Dmg Starting Gold 5e Higher Level
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As a rogue, you have the following Class Features.Starting at Higher Levels in D&D 5th Edition This is a more liniar progression table based on the Starting equipment table in DMG page 38 'High Magic Campaign' You always start with the normal Starting Equipment as per selected Class, race and Bachground regardless of level In addition you start with following depending on starting level. Feb 15, 2018 DMG has two instances: Page 38 and Page 133. Page 38 is a small chart that lays out starting equipment for character levels (in level ranges) and is organized by magic rarities in settings.
Hit Points
Character Wealth by Level Here is a convenient reference item in the case that you need to prepare a PC or NPC without immediate access to your copy of the Dungeon Master's Guide v. 3.0 or 3.5 PC Wealth by Level. Beyond 1st Level As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. When your character gains a level, his or her class often grants additional features, as detailed in the class description. 1st = starting gold 2nd = +100 gp 3rd = +200 gp 4th = +300 gp 5th = +400 gp continue getting (Lvl -1).100gp for each level after that, and it is cumulative. So I would start a 5th level character with +1000gp above starting gold. I would probably give them a magic item of some sort for every 4 levels or so.
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Hit Dice: 1d8 per rogue levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.: Light Armor
Weapons:Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools:Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
Starting Equipment
You start with the following items, plus anything provided by your Background.• (a) a Rapier or (b) a Shortsword
• (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword
• (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack
• Leather Armor, two daggers, and Thieves' Tools
Proficiency Bonus | Sneak Attack | Features | |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves’ Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Expertise
At 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue Training you learned thieves' cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.
Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.Roguish Archetype
At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.Dmg Starting Gold 5e Higher Level Youtube
Ability Score Improvement
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Uncanny Dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.Dmg Starting Gold 5e Higher Level Review
Reliable Talent
By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.Slippery Mind
By 15th level, you have acquired greater mental Strength. You gain proficiency in WisdomSaving Throws.Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.Once you use this feature, you can't use it again until you finish a short or Long Rest.
Roguish Archetypes
Rogues have many features in Common, including their emphasis on perfecting their Skills, their precise and deadly approach to Combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred Techniques.You hone your Skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and Stealth, you learn Skills useful for delving into ancient ruins, reading unfamiliar Languages, and using Magic Items you normally couldn’t employ.
Fast Hands
Starting at 3rd Level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.Second-Story Work
When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement.In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.5e doesn't exactly have any kind of guidelines for wealth by level. There are three things that it does have, though.
1) Random Treasure Tables (DMG p136-149)
2) Guidelines for at what sort of level you should find different rarities of magic item (DMG p135)
3) A starting wealth table for characters joining a campaign at higher than first level (DMG p38)
So, between the three of these, can we get an idea of what characters of a certain level might have accumulated during their adventures?
The first thing we need to do is throw away the starting wealth table. That table seriously under-estimates things. Even on its 'High Magic Campaign' column, a tenth level character is expected to have only a single uncommon item - and in any campaign other than that they're not expected to have any magic items at all until eleventh level. While I'm sure there are some campaigns out there that have so little magic, I'm sure that's not representative at all - it's clearly at odds with the other two sources of information.
The second source of information - the guidelines for level versus magic item rarity - are interesting. They don't give any indication of how much wealth or how many items characters are expected to have, but they do place soft guidelines for when you're supposed to start finding magic items of a particular rarity. Reversing the table, we get:
1st-4th level = Common & Uncommon items
5th-10th level = Common, Uncommon & Rare items
11th-16th level = Common, Uncommon, Rare and Very Rare items
17th -20th level = Common, Uncommon, Rare, Very Rare, and Legendary items
As you can see, this doesn't tally up at all with the starting wealth guidelines. Characters are expected to start finding rare items at 5th level, but apparently even in a 'high magic' campaign they're not expected to have more than a single uncommon magic item until they hit 11th level (by which point on this table they should be starting to find very rare items).
From the point of view of a campaign, of course, both these are only vague guidelines.
Something that's much bigger is the set of random treasure tables. All the guidelines in the world about when characters should expect to find treasure (and how much) are irrelevant if the DM is rolling random treasure on these tables. If the guidelines say that characters should be finding rare items at 5th level but the treasure tables don't give them out at 5th level, then they won't find them at that level despite what the guidelines say. Similarly, if the treasure tables give out legendary items at first level, it doesn't matter when the guidelines say the party should expect to find them. Unless the DM fudges their rolls, there's a chance they'll find them earlier than the guidelines say.
So the big question is: can we construct some kind of average wealth-by-level expectation from the random treasure tables? Assuming a DM is giving out random treasure as per the tables for the encounters that the players have, how much will they accumulate as they increase in level?
The way the treasure tables work is that there are basically four categories (kind of like the 'Treasure Types' in AD&D). These are based solely on the challenge of the encounter. They are:
Challenge 0-4
Challenge 5-10
Challenge 11-16
Challenge 17+
Notice that they follow the same 'tiers' as the other guidelines.
Each table works by giving you a random amount of money, plus a d100 roll which then gives you a random amount of valuable items and magic items. The magic items are in a bunch of tables (A-I), so for example if you roll a 64 on the table for Challenge 0-4 you get 2d6 gems worth 10gp each and 1d4 magic items from table B. This is on top of the 6d6x100 copper, 3d6x100 silver, and 2d6x10 gold you always get in a Challenge 0-4 hoard.
I've spent a good chunk of this weekend sticking all these treasure tables through Excel.
Firstly, I went through each of the magic item tables A-I and checked out the rarity of the items on each one. For example a roll on table F will always give you an uncommon item, but a roll on table H has a 2% chance of giving you an uncommon item, a 6% chance of giving you a rare item, and a 91% chance of giving you a very rare item (the percentages don't always add up to exactly 100% because I counted consumable items as half an item of the same rarity and I ignored the half a dozen or so cursed items).
Secondly, I went through the treasure tables for each challenge rating in a similar manner to see what the average treasure was, using my summarised magic item tables. For example if a roll on magic item table C gives you 0.54 chance of getting a rare item, and a roll on the Challenge 5-10 table gives you a 0.11 chance of getting 1d4 rolls on table C, then a roll on the Challenge 5-10 table therefore gives you an average of 0.11*2.5*0.54 = 0.1485 rare items from table C. Of course the actual chance of getting a rare item from a roll on the Challenge 5-10 table is more than that because you can get them from tables other than table C, so we have to sum all the chances.
Long story short (too late!) here is the average loot from each of the four treasure tables..
Challenge 0-4
196gp in money
180gp in valuable objects
0.38 common magic items
0.59 uncommon magic items
0.16 rare magic items
0.07 very rare magic items
Challenge 5-10
3,857gp in money
688gp in valuable objects
0.25 common magic items
0.68 uncommon magic items
0.25 rare magic items
0.13 very rare magic items
Challenge 11-16
31,500gp in money
4,700gp in valuable objects
0.16 common magic items
0.43 uncommon magic items
0.61 rare magic items
0.68 very rare magic items
0.09 legendary magic items
Challenge 17+
322,000gp in money
14,026gp in valuable objects
0.03 uncommon magic items
0.45 rare magic items
1.16 very rare magic items
0.62 legendary magic items
This gives us some idea of what characters will be finding. For example, on average one in four treasure hoards from a Challenge 5-10 encounter will contain a rare magic item, but only one in six and a quarter treasure hoards from a Challenge 0-4 encounter will contain one.
So if we can estimate how many encounters (and of what level) it takes a party to advance from each level to the next, we can estimate how many hoards of each category they'll have picked up (on average) as a result of those encounters and therefore how much money and how many items of which rarity (again, on average) the party will have found too.
This should give us an average 'wealth by level' estimate for campaigns in which the DM uses the random treasure tables, which can then be used as a baseline to which other campaigns can be compared.
So how do we estimate the encounters needed for each level?