System Reference Document 5.2.1
24
Bonus FEats at lEvEl 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 associ -
ated 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 dan -
ger 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, Light -
ning 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 impres -
sive 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 sea-
soned D&D players.
Creating Your Character
Creating a higher-level character uses the same 
character-creation steps outlined in this chapter 
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 gain -
ing 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 re -
flected 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