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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.

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    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.

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  2. I use the following method for my own campaigns. Stole it from a Reddit post from long ago. Works well for me.

    1 common consumable every level from 1 to 5.
    1 uncommon consumable every level from 6 to 10.
    1 rare consumable every level from 11 to 15.
    1 very rare consumable every level from 16 to 19.
    1 legendary consumable @ level 20.
    1 uncommon permanent item @ level 4. Another @ level 7.
    1 rare permanent item @ level 10. Another @ level 13.
    1 very rare permanent item @ level 16.
    1 legendary permanent item @ level 19.

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