Secret Lesson 36

Starting at Higher Levels

Most characters begin their adventuring career at:

LEVEL 1

But they don't have to.

The SRD explicitly allows the Game Master to begin the group at:

A HIGHER LEVEL

 

This can represent characters who already have:

  • significant training

  • previous adventures

  • established abilities

  • better equipment

  • magical possessions

  • a developed Subclass

before the campaign's first session.

The SRD particularly recommends considering:

LEVEL 3

when the group consists of:

SEASONED PLAYERS

 


WHY START ABOVE LEVEL 1?

A higher-level campaign begins after some of the character's early advancement has effectively already happened.

Instead of playing through:

LEVEL 1 → LEVEL 2 → LEVEL 3

the campaign might simply begin at:

LEVEL 3

Or perhaps:

LEVEL 5

LEVEL 10

LEVEL 15

or even:

LEVEL 20

The GM determines the starting level.


THE GM DECIDES

This is important:

PLAYERS DON'T AUTOMATICALLY CHOOSE THEIR OWN STARTING LEVEL

The campaign's starting level is determined by:

THE GM

 

Normally, the characters in the group begin at a level appropriate for the campaign the GM intends to run.


PART ONE — CREATING A HIGHER-LEVEL CHARACTER

Creating a higher-level character does not use an entirely different character-creation system.

Instead, the SRD tells you to combine:

THE NORMAL CHARACTER-CREATION STEPS

with:

THE LEVEL ADVANCEMENT RULES

 


THE BASIC PRINCIPLE

Imagine that you are creating the character normally and then advancing that character until reaching the campaign's:

STARTING LEVEL

So you still determine:

  • Class

  • Background

  • Species

  • Languages

  • Ability Scores

  • Alignment

  • starting proficiencies

  • starting equipment

  • Level 1 Class Features

and then apply the appropriate advancement for every additional level.


EXAMPLE — STARTING AT LEVEL 5

You don't simply write:

LEVEL 5

at the top of a blank character sheet.

Instead, you need to account for everything the character has gained through levels:

1

2

3

4

5

That includes:

  • Hit Dice

  • Hit Point increases

  • Class Features

  • Proficiency Bonus

  • Feats or other choices

  • Subclass Features

  • spells where applicable

  • any other advancement provided by the Class


USE THE NORMAL LEVEL-UP PROCESS

From Lesson 35, every additional level normally requires you to consider:

1. CHOOSE A CLASS

2. ADJUST HIT POINTS AND HIT DICE

3. RECORD NEW CLASS FEATURES

4. ADJUST PROFICIENCY BONUS

5. ADJUST ABILITY MODIFIERS

 

When building a higher-level character:

APPLY THOSE RULES UNTIL YOU REACH THE STARTING LEVEL


PART TWO — STARTING EXPERIENCE POINTS

A higher-level character begins with:

THE MINIMUM XP REQUIRED FOR THAT LEVEL

 


SRD EXAMPLE

If the campaign begins at:

LEVEL 10

the character starts with:

64,000 XP

because 64,000 is the minimum XP threshold for level 10.


STARTING XP TABLE

Starting Level Starting XP
1 0
2 300
3 900
4 2,700
5 6,500
6 14,000
7 23,000
8 34,000
9 48,000
10 64,000
11 85,000
12 100,000
13 120,000
14 140,000
15 165,000
16 195,000
17 225,000
18 265,000
19 305,000
20 355,000

 


EXAMPLE — LEVEL 7

Campaign starting level:

7

Minimum XP:

23,000

So write:

23,000 XP

on the character sheet.


EXAMPLE — LEVEL 15

Starting level:

15

Minimum XP:

165,000


DO NOT START AT 0 XP

A character beginning at level 10 isn't treated as:

LEVEL 10 WITH 0 XP

The SRD explicitly tells you to begin with the minimum XP threshold corresponding to your chosen starting level.


PART THREE — SUBCLASS

The SRD gives a specific instruction for characters starting at:

LEVEL 3 OR HIGHER

You should record your chosen:

SUBCLASS

on your character sheet.


WHY?

By this stage of advancement, your Class progression has introduced the Subclass choice.

So a character created directly at level 3 or above must not forget to make that choice.


EXAMPLE

Suppose you begin as:

LEVEL 5 FIGHTER

You cannot simply record:

FIGHTER 5

and ignore the Subclass choice.

Your character's advancement through the earlier levels includes the point at which the Fighter chooses a Subclass.

Therefore:

SELECT AND RECORD IT


SUBCLASS FEATURES ALSO MATTER

Once you choose the Subclass:

RECORD EVERY SUBCLASS FEATURE YOU SHOULD ALREADY HAVE AT YOUR STARTING LEVEL

The individual Class lessons will show exactly when these features appear.


PART FOUR — HIT DICE AT HIGHER LEVELS

Every time a character gains a level:

THEY GAIN AN ADDITIONAL HIT DIE

 

Therefore, a single-Class character created directly at level 5 normally has:

FIVE HIT DICE

of that Class's type.


EXAMPLE — LEVEL 5 BARBARIAN

Barbarian Hit Die:

D12

Starting level:

5

Hit Dice:

5D12


EXAMPLE — LEVEL 10 WIZARD

Wizard Hit Die:

D6

Level:

10

Hit Dice:

10D6


MULTICLASS CHARACTERS

A multiclass character can have different kinds of Hit Dice.

For example:

FIGHTER 5 / ROGUE 3

has:

5D10

from Fighter

and:

3D8

from Rogue.

The complete multiclassing rules arrive in:

LESSON 37


PART FIVE — HIT POINTS AT HIGHER LEVELS

You also need to calculate the character's:

HIT POINT MAXIMUM

A higher-level character doesn't simply multiply the level 1 HP formula by character level.

Instead:

LEVEL 1

uses the normal starting Hit Point formula.

Every later level adds HP using the:

LEVEL ADVANCEMENT RULES


LEVEL 1 BASE

Class Level 1 HP
Barbarian 12 + Con modifier
Fighter, Paladin, Ranger 10 + Con modifier
Bard, Cleric, Druid, Monk, Rogue, Warlock 8 + Con modifier
Sorcerer, Wizard 6 + Con modifier

 


EACH LATER LEVEL

Either:

ROLL HIT DIE + CONSTITUTION MODIFIER

minimum increase of 1

or use the Class's:

FIXED HIT POINT INCREASE

 


FIXED HP PER ADDITIONAL LEVEL

Class Fixed HP per Later Level
Barbarian 7 + Con modifier
Fighter, Paladin, Ranger 6 + Con modifier
Bard, Cleric, Druid, Monk, Rogue, Warlock 5 + Con modifier
Sorcerer, Wizard 4 + Con modifier

 


EXAMPLE — LEVEL 5 FIGHTER

Constitution Modifier:

+2

Level 1 HP:

10 +2:

12

Levels 2–5:

4 additional levels.

Fixed increase per level:

6 +2:

8

Four increases:

4 × 8:

32

Total:

12 +32:

44 HP

before applying any other feature that might modify maximum HP.


EXAMPLE — LEVEL 5 WIZARD

Constitution Modifier:

+2

Level 1:

6 +2:

8

Four later levels:

4 +2:

6 EACH

4 ×6:

24

Total:

8 +24:

32 HP


PART SIX — PROFICIENCY BONUS AT THE STARTING LEVEL

Don't leave PB at the level 1 value of:

+2

if the character starts at a higher level.

Use the character's actual level.


PROFICIENCY BONUS TABLE

Level PB
1–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6

 


EXAMPLE — LEVEL 3

PB:

+2


EXAMPLE — LEVEL 5

PB:

+3


EXAMPLE — LEVEL 11

PB:

+4


EXAMPLE — LEVEL 15

PB:

+5


EXAMPLE — LEVEL 20

PB:

+6


RECALCULATE EVERYTHING USING PB

A higher-level character's correct PB affects things such as:

  • proficient Skills

  • proficient Saving Throws

  • weapon Attack Bonuses

  • Spell Attack Bonuses

  • Spell Save DCs

  • Expertise

  • features that use PB

The SRD tells you that when PB changes, every statistic incorporating it should be updated.


PART SEVEN — CLASS FEATURES

A higher-level character has:

ALL CLASS FEATURES THEY WOULD HAVE GAINED UP TO THAT CLASS LEVEL

So if you begin at level 10:

READ LEVELS 1 THROUGH 10 OF YOUR CLASS

Do not only read the level 10 row.


MAKE ALL PREVIOUS CHOICES

Earlier features may have required you to choose things such as:

  • Subclass

  • Feats

  • spells

  • Fighting Style

  • Weapon Masteries

  • Metamagic options

  • Eldritch Invocations

  • Expertise choices

  • other Class-specific options

A higher-level character must make every choice that would already have occurred.


PART EIGHT — SPELLCASTING AT HIGHER LEVELS

If your Class has:

SPELLCASTING

or:

PACT MAGIC

use your actual Class level and Class Feature table to determine your available:

SPELL SLOTS

CANTRIPS

PREPARED SPELLS

and other spellcasting resources.

The SRD tells spellcasting characters to use their Class Features table for these values.


DON'T USE LEVEL 1 SPELLCASTING VALUES

A level 10 Wizard shouldn't be created with only the spellcasting resources of:

A LEVEL 1 WIZARD

Advance the character's spellcasting according to every relevant Class level.


PART NINE — STARTING EQUIPMENT AT HIGHER LEVELS

A higher-level character may begin with more resources than a normal level 1 adventurer.

But this is:

NOT AUTOMATIC

The SRD states:

THE GM DECIDES

whether the character begins with more than standard level 1 equipment.


THIS CAN INCLUDE MAGIC ITEMS

The GM may decide that higher-level characters begin with:

ONE OR MORE MAGIC ITEMS

 

The SRD provides:

STARTING EQUIPMENT AT HIGHER LEVELS

as:

A GUIDE FOR THE GM

 

This means the table is guidance rather than an automatic entitlement independent of the GM.


COMPLETE STARTING EQUIPMENT AT HIGHER LEVELS TABLE

Starting Level Equipment and Money Magic Items
2–4 Normal starting equipment 1 Common
5–10 500 GP + 1d10 × 25 GP + normal starting equipment 1 Common, 1 Uncommon
11–16 5,000 GP + 1d10 × 250 GP + normal starting equipment 2 Common, 3 Uncommon, 1 Rare
17–20 20,000 GP + 1d10 × 250 GP + normal starting equipment 2 Common, 4 Uncommon, 3 Rare, 1 Very Rare

 


LEVELS 2–4

Suggested starting resources:

NORMAL STARTING EQUIPMENT

plus:

1 COMMON MAGIC ITEM

 


WHAT IS “NORMAL STARTING EQUIPMENT”?

This means the standard starting equipment you would normally receive through the ordinary level 1 character-creation process.

In other words:

YOU STILL HAVE THE BASIC EQUIPMENT FOUNDATION

and the higher-level table can add to it.


LEVELS 5–10

Suggested money:

500 GP

plus:

1D10 × 25 GP

plus:

NORMAL STARTING EQUIPMENT

Magic Items:

1 COMMON

1 UNCOMMON

 


RANDOM MONEY RANGE — LEVELS 5–10

The additional random component is:

1D10 × 25 GP

Minimum:

1 ×25:

25 GP

Maximum:

10 ×25:

250 GP

So the total listed extra money is between:

525 GP

and:

750 GP

plus normal starting equipment.

This is simply the mathematical range produced by the SRD formula.


LEVELS 11–16

Suggested money:

5,000 GP

plus:

1D10 × 250 GP

plus:

NORMAL STARTING EQUIPMENT

Magic Items:

2 COMMON

3 UNCOMMON

1 RARE

 


RANDOM MONEY RANGE — LEVELS 11–16

1d10 ×250 gives:

Minimum:

250 GP

Maximum:

2,500 GP

Add 5,000:

5,250–7,500 GP

plus normal starting equipment.


LEVELS 17–20

Suggested money:

20,000 GP

plus:

1D10 × 250 GP

plus:

NORMAL STARTING EQUIPMENT

Magic Items:

2 COMMON

4 UNCOMMON

3 RARE

1 VERY RARE

 


RANDOM MONEY RANGE — LEVELS 17–20

Random component:

250–2,500 GP

Total extra money:

20,250–22,500 GP

plus normal starting equipment.


MAGIC ITEM RARITY PROGRESSION

Notice how the suggested Magic Items increase with level.

Levels 2–4

Highest suggested rarity:

COMMON

Levels 5–10

Adds:

UNCOMMON

Levels 11–16

Adds:

RARE

Levels 17–20

Adds:

VERY RARE

 


THE TABLE DOESN'T GIVE LEGENDARY ITEMS

Even for starting characters at levels:

17–20

the table's listed highest rarity is:

VERY RARE

 

The Magic Item system and every SRD Magic Item will be covered in:

LESSONS 99–103


PART TEN — AVAILABLE EQUIPMENT IS STILL CONTROLLED BY THE GM

Having enough money does not automatically mean:

EVERY ITEM IN THE SRD IS AVAILABLE FOR PURCHASE

The SRD specifically tells players to check with the GM about:

WHAT EQUIPMENT IS AVAILABLE TO BUY

with higher-level starting money.


SRD EXAMPLE — FIREARMS

The SRD uses:

FIREARMS

as its example.

They are described as too expensive for normal level 1 characters, but they might become available for higher-level characters:

IF THE GM ALLOWS THEM

 


MONEY DOES NOT GUARANTEE AVAILABILITY

Suppose your level 12 character has enough starting GP to purchase an expensive item.

You still ask:

DOES THE GM ALLOW THIS ITEM TO BE PURCHASED?

The answer may depend on:

  • campaign setting

  • technology level

  • availability

  • GM decisions

The important source rule is simply:

CHECK WITH THE GM

 


PART ELEVEN — HIGHER-LEVEL CHARACTER CREATION FLOW

Here is the complete practical procedure.


STEP 1 — ASK THE GM FOR STARTING LEVEL

Example:

LEVEL 8


STEP 2 — CREATE THE CHARACTER NORMALLY

Choose:

  • Class

  • Background

  • Species

  • Languages

  • Ability Scores

  • Alignment

  • starting proficiencies


STEP 3 — RECORD LEVEL 1 FEATURES

Begin with the normal Class foundation.


STEP 4 — ADVANCE THROUGH EVERY LEVEL

For:

LEVEL 2

then:

LEVEL 3

then:

LEVEL 4

and so on until the starting level.


STEP 5 — ADD ONE HIT DIE PER LEVEL

Your total Hit Dice should reflect all levels taken.


STEP 6 — CALCULATE HP

Use:

LEVEL 1 FORMULA

then the normal advancement formula for every later level.


STEP 7 — RECORD ALL CLASS FEATURES

Include everything earned up to the starting level.


STEP 8 — CHOOSE YOUR SUBCLASS

If starting at:

LEVEL 3 OR HIGHER

record your chosen Subclass.


STEP 9 — MAKE EVERY PREVIOUS FEATURE CHOICE

Don't skip choices merely because the campaign begins later.


STEP 10 — SET PROFICIENCY BONUS

Use your actual:

CHARACTER LEVEL


STEP 11 — UPDATE ALL PB-BASED NUMBERS

Skills.

Saving Throws.

Attacks.

Spellcasting.

Other PB-based features.


STEP 12 — APPLY ABILITY SCORE CHANGES

If earlier advancement gave you Feats or another feature that changed an Ability Score:

APPLY THOSE CHANGES

and recalculate dependent statistics.


STEP 13 — RECALCULATE CONSTITUTION HP IF NECESSARY

If Constitution Modifier increased during advancement:

UPDATE HP FOR ALL LEVELS

according to the rule from Lesson 35.


STEP 14 — SET STARTING XP

Use:

THE MINIMUM XP FOR THE STARTING LEVEL

 


STEP 15 — DETERMINE HIGHER-LEVEL EQUIPMENT WITH THE GM

The GM decides whether additional:

  • money

  • equipment

  • Magic Items

are available.

Use the SRD table as guidance.


STEP 16 — CHECK WHAT CAN BE PURCHASED

Don't assume every item is available.

Ask the GM.


STEP 17 — COMPLETE SPELLCASTING

If applicable, record the spellcasting resources appropriate to the final starting level.


COMPLETE EXAMPLE — LEVEL 5 FIGHTER

Campaign begins at:

LEVEL 5


XP

Level 5 minimum:

6,500 XP


CLASS

FIGHTER 5


SUBCLASS

Since starting above level 3:

CHOOSE AND RECORD FIGHTER SUBCLASS

 


PROFICIENCY BONUS

Level 5:

+3


HIT DICE

Fighter:

D10

Level 5:

5D10


HIT POINTS

Suppose Con modifier:

+2

Level 1:

10 +2:

12

Levels 2–5 fixed:

4 × (6 +2)

4 ×8:

32

Total:

44 HP

before any other relevant feature.


CLASS FEATURES

Record every Fighter feature obtained at levels:

1–5

including all required choices.


STARTING EQUIPMENT GUIDE

Level 5 belongs to:

LEVELS 5–10

So the GM's guidance table suggests:

NORMAL STARTING EQUIPMENT

plus:

500 GP + 1D10 × 25 GP

and:

1 COMMON MAGIC ITEM

1 UNCOMMON MAGIC ITEM

 

Again:

THE GM DECIDES WHETHER TO USE THIS GUIDANCE


COMPLETE EXAMPLE — LEVEL 12 WIZARD

Starting level:

12

Starting XP:

100,000

 


PB

Level 12:

+4


HIT DICE

12D6


SUBCLASS

Choose and record the Wizard Subclass and all Subclass Features gained through level 12.


SPELLCASTING

Record all:

  • Cantrips

  • prepared spells

  • Spell Slots

  • other Wizard Features

appropriate for:

WIZARD 12


STARTING EQUIPMENT GUIDE

Level 12 falls within:

LEVELS 11–16

Suggested by the SRD table:

NORMAL STARTING EQUIPMENT

plus:

5,000 GP + 1D10 × 250 GP

Magic Items:

2 COMMON

3 UNCOMMON

1 RARE

 


COMPLETE EXAMPLE — LEVEL 18 PALADIN

Starting level:

18

Starting XP:

265,000

 


PB

+6


HIT DICE

Single-Class Paladin:

18D10


SUBCLASS

Choose and record the Paladin Subclass.


STARTING EQUIPMENT GUIDE

Level 18:

LEVELS 17–20 BAND

Suggested:

NORMAL STARTING EQUIPMENT

plus:

20,000 GP + 1D10 × 250 GP

Magic Items:

2 COMMON

4 UNCOMMON

3 RARE

1 VERY RARE

 


HIGHER LEVELS AND TIERS OF PLAY

Starting above level 1 also means beginning in a different:

TIER OF PLAY

From Lesson 35:

Levels 1–4

TIER 1

Levels 5–10

TIER 2

Levels 11–16

TIER 3

Levels 17–20

TIER 4

 

So beginning at:

LEVEL 12

means the campaign starts directly in:

TIER 3

with the scale of character power and threats that the SRD associates with that tier.


STARTING AT LEVEL 3

The SRD particularly recommends considering level 3 for:

EXPERIENCED GROUPS

 

At level 3:

Starting XP:

900

PB:

+2

The character has:

3 HIT DICE

and should record:

A SUBCLASS

 


WHY LEVEL 3 IS DISTINCTIVE

By this stage, characters have progressed beyond their very earliest adventuring abilities and have made their:

SUBCLASS CHOICE

So the character is more mechanically defined from the campaign's opening session.


COMMON BEGINNER MISTAKES

MISTAKE 1 — WRITING “LEVEL 10” WITHOUT ADVANCING THROUGH LEVELS 2–10

Higher-level creation uses:

NORMAL CHARACTER CREATION

plus:

LEVEL ADVANCEMENT

 

Account for everything the character should have gained.


MISTAKE 2 — USING 0 XP

Higher-level characters begin with:

THE MINIMUM XP FOR THEIR STARTING LEVEL

 


MISTAKE 3 — FORGETTING THE SUBCLASS

If starting at:

LEVEL 3 OR ABOVE

record your chosen:

SUBCLASS

 


MISTAKE 4 — LEAVING PB AT +2

Use the actual starting level's:

PROFICIENCY BONUS


MISTAKE 5 — HAVING ONLY ONE HIT DIE

You gain:

ONE HIT DIE PER LEVEL

through advancement.


MISTAKE 6 — MULTIPLYING LEVEL 1 HP BY LEVEL

Level 1 and later-level HP use:

DIFFERENT FORMULAS

 


MISTAKE 7 — ONLY RECORDING FEATURES FROM THE STARTING LEVEL'S ROW

A level 10 character has:

ALL APPLICABLE FEATURES GAINED THROUGH LEVEL 10

not only features labeled level 10.


MISTAKE 8 — FORGETTING EARLIER FEAT AND FEATURE CHOICES

You must make the choices that would have occurred during advancement.


MISTAKE 9 — USING LEVEL 1 SPELL SLOTS

A higher-level spellcaster must use the spellcasting resources appropriate to their:

ACTUAL CLASS LEVEL


MISTAKE 10 — ASSUMING HIGHER-LEVEL EXTRA EQUIPMENT IS AUTOMATIC

The SRD says:

THE GM DECIDES

whether you start with more than standard level 1 equipment.


MISTAKE 11 — TREATING THE HIGHER-LEVEL EQUIPMENT TABLE AS A PLAYER ENTITLEMENT

The SRD calls it:

A GUIDE FOR THE GM

 


MISTAKE 12 — ASSUMING ENOUGH GP MEANS AN ITEM MUST BE AVAILABLE

Check with the GM about:

EQUIPMENT AVAILABILITY

 


MISTAKE 13 — ASSUMING FIREARMS ARE AUTOMATICALLY AVAILABLE

The SRD specifically uses firearms as an example of equipment that might be available:

IF THE GM ALLOWS IT

 


LESSON 36 — KEY TAKEAWAYS

THE GM CAN START A CAMPAIGN ABOVE LEVEL 1

The SRD particularly recommends considering:

LEVEL 3

for groups of seasoned players.


HIGHER-LEVEL CREATION USES

NORMAL CHARACTER CREATION

plus:

LEVEL ADVANCEMENT

 


STARTING XP

Use:

THE MINIMUM XP REQUIRED FOR THE STARTING LEVEL

Example:

LEVEL 10 = 64,000 XP

 


LEVEL 3+

Record:

YOUR CHOSEN SUBCLASS

 


REMEMBER TO ADVANCE

HIT DICE

HIT POINTS

CLASS FEATURES

PROFICIENCY BONUS

ABILITY SCORES / MODIFIERS

SPELLCASTING

and every other feature affected by advancement.


HIGHER-LEVEL STARTING EQUIPMENT

The SRD provides this GM guidance:

Levels 2–4

Normal equipment +:

1 COMMON MAGIC ITEM

Levels 5–10

Normal equipment +:

500 GP + 1D10 × 25 GP

1 COMMON + 1 UNCOMMON

Levels 11–16

Normal equipment +:

5,000 GP + 1D10 × 250 GP

2 COMMON + 3 UNCOMMON + 1 RARE

Levels 17–20

Normal equipment +:

20,000 GP + 1D10 × 250 GP

2 COMMON + 4 UNCOMMON + 3 RARE + 1 VERY RARE

 


THE GM CONTROLS EQUIPMENT AVAILABILITY

Having sufficient starting money doesn't guarantee that every item can be purchased.

CHECK WITH THE GM

 


NEXT LESSON

LESSON 37 — MULTICLASSING: REQUIREMENTS, PROFICIENCIES, CLASS FEATURES, AND SPELL SLOTS

So far, our examples have mostly assumed:

ONE CHARACTER = ONE CLASS

But the SRD allows something more flexible.

A character can gain levels in:

MULTIPLE CLASSES

In Lesson 37, we will examine the entire Multiclassing system, including:

MULTICLASS PREREQUISITES

  • the minimum 13 Ability Score requirement

  • requirements from your current Classes

  • requirements for the new Class

CLASS LEVEL VS. CHARACTER LEVEL

PROFICIENCY BONUS

HIT POINTS AND HIT DICE

PROFICIENCIES GAINED FROM A NEW CLASS

CLASS FEATURES

EXTRA ATTACK

CHANNEL DIVINITY

UNARMORED DEFENSE

SPELLCASTING

PACT MAGIC

MULTICLASS SPELL SLOTS

and how to calculate your effective spellcasting level when combining multiple spellcasting Classes.

This is one of the most technical sections of Character Advancement, so we will build it carefully from the ground up.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.