5e starting equipment list reddit. An older Noble Fighter.
5e starting equipment list reddit Now if you have a cool intro campaign go ahead and play that but just have them start their normal character progression as it is laid out in the PHB. A lot of the equipment players start with, based on their background, isn't really found in the handbook—things like the Charlatan's "ten stoppered bottles filled with colored liquid" or the Acolyte's "prayer wheel" (I'm guessing the prayer book is just a variation of a regular book in terms of weight and value). You can get it here (free). I believe "high magic" starting equipment for tier 2 (5-10) is 500 + 5d4*10gp + standard starting equipment + 1 uncommon item. Otherwise you will end up with people that regret their choices when they see that other people's characters are "better" than theirs because they chose other methods in character creation. Dumb theft should be punished. As the trope goes, you can do anything with tape. I give players the options of either starting items and gold per classes and backgrounds, or roll for starting gold per the starting gold suggestion later in the PHB with one additional die (eg; book lists 4d4 × 10, roll 5d4×10). " Also, each class includes a list of starting equipment, as you noted. To be clear, you want the starting equipment (as opposed to taking gold instead), but some of the items that would get you, you want to forego with no replacement? I'm making a tiefling fighter for my next campaign (I know, not the best combination, but rule of cool applies and the high charisma is useful compared to the rest of the group). (That's for a 'standard Posted by u/aronlewer - 2 votes and 3 comments The first half lists all the classes organized in alphabetical order while the second half will be my personal "tier list" for the best classes to start with. Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG ruleset. I'm creating a new character and am somewhat new to the game. 50 Baseline = 6. It’s not exact but more an average to aim for so the players have an appropriate amount of money to spend at the proper levels. 5 campaign soon and the DM wants us to create ahead of time. That's your starting equipment too and "trade goods". Second, take the starting gold a PC would get (PHB pg 143) if they hadn't taken the default starting gear. For my current campaign, I use a simple profession list like DCC (d20) and add flavor with a second Aspect (d10). This is the approx wealth (in gold) each individual PC should have (based on the 5e DMG & XGE) at the start of each level. DMG has a table for higher level starting gear but it really more by tier than level. Agree with clothing, but you can may do one step further, in the description of enviromental clothes has a state, that you can combine them with any other type of clothing, including other enviromental clothing, which means you can make yourself a nice all-condition travel suit, which help in every enviroment, AND helps you walk a while longer. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. For each one, post the relevant career or build focus, and the total cost. Usually, if it is an option for your starting equipment, the PHB will tell you you get 20 bolts. The DMG has a chart on page 38 for starting at a higher level. There are actually some starting kits for the various classes you might have in your party. On PHB page 125 under Equipment following is said : Each background provides a package of starting equipment. For example: padded armor + club = 5. A completely rules-as-written DnD 5e experience says carrying weight is something you can pretty much not worry about while demanding that you keep track of the volume and weight of all things inside your backpack. So I just used the list prices for the packs. "Equipment" matters little and you don't have tables that specify prices for stuff. It was not studded leather or the lack of weapon versatility that bothered me then, awed as I was at the time, but the prices listed for everything. no-one starts out with a suit of full-plate!). What would be the best way for me to get a list of equipment in plain text format, preferably in CSV format actually? I totally understand if the answer is "you can't because nobody wants to make lists that might be infringing on publishers"; but in the off chance that I don't have to type everything out myself, then I want to ask. In fact, in most starting inventories you actually get the choice to start with any weapon out of the simple and/or martial weapons, and they're free. Edit: A standard healing potion (equipment list in the Starting equipment is boring imo. For instance, on D&D Beyond, it says that bards in 5E start with: (a) a rapier, (b) a longsword, or (c) any simple weapon All the backgrounds in the Player's Handbook include a list of starting equipment. For a high-magic campaign, it suggests all that plus 1 uncommon magic item. Whether you are the dm or a player, remember that everyone at the table should be working together. Priest's Pack is hard to add up since several of the things in there aren't listed separately. You can see this in each class description in the PHB. This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. I’ve been offered to jump in on a game but everyone is level 8. This is when 9 classes have subclass features for extra flavour and because we've never managed to get beyond level 5 before GM fatigue sets in. Now, thanks to bounded accuracy and changes in assumptions for 5E, that still makes a perfectly viable party -- except I'm pretty sure this one-shot assumes the group has suitable magic items. Starting equipment clarifications. One thing that has irked me ever since I, starting out as a player, read the 5th Edition Player’s Handbook, was Chapter 5: Equipment. Equipment Packs The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. Record this equipment on your character sheet. You'll want a suit of light or heavy armor, depending on what you're proficient with, a ranged weapon and a melee weapon (focus more on the one you plan to use most; the other is a backup. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this section. The bigger problem is that most of your subclass features require specific types of tool, so you can't use those at first (and you can't even make the tools you need with Right Tool For The Job since that also needs a toolset you don't start with). I'm thinking of playing as either a ranger a druid or a barbarian depending on what the other players want to play as. I'm making a character with the gladiator variant of the entertainer background which lets me get an inexpensive but unusual weapon such as a net or… Dagger, Elixir of Life, Smokestick in that order. Being able to pick someone up midfight or right afterwards has been hugely important in a number of fights I've run and a recent fight almost ended in half the party dead because they'd left most of their healing potions w/ an absent PC (player left, I had their PC get kidnapped, the others are trying to track the kidnappers) The party cleric Long answer: DBS' only exist by default in Eberron, (though of course Dms are free to add them to their settings). Item Collection even puts a premade “fighter starting equipment” backpack in a compendium so you can use that as a template. plus the 1 pt of damage on any failed str check to escape, its a good low-level mid-combat option, with only an action to set the trap. My mistake. Standard: normal starting equipment. The Equipment. For the monk, instead of your starting equipment you roll 5d4, and the result is how much gold you can spend on standard, nonmagical adventuring gear. " I'd say you can let him buy Common magic items. DMG page 38 has some suggested rules for Starting Equipment with higher level characters. Simply drag the backpack onto an actor sheet. One shots are the perfect place to turn all the dials all the way up to 11, so I suggest you give them the High Magic Campaign suggestion, which is: 5,000, plus an additional ~1375 (1d10x250) gold, three uncommon magic items, one rare magic item, and their normal starting equipment. Can somebody help me out? You get that regardless if you choose standard equipment or the gold. and award that in addition to the normal starting gear. Any recommendations for starting equipment or specific feats for this class that I would benefit from? 5. An artificer doesn’t get proper tools in their starting equipment. Since my groups enjoy survival aspects of gameplay and item management (we use u/coolgamertagbro's simplified encumbrance rule for carrying weight and a modified version of Raging Owlbear's inventory) I want to implement DMG's healing variants (pg. Don't have direct link but googling 'orkerhulen higher levels' should pull it up. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool . , so I'm trying to figure out what could be fun to spend my gold on. If you have a high magic campaign, you could include one uncommon magic item as well. I know that a tent did not come with my last character's starting equipment (a Cleric)--because I got caught in a storm with no shelter--so double-check. When picking starting equipment, if you decide to buy your gear, are you able to wear multiple pieces of armor? In the class equipment under cleric, it gives options (a), (b), and (c) for armor. We had only starting equipment though and therefore were missing necessary materials for certain vital spells and were also lacking the gold to buy those. Then look at the gold cost of the lowest and highest weapon + armor combo. High Magic: normal starting equipment. Take the pistol. Monks: Take the maximum starting equipment (shortbow + dungeoneer's pack + 10 darts = 37. It would fall in line with 5e starting equipment rules, and if people really want to screech about "realism" put starting gear in a chest near the starting room exit. Use Kobold Fight club when making encounters so you don't kill your entire party. So, I'm starting out with Shadowrun 5e and I was wondering if anyone had some tips for gear to pick out? I've got several guns (an Ares sniper rifle, a shotgun, two Ares Predators, an assault rifle and the smart gun SMG), as well as a survival knife, frag grenades, high explosive grenades, neurostun grenades and nausea gas grenades. In the DMG they suggest: 500 gp plus 1d10 x 25 gp, one uncommon magic item, normal starting equipment for level 8 for a high magic campaign. Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. But for the basics, you pick a weapon that you want to focus on (say, you wanna swing around a big 2 handed weapon and deal a ton of damage, so you pick Greatsword or IIRC 0-4 is always standard starting equipment. However, if you are feeling more generous than that, the PHB page 143 has starting wealth tables. EDIT: I figured it out. I took the way of mercy monk (because I would like to play a monk, and also it's a potent non-magical healing subclass), took the dragon mark of healing halfling, and the skill expert feat to gain expertise in medicine. DC 13 dex save or 1d4 damage and the enemy stops moving. Repair is the biggest one, marking spots in a room, binding enemies' hands/feet/mouths, Technical Equipment, really only useful for individuals trained to use them, and may draw some suspicion if used. 5e isn’t about the nuance of a shield. And boy am I glad I made that decision. they get a hunting trap, which does have some limited combat potential. In the DMG they give advice for starting characters at higher levels. The cost in gold will be relevant when you actually want to buy your inventory with the starting gold system. p37 of the 5th Edition DMG: Low Magic: 500 + (1d10 x 25) gp, normal gear Standard: 500 + (1d10 x 25) gp, normal gear High Magic: 500 + (1d10 x 25) gp, 1 uncommon item, normal gear. We're starting at level 1 and I'm trying to pick the right starting equipment. Mostly a new group. If you take all the starting equipment qnd turn them into gold. Alright, ran a test-roll with my modified list - I removed guns and electricity, and shuffled some stuff around in the beginning of the list. Bard = 5. 1gp and is our low point and let’s say we omit the overtly more expensive armors so greatsword + chain mail = 125 GP is our high point. 5d4 gp is the lowest of any of the classes starting gold, so i'd recommended you to "roll" max, buy what you need, and discard the rest. Dm mentality. 3rd level characters with 3000gp starting gold with the stipulation that we cant spent more than 1000gp on any one item. The "Resources" background is highly attached to the fact you have some income that allows you to start with a few things, but buying too much beyond that requires you more money or sacrificing your income - think of it like selling your share in some business. Gather your party and venture forth! While I know many groups tend to ignore the minutia of quivers and cases, I found some of the wording differences between the starting archery equipment for Fighters vs Rangers and Rogues odd. txt file needs to go in the Data folder of your BG3 installation, not the Larian Studios folder. There was no reason for the mindflayers to expect your to be able to break out of your pod before you turned. Please post your pre-made equipment "packs" for starting characters. Apr 5, 2021 · I like to use the Horde Treasure Table in the DMG to set the starting equipment for jump starting players to higher level play. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. I might be wrong, but I can definitely say most start without. I've been reading those fleshing out curse of strahd guides that are in this subreddit and they say I should take my parties equipment. 3. I’ve never had an issue getting through the opening few encounters. 5 gp), sell it at half price, and with your background's belt pouch you're already ahead of your maximum wealth roll. 2M subscribers in the DnD community. First, take the starting equipment based on their class and background. In 5e a buckler is a shield. If you are choosing it as one of the “or x# of y-type weapons” option, I would argue that the ammunition would be included. Here's a link Starting Kits. Chapter 7 is a resource that can help. As the title says, I'm trying to find out if people have managed to change the starting equipment in the character creator since the full release. Whatever you're comfortable with really :) Edit: This is from the High Magic entry, 11th - 16th level. It costs 1500gp (which is roughly half as much as the entire party would have in gold from the starting wealth table), but it's in there. If you are playing an Eberron campaign, and are playing as a Valenar elf, and are playing a class that can choose any martial weapon as starting equipment, then I would say yes, you can just start with it. I am currently creating a bugbear rogue which only has a dex bonus of +2 and since a rogue is supposed to start off with leather armor and a bugbear has a racial proficiency with medium armor I was curious how you all would treat it if a new player showed up with hide armor instead of the leather the class comes with (they are both 10GP). Was thinking this character was going to be a little smug and is way out of practice, so I decided "eh Ill go starting wealth, cause this character would think they are above basic equipment, and maybe I can tack on something dumb and extravagant. Then one martial weapon and shield. since they're starting at lvl 10 I figured it'd make sense for their characters to have some items but I also don't want to mess up the balance right at the start. On page 38 of the 5e DMG what would be the appropriate starting equipment at higher levels option in Eberron? I was thinking Standard Campaign or High Magic Campaign. However, for some extra fun, I’d give them a minor healing potion each as well as one uncommon magic item of their choice. But these are just suggestions. When your class gives you "any simple weapon" and you pick a shortbow, does that include a quiver and 20 arrows, or do you pay the 2gp for quiver and arrows (1gp each)? I'm also in a group that started their campaign at level 3. For starters, the clear best option for my character in terms of simple weapons is the dagger. For any player even modestly experienced it'd be preferrable to buy equipment as the player sees fit with starting gold (unless they just don't want to be arsed). Everybody should use the same methods in character creation; that means starting equipment vs gold, rolling stats vs point buy, feats vs no feats, etc. The starting equipment list is obviously a suggestion to get you into the mindset of the game. Starting Equipment. Gather your party and venture forth! So, the Warlock equipment list offers you the following: A) A light crossbow with 20 bolts or one simple weapon, and B) one simple weapon. Lockpicking tools. Digging through the DMG gives varying answers. I realize Eberron isn't "High Magic" but "Low but Wide Magic" but the Wide part made me consider the High Magic Campaign option. In 5e, it looks like this: You may start with: •(a) or (b) •(a) or… If you play using Foundry VTT, there are class kits in the equipment compendium that give you a bunch of equipment that's typical for an adventurer of your class to start with. Also: Extra waterskins Extra rations Twine Flasks of Oil Torches Empty flasks Sketchbook and drawing materials Bars of soap Washboard Pens and different color inks 78 votes, 10 comments. . Need some help. 192K subscribers in the 3d6 community. You aren’t starting on the road ready for adventure, you’re beginning on the back foot. 500gp is the upper limit on the price of uncommon items as well, so you could allow them to buy an extra uncommon. This is not D&D. I also let them have a free uncommon (or lower) magic item. So I'm looking for a tables for random interesting starting equipment! In another thread the topic of money came up - now, I feel obliged to state that my own games library ends at d&d 3. Also i wouldnt roll for gold. I'm fine to do this as I talked to my party and they mostly seem fine with it but I'm confused on h Im gonna make a fighter gunslinger for the new module, but in d&d beyond it doesnt say what its starting equipment is, since the guns arent in the PHB, but im pretty sure i should start with at least a gun and some ammo, but the part that should say that in the site is just blank. Starting equipment is an issue, especially as magic items which influence build decisions. But the standard starting equipment is pretty good, an explorers or dungeoneers pack have great stuff included, and you get a decent starting armor. lf you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background. According to the DMG page 38, Starting Equipment, the suggested is 5,000 gp plus ldlO x 250 gp, three uncommon magic items, one rare item, normal starting equipment but you are of course free to give more or less than that. I'm wondering if i can spend less on the items I could create on my own. I got no problem giving my players 200gp at start to buy their starting equipment. ) 5E is designed so that you don’t really have to give them anything - your encounters will be balanced with or without magic items. I guess since you're a party of only 2 without much in the way of tank, you could ask your DM to bump you both to studded leather armor as starting equipment (12 + dex instead of 11 + dex). " Since we don't have the new class write ups, for now, the best reading is to take starting equipment from the existing class write ups. Give them that amount for each level after the first. A community all about Baldur's Gate III, the role-playing video game by Larian Studios. The last entry on each list is "a pouch containing Xgp. Sadly the character creation section is pretty bare bones so I’ll ask you guys what you’re giving for starting equipment for your groups. Standard: 500gp + 1d10 x 25gp, normal starting equipment High Magic: 500gp + 1d10 x 25gp, one uncommon magic item, normal starting equipment Looking at the equipment list of LotFP, this is basically whats available for starting adventurers. The starting gear you can get, the only real choice is an arcane focus or a material pouch, i like the pouch because its more thematic to draw stuff out. Gather your party and venture forth! In your opinion; what equipment\weapons\spells\etc. However, I'm not really sure what to pick here, since I don't really see why I would want any of these weapons. Burglar’s Pack (16 gp). A common thing to do would be like "1 rare item or 3 common items". Also interested in just general the things the party can buy that are useful. If you take the 70, you don't get the staff, hunting trap, trophy, clothes, and 10 gp. Here's the best starting equipment you can have for each. aid other tabletop gamers in creating memorable characters At this level, our Light crossbow from our starting equipment will deliver more damage on average compared to our cantrips, however, if we are facing high AC enemies, mind sliver will deliver the better damage overall. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One… Need an equipment list with prices that I could give my players on which they could spend their starting gold (starting at level 10 in a standard setting) Resource My players are prepearing for a bloodborne style oneshot and I gave them each around 700gp on average gold that they could spend however they like, but I want to be able to give them How does a level 1 5e character carry all of their starting equipment? Making druid, and literally the explorer's kit that they start with which includes a backpack, doesn't fit into said backpack, even considering that the rope is strapped to the side. Avoid player vs. Last night was rolling up a new character for a roll20 campaign. there is one noteable edge case with the outlander. Now for the quality of life stuff that makes your job a lot easier. For equipment go leather armor and longbow (they'll need the longbow for real range until they get Sharpshooter). Cut/pasted - From D&D Beyond: Note this does not include magic items. Some do that if you have a specific build that won't make good use of all the standard starting equipment. 266 and 267) but I'm a bit confused with the synergy of some rules and I want to homebrew a little bit so I need your opinions. I didn't like that the DM was using Imperial, so I said "Isil-Nir pulls out some chalk, walks over to a wall, and invents the metric system. Thanks! The DM puts a limit of 66 points to be allocated at the start instead of 75 like I have seen in different posts on here and so I am not sure how to juggle the initial stats. Our DM's giving us 200gp to work with, but, being a sorcerer, I don't really need much gear besides my focus and my backpack/bedroll/etc. They list the big-ass axe first as a hint, even though it is already included in any martial weapon. BG3 is the third main game in the Baldur's Gate series. 80 % I’m green to playing dnd. Speaking from my own experience, sifting through the massive list of Foundry modules is overwhelming! So, I've compiled a list for you! Beginner modules seem to be a common request in this subreddit, and I hope this helps. They usually contain all the mundane equipment that each class needs to go on an adventure. Before I do so, I'm holding a one-shot for a larger group of my regulars to help shape how that time hop plays out. Under each list it gives you the option to roll dice for starting gold instead. Like barbarians can either have "a greataxe or any other martial weapon". There's also a line right above the table that says, "and probably starts with better equipment. Not an official subreddit, run by fans of the app. So if they are 5th level, roll for gold 4 times. Most of what is mentioned here can be stuff new characters start with, and obtaining them shouldn't be that hard (ST Descretion). levels 1-4: Normal starting equipment levels 5-10: 500 gp plus 1d10 x 25 gp normal starting equipment levels 11-16: 5,000 gp plus 1d10 x 250 gp two uncommon magic items, normal starting equipment You can buy mundane non-magical stuff like a sword and armor. I let players use the random equipment rolls or replace those rolls with equipment from the same list that thematically fits the background (caveat: they have to select and justify it fast). Short answer is, for my choice of class and background, not even close (A starting Fighter gets either 200gp or 125-150gp worth of starting equipment, less if you take I think it’d be worth looking at the equipment you’d like to allow as starting equipment first. Snagged on part of character creation, how does… It's currently unknown due to classes not being released, but based on the wording of the "Equipment" blurb, I believe there will be normal class starting equipment, due to the RAI and to a lesser extent RAW being that you spend the 50 gp provided on your background's equipment. The richer classes tend to have around 200gp mid is like 130ish the lower eco classes are between 50-80. So, by RAW most artificers will have to be casting spells with some tweezers or lockpicks, rather than the tools of their trade! Certain core abilities aren’t even possible. Usually, it's a set of consumables, an utility magical item, an offensive one, or a defensive one. Me, when I have a new character joining the medium-leveled team, I give them the starting equipmemt, and I let them choose from 4 choices of what to take. Bear in mind, if you're starting characters, you're really only going to be able to afford L1 gear, so the choices are somewhat limited. For NEW players, a fixed list of starting equipment is easier - better even, because there is already SO MUCH to take in. Smart theft that is being done for needed equipment doesn't have to be. Notably, I moved the canary to 12 because it's just too specific to come up that often, and there's much more ordinary stuff that should be on slot 3. These are a handful of the modules I personally use and consider the most user-friendly and beneficial to my games. After getting studded leather I’m kinda at a loss what other equipment I should buy. All such items are detailed in chapter 5 "Equipment. Rolling for wealth is an alternative to both class and background equipment. ) Here's one to start: STARTING EQUIPMENT PACK - PILOT Light Blaster Pistol (300) As I was creating a Fighter (Soldier) for Adventurer's League play, I wanted to check and see if taking the starting equipment was comparable to simply taking starting gold. Is this Hi so I'm going to be running this game soon and am trying figure out what to do for the starting equipment in the beginning. Have them take Custom Lineage (or V Human) and the Gunner feat. A rapier is pretty dang good. They get thieves tools, and only thieves tools. (PS - Thanks to aubreysux for the idea for this post. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. For a first level character just starting out that makes total sense in my opinion. If you start at 1st-4th level, it's just the regular starting equipment. The DMG recommends normal starting gear until they hit Tier 2. Firearms are martial weapons. 5e, so heretofore I've not really looked at 5e lore for gear and prices. I've got a ranger with a bow, and I've got proficiencies in both woodworking and leatherworking tools. Starting a 3. " I know each character in DnD gets starting equipment, but I don't understand it. e. Each pack should be designed to fit a budget of 500, 1500, or 3000. However, if you'd like to have them start with more, that's your prerogative. However, how do you handle a character that joins a party at like 4th level? Items give assets as in the Godforsaken book equipment list or via obvious use, such as crowbar is an asset on a Might check to open something, a book is an asset on a Knowledge check, etc). This list is only talking about skills gained by multiclassing versus choosing it at level 1 - I don't take into account starting equipment. The cost of the cleric portion of the equipment I found out fast, the cost of the acolyte equipment is what I can't find. Hello everybody! I run a homebrew campaign in 5th edition, or at least I did. I let a player use branches to camouflage himself as an asset on a Stealth check at an ambush. TLDR: There are multiple ways to get free items/weapons. It's more bulky than anything else on the list, but serves alot of purposes. No tools to create things, just some lock picks. Plus a shield, a weapon, a In all classes, under starting equipment we see this line: "You start with the following equipment, in addition to the equipment granted by your background:" Then later in the background section, under equipment we see the following: "lf you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment Ten is more than most classes start with. An older Noble Fighter. The dm should not have it out to kill the party and the party should not have it out to make a mockery of the game or make the dm's job more difficult than it already is. As others have said, each class has standard starting equipment which often gives them some picks from different options, while leaving them with room to upgrade their gear during the game (i. Optionally, give them the medium difference in 3d6 vs 4d6-drop-lowest in point-buy (12 pts) to represent the "glow up" in getting a full class. Still very much so learning the game. I’m ok with them doing so, but have a question about starting equipment for a lvl 1 character. We haven't played for about a year, and I've decided to move the timeline ahead a good set of time to basically reboot the setting and start fresh. When it comes to the descriptions of starting equipment, there's something I'm confused about. Add that to the default starting gold. How much does the acolyte starting equipment cost? I'm creating a new character (5e) and because I want to use a longbow as a cleric I decided to choose my equipment using gp. 30 Total % over baseline = 86. For 5th-10th level, it suggests "500 gp plus 1d10 × 25 gp, and normal starting equipment" for a low-magic or standard campaign. And if you roll badly you A community all about Baldur's Gate III, the role-playing video game by Larian Studios. I assume that price isn't relevant in terms of evaluating a weapon. Regardless if it is a buckler or a tower. So first off I am very new to D&D. Level 5-10 Low Magic: 500gp + 1d10 x 25gp, normal starting equipment. I'm not sure if it's just something my DMs did for me but in past games I played in we were permitted a selection of like (for example) 2 rare items, 3 mundane, 1 wonderous item. (Like my bow, or dual whips). I made a table for instantly rolling up a starting equipment package for The Black Hack (1e). Starting wealth doesn't look so absurd anymore, does it? Now consider your initial plan. However, if you were to buy a chain shirt, the description in the basic rules talks about pairing it with leather, does that mean you could buy a chain Level 1-4 Low Magic: normal starting equipment. However, the DM is of course free to provide the party with horses, should they choose to. See the Starting Wealth by Class table to determine how much gold you have to spend. A rogue's starting equipment is 77 lbs (of which 10 lbs is rope, 20 lbs is rations, and another 10 lbs is torches). See page 2 on the Background section labeled Equipment, which reads: "A Background provides a portion of a character’s starting equipment, with the rest coming from Class. Quick exposition: I want to create a character that excels in non-magical healing and caring/supporting. I started with 28gp I believe and am out of ideas with what to buy with it now that I'm down to 13gp So far I have: Sackx4 They don't actually need any more equipment, because 5th edition doesn't factor magic items into balance, so they'll be fine without them. It suggests giving characters 5th-10th level 500g plus 1d10x25g in addition to the normal starting equipment of your base class. With CL and point buy they'll start with an 18 Dex. One of my players is looking to play the new fairy from the multiverse book. I'm trying out the starting wealth rather than starting equipment. Ps. The first rule of encounter building is Yip yip. Whatever equipment they want from the equipment section? Well, plate mail is in there. If you're feeling generous, there are also several packages that can be obtained by spending a trait during character creation. The other stuff is fairly just personal RP preference, and the melee weapons isnt going to be a major factor (only thing i could see is having a dagger might be convenient if you ever need to Thieve's tools work for spellcasting. I’m using dndbeyond… Hello, Im having trouble spending my starting gold. Encounter mechanics are built off base class stuff, the more magic items, the less accurate. The rules for character creation leave you with a set amount of starting gold (that you roll for) and/or starting equipment. The opening of the game provides decent starting equipment. But i would like my characters to have weirder stuff! Also, I strongly dislike the "shopping phase" which usully takes far to long and ends up the same anyways. you could double the amount shown to represent money they acquired hitting level 2 and 3 if you want. Given that you're only proficient with simple weapons and light armor, it's hard to get too much better than that. If they're magnanimous they'll let you spend it in a vacuum instead of just having you start with background-given gear a Discussion of Matt Colville's "Running the Game" YouTube series and MCDM's "Strongholds & Followers", "Kingdoms & Warfare", "Flee Mortals!" 5th Edition supplements, ARCADIA digital magazine, and other MCDM projects, and TRPG advice including the new MCDM RPG —————————————————— Need assistance with your MCDM store order or your Kickstarter pledge/preorder? If I remember correctly, you can either take the gold from the start of the equipment chapter (your rolled 70 gold) and buy all your items, or you can take the druid/outlander starting equipment, but not both. As others have said 5e does a good job easing players into their character classes, there is no mechanical or training need to create a level 0. A shield provides a +2 bonus to AC. placed correctly, that is a potentially powerful tool for an ambush. Even strength 8 characters would be able to carry all this plus their starting gear if they chose to drop the torches. " Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. Also, there is a variant where the players Roll for starting wealth and then „buy“ their starting equipment with that money during character creation. But if you want that, you are free to add anything you want to an item as long as your DM says it’s okay. As written, it seems as if Fighters might not start with quivers, while Rangers and Rogues do. I only starte The starting items lists are a way to have a play-ready character with some options quickly. Take Archery fighting style. Page 38 (the Starting Equipment table) suggests two uncommon items and one rare. After the funnel let them choose a class (with multiclass requisites), apply level 1 hp, add class features and equipment. Despite knowing better I waited to see the start of the book to see if WotC had suggestions (lol) for starting equipment. Healing potions are obvious, but other than that I’m not sure what I can buy that a rogue doesn’t already start with to help my character. Trying to game that system works on a Reddit post, but any flesh-and-blood DM will simply have you remove those items and roll your starting gold when you try it. DMG and XGtE are sufficiently efficient resources to wing prices into magic items; though I believe buying those should be a quest on itself (or at least a downtime activity) because of game balance; I usually like settings of "middle fantasy", so explaining how magic items aren't filling shelves in the stores is not hard to come up. Gather your party and venture forth! You start with armor, weapons (lockpicks! if you are a rogue) even though you are a prisoner so why shouldn't you be able to start with normal selected equipment from tabletop? Heck even the idea of starting naked and "finding" the equipment you selected in character creation (suited to your build) as you escape/navigate ship would make more I usually start games at Lvl 3. Any general tips or advice you would give someone new to this class. 3 3 1 3 5 14 2 A question about Monk starting equipment Why does a monk start with darts again when darts aren't monk weapons? They could've just changed it to daggers, which have the exact same stats but are melee throwing weapons instead if ranged throwing weapons so they can be actually used for martial arts. Chalk got my wizard killed in the first campaign I ever played. Help and advice for the D&D 5e Fight Club 5th Edition app by Lions Den. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a When you create your character, you receive equipment based on a combination of your class and background. Actually you do not. The contents of these packs are listed here. Oct 22, 2021 · Every class in Dungeons & Dragons works differently. I think it works fine if you have slightly expirienced players. It's the same idea as this one, but that one is a conversion of OD&D equipment, and therefore doesn't match up very well with what a new character can afford in The Black Hack - for example, it gives out a lot of plate mail. Gather your party and venture forth! Normal starting equipment Normal starting equipment Normal starting equipment 5th-10th 500 gp plus 1d10 × 25 gp, normal starting equipment 500 gp plus 1d10 × 25 gp, normal starting equipment 500 gp plus 1d10 × 25 gp, one uncommon magic item, normal starting equipment 11th-16th Normally, if I had a group starting a campaign at about 3rd level or less, the starting equipment is of no consequence and is just pulled right out… Advertisement Coins I plan to run a home brew 8-10 session adventure starting level 6. I personally like using a PDF I found online but it's definitely tuned for higher magic games. is considered essential for a starting: Decker, Street Samurai, Technomancer, Mage, Adept, Rigger and Weapon Specialist? Thanks in advance! Archived post. When you create your character, you receive equipment based on a combination of your class and background. Hey apologies for the sort of noonish question but in 5th edition I'm about to start up a chronicle. OR The design philosophy behind 5e is to simplify and streamline. An alternate way: you can use the Item Piles and Item Collection modules to set up “backpacks” of starting equipment that store items and currency. They are going to play a barbarian, so not worried about armor but when it comes to weapons, how does that work? Hey r/3d6!I'm rolling an aberrant mind sorcerer for an upcoming campaign, starting at level 2. ibzvoyak byk vxi lmg fbbq xbaxbmzp ibhcszfn esaeu nktxac bzco