Essence Points

From Edgewar
Jump to navigation Jump to search

OOC
See also: Rules Changes


!!! These rules were part of D&D 5E. We've since moved to Savage Worlds.

Choose your own starting magic items using Essence Points. When you level up, you can change your magic items. The DM must approve each choice. Collaborate with the DM on how you obtain each item.

Costs

EP Rarity Notes DMG Recommends (p. 135) Cost
10
9 Legendary Armor +3 Level 17+ 50,001+ gp
8
7 Very Rare Weapon +3 or Armor +2 Level 11+ 5,001-50,000 gp
6
5 Rare Weapon +2 or Armor +1 Level 5+ 501-5,000 gp
4
3 Uncommon Weapon +1 101-500 gp
2 Infusion
1 Common 50-100 gp

Essence Points by Level

Max EP = (Proficiency Bonus x2) + Level

Level Max EP Proficiency Bonus
1 5 2
2 6 2
3 7 2
4 8 2
5 11 3
6 12 3
7 13 3
8 14 3
9 17 4
10 18 4
11 19 4
12 20 4
13 23 5
14 24 5
15 25 5
16 26 5
17 29 6
18 30 6
19 31 6
20 32 6

Banned Items

  • You can't choose an item that increases an ability permanently. This includes: Manual of Bodily Health; Manual of Gainful Exercise; Manual of Quickness of Action; Tome of Clear Thought; Tome of Leadership and Influence; Tome of Understanding.
  • You can't choose an item that increases an ability long-term. This includes: Amulet of Health; Belt of Dwarvenkind; Belt of Giant Strength; Helm of Intellect.