Wealth by Level

Rules Index

The Character Wealth by Level table tells GMs and players how much gear a character of a given level should have. Use it when starting a new campaign at higher levels, rebuilding a character, or auditing whether the party is over- or under-equipped. The treasure per encounter table drives the distribution — characters accumulate wealth through play and the two tables should stay roughly in sync.

Character Wealth by Level

Level Wealth (gp)
1 varies by class
2 1,000
3 3,000
4 6,000
5 10,500
6 16,000
7 23,500
8 33,000
9 46,000
10 62,000
11 82,000
12 108,000
13 140,000
14 185,000
15 240,000
16 315,000
17 410,000
18 530,000
19 685,000
20 880,000
WBL Quick Lookup
880,000 gp
Total expected wealth at level 20
Rough slot guideline
220,000
One big item ~25%
220,000
Two medium ~25%
440,000
Remainder ~50%

One big item = weapon, armor, or primary stat booster. Two medium = secondary stat items, cloak, ring. Remainder = consumables, scrolls, wands, minor wondrous items.

Starting Wealth by Class

1st-level characters roll their class's starting wealth die and spend the result on equipment before play begins. This bypasses the WBL table — it applies only for characters beginning at level 1.

Class Roll Average (gp)
Monk 1d6 × 10 35
Druid, Sorcerer, Summoner, Wizard 2d6 × 10 70
Alchemist, Barbarian, Bard, Oracle, Witch 3d6 × 10 105
Cleric, Inquisitor, Magus, Rogue 4d6 × 10 140
Cavalier, Fighter, Gunslinger, Paladin, Ranger5d6 × 10175

Treasure per Encounter

Each encounter awards this much treasure (in gp value) on average. Not every encounter needs treasure — some are roleplaying or environmental — but the totals should average out over a session. Multiply by roughly 13–14 encounters per level to see how WBL accumulates.

CR Treasure (gp) CR Treasure (gp)
1 400 11 19,200
2 800 12 25,600
3 1,200 13 38,400
4 1,600 14 51,200
5 2,400 15 76,800
6 3,200 16 102,400
7 4,800 17 153,600
8 6,400 18 204,800
9 9,600 19 307,200
10 12,800 20 409,600

Cost of Living

Between adventures, characters spend money on housing and food. Characters who can't or won't pay suffer consequences to their ability to maintain their equipment and social standing.

Lifestyle Monthly Cost Description
Destitute 0 gp No home; cannot maintain gear properly. Equipment degrades at GM discretion.
Poor 3 gp Common room or shanty; minimal food. Sufficient for adventurers spending most time in the field.
Average 10 gp Modest room at an inn or rented apartment; decent meals. The standard for working-class townspeople.
Wealthy 100 gp Nice room or small apartment; fine food and drink. Expected for nobles and successful merchants.
Extravagant 1,000 gp Private manor or lavish inn suite; servants, fine wine, entertainment. Only high-level wealthy characters sustain this.

Selling Items

Standard Rule

Selling any item — mundane or magical — to a merchant yields 50% of its listed market price. There are no exceptions in the core rules. Adventurers accept this because merchants take on risk and resale overhead.

Crafting to Stretch WBL

Characters with item creation feats pay only 50% of market price to make items. Combined with the sell-at-50% rule, crafters effectively double their purchasing power for items they can make themselves. See Crafting.