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Dungeon Master's Guide

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Characters who reach 20th level have attained<br />

the pinnacle of mortal achievement. Their deeds are<br />

recorded in the annals of history and recounted by<br />

bards for centuries. Their ultimate destinies come to<br />

pass. A cleric might be taken up into the heavens to<br />

serve as a god's right hand. A warlock could become<br />

a patron to other warlocks. Perhaps a wizard unlocks<br />

the secret to immortality (or undeath) and spends eons<br />

exploring the farthest reaches of the multiverse. A druid<br />

might become one with the land, transforming into a<br />

nature spirit of a particular place or an aspect of the<br />

wild. Other characters could found clans or dynasties<br />

that revere the memory of their honored ancestors<br />

from generation to generation, create masterpieces of<br />

epic literature that are sung and retold for thousands<br />

of years, or establish guilds or orders that keep the<br />

adventurers' principles and dreams alive.<br />

Reaching this point doesn't necessarily dictate the<br />

end of the campaign. These powerful characters might<br />

be called on to undertake grand adventures on the<br />

cosmic stage. And as a result of these adventures, their<br />

capabilities can continue to evolve. Characters gain no<br />

more levels at this point, but they can still advance in<br />

meaningful ways and continue performing epic deeds<br />

that resound throughout the multiverse. Chapter 7<br />

details epic boons you can use as rewards for these<br />

characters to maintain a sense of progress.<br />

STARTING AT HIGHER LEVEL<br />

-----<br />

Experienced players familiar with the capabilities of<br />

the character classes and impatient for more significant<br />

adventures might welcome the idea of starting a<br />

campaign with characters above 1st level. Creating a<br />

higher-level character uses the same character creation<br />

steps outlined in the Player's Handbook. Such a<br />

character has more hit points, class features, and spells,<br />

and probably starts with better equipment.<br />

Starting equipment for characters above 1st level is<br />

entirely at your discretion, since you give out treasure<br />

at your own pace. That said, you can use the Starting<br />

Equipment table as a guide.<br />

FLAVORS OF FANTASY<br />

DUNGEONS & DRAGONS is a fantasy game, but that broad<br />

category encompasses a lot of variety. Many different<br />

flavors of fantasy exist in fiction and film. Do you want<br />

a horrific campaign inspired by the works of H. P.<br />

Lovecraft or Clark Ashton Smith? Or do you envision a<br />

world of muscled barbarians and nimble thieves, along<br />

the lines of the classic sword-and-sorcery books by<br />

Robert E. Howard and Fritz Leiber? Your choice can<br />

have a impact on the flavor of your campaign.<br />

HEROIC FANTASY<br />

~~------------------<br />

Heroic fantasy is the baseline assumed by the D&D<br />

rules. The Player's Handbook describes this baseline:<br />

a multitude of humanoid races coexist with humans in<br />

fantastic worlds. Adventurers bring magical powers to<br />

bear against the monstrous threats they face. These<br />

characters typically come from ordinary backgrounds,<br />

but something impels them into an adventuring life. The<br />

adventurers are the "heroes" of the campaign, but they<br />

might not be truly heroic, instead pursuing this life for<br />

selfish reasons. Technology and society are based on<br />

medieval norms, though the culture isn't necessarily<br />

European. Campaigns often revolve around delving into<br />

ancient dungeons in search of treasure or in an effort to<br />

destroy monsters or villains.<br />

This genre is also common in fantasy fiction. Most<br />

novels set in the Forgotten Realms are best described as<br />

heroic fantasy, following in the footsteps of many of the<br />

authors listed in appendix E of the Player's Handbook.<br />

SwoRD AND SoRCERY<br />

A grim, hulking fighter disembowels the high priest<br />

of the serpent god on his own altar. A laughing rogue<br />

spends ill-gotten gains on cheap wine in filthy taverns.<br />

Hardy adventurers venture into the unexplored jungle in<br />

search of the fabled City of Golden Masks.<br />

A sword-and-sorcery campaign emulates some of the<br />

classic works of fantasy fiction , a tradition that goes<br />

back to the roots of the game. Here you'll find a dark,<br />

gritty world of evil sorcerers and decadent cities, where<br />

STARTING EQUIPMENT<br />

Character Level<br />

l st-4th<br />

5th-lOth<br />

11th-16th<br />

17th- 20th<br />

Low Magic Campaign<br />

Normal starting equipment<br />

500 gp plus ldlO x 25 gp,.<br />

normal starting equipment<br />

5,000 gp plus ldlO x 250 gp,<br />

one uncommon magic item,<br />

normal starting equipment<br />

20,000 gp plus ldlO x 250 gp,<br />

two uncommon magic items,<br />

normal starting equipment<br />

Standard Campaign<br />

Normal starting equipment<br />

500 gp plus ldlO x 25 gp ,<br />

normal starting equipment<br />

5,000 gp plus ldlO x 250 gp,<br />

two uncommon magic items,<br />

normal starting equipment<br />

20,000 gp plus ldlO x 250 gp,<br />

two uncom mon magic items ,<br />

one rare item, normal starting<br />

equipment<br />

High Magic Campaign<br />

Normal starting equipment<br />

500 gp plus ldlO x 25 gp,<br />

one uncommon magic item ,<br />

normal starting equipment<br />

5,000 gp plus ldlO x 250 gp,<br />

three uncommon magic items,<br />

one rare item, normal starting<br />

equipment<br />

20,000 gp plus ldlO x 250 gp,<br />

three uncommon magic items ,<br />

two rare items, one very rare item,<br />

normal starting equipment<br />

g8<br />

CHAPTER 1 I A WORLD OF YOUR OWN

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