Essence Points
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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.