Skip to content

XP Rewards & Gaining Levels

PCs earn XP through combat and other specific events that refer to the table for Rewards by Level and Encounter Difficulty (below). All awards use the value for the lowest-level PC present unless noted.

Summary of common events that provide XP awards:

Event Award Once per
Combat 1 share Battle
Mass combat Hard reward Battle
Leading a mass combat Force Power of the defeated side Battle
Conquering a hex 300 or 1,000 Hex
Dungeon room cleared and mapped Easy reward Room, per PC
Wilderness hex scouted and reported 100 XP Hex
First contact with a faction Easy reward Faction
Faction quest (minor / significant / major) Easy / Medium / Hard reward Quest
Faction reward (gold from faction) gp received, up to Deadly reward Mission
Faction tribute (gold to faction) gp given, up to Deadly reward Tribute
Successful spy operation By target PB Operation

Combat & Mass Combat

Combat. Per DMG 260, total XP for a combat equals the sum of XP values of enemy creatures defeated. Divide by the number of creatures on the winning side (including summons, familiars, henchmen, and similar allies, but excluding a Beast Master ranger's companion). Each PC who meaningfully participated receives one share.

Mass combat. Each PC who meaningfully participates in a mass combat receives a Hard reward.

Leading a mass combat: The commander of a victorious attacking force earns XP equal to the Force Power of the defeated side, up to his own XP value.

Conquering a hex: When a hex is conquered for the first time by a domain, the faction leader earns 300 XP if the hex was Wilds or 1,000 if it was the Territory of another faction.

Noncombat Awards

Dungeon location. The first time a PC clears and maps a dungeon location, he gains an Easy XP award. A location is cleared once it can be crossed with little danger. It is mapped when the player has drawn it with its exits and its relation to the rest of the dungeon. A location is most often a numbered location on the map key.

Wilderness hex. The first time a PC scouts a hex and provides a report, he gains 100 XP.

First contact. The first time a faction is met by at least one PC gives an Easy XP award to each PC present. First contact requires that a PC has both participated in a deliberate exchange with a member of the faction (dialog or combat) and identified the faction by name and reputation.

Faction quest. Completing an objective given by a faction awards XP based on the benefit to the faction. A minor benefit pays an Easy award, a significant benefit pays a Medium award, and a major benefit pays a Hard award. Each PC present receives the award. Objectives that require little effort or that have been repeated do not qualify.

Faction reward. When a faction pays the party in gold for a completed mission, each PC receives XP equal to the gp received, up to the XP value of a Deadly encounter for that PC's level. A faction cannot both give a reward and accept tribute for the same action.

Faction tribute. A PC may give treasure gained from a dungeon to a faction as tribute. Tribute may only be given to a faction in whose territory the dungeon resides or to the faction that hired the party for the expedition. If the tribute is accepted, the PC who gave it gains XP equal to the gp value of the tribute, up to the XP value of a Deadly encounter for that PC's level. A faction cannot both accept tribute and give a reward for the same action.

Spying. A successful spy operation pays XP based on the target's proficiency bonus.

Target PB XP Target PB XP
+2 200 +5 2,000
+3 500 +6 5,000
+4 1,000 +7 or higher 10,000

A successful assassination pays this amount in addition to the assassinated creature's XP value.

Rankings

An S or E ranking adds 10% or 20% to any award above, rounded up to the nearest 10.

Rewards by Level and Encounter Difficulty

Use this table to gauge appropriate XP awards by difficulty and character level.

Level Easy Medium Hard Deadly
1st 25 50 75 100
2nd 50 100 150 200
3rd 75 150 225 400
4th 125 250 375 500
5th 250 500 750 1,100
6th 300 600 900 1,400
7th 350 750 1,100 1,700
8th 450 900 1,400 2,100
9th 550 1,100 1,600 2,400
10th 600 1,200 1,900 2,800
11th 800 1,600 2,400 3,600
12th 1,000 2,000 3,000 4,500
13th 1,100 2,200 3,400 5,100
14th 1,250 2,500 3,800 5,700
15th 1,400 2,800 4,300 6,400
16th 1,600 3,200 4,800 7,200
17th 2,000 3,900 5,900 8,800
18th 2,100 4,200 6,300 9,500
19th 2,400 4,900 7,300 10,900
20th 2,800 5,700 8,500 12,700

Character Advancement

XP needed for each level.

Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6

Training to Gain Levels

Once a character has earned enough XP to attain a new level, he must train for a number of weeks before gaining any class features associated with the new level. The training cost is for the total training time.

Level Attained Training Time Training Cost
2nd-4th 1 week 25 gp
5th-10th 2 weeks 100 gp
11th-16th 3 weeks 500 gp
17th-20th 4 weeks 2,500 gp