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Borag, Wizard Sage Orc

Name: Borag Class: Wizard 1st level Origin: Sage (Constitution +1, Intelligence +2, Wisdom +1, Magic Initiate Wizard) Species: Orc Str 8, Dex 14, Con 14+2, Int 15+1, Wis 12, Cha 8 HP: 9 (1d6+3) AC: 15 (13 mage armor, +2 Dex) AC: 12 (10 unarmored, +2 Dex) Init: +2, Speed: 30 Saves: Intelligence +5, Wisdom +3 Origin Skills: Arcana +5, History +5 Wizard Skills: Investigation +5, Insight +3, Calligrapher's Supplies Languages: Common, Orc, Elvish Orc Traits: Adrenaline Rush 2/Short, Darkvision, Relentless Endurance Wizard Traits: Arcane Recovery 1/Long, Ritual Adept Cantrips (5): Acid Splash, Frostbite, Mind Sliver, Toll the Dead, True Strike Spellbook (7): Chromatic Orb, Expeditious Retreat, False Life, Mage Armor, Magic Missile, Shield, Sleep Prepared Spells (2/long): False Life, Mage Armor, Magic Missile, Shield (always prepared), Sleep Dagger (20/60): +4 (1d4+2 pierce) True Strike Quarterstaff: +5 (1d8+3 blud/radiant) Acid Splash: Dex DC 13 (1d6 acid), Frostbite: Dex DC 13 (1d6 cold), Mind Sliver: Int DC 13 (1d6 psyc), Toll the Dead: Dex DC 13 (1d8/1d12 necro) Bonus Actions: Adrenaline Rush Reaction: Shield (1/Long) Equipment: 105 gp, 2 Daggers (4 gp), Arcane Focus Quarterstaff (5 gp), Fine Clothes (15 gp), Spellbook (50 gp), Backpack (2 gp), Ink (10 gp), 5 Ink Pen (1 sp), Lamp (5 sp), 10 Oil (1 gp), 20 Parchment (2 gp), and Tinderbox (5 sp), Calligrapher's Supplies (10 gp) Coins: 4 gp, 9 sp
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DMG 2024, Economy continued.
Levels 1-4 Party XP is (4 x 6,500) = 26,000 XP Magic Items Value are (6 x 100) + (4 x 400) + (4,000) = 6,200 gp Treasure Rate is (6,200 / 26,000) = 0.2384615384615385 gp/xp
Levels 5-10 New XP (85,000 - 6,500) = 78,500 XP Party XP is (4 x 78,500) = 314,000 XP Magic (10 x 100) + (17 x 400) + (4 x 4,000) + (40,000) = 71,800 gp Treasure Rate is (71,800 / 314,000) = 0.2286624203821656 gp/xp
Levels 11-16 New XP (225,000 - 85,000) = 140,000 XP Party XP is (4 x 140,00) = 560,000 XP Magic (3 x 100) + (7 x 400) + (11 x 4k) + (7 x 40k) + (2 x 200k) = 727,100 gp Treasure Rate is (727,100 / 560,000) = 1.298392857142857 gp/xp
Levels 17-20 New XP (355,000 - 225,000) = 130,000 XP Party XP is (4 x 130,00) = 520,000 XP Magic Items (5 x 4k) + (11 x 40k) + (9 x 200k) = 2,260,000 gp Treasure Rate is (2,260,000 / 520,000) = 4.346153846153846 gp/xp
DM Wealth Guide Levels 1-10, 25 cp per XP Levels 11-16, 1 gp and 3 sp per XP Levels 17-20, 4 gp, 3 sp, and 5 cp per XP
As a DM, if you give out magic items, then you don't need to stick to this chart that closely. But whenever you are in doubt, knowing that 25 cp per XP for levels 10 and lower is a good level of wealth, is very good to know.
A single Skeleton with 50 XP can leave 12.5 gp in a coin stash and this will slowly build your wealth to allow you to buy your first +1 magic weapon for 400 gp before reaching level 4.
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DMG 2024, digital release
The revised DMG is now official. It's full of so many new things. But of all the new things to read about, I've been focused on how magic item prices by rarity sets a certain economy for the game.
This chart sets the price for magic items, consumable, and even scrolls, all in a neat table.
Magic Items Awarded by Level The Magic Items Awarded by Level table shows the number of magic items a D&D party typically gains during a campaign, totaling one hundred magic items by level 20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play.
In this paragraph, it's important to note that there are 100 magic items, including consumable, for a party of 20th level players. It's ambiguous as to exactly how many characters are in a party. In Chapter 2, "Group Size" is defined as a party of four to six characters and a "Small Group" is less than four. Keeping this in mind, I'd like to assume a party size of exactly four characters.
In this chart, we can determine everything we need to know as a DM for setting an economy that will be in step with the new DMG 2024 guidelines for wealth and magic item value.
If you have 4 characters who just reached level 5, their combined Party XP will be (4 x 6,500) = 26,000 XP Using Magic Item Value as Price you can purchase all the recommended tier 1 magic items like this (6 x 100) + (4 x 400) + (4000) = 6,200 gp
Furthermore, you can find an exact Gold Piece to XP rate like this (6,200 / 26,000) = 0.2384615384615385 gp/xp or 24 cp/xp
Now, in most campaigns there is lodging and meals and upkeep. If we just look at a moderate night at the inn (5 sp) and one day worth of rations (5 sp) that's 1 gp/day.
What if we divide the magic items by four so that instead of 6 commons, 4 uncommons, and 1 rare, we have 1.5 commons, 1 uncommon, and 1/4 rare for a solo character who just reached level 5.
We could also say that he fights three enemies each day before paying 5 silver for a moderate room at the inn and that between paying for meals and eating rations he spend an additional 5 silver each day for food. How many days will it take him to reach a wealth of (6,200 / 4) = 1,550 gp
Level 1, boar CR 1/4 (50 XP), three combats for 150 XP/day Level 2, black bear CR 1/2 (100 XP each), x3 for 300 XP/day Level 3, brown bear CR 1 (200 XP each), x3 for 600 XP/day Level 4, cave bear CR 2 (450 XP each), x3 for 1,350 XP/day Day 1-2 Modest Room (2 x 5) = 10 sp (upkeep) Modest Meals or Rations (2 x 5) = 10 sp (upkeep) Boar hunting (6 x 50) = 300 XP Treasure Rewards (25 cp/xp x 300 XP) = 75 gp XP Balance (0 + 300) = 300 XP GP Balance (75 - 2) = 73 gp Day 3-4 Modest Room (2 x 5) = 10 sp (upkeep) Modest Meals or Rations (2 x 5) = 10 sp (upkeep) Black Bear hunting (6 x 100) = 600 XP Treasure Rewards (25 cp/xp x 600 XP) = 150 gp XP Balance (300 + 600) = 900 XP GP Balance (73 + 150 - 2) = 221 gp Day 5-7 Modest Room (3 x 5) = 15 sp (upkeep) Modest Meals or Rations (3 x 5) = 15 sp (upkeep) Brown Bear hunting (9 x 200) = 1,800 XP Treasure Rewards (25 cp/xp x 1,800 XP) = 450 gp XP Balance (900 + 1,800) = 2,700 XP GP Balance (221 + 450 - 3) = 668 gp Day 8-10 Modest Room (3 x 5) = 15 sp (upkeep) Modest Meals or Rations (3 x 5) = 15 sp (upkeep) Cave Bear hunting (9 x 450) = 4,050 XP Treasure Rewards (25 cp/xp x 4,050 XP) = 1,012 gp, 5 sp XP Balance (2,700+ 4,050) = 6,750 XP GP Balance (668 + 1,012 - 3 + 0.5) = 1,677 gp, 5 sp
If 1,550 gp was our target, we hit it and only went over 127, in part to launching 250 XP above level 5.
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Gitra, Warlock Acolyte Goliath

Name: Gitra Class: Warlock 1st level Origin: Acolyte (Intelligence, Wisdom +1, Charisma +2, Magic Initiate Cleric) Species: Goliath, Giant Ancestry (Fire Giant) Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 14+2 HP: 10 (1d8+2) AC: 14 (12 studded leather, +2 Dexterity) Init: +2, Speed: 35 Saves: Wisdom +2, Charisma +5 Origin Skills: Insight +2, Religion +5, Calligrapher’s Supplies Warlock Skills: Arcana +2, Deception +5 Languages: Common, Giant, Elvish Origin Feat: Magic Initiate Cleric (Light, Sacred Flame, Healing Word) Tool Proficiency: Calligrapher’s Supplies Goliath Traits: Fire’s Burn (Fire Giant), Powerful Build Warlock Traits: Eldritch Invocations (Pact of Tomb), Pact Magic Spellcasting: Spellslots 1, Spell Attack +5, Spell DC 13 Cantrips: Eldritch Blast, Fire Bolt, Light, Sacred Flame, Sorcerous Blast, Toll the Dead, True Strike Prepared Spells (2): Hex, Hellish Rebuke, Healing Word Fire Bolt: +5 (1d10 fire) Sorcerous Burst: +5 (1d8, if 8 is rolled add 1d8) Equipment: 150 gp, Arcane Focus Staff Quarterstaff (5 gp), Studded Leather (45 gp), Backpack (2 gp), Bedroll (1 gp), 10 days of Rations (5 gp), 3 Rope (3 gp), Tinderbox (5 sp), Waterskin (2 sp), Calligrapher’s Supplies (10 gp), Book (Occult Lore +5, 25 gp), 2x Scrolls of Hex (scribed, 50 gp) Coins: 3 gp, 3 sp
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Creating 5R Characters (Resources)
I'm posting several drafts today, to get rid of them.
In this post, I'm linking to an old post from July 2016. I had been playing around with the idea of creating a program that randomly generated characters and I needed a list of all possible point buy arrays, which isn't difficult to code and with 5e there are only 65 unique arrays.
I have referenced this post more than anything I've ever posted online before. 65 Unique Arrays
Since 5th Revision (5R), I've also referenced this post here, The Origin Rant where I grouped background origins by Feat for the first time. Recently, I also posted Feats and Background Origins by Ability Score, so look for those to also be a great reference. However, the Origin Rant is still excellent for searching coma delimited for the two stats that interest you.
When I went out to create 12 Characters using only 5R rules and one for each class, I ended up with 15 characters, doubling up on the character that I am actively playing in online campaigns. Since I haven't totally bought on to the idea of starting with a 17 stat, all my characters use the following arrays: 15,15,14,10,8,8 15,15,13,10,10,8 15,14,14,12,8,8 15,14,14,10,10,8 15,14,12,11,10,10 15,13,13,12,12,8 15,13,13,12,10,10 14,14,14,12,10,8 14,14,13,12,10,10 Most of my characters used the +2/+1 Origin with a primary 15+1 stat but a few used a primary 14+2 stat as their highest.
Only one of the arrays has a wasted stat point: 15,14,12,11,10,10 that's Zim the Fighter. He needed the primary Strength stat 15+1 and a 14+2 Constitution Stat. When it came to a tertiary stat Zim elects for a Wisdom of 12, leaving him enough points for 10's in his remaining three stats with one stat point left over, placed in Dexterity for prosperity. Zim is a concept character who is a Jovial Dwarf Farmer, he has the Tough Feat and Dwarven Toughness for a bonus 3 hp each level. He's a great character and most of his abilities are passive, so he's fast and easy to play.
I hope this character creation resource post helps people make effective 5R characters faster. I know it already helps me!
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Charisma Origins
Healer Feat Hermit (Medicine, Religion, Herbalism Kit, Con, Wis, Cha) Lucky Feat Merchant (Animal Handling, Persuasion, Navigator’s Tools, Con, Int, Cha) Wayfarer (Insight, Stealth, Theives’ Tools, Dex, Wis, Cha) Magic Initiate Cleric Feat Acolyte (Insight, Religion, Calligrapher’s Supplies, Int, Wis, Cha) Musician Feat Entertainer (Acrobatics, Performance, Musical Instrument, Str, Dex, Cha) Skilled Feat Charlatan (Deception, Slight of Hand, Forgery Kit, Dex, Con, Cha) Noble (History, Persuasion, Gaming Set, Str, Int, Cha)
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Wisdom Origins
Alert Feat Guard (Athletics, Perception, Gaming Set, Str, Int, Wis) Healer Feat Hermit (Medicine, Religion, Herbalism Kit, Con, Wis, Cha) Lucky Feat Wayfarer (Insight, Stealth, Theives’ Tools, Dex, Wis, Cha) Magic Initiate Cleric Feat Acolyte (Insight, Religion, Calligrapher’s Supplies, Int, Wis, Cha) Magic Initiate Druid Feat Guide (Stealth, Survival, Cartographer’s Tools, Dex, Con, Wis) Magic Initiate Wizard Feat Sage (Arcana, History, Calligrapher’s Supplies, Con, Int, Wis) Skilled Feat Scribe (Investigation, Perception, Calligrapher’s Supplies, Dex, Int, Wis) Tavern Brawler Feat Sailor (Acrobatics, Perception, Navigator’s Tools, Str, Dex, Wis) Tough Feat Farmer (Animal Handling, Nature, Carpenter’s Tools, Str, Con, Wis)
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Intelligence Origins
Alert Feat Criminal (Sleight of Hand, Stealth, Thieves’ Tools, Dex, Con, Int) Guard (Athletics, Perception, Gaming Set, Str, Int, Wis) Crafter Feat Artisan (Investigation, Persuasion, Artisan Tools, Str, Dex, Int) Lucky Feat Merchant (Animal Handling, Persuasion, Navigator’s Tools, Con, Int, Cha) Magic Initiate Cleric Feat Acolyte (Insight, Religion, Calligrapher’s Supplies, Int, Wis, Cha) Magic Initiate Wizard Feat Sage (Arcana, History, Calligrapher’s Supplies, Con, Int, Wis) Skilled Feat Noble (History, Persuasion, Gaming Set, Str, Int, Cha) Scribe (Investigation, Perception, Calligrapher’s Supplies, Dex, Int, Wis)
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Constitution Origins
Alert Feat Criminal (Sleight of Hand, Stealth, Thieves’ Tools, Dex, Con, Int) Healer Feat Hermit (Medicine, Religion, Herbalism Kit, Con, Wis, Cha) Lucky Feat Merchant (Animal Handling, Persuasion, Navigator’s Tools, Con, Int, Cha) Magic Initiate Druid Feat Guide (Stealth, Survival, Cartographer’s Tools, Dex, Con, Wis) Magic Initiate Wizard Feat Sage (Arcana, History, Calligrapher’s Supplies, Con, Int, Wis) Savage Attacker Feat Soldier (Athletics, Intimidation, Gaming Set, Str, Dex, Con) Skilled Feat Charlatan (Deception, Slight of Hand, Forgery Kit, Dex, Con, Cha) Tough Feat Farmer (Animal Handling, Nature, Carpenter’s Tools, Str, Con, Wis)
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Dexterity Origins
Alert Feat Criminal (Sleight of Hand, Stealth, Thieves’ Tools, Dex, Con, Int) Crafter Teat Artisan (Investigation, Persuasion, Artisan Tools, Str, Dex, Int) Lucky Feat Wayfarer (Insight, Stealth, Theives’ Tools, Dex, Wis, Cha) Magic Initiate Druid Feat Guide (Stealth, Survival, Cartographer’s Tools, Dex, Con, Wis) Musician Feat Entertainer (Acrobatics, Performance, Musical Instrument, Str, Dex, Cha) Savage Attacker Feat Soldier (Athletics, Intimidation, Gaming Set, Str, Dex, Con) Skilled Feat Charlatan (Deception, Slight of Hand, Forgery Kit, Dex, Con, Cha) Scribe (Investigation, Perception, Calligrapher’s Supplies, Dex, Int, Wis) Tavern Brawler Feat Sailor (Acrobatics, Perception, Navigator’s Tools, Str, Dex, Wis)
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Strength Origins
Alert Feat Guard Origin (Athletics, Perception, Gaming Set, Str, Int, Wis) Crafter Feat Artisan (Investigation, Persuasion, Artisan Tools, Str, Dex, Int) Musician Feat Entertainer (Acrobatics, Performance, Musical Instrument, Str, Dex, Cha) Savage Attacker Feat Soldier (Athletics, Intimidation, Gaming Set, Str, Dex, Con) Skilled Feat Noble (History, Persuasion, Gaming Set, Str, Int, Cha) Tavern Brawler Sailor (Acrobatics, Perception, Navigator’s Tools, Str, Dex, Wis) Tough Feat Farmer (Animal Handling, Nature, Carpenter’s Tools, Str, Con, Wis)
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Character Count (5R) #2
I've completed the 12 base classes in the PHB, doubling up on Fighter, Ranger, and Wizard because I have characters in those classes, actively in online games.
Every character listed below uses the new PHB 2024 rules only and each character is a powerhouse 1st level character ready to be used as a pregenerated character and most of them have fully fleshed out backgrounds as well.
5e Revision (2024) Rak 1st, Barbarian Guard Orc Philmore 1st, Bard Wayfarer Human Mort 1st, Cleric Hermit Dwarf Gwen 1st, Druid Scribe Elf Rad 1st, Fighter Soldier Orc Zim 1st, Fighter Farmer Dwarf Poe 1st, Monk Sailor Elf Splendor 1st, Paladin Noble Human Yoku 1st, Ranger Wayfarer Elf Tesco 1st, Ranger Guide Human Wisp 1st, Rogue Criminal Halfling Keu 1st, Sorcerer Charlatan Dragonborn Juno 1st, Warlock Wayfarer Tiefling Kane 1st, Wizard Criminal Human Deagan 1st, Wizard Scribe Dwarf
For me, I found it most difficult to make a Warlock. Juno, my first 5R Warlock, after the revision, looses Pact Boon and gain Eldritch Invocation early. Now there are four Invocations that have no requirements and they cover the old Pact Boons except for Armor of Shadows. Pact of Tomb gives you three new cantrips and two ritual 1st level spells. Since the PHB 2024 doesn't list all the ritual spells, this can be a difficult choice. Having cantrips from other classes opens up the option for starry wisp and sorcerous blast, two very good cantrips from druid and sorcerer. But I ended up taking Armor of Shadow, giving Juno Mage Armor at will and without a slot, passive and easy to track. I thought about changing her background so that she could pickup some healing with either Magic Initiate Cleric or Druid but I kept with her character theme and stuck with Wayfarer for the Lucky Feat, still terribly effective.
As for my Dragonborn, he's desperately waiting for better Armor Class since he loses his Sorcerous Origin from legacy and now has to wait until 3rd level for Draconic Resilience which only gives extra hitpoints and in legacy gave Armor Class.
Looking back on my list I used Wayfarer three times, Scribe and Criminal twice, and I missed Acolyte, Artisan, Entertainer, Merchant, and Sage. So my next objective will be to create a character with each of the Origins represented at least once.
As for Species, I managed to make four Humans, Three Dwarves, Three Elves, and just two Orcs. I haven't made any Aasimar, Gnome, or Goliath characters. This will also be an objective to have one of each race from PHB 2024 represented.
In the end, I'm having a blast making 1st level characters. Most of my character that I play with are already level 4 or level 5 so posting leveled up versions of some or even all of the base 12 characters will be prioritized,
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Keu, Sorcerer Charlatan Dragonborn

Name: Keu Weyna Class: Sorcerer 1st level Origin: Charlatan (Dexterity +1, Constitution +1, Charisma +1, Skilled) Species: Dragonborn Str 8, Dex 13+1, Con 15+1, Int 10, Wis 10, Cha 15+1 HP: 11 (1d8+3) AC: 12 (10, +2 Dexterity) Init: +3, Speed: 30 Saves: Constitution +5, Charisma +5, Damage Resistance (Fire) Origin Skills: Deception +5, Sleight of Hand +4, Forgery Kit Sorcerer Skills: Arcana +2, Insight +2 Languages: Common, Draconic, Orc Origin Feat: Skilled (Herbalism Kit, Stealth +4, Survival +2) Tool Proficiency: Forgery Kit, Herbalism Kit Dragonborn Traits: Draconic Ancestors (Brass), Breath Weapon (Fire), Damage Resistance (Fire), Darkvision Sorcerer Traits: Innate Sorcery, Spellcasting Spellcasting: Spellslots 2, Spell Attack +5, Spell DC 13 Cantrips: Fire Bolt, Mind Sliver, Sorcerous Burst, True Strike Prepared Spells (2): Disguise Self, False Life Breath Weapon (2/long): Dexterity DC 13 (1d10 fire) Fire Bolt: +5 (1d10 fire) Mind Sliver: Intelligence DC 13 (1d6 psychic) True Strike/Sorcerous Burst (120 ft): +5 (1d8) Equipment: 100 gp, Arcane Focus Orb (20 gp), Backpack (2 gp), Bedroll (1 gp), 10 days of Rations (5 gp), 3 Rope (3 gp), Tinderbox (5 sp), Waterskin (2 sp), Forgery Kit (15 gp), Herbalism Kit (5 gp), Potion of Healing (crafted, 25 gp) Coins: 23 gp, 3 sp
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