Characters in fifth edition go from level 1 to level 20. Most campaigns live between levels 1 and 10, and levelling up is one of the best moments in any game.
Two ways to level
- Experience points (XP): the DM awards XP for defeated monsters and other challenges; you level when you reach the next threshold.
- Milestones: the DM simply says when everyone levels, usually after a big story moment. It is the most common choice today because it rewards clever play, not just fighting.
XP needed for each level
- Level 2: 300 · Level 3: 900 · Level 4: 2,700 · Level 5: 6,500
- Level 6: 14,000 · Level 7: 23,000 · Level 8: 34,000 · Level 9: 48,000 · Level 10: 64,000
- Level 11: 85,000 · Level 12: 100,000 · Level 13: 120,000 · Level 14: 140,000 · Level 15: 165,000
- Level 16: 195,000 · Level 17: 225,000 · Level 18: 265,000 · Level 19: 305,000 · Level 20: 355,000
The early levels come fast on purpose — level 3 often arrives in the second or third session.
What you gain
- Hit points: roll your class’s Hit Die or take the fixed average, then add your Constitution modifier.
- Proficiency bonus: +2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16 and +6 at 17–20.
- Class features and, for casters, more spell slots and spells.
- Ability Score Improvement at levels 4, 8, 12, 16 and 19 for most classes: +2 to one score, +1 to two, or a feat.
- Your subclass, usually at level 3.
Level 5 is a big one
Fighters, rangers, paladins, barbarians and monks get a second attack, and full casters get third-level spells like fireball. Many groups say the game “opens up” at level 5.
Level up in two minutes
The level-up assistant on every Roleplayer character sheet walks you through new hit points, spell slots and proficiency bonus, and flags the levels with an ability score improvement. Starting fresh? The Character Builder makes a level 1 hero in five minutes.