Character Creation and Advancement — page 24
Character Creation and Advancement rules and reference.
Bonus FEats at lEv El 20 A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20.
These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages. Tier 2 (Levels 5–10) In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead.
Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms. Tier 3 (Levels 11–16) In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spell casters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes.
The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Starting at Higher Levels Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players. Creating Your Character Creating a higher-level character uses the same and the rules for advancing beyond level 1 provided in the "Level Advancement" section . You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP.
Starting Equipment The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM.
Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in "Equipment" are too expensive for level 1 characters, but they might be available for purchase if your GM allows them. Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes.
For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, Starting Equipment at Higher Levels Starting Level Equipment and Money Magic Items 2–4 Normal starting equipment 1 Common 5–10 500 GP plus 1d10 × 25 GP plus normal starting equipment 1 Common, 1 Uncommon 11–16 5,000 gp plus 1d10 × 250 GP plus normal starting equipment 2 Common, 3 Uncommon, 1 Rare 17–20 20,000 GP plus 1d10 × 250 GP plus normal starting equipment 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare