In XGTE, there are two tables about Magic Items per Tier. They differ by Rarity vs Major/Minor, but both agree that a 5th lvl character would have more than just a +1 "whatever" that you get when starting a 2nd Tier character for AL play. I am not saying that a character should be jacked with accessories but at the least there should be: a Potion (limited to 5 choices), a Scroll or Spellbook (limit the #《3-5?》and spell choices), 2 Minor Magic Items (limit the choices) and choice of 2 of the following 3: +1 weapon; +1 protection (armor, shield, cloak, or ring); a Major Magic Item (limit choice). So instead of the 11 Magic Items the Source says, it is 6 Magic Items the character shows up to Adventurers League. Pretty lame that it is only 1 at this point. And very uneven play when there a mix of "Pre-made" and "Evolved" characters in a T2 session.
A tier 1 character has a limit of 1 magic item they can bring with them on an adventure. A tier 2 character in AL can bring at most 3 magic items. Most adventures only give out one magic item and the selection is pretty limited unless a player searches for specific adventures to play that have specific items and can find a DM running those adventures.
A character that played their way to level 5 will have played 4 modules to reach there and will have a choice of at most 5 magic items to bring. Often, the one they get to choose at level 5 is the best or most useful of the lot since it can be customized/tailored to the character. For example, a +1 glaive or +1 hand cross-bow aren't found in many modules.
The amount of gold the "evolved" character may have though can be more these days which may result in them having slightly better armor but that is about it.
Anyway, whether starting a level 5 character or playing them to level 5 or running games with both, I haven't really found the difference to be that substantial. The type and quality of magic items at that point is typically not much of a differentiator between character abilities. Even spell selection isn't a big deal, a wizard with the base 6 plus 2/level will do fine compared to one that might have run across a few spells leveling to 5.
Finally, if you really find it to be something that bothers you then start your character at level 1 and play an "evolved" character.
P.S. If there is a character in the group with a particularly powerful magic item that is unbalancing or disrupting play for everyone else then the DM can ask them not to bring the item or limit its use. If you are concerned about something like that then have a quiet word with the DM and see what they think.
In XGTE, there are two tables about Magic Items per Tier. They differ by Rarity vs Major/Minor, but both agree that a 5th lvl character would have more than just a +1 "whatever" that you get when starting a 2nd Tier character for AL play. I am not saying that a character should be jacked with accessories but at the least there should be: a Potion (limited to 5 choices), a Scroll or Spellbook (limit the #《3-5?》and spell choices), 2 Minor Magic Items (limit the choices) and choice of 2 of the following 3: +1 weapon; +1 protection (armor, shield, cloak, or ring); a Major Magic Item (limit choice). So instead of the 11 Magic Items the Source says, it is 6 Magic Items the character shows up to Adventurers League. Pretty lame that it is only 1 at this point. And very uneven play when there a mix of "Pre-made" and "Evolved" characters in a T2 session.
Starting at 5th level is privilege.
No Gaming is Better than Bad Gaming.
A tier 1 character has a limit of 1 magic item they can bring with them on an adventure. A tier 2 character in AL can bring at most 3 magic items. Most adventures only give out one magic item and the selection is pretty limited unless a player searches for specific adventures to play that have specific items and can find a DM running those adventures.
A character that played their way to level 5 will have played 4 modules to reach there and will have a choice of at most 5 magic items to bring. Often, the one they get to choose at level 5 is the best or most useful of the lot since it can be customized/tailored to the character. For example, a +1 glaive or +1 hand cross-bow aren't found in many modules.
The amount of gold the "evolved" character may have though can be more these days which may result in them having slightly better armor but that is about it.
Anyway, whether starting a level 5 character or playing them to level 5 or running games with both, I haven't really found the difference to be that substantial. The type and quality of magic items at that point is typically not much of a differentiator between character abilities. Even spell selection isn't a big deal, a wizard with the base 6 plus 2/level will do fine compared to one that might have run across a few spells leveling to 5.
Finally, if you really find it to be something that bothers you then start your character at level 1 and play an "evolved" character.
P.S. If there is a character in the group with a particularly powerful magic item that is unbalancing or disrupting play for everyone else then the DM can ask them not to bring the item or limit its use. If you are concerned about something like that then have a quiet word with the DM and see what they think.
So why not just start with a lvl 20 character with a kingdom and hoard of magic items? Then you could even just skip the adventures altogether.
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks