Dnd 5e starting equipment

Dnd 5e starting equipment DEFAULT

Choosing equipment options at character creation

You did this right. You get all of the bulleted list of equipment, except where it asks you to choose either one option or the other using the (a), (b), (c) style of list. You don't have to "match up" the a's and b's, you can pick whatever from each line.

For the druid that means you get all three lines of equipment, which gives you armour, a pack, and a focus, and two choices to make: (shield or simple weapon) and (scimitar or simple melee weapon). Your bow is a legit choice for "simple weapon" from the former and the scimitar is also a legit choice from the latter.

The choices in each line aren't supposed to be linked, because if were, they would be directly linked together, not using a letter as a secret code. Instead of being written how they are, they would be written like this as a single bullet-item in the list:

  • (a) A scimitar and wooden shield or (b) a simple melee weapon and a simple weapon
  • Leather armor, pack, and focus

(I'm not directly copying the last line because it's not necessary for the example.)

You can see this in action with the "Building Bruenor" example. Bruenor is a Fighter with the Folk Hero background, and on page 15 of the PHB, Bruenor's player chooses "a battleaxe and two handaxes". Those are two "mixed" options from the Fighter's choices on page the two handaxes are a (b) choice from the third line, and the battleaxe is an (a) choice from the second line.

Notice also how the directly-linked way of writing things that I described above is used for many of the Figher's options on that page, so that (e.g.) taking a single martial weapon requires also taking a shield.

So you did this right. Gently correct your DM on this. Point to Bruenor's choices on page 15 and the Figher's choices on page 72, and how they aren't following an "all (a) or all (b)" rule. The alternative is simply too restrictive on creating PCs, and doesn't even make sense for other classes that don't have letters that all match up.

This is up to your DM, but they should consider being flexible about it.

The point of taking the starting package of equipment is to get started playing quickly. While the option of rolling for starting gold and buying equipment is meant to represent having acquired useful items over your lifetime rather than actually buying them all of a sudden with a sackful of hundreds of gold pieces, the equipment provided by backgrounds is supposed to be the actual gear you begin play with, including the "pouch of x gold".

So your DM is within his rights as DM to enforce that however, the DM is not necessarily right to enforce it.

If your DM is trying to make sure you create the character "right", they may be blindly following the book where, actually, the book expects the DM to take some responsibility for running the game. The DM has authority to say how the game is run, but that also comes with the responsibility to say how the game is run. They can't disclaim all decision making, blindly, to the game books. That leads to making bad decisions when, actually, the book doesn't really care very much about something.

This is one of those cases where it's not actually important, and the DM should take responsibility for their decision.

If the player asks, "Hey, can I spend this gold on something? I don't think my druid would have kept a bag of gold around for all these years, it would have been traded for useful tools and provisions already," then it's entirely within the DM's rights to say, "yeah, sure, that sounds sensible." It's also within the DM's rights to say, "No, you should have that bag of gold, it'll make more sense for how the game is starting." The DM should never blindly follow the book when the alternative is not harmful to the game, especially when the point is so trivial as this.

So ask your DM to reconsider. Say, yes, the book does say you start with a pouch of gold coins, but ask if it will hurt the game at all for you to say you've already traded it for useful things instead. If the DM is adamant, shrug and move on — you can use it as an excuse for why your druid ends up in a town later: you want to buy a fishhook from these crafty but filthy city-dwellers!

If your DM is amenable to bending on this trivial point — and they might not be, if they're feeling insecure about their grasp of the game or their authority as DM — then it's fine. The important thing is to bring this to your DM for reconsideration, but to respect their authority over the campaign's operation.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions//choosing-equipment-options-at-character-creation

D&D 5E Starting Equipment

CapnZapp said:

Do you feel this to be a problem?

If so, what to do about it?

Click to expand

Not a problem as such, but I don't find either option fully satisfactory.

First of all it should be noted that (a) weaponry and (b) accessories are very different things! Weaponry choices are obviously tied to your PC's combat capabilities, and is more important than anything else in equipment, as it determines your fighting style and effectiveness. Accessories are mostly for the exploration pillar of the game; they are the kind of things that are easy to overlook, and later regret when you wish you had a longer rope, more torches, or other tools

Rolling wealth and then pick equipment manually is IMHO one of the most boring things in the whole game not because of the weaponry but because of the accessories. If you use this as a default, IMXP the players spend too much time reading the whole equipment table and descriptions, and find too many little inexpensive tools that "could be useful, eventually". It really slows down the first session, and since I always have more first sessions than second sessions, I really appreciate the various "packs" in 5e as well as the background's packages.

OTOH fixed weapons and armors aren't good, even if you get multiple options. They are still more complicated than needed with no sensible balancing factor, and still forbid some combinations that might be essential for a character. And it's all pointless because after the first treasure, they can fix these deficiencies.

I'd rather base the starting weaponry on a PC's proficiencies. For example:

- You get three weapons you're proficient at
- You get one shield IF you're proficient in shields
- You get one armor you're proficient in, or none if you're not
- You get each tool you are proficient in, if any

Three weapons is enough to cover melee+range and 2WF.

Optionally, you can still set individual cost limits (e.g. armor max gp) or total limits (e.g. total max gp), if you're worried.

- In addition, you still get the other class-based equipment (e.g. spellcasting tools, packs) normally, as well as the background equipment.


Sours: https://www.enworld.org/threads/starting-equipment/
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Dungeon Master Assistance

If you ever need to quickly equip a character, here is what I use in my D&D Lite house rules.

For first level characters, you can use the starting package listed below


Your character has one outfit of normal clothes. Your can ignore the weight of your clothing when calculating the weight you are carrying.  This will typically include sturdy  boots,  leather breeches  or  a  skirt,  a  belt,  a  shirt  (perhaps  with  a  vest  or  jacket), gloves,  and  a  cloak. The clothes have plenty of pockets (especially the cloak).  The outfit can also include any extra items you might need, such as a scarf or a wide-brimmed hat.


Your character has this equipment: backpack, waterskin, one day’s trail rations, bedroll, sack, flint and steel, and three torches. Add to this the equipment and money listed below for your character&#;s class.

Barbarian: Studded leather armor, greataxe, shortbow, quiver with 20 arrows and 8 gp.

Bard: Studded leather armor, longsword, light crossbow, case with 10 crossbow bolts, lute (common), spell component pouch and 8 gp.

Cleric: Scale mail armor, heavy wooden shield, heavy mace, light crossbow, case with 10 crossbow bolts, wooden holy symbol and 4 gp.

Druid: Hide armor, heavy wooden shield, scimitar, club, sling, pouch with 10 sling bullets, holly and mistletoe and 6 gp.

Fighter: Scale mail armor, greatsword, shortbow, quiver with twenty arrows and 8 gp.

Monk: Quarterstaff, sling, pouch with 10 sling stones and 8 gp. (no armor)

Paladin: Scale mail armor, heavy wooden shield, longsword, shortbow, hooded lantern, three pints of oil, quiver with 20 arrows, wooden holy symbol and 24 gp.

Ranger: Studded leather armor, longsword, short sword, longbow, quiver with 20 arrows and 8 gp.

Rogue: Leather armor, short sword, light crossbow, dagger, thieves’ tools, hooded lantern and three pints of oil, case with 10 crossbow bolts and 16 gp.

Sorcerer: Shortspear, light crossbow, hooded lantern, 5 pints of oil, spell component pouch, case with 10 crossbow bolts and 12 gp. (no armor)

Wizard: Quarterstaff, light crossbow, ten candles, map case, three pages of parchment, ink, inkpen, spell component pouch, spellbook, case with 10 crossbow bolts and 18 gp. (no armor)

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House Rulescrossbow bolts, D&D, dungeons and Dragons, Equipment, gaming, House Rules, scale mail, studded leather armor

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Sours: https://olddungeonmaster.com//06/21/starting-equipment/
What is the Best Thing to Buy with Starting Gold in D\u0026D 5e?

Dungeon Master Assistance

What equipment do I start with?

Many that are new to this game find equipping their character to be difficult. Even using an on-line tool such as “D&D Beyond” can be confusing.

It&#;s really fairly simple. First you must choose a class and a background for your character. Here is an example using the 5E version of the Player&#;s Hand Book to equip a Cleric with an Acolyte background:

If you want to simply use the standard equipment do this:
1) Go to the “Class Features” section for your chosen class (&#;Cleric&#; in this example is on page 57). Look under “Equipment” in this section to find your list of starting equipment.
2) Then go to the section for the background that you have chosen (“Acolyte” in this example is on page ). Look under “Equipment” in this section to find a list of the rest of your equipment and starting gold pieces.

If you would rather select all of your own equipment you can do this:
1) Go to the “STARTING WEALTH BY CLASS” table (on page ) to determine your starting gold. For a cleric it reads 5d4 x 10gp. You simply roll five 4 sided dice, add the result together and multiply by
2) Go shopping! Using the tables for “Armor”(p. ), “Weapons”(p. ), “Adventuring Gear”(p. ) and “Tools”(p. ). You can equip your character using your starting gold to purchase what you like. You will not likely want to buy a mount or other animal, tack, harness, drawn vehicle, or any trade goods – but if you do there are tables with prices listed for those as well.

If if you want me to do it for you:
1) Go to my post HERE
2) Download a Ready-To-Play first level character sheet for whichever race and class you want to play. If you don&#;t want to use my sheet, you can just reference the equipment on page 2 to use on your preferred character sheet.

Now your character is equipped to start his first adventure!

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Reference Material

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Sours: https://olddungeonmaster.com//08/29/dd-5e-starting-equipment/

Equipment dnd 5e starting

DnD 5e – How to Play – Choose Starting Equipment

Last Updated: September 26,

At this point you’ve filled out all of your character’s stats and proficiencies. You know what your character is capable of, and what kinds of weapons and armor they’re proficienct with. Now, it’s time to choose starting equipment.

The items your characters owns and carries are frequently just as important as what spells they can cast or how many hit points they have. Weapons and armor are crucial in combat, but even less-important items like a ball of twine and piece of chalk can be phenomenally useful.

Methods for Choosing Your Starting Equipment

The Player’s Handbook presents two methods for selecting your starting equipment, and they’re both great.

Pre-Selected Equipment

The default method of selecting your starting equipment is to take the items listed in your class’s description under “Equipment”. This will be formatted as a series of bullet points, each bullet presenting one or more options. You select one option from each bullet point which presents multiple options. In addition, you add the equipment granted by your background.

For example: Let’s imagine that we’re building a wizard with the sage background. In the wizard class description under Equipment, the Player’s Handbook presents 4 bullet points. The first bullet offers a choice of a quarterstaff or a dagger, so we choose a dagger. The second bullet offers a choice of a component pouch or an arcane focus. We select an arcane focus, and we check the equipment chapter of the Player’s Handbook to find the list of arcane foci options, eventually deciding to take a wand. The third bullet presents a choice of two packs, so we choose the scholar’s pack to stick to our scholarly, sagacious theme. The final bullet gives us a spellbook; no decisions need to be made because we aren’t offered any. Finally, we add the items provided by our background: a bottle of black ink and some other items, plus 10gp which we can then keep or use to buy any other items which we may want.

Purchased Equipment

If you don’t like the pre-selected equipment offered by your class and background, you can instead choose to start with an amount of gold based on your class. Page of the Player’s Handbook includes the Starting Wealth by Class table. Find your class and roll the amount of gold listed in the Funds column. This will give you an amount of gold which you can keep or spend as you please. If you want to walk into the first game of the campaign nude and unarmed, you’re technically free to do so. However, it’s more likely that you’ll want to shop for items.

Be sure to get armor if you’re proficient, a weapon if you’re going to use one, a dagger (both as a backup weapon and as a tool), any items which your class might depend on like a spellcasting focus, and consider one of the packs listed in the Equipment Packs sidebar on page of the Player’s Handbook. If you’re not sure what to buy, the pre-selected equipment normally provided by your class is still useful as an example.


Pages of the Player’s Handbook detail trinkets. If you want to, you can roll 1d on the Trinkets table and recieve the resulting trinket. Trinkets don’t have any defined mechanical effect; they’re simply a weird little item that your character owns for some reason. Trinkets are an easy rule to overlook, but they can be a fun addition to your character’s backstory.

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Sours: https://rpgbot.net/dnd5/how-to-play/choose-starting-equipment/
Top 10 Adventuring Gear AKA Non Magic Items in DnD 5E
LevelStarting GoldStarting Equipment / Magic Items1-gp  OR Standard starting equipment2gpStandard starting equipment3gpStandard starting equipment4gpStandard starting equipment5gpStandard starting equipment6gpStandard starting equipment, 1 uncommon7gpStandard starting equipment, 1 uncommon8gpStandard starting equipment, 2 uncommon9gpStandard starting equipment, 2 uncommon10gpStandard starting equipment, 2 uncommon11gpStandard starting equipment, 2 uncommon, 1 rare12gpStandard starting equipment, 2 uncommon, 1 rare13gpStandard starting equipment, 2 uncommon, 1 rare14gpStandard starting equipment, 3 uncommon, 1 rare15gpStandard starting equipment, 3 uncommon, 1 rare16gpStandard starting equipment, 3 uncommon, 1 rare17gpStandard starting equipment, 3 uncommon, 2 rare18gpStandard starting equipment, 3 uncommon, 2 rare19gpStandard starting equipment, 3 uncommon, 2 rare, 1 very rare20gpStandard starting equipment, 3 uncommon, 2 rare, 1 very rare
Sours: http://pinkdicechronicles.blogspot.com//04/5e-starting-gold-and-equipment-for.html

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