D&D Tournament Info

Introduction & Links

Hello! Welcome to The Mask Dungeons & Dragons Tournament. You and your teammates will be fighting other teams of similar compositions till one team is crowned Champion of the Mask! Each team has 3 level 16 characters, some teams can be made of 2 or even 1 player however there are no bonuses for 1-2 player teams. Players that do not have a full team can be sorted into a team assignment algorithm that will best balance the teams. !!FULL TEAM ASSIGNMENTS ARE NOT GUARANTEED!! The tournament will take place over the spring of 2021

-Sign-up Form-

If you have any questions before filling out the form please email tmdndtournament@gmail.com.


All matches will be played over https://roll20.net/. If you already have an account for Roll20, please make sure that the email you used in the form is the same as your Roll20 account email. If you do not have an account please use the email you used in the form as your Roll20 account email.

-Discord Link-

This discord will be the hub for all Tournament Discussion and Announcements. 


This link can be shared with people outside of the tournament.


Player Character Creation



Ability Scores

Character Personality



Team Balance Requirements

Multiclassing & Feats





Spells Known

Character Sheet Submission

Finished Character Sheets

Team Name


Tournament Rules & Elements

Win Conditions

Player Character Creation


Player’s Handbook (Chapter 2)

  • Dragonborn

  • Dwarf

  • Elf

  • Gnome

  • Half-Elf

  • Halfling

  • Half-Orc

  • Human

  • Tiefling

Volo’s Guide to Monsters (Chapter 2)

  • Aasimar

  • Bugbear

  • Firbolg

  • Goblin

  • Hobgoblin

  • Kenku

  • Kobold

  • Lizardfolk

  • Orc

  • Tabaxi

  • Triton

  • Yuan-ti Pureblood


Allowed Classes

  • Barbarian

  • Bard

  • Cleric

  • Druid

  • Fighter

  • Monk

  • Paladin

  • Ranger

  • Rogue

  • Sorcerer

  • Warlock

  • Wizard

Player’s Handbook (Chapter 3)

  • Berserker (Bb)

  • Totem Warrior (Bb)

  • Lore (Bd)

  • Valor (Bd)

  • Knowledge (Cl)

  • Life (Cl)

  • Light (Cl)

  • Nature (Cl)

  • Tempest (Cl)

  • Trickery (Cl)

  • War (Cl)

  • Land (Dr)

  • Moon (Dr)

  • Champion (Fi)

  • Battle Master (Fi)

  • Eldritch Knight (Fi)

  • Open Hand (Mo)

  • Shadow (Mo)

  • Four Elements (Mo)

  • Devotion (Pa)

  • Ancients (Pa)

  • Vengeance (Pa)

  • Hunter (Ra)

  • Beast Master (Ra)

  • Thief (Ro)

  • Assassin (Ro)

  • Arcane Trickster (Ro)

  • Draconic Bloodline (So)

  • Wild Magic (So)

  • Archfey (Wa)

  • Feind (Wa)

  • Great Old One (Wa)

  • Abjuration (Wi)

  • Conjuration (Wi)

  • Divination (Wi)

  • Enchantment (Wi)

  • Evocation (Wi)

  • Illusion (Wi)

  • Necromancy (Wi)

  • Transmutation (Wi)

Xanathar’s Guide to Everything (Chapter 1)

  • Ancestral Guardian (Bb)

  • Storm Herald (Bb)

  • Zealot (Bb)

  • Glamour (Bd)

  • Swords (Bd)

  • Whispers (Bd)

  • Forge (Cl)

  • Grave (Cl)

  • Dreams (Dr)

  • Shepherd (Dr)

  • Arcane Archer (Fi)

  • Cavalier (Fi)

  • Samurai (Fi)

  • Drunken Master (Mo)

  • Kensei (Mo)

  • Sun Soul (Mo)

  • Conquest (Pa)

  • Redemption (Pa)

  • Gloom Stalker (Ra)

  • Horizon Walker (Ra)

  • Monster Slayer (Ra)

  • Inquisitive (Ro)

  • Mastermind (Ro)

  • Scout (Ro)

  • Swashbuckler (Ro)

  • Divine Soul (So)

  • Shadow Magic (So)

  • Storm Sorcery (So)

  • Celestial (Wa)

  • Hexblade (Wa)

  • War Magic (Wi)

Tasha’s Cauldron of Everything (N/A)

!!This section will be updated when the book is released!!

Ability Scores

To determine the Ability Scores on your PC use the Variant ability score rules. (Player’s Handbook pg. 13)

You Have 27 points to spend on ability scores. You can only have an ability score from 8 to 15 when setting your ability scores, This does not affect Racial and Ability Score Increases.

  • 8 – 0

  • 9 – 1

  • 10 – 2

  • 11 – 3

  • 12 – 4

  • 13 – 5

  • 14 – 6

  • 15 – 7

Character Personality

This is all up to you, If you choose to have an in depth personality for your PC that’s great! The only exceptions are rude or vulgar personality traits. Your PC will not be denied if you have slightly offensive traits, however the extremes of that will be denied.

Secondly, if you choose not to have a personality for your PC that’s also good!


Player’s Handbook (Chapter 4)

  • Acolyte

  • Charlatan

  • Criminal

  • Entertainer

  • Folk Hero

  • Guild Artisan

  • Hermit

  • Noble

  • Outlanter

  • Sage

  • Sailor

  • Soldier

  • Urchin


In addition to the equipment given to you by your class and background, you may also choose equipment from each of the following lists. (You may choose the same item multiple times)

Additional Weapons (Choose 1 from each column) [Player’s Handbook Chapter 5]

  • Club

  • Greatclub

  • Handaxe

  • Mace

  • Quarterstaff

  • Sickle

  • Spear

  • Crossbow, Light

  • Shortbow

  • Battleaxe

  • Glaive

  • Greataxe

  • Greatsword

  • Lance

  • Maul

  • Pike

  • Warhammer

  • Crossbow, Heavy

Additional Gear (Choose 4) [Player’s Handbook Chapter 5]

  • Acid (Vial)

  • Alchemist’s Fire (Flask)

  • Arrows (20)

  • Blowgun Needles (50)

  • Crossbow Bolts (20)

  • Sling Bullets (20)

  • Antitoxin (Vial)

  • Bag of Holding

  • Ball Bearings (Bag of 1000)

  • Block and Tackle

  • Chain (10 feet)

  • Crowbar

  • Grappling Hook

  • Holy Water (Flask)

  • Hunting Trap

  • Mirror, Steel

  • Oil (Flask)

  • Perfume (Vial)

  • Quiver

  • Shovel

  • Spikes, Iron (10)

  • Whetstone

Potions/Oils (Choose 4 – 1st, 2 – 2nd, and 1 – 3rd columns)

  • Greater Healing Potion

  • Potion of Hill Giant Strength

  • Potion of Poison

  • Potion of Fire Resistance

  • Potion of Acid Resistance

  • Potion of Poison Resistance

  • Potion of Lightning Resistance

  • Potion of Radiant Resistance

  • Superior Healing Potion

  • Potion of Clairvoyance

  • Potion of Stone Giant Strength

  • Potion of Fire Giant Strength

  • Potion of Mind Reading

  • Potion of Supreme Healing

  • Oil of Sharpness

  • Potion of Cloud Giant Strength

  • Potion of Speed

Uncommon Items (Choose 3)

  • Sentinel Shield

  • Shield, +1

  • Potion of Fire Breathe

  • Ring of Jumping

  • Ring of Mind Shield

  • Ring of Swimming

  • Ring of Water Walking

  • Immovable Rod

  • Staff of Python

  • Wand of Magic Missiles

  • Javelin of Lightning

  • Weapon, +1 (apply to owned weapon)

  • Bag of Holding

  • Boots of Elvenkind

  • Brooch of Shielding

  • Cloak of Elvenkind

  • Cloak of Protection

  • Elemental Gem

  • Helm of Telepathy

  • Necklace of Adaptation

  • Rope of Climbing

  • Winged Boots

Rare Items (Choose 2)

  • Elven Chain

  • Shield, +2

  • Ring of Evasion

  • Ring of Feather Falling

  • Ring of Free Action

  • Ring of Protection

  • Staff of Healing

  • Wand of Fear

  • Wand of Fireballs

  • Flame Tongue

  • Weapon, +2 (apply to owned weapon)

  • Amulet of Health

  • Belt of Dwarvenkind

  • Necklace of Fireballs

  • Rope of Entanglement

Very Rare Items (Choose 1)

  • Dwarven Plate

  • Shield, +3

  • Ring of Regeneration

  • Ring of Telekinesis

  • Staff of Fire

  • Staff of Thunder and Lightning

  • Weapon, +3 (apply to owned weapon)

  • Carpet of Flying

Team Balance Requirements

In order to better balance each team, every class has been assigned a role. The roles are: Offence, Support, Spellcasting, and Utility. Each team can only have one of each of the Offence, Support, and Spellcasting. The Utility role can replace one role on the team. For example: Offence, Support, and Utility, or Utility, Support, and Spellcasting.

Offence – Barbarian, Fighter, Monk, Rogue

Support – Bard, Cleric, Druid, Paladin 

Spellcasting – Sorcerer, Warlock, Wizard

Utility – Ranger

Team Examples: Barbarian, Cleric, Warlock; Fighter, Bard, Sorcerer; Ranger, Druid, Wizard; Monk, Ranger, Wizard.

Multiclassing & Feats


When multiclassing use the multiclassing rules in the Player’s Handbook (Chapter 6). Additionally, in order to better balance each team, multiclassing has some restrictions.

When multiclassing outside of your main class’s role, you may only multiclass up to 4 levels in that class. When multiclassing within your main class’s role, there is no limit to the levels in which you can multiclass.

Examples with Team Balance Roles: Wizard 13, Cleric 3 (Spellcasting); Fighter 12, Sorcerer 4 (Offence); Druid 9, Bard 7 (Support); Wizard 7, Sorcerer 5, Warlock 4 (Spellcasting); Wizard 12, Bard 2, Fighter 2 (Spellcasting); Monk 6, Fighter 6, Bard 3, Wizard 1 (Offence)


In addition to any feats gained through your race, you may choose one of the following feats.

Player’s Handbook (Chapter 6)

  • Alert

  • Athlete

  • Actor

  • Charger

  • Crossbow Expert

  • Defensive Duelist

  • Dual Wielder

  • Dungeon Delver

  • Durable

  • Elemental Adept

  • Grappler

  • Great Weapon Master

  • Healer

  • Heavily Armored

  • Heavy Armor Master

  • Inspiring Leader

  • Keen Mind

  • Lightly Armored

  • Linguist

  • Lucky

  • Mage Slayer

  • Magic Initiate

  • Martial Adept

  • Medium Armor Master

  • Mobile

  • Moderately Armored

  • Mounted Combatant

  • Observant

  • Polearm Master

  • Resilient

  • Ritual Caster

  • Savage Attacker

  • Sentinel

  • Sharpshooter

  • Shield Master

  • Skilled

  • Skulker

  • Spell Sniper

  • Tavern Brawler

  • Tough

  • War Caster

  • Weapon Master

Xanathar’s Guide to Everything (Chapter 1) [Race Specific]

  • Bountiful Luck

  • Dragon Fear

  • Dragon Hide

  • Drow High Magic

  • Dwarven Fortitude

  • Elven Accuracy

  • Fade Away

  • Fey Teleportation

  • Flames of Phlegethos

  • Infernal Constitution

  • Orcish Fury

  • Prodigy

  • Second Chance

  • Squat Nimbleness

  • Wood Elf Magic

Additionally, you may use the Variant Feat rule. Instead of increasing an ability score by 2 or two ability scores by 1, you can choose to select a feat from the above lists.



You may use spells from the following books under your respective class’s list

  • Player’s Handbook (Chapter 10)

  • Xanathar’s Guide to Everything (Chapter 3)

  • Tasha’s Cauldron of Everything (N/A)

Spells Known

When picking spells that you know some classes differ from the book. (Cantrips not included)

  • Non-spellcasters: Barbarian, Monk

  • Player’s Handbook (Chapter 3): Bard, Fighter, Ranger, Rogue, Sorcerer, Warlock

Spells Known

  • Cleric

your cleric level + half your wisdom ability score + your proficiency bonus 

  • Druid

your druid level + half your wisdom ability score

  • Paladin

half your paladin level + half your charisma ability score

  • Wizard

your wizard level + half your intelligence ability score + your proficiency bonus

The spells that you know must be of a level for which you have spell slots.

Character Sheet Submission

Finished Character Sheets

When you have finished your character, send a readable copy to tmdndtournament@gmail.com for it to be checked and approved. If there are any errors it will be sent back with the error(s) listed and explained. You have until 01/15/2021 to submit your character. All characters submitted after the deadline will not be accepted and will not compete.

**Please subject all character submission emails with “Character Sheet your name”**

**Put your name and your teammates names at the top of the email if applicable**

Team Name

Before or after all members of your team have submitted their characters, collectively decide on a team name and send it to tmdndtournament@gmail.com to be logged. If your team does not submit a team name, your team will be assigned a number. You have until 01/15/2021 to submit your team name. All team names submitted after the deadline will not be accepted.

**Please subject all team name submission emails with “TEAM: all team members names”**

**Only one team member will need to submit this email**


Tournament Rules & Elements

Initiative counts will be determined before every match by rolling a d20 and adding the initiative bonus, the player with the highest number will go first. the following players will go in alternating order depending on their initiative (10 + your initiative bonus).

Potions & Oils take one bonus action to use.

It takes one bonus action to draw and sheath any weapon.

Death saving throw DC: 10, and will be rolled by the DM

Every round will have a different map

In every match a randomly decided lair action will be used. (all lair actions can be found on the discord)

After every match spellcasters that have prepared spell lists can swap out their spells with other known spells.

For all intents and purposes the space between matches will be counted at a long rest.

Win Conditions

In order to win your match your team must incapacitatie all of the opposing team’s members or kill one of the opposing team’s members.

If one of those options doesn’t happen within 2 minutes of in-game time, each team will select a member to participate in a 1v1 face off. The match ends when either of the two players is incapacitated.

If there is still no winner after 30 second of in-game time, the DM will flip a coin to decide the winner.

If you have any remaining questions please direct them to


**Subject these emails as “Question”**

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