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