SpiralWorlds Player’s Manual · Character Creation

Equipment & Starting Gear

Weapons · armour · tools · adventuring gear · money

Equipment turns the choices already made on your character sheet into practical capabilities. Record only gear your edition and character creation choices actually grant or let you purchase. A price in a rules table is not permission to import another edition’s starting wealth or assume an item is available everywhere.

Player characters preparing weapons armour tools and travelling equipment
Choose starting gear from the correct edition, then record armour, weapons, ammunition, tools, packs, money and other possessions.
WeaponsRecord attack-relevant properties, ammunition and proficiency.
Armour & shieldsThese can change Armor Class, speed, stealth or other rules depending on edition.
Tools & gearCarry the items needed to use your proficiencies and survive travel.
MoneyKeep unspent coins separate from the value of equipment already owned.

Rules procedure

Take starting equipment using your edition

D&D 5.5e / 2024

Your class and background both provide starting equipment. Make the equipment choice listed in your class, then make the separate equipment choice listed in your background. Record any remaining coins.

Class choice. Each 2024 class entry provides one or more packages, often including a money-only alternative. Use the exact options in your chosen class rather than a Pathfinder starting-wealth roll. For example, the 2024 Fighter offers two equipment packages or 155 GP, while the Barbarian offers a package or 75 GP.

Background choice. Each 2024 background offers its listed equipment package or 50 GP. This is separate from the class choice.

Free trinket. The 2024 character-creation rules also allow one trinket at no cost.

Spend starting coins. Coins received from these choices can be spent immediately on items from the 2024 Equipment rules, subject to campaign availability.

Higher-level characters. Do not use the old Pathfinder Wealth by Level table. In 2024 the Games Master decides whether a higher-level character gets more than ordinary level-1 equipment; the Basic Rules provide a separate higher-level starting-equipment guide.

Novice example: if you choose a Fighter package and a Soldier background package, record both packages and their included coins. Do not also roll Pathfinder Fighter wealth. If you instead choose a money option offered by one of those sources, spend that money using the 2024 equipment list.

Pathfinder 1e

PF1e starts a level-1 character with class-based money. Roll the amount shown for the class or use the listed average if the Games Master permits it. A character also begins with one outfit worth 10 GP or less.

ClassStarting wealthAverage
Barbarian, Bard3d6 × 10 GP105 GP
Cleric4d6 × 10 GP140 GP
Druid2d6 × 10 GP70 GP
Fighter, Paladin, Ranger5d6 × 10 GP175 GP
Monk1d6 × 10 GP35 GP
Rogue4d6 × 10 GP140 GP
Sorcerer, Wizard2d6 × 10 GP70 GP

Additional PF1e classes use their own class sources. Examples include Alchemist 3d6 × 10 GP, Cavalier 5d6 × 10 GP, Inquisitor 4d6 × 10 GP, Oracle 3d6 × 10 GP, Summoner 2d6 × 10 GP, Witch 3d6 × 10 GP and Gunslinger 5d6 × 10 GP.

Spend the result on PF1e equipment. Starting money does not automatically authorize magic items; obtain Games Master approval where the rules or campaign require it. Characters starting above level 1 use PF1e’s separate Character Wealth by Level rules rather than the 2024 higher-level table.

D&D 3.5e

D&D 3.5e uses its own Random Starting Gold table. Do not substitute Pathfinder’s larger d6-based amounts.

Class3.5e starting goldAverage
Barbarian4d4 × 10 GP100 GP
Bard4d4 × 10 GP100 GP
Cleric5d4 × 10 GP125 GP
Druid2d4 × 10 GP50 GP
Fighter6d4 × 10 GP150 GP
Monk5d4 GP12 GP, 5 SP
Paladin, Ranger6d4 × 10 GP150 GP
Rogue5d4 × 10 GP125 GP
Sorcerer, Wizard3d4 × 10 GP75 GP

A 3.5e character can use the class’s standard starting package or buy equipment à la carte with the appropriate starting gold, as the campaign permits. The character also has an ordinary outfit under the 3.5e starting-equipment rules.

Edition trap: a 3.5e Fighter uses 6d4 × 10 GP, not the PF1e 5d6 × 10 GP. A 3.5e Monk’s starting wealth is especially different: 5d4 GP, not PF1e’s 1d6 × 10 GP.

SpiralWorlds use

Rules price and local availability are different questions

Mechanical price, weight and statistics come from the chosen edition. Availability comes from the campaign location. A market town, royal arsenal, gnome workshop, monastery, frontier settlement and courtly city do not stock the same goods.

Firearms and advanced gear: firearms exist in the campaign where history and SpiralWorlds canon support them, and some regions possess unusually advanced gunmaking. That does not make every firearm automatic level-1 equipment. The class/background package, starting funds, local law, availability and campaign approval still matter.

You can explain starting possessions as purchases, family property, guild issue, military kit, gifts, inheritance, recovered goods or patron-supplied equipment. The story of ownership does not change the mechanical value unless a campaign rule says it does.

For a first character

Check what the gear actually changes

  • Armour and shield are recorded and Armor Class can now be calculated.
  • Weapons and ammunition are recorded.
  • Weapon proficiency is checked before calculating attack bonuses.
  • Spellcasting focuses, component pouches or other required casting gear are recorded where relevant.
  • Tools needed for important proficiencies are carried.
  • Money left after purchases is recorded.
  • Carrying capacity or encumbrance is checked if the campaign uses it.
  • No starting item has been imported from another edition’s table by mistake.
  • Expensive, unusual, restricted or magical equipment has campaign approval where required.

Optional historical reference

Travelling with weapons and armour

This legacy video remains useful for thinking about the practical burden of travelling with weapons and armour. Treat it as historical/roleplaying context, not as a replacement for the carrying, encumbrance or equipment rules of your chosen edition.

Sources and licensing

Rules sources

SRD 5.2.1 attribution: This work includes material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0 International.

Open Game License v1.0a + Section 15

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