D&D 5E Starting Above 1st Level: Gear

Xeviat

Dungeon Mistress, she/her
Hi everyone. I know the math in 5E doesn't "require" magic items to be workable, but players expect them. Heck, the published adventures give them out. It's just kind of normal.

After running a few low level games (1-5 mostly), we're going to try out a "paragon" game, starting at 11th level. I know the DMG has suggested wealth to start, but the range of magic item values is huge.

Has anyone put together simple guidelines for giving out magic items at higher levels? Something like X rares, Y uncommons, Z commons ...

Thanks.
 

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I have.

  • Level 1: Standard starting
  • Level 2: Standard plus 200GP, including potions of healing as desired.
  • Level 3: As above, but 400GP.
  • Level 4: As above, but 1000GP and can buy uncommon scrolls and potions. Pricing is 200GP for any uncommon one-shot.
  • Level 5: As above, but 1 regular uncommon item of the player's choice.
  • Level 6: As above, but any non-magical items (within reason but including full plate) plus 2 uncommon one-shot items and 1 rare. This is the "standard" for one-shots and non-magic here after.
  • Level 7-9: As above, but either 2 uncommon items or 1 rare.
  • Level 10: 1 uncommon and 1 rare item
  • Level 11-12: 1 uncommon and 1 rare and 1 uncommon of the DM's choice
  • Level 13-14: As above but also one very rare item.
  • Level 15-16: 2 uncommon, 1 rare, and 1 very rare item.
  • Level 17-18: 2 uncommon, 1 rare, and 1 very rare item. Plus 1 rare of the DM's choice
  • Level 19-20: 2 uncommon, 1 rare, and 1 very rare item. Plus 1 uncommon and 1 rare of the DM's choice.

All items choosen by the player unless otherwise noted. DM items should be "interesting" items--that's that have cool effects or are otherwise fun but aren't hugely power boosting. i.e. things you might find and keep but not things you'd pick to buy.
 

The DMG has it.

"It" being not very much, mind you. Characters playing their way to 11th level will probably have heaps more items than characters generated using those DMG guidelines.

But still.
 

So they are! Thank you. I didn't read the lower halves of that chart since I was only running lower level games.
 

I would just have the party roll on the treasure charts a few times after the characters are created.

You can do some pretty broken things if you chose magic items for your character.
 

The DMG suggestions work for me but I make them a bit more specific.

For Level 11, I would allow a +1 weapon and a Potion of Greater Healing. It's simple, it's quick, everyone understands it, and it doesn't change the game balance.

Where the guidelines suggest 5000gp, rather than handing out sacks of gold coins, I'd suggest asking the players to think up what they might have already spent 5000gp on. Anything they care to dream up: art objects, land titles, a farm or an inn or some other modest establishment appropriate to their background. These are good for adventure hooks, they anchor the PC into the campaign world and it ensures that there isn't too much money floating around in their pockets to start with. They need an incentive to go adventuring :)
 

Personally, I wouldn't give out any items. If I were, I'd probably have everyone make their character without items, then pick items for each character. I wouldn't allow players to pick items, especially not during creation, because there's too many "cheats" (like having an 8 Str and Gauntlets of Ogre Power).

As far as giving out items for an 11th level group, I'd say 1 Rare, 2 Uncommon, 3 Common permanent items, and an equal number of consumable items (potions, scrolls, and such). That should be enough to feel good, but not enough to be problematic.
 

I would never let newly created characters pick their magic items personally. I am a bit off the idea since 4e. The idea of a character build built around an item, or the expectation of an item has always bugged me terribly. Having groups where the barbarian has 8str because he expects gauntlets of ogre strength is not for me. As a DM, I would get a general preference and pick from there e.g. Something to help me sneak, a weapon and an item with a cool movement spell.
 

I made this table from the Basic Rules of common/uncommon items to roll on for starting PCs:

Starting Magic Items for High Level PCs - roll d20:

1. Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter
at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional
space created by a Heward’s handy haversack, portable
hole, or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.

2. Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed
becomes 30 feet, unless your walking speed is higher,
and your speed isn’t reduced if you are encumbered
or wearing heavy armor. In addition, you can jump
three times the normal distance, though you can’t jump
farther than your remaining movement would allow.

3. Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have disadvantage,
and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak’s color shifts to camouflage
you. Pulling the hood up or down requires an action.

4. Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these
gauntlets. They have no effect on you if your Strength is
already 19 or higher.

5. Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming
don’t cost you extra movement, and you gain a +5 bonus
to Strength (Athletics) checks made to climb or swim.

6. Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision
out to a range of 60 feet. If you already have darkvision,
wearing the goggles increases its range by 60 feet.

7. Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this
headband. It has no effect on you if your Intelligence is
already 19 or higher.

8. Keoghtom’s Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1
doses of a thick mixture that smells faintly of aloe. The
jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that
receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.

9-10. 1d4+4 potions of healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Each potion weighs 1/2 pound.

11-13. Spell Scroll of (50%) 1 2nd or 3rd level Spell, (40%) 2 1st level Spells, or (10%) d4+4 cantrips
Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7

14. Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.

15. Wand of Magic Missiles
Wand, uncommon
While you hold this wand, you can use an action to
expend 1 to 3 of its 7 charges to cast the magic missile
spell without using any components. For 1 charge, you
cast the spell as if you used a 1st-level spell slot, and you
increase the spell slot level by one for each additional
charge you spend.
The wand regains 1d6 + 1 expended charges each day
at dawn. However, if you expend the wand’s last charge,
roll a d20. On a 1, the wand crumbles into ashes and
is destroyed.

16-20. Weapon, Rune Weapon +1
Weapon (any), uncommon (+1)
You have a +1 bonus to attack and damage rolls made with
this rune-carved magic weapon.

You could do the same with Rare items.
 

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