D&D 5E How many magic items should a 4th. lvl PC have?

daddystabz

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My local campaign is in the Forgotten Realms and we are currently lvl 4, on the cusp of getting lvl 5. However, the DM wants to be VERY stingy with loot and we have not gotten very many magic items at all. Some of our PC's still have no magic items as yet.


How much do you feel is appropriate for PC's going into lvl 5 in the Forgotten Realms?
 

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As many as your DM feels works for the campaign. There's really no real hard answer, I'm afraid. In one of the campaigns I'm playing in, I'm about to hit level 6 and the entire party has only gotten 2 magic items to date. I haven't really noticed it that much as a problem and don't feel like I'm missing out or anything.
 

By that level I try and make sure each character has at least one permanent magic item, and as a group they have found a good amount of potions, scrolls, arrows and other disposable magic items.
 

I think this is a question that's difficult to answer without some more information, but since this is the Internet, I won't let that stop me!

It sounds like your DM is going with a low magic item frequency, which is obviously fine, but a bit odd given that the game is in the Forgotten Realms, which isn't a low-magic setting at all.

For me, the real question is how many sessions have you played to get where you are? In many ways the first three levels in 5E are "trainer levels," where you level up quickly and get all of your traditional class abilities. Since you're going on into 5th level, you've gotten though those levels a while ago so you are proper adventures, which to me means magic items are on the table.

I like to introduce an item about every other session, and try and limit the items to one per character per level at the most. I also like to tailor the items I give out so that they're relevant to the group: nothing says magic and wonder like something you're toting around with no interest in using.

The real advice I'd give is: talk to your DM. If the group feels progression is too slow or the magic items are coming too slowly, talk about it. There's little that's going to break the game if you're getting an item every other session or so. Of course the low item situation is likely something that's entirely intentional, but remember: you're all part of the game so having something that is fun for you as a player is just as important as your DM's desire to keep the game low in terms of gear.
 

My party is halfway through 4th level.

Everyone has one minor permanent item, which was the trinket they rolled when making their character. The warlock rolled the cage with no door that can imprison a fiend's essence (which she can in turn trade to her patron). The paladin has the ashes of a hero that essentially acts as unlimited holy water and can cast protection from evil once per day. And the rogue has a petrified mouse which lets her assume rat form.


They have 2 non-magical +1 weapons (a mithril flail/incense censer from the Wind Dukes of Aqa) and an elven rapier of exceptional make. They have a number of consumables (potions of healing, a few bombs that deal 2d6 in a 10' radius, a few potions of ESP they made from meenlock brain juice, and a potion they made from a gargoyle's heart that can try and turn someone to stone). The paladin has socked away some ankheg carapaces he's saving to make full place of acid resistance. Since they're running on a slower exp track, I give out more consumable items to keep them from being overloaded in gear.
 
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It really depends on the game. My group is 5th level and have approximately 1 permanent magic item and 2 consumable magic items each. However, a number of the items they have either possess downsides (a ring of mind shielding containing the soul of a spy they murdered) or are cursed (sword of vengeance). They also possess an evil artifact that their enemies are looking for, as well as a legendary chaotic good longsword that wants them to find it's true owner. They may have a good amount of magic, but not all of it's useful (and some of it is directly harmful).
 

For 4th level? I would suggest either none or 1 permanent item for each PC, and a few potions/expendables between them.

One of the cool things about 5e is there is no need for magic items at all. Anytime you get one it's pure bonus.
 

I didn't want to hand out magic items and there aren't many in the adventure I'm running. However the PC's being level 4 or so convinced me that the town they were in would have someone selling high quality ar,ms and armor. They're broke now, but everyone has a +1 weapon or a +1 suit of armor.
 

The party, not the PC!, the whole of the party should have 1.5 X number of Party Members magic items.

50% of those should be expendables (potions, scrolls or limited charge/one time use items). 50% permanent (weapons, armor, wondrous items).

That means not everyone gets a permanent magic weapon or a shield or staff or whatever and so be it...at least, not at 4th level.

That's the 5e formula...because I said so.

Tweak as desired.
 

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