save against an effect created by the other is made with advantage.
• Once per short rest, a participant may use the Help action to assist the other as a bonus action.
• Neither participant acts as cover against ranged attacks made by the other.
Apprentice Activities
Language and Tool Training
The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost).
Word of Advice
Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure.
Faction Training
Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.
Harper Faction Training - Musical Instrument, Calligrapher’s supplies, or Disguise Kit
Rank 3 - Brightcandle
Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.
Faction Downtime Activity
You gain access to a Harper downtime activity that gives you additional benefits when you use it. (If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master’s Guide.)
Item Procurement
With an expenditure of resources, you can acquire a magic item from your faction. To procure the item, you must go on minor adventures for your faction (represented by downtime days), and perform bribes, charitable acts, and provide provisions (represented by the expenditure of gold) in service of your faction.
The item received in exchange for this increases your magic item count and is not tradeable. Some items are only available to certain factions as indicated in the Item Procurement Options table. A character may purchase any number of items so long as they pay the associated downtime day and gold costs for each item. Additionally, you must be at least 5th level to acquire a rare item.
Item Procurement Costs
Rarity |
Downtime |
Gold |
Uncommon |
50 days (-5 days for every point of charisma over 15) |
500 gp |
Rare |
100 days (-5 days for every point of charisma over 15) |
5000 gp |
Item Procurement Options
Uncommon Rarity |
Rare Rarity |
+1 Weapon or +1 Shield |
+1 Armor |
Cloak of Elvenkind |
Ring of Spell Storing |
Rank 4 - Wise Owl
Mentors are trusted voices within their given faction. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank.
Become a Mentor
You can designate Agents or Stalwarts as your charge.
Mentor Activities
Mentorship Renown
When a mentor takes on a new apprentice, they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character.
Learn by Teaching
Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure.
Faction Pedagogue
By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character.
Mentor’s Pride
As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown.
Faction Philanthropist
As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection or true resurrection spells for a member of your faction after an adventure is completed even if you were not adventuring together. In doing so, assuming you aren’t casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)
Rank 5 - Exemplar
Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.
Become a Faction Exemplar
When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost.
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