Starting Gear at Higher Levels

(Disclosure: I may profit from any purchases made via included affiliate links, whether or not said purchases include the linked product(s).)

Sure, you got the perfect warlock, but what about her weapons and supplies? You’re starting at level seven for some reason, and it really feels like you should have more in your toolbox than some fresh-faced level one noob. Well… At my table, and at many others, you’d be right.

The Dungeon Master’s Guide (available on Amazon) has some pointers for what sort of loot a character can start with if they happen to enter the story past level four. While they’re not The Rules™, they do serve as a decent guide.

Below is the one-size-fits-most rundown, for games with an approximately average level of magic item usage. Please note that anything listed here is in addition to the class/background starting gear at level one, not instead.

Levels 5-10

One uncommon magic item; 500 + (1d10x25) gp

Levels 11-16

Two uncommon magic items; 5,000 + (1d10x250) gp

Levels 17-20

Two uncommon magic items; One rare magic item; 20,000 + (1d10x250) gp

Many players and DMs I’ve spoken to find it odd that rares don’t enter the picture until level 17. I get it. I do. BUT… I still agree with this method, and here’s why.

The entries above only limit what you have upon entering the game. Nobody said you can’t find the magical trinket you’ve got your heart set on; you’ll just have to work for it. Maybe that work is as simple as popping down the street from that tavern where you all met and picking up the goods at Fantasy Costco. You got some money too, after all. What else are you gonna spend it on, horse armor? Alternatively, maybe your DM already has something in the works. Perhaps that dragon about whom you’ve been expositioned to death has that crucial upgrade item in his hoard, just ripe for the picking by an enterprising adventurer such as yourself.

This is, as they say, only the beginning.