D&D 5E Starting magic items for level 5 characters

No matter what, 5e really begins to break down the minute magic weapons are introduced. So my philosophy is to do what's fun. Maybe allow the players to each describe something they envision their character would have, and try to make sure the item isn't unbalancing compared to the others.

This is absolutely false. I've DMed many many games from low to high level since 5E came out and the only thing that breaks the game is a high level spellcaster.
 

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I use a basic chart that I stole from somewhere (sorry I can't attribute to the original source) as a general guideline.

Based on the style of campaign I'm going for I adjust, but it's based on "typical" treasure if you rolled on the random lists.
 

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For new games starting at level 10 or below, I just generate the recommended random treasure that the PCs would have found and then give each consumable a cumulative 20% chance to have been used up for each level passed since it was found. I also eliminate 20% of the money found for every level since it was found.

For you, I'd roll treasure for levels 1 through 4:

1: Eliminate 80% of money found and each consumable has an 80% chance to have been used up.
2: Eliminate 60% of money found and each consumable has a 60% chance to have been used up.
3: Eliminate 40% of money found and each consumable has a 40% chance to have been used up.
4: Eliminate 20% of money found and each consumable has a 20% chance to have been used up.
5: They still get to find this treasure....

I also usually try to provide a source to buy some magic items using that money - not a lot is available, but a few magic weapons, a few magic miscellaneous items, some scrolls, a good number of potions.
 

My experience has mostly been the opposite. In LMoP our group found the +1 longsword in the Redbrand hideout around level 3 and the game didn't break down at all. There were still challenging encounters and scary moments after that.
Better offense is much less disruptive than better defense.

You can pretty safely keep handing out +1 weapons. But be very wary of plus armor, especially in conjunction with plus shields...

Sent from my C6603 using EN World mobile app
 

I tend to maybe give out more magic than others and what the books say, but most of my games end around 10-12th level. I would let the PCs start with a basic +1 weapon or +0 with something cool on it. Cool such as a dagger that returns, or a mace that can heal 1/rest or day. Make it a bit unique. I would also have them pick an uncommon utility item. Something like slippers of spider climbing or such. Also give them 2 potions or other minor items. I would not let them have AC boosting items though. 5th level may already be having plate mail and such. I find that AC starts to get out of hand in may game.
 

If you want to stick to the rules, the 5E DMG p.38 indicates for a high level campaign 5th level characters would have 500 gp plus ldlO x 25 gp, one uncommon magic item, normal starting equipment. And, there's a handy pdf on the wizards' site for Magic Items by Rarity, so finding Uncommon options is a snap.

However, I recommend editing that list as I it difficult respecting a list rating *a* Potion of Hill Giant Strength, a Sentinel Shield, and a weapon of warning as all equivelant to a Weapon +1.

I side with CapnZapp that a +1 Weapon is easier to handle that magic armor, but I think some Adamantine or Mithril armor with a minor property or two from the tables on the DMG p.143 can be much more interesting that unbalanced. Some extra thought might be required to make "Conscientious" as attractive as "Guardian" or "Illusion" however.

For all the things about 5E that I enjoy, the magic items rules are generally such a headache. I'm starting to think going back using the 3rd edition Magic Item Compendium, with doubled magic armor prices, might be a lot easier.
 
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This is absolutely false. I've DMed many many games from low to high level since 5E came out and the only thing that breaks the game is a high level spellcaster.

In my experience, bounded accuracy and CR no longer create appropriate challenges to the players as written when they start to acquire magic items. Perhaps your experience is different, or perhaps our players have different play styles, but challenging players with access to magic items has been very difficult for me using the rules as written.
 

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