Skip to main content

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table.

Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game.

This is generally based off the "high magic" campaign.


Level Starting Gold Starting Equipment / Magic Items
1 - 160gp  OR Standard starting equipment
2 210gp Standard starting equipment
3 285gp Standard starting equipment
4 365gp Standard starting equipment
5 455gp Standard starting equipment
6 550gp Standard starting equipment, 1 uncommon
7660gp Standard starting equipment, 1 uncommon
8 785gp Standard starting equipment, 2 uncommon
9 915gp Standard starting equipment, 2 uncommon
101200gp Standard starting equipment, 2 uncommon
11 1800gp Standard starting equipment, 2 uncommon, 1 rare
124000gp Standard starting equipment, 2 uncommon, 1 rare
13 7000gp Standard starting equipment, 2 uncommon, 1 rare
14 11000gp Standard starting equipment, 3 uncommon, 1 rare
15 14500gp Standard starting equipment, 3 uncommon, 1 rare
16 18000gp Standard starting equipment, 3 uncommon, 1 rare
17 20000gp Standard starting equipment, 3 uncommon, 2 rare
1822000gp Standard starting equipment, 3 uncommon, 2 rare
19 23500gp Standard starting equipment, 3 uncommon, 2 rare, 1 very rare
2025000gp Standard starting equipment, 3 uncommon, 2 rare, 1 very rare

Comments

  1. Your table is unrealistic, look at a lot of the D&D modules and you get fine magic items from earlier than 4th level. I got a rapier +1 at 2nd level in a adventurers league module
    Considering an uncommon item could be a spell scroll or potion which a lot of modules give you

    Our group had 3 dm's and we ran one campaign amongst the 5 of us, we talked about and started at first level with an actual magic item (not potion or scroll) which we called family heirloom (we just made sure it wasnt major).

    Just saying the odds of getting a real item (not potion or scroll) before 6th level is good going by D&D adventures, your saying that impossible until 6th and its not guaranteed to be real item.

    ReplyDelete
    Replies
    1. This is taken directly from the tables in the DMG from the designers of the game. Everyone runs their game differently, so your experience will vary. That doesn't change the base design of the game.

      Delete

Post a Comment

Popular posts from this blog

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e