There are many reasons why sets a strict level cap at 12. There may not be much difference between 12 and 13, but in the upper levels of the Fifth Edition rules it's based on, things get a little out of hand. Starting around level 18, characters are able to cast all-powerful spells, and they begin to take on incredible class features that remove all restrictions on their abilities. It'd be a nightmare for game balance, to say the least, but some of the complex varieties of high-level spells would also be impossible to program into a video game.
Forget boss cheesing strategies, game-breaking exploits, and overpowered spells in . Accommodation for characters up to level 20 would make almost every combat encounter a joke. But with level 20 abilities in the party's arsenal, they'd also be a lot of fun. Here are 10 of the best high-level abilities that would make level 20 a devastating delight.
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At level 20, druids gain the class feature Archdruid. This removes the limit on their Wild Shape charges; while they could previously only take animal form twice per short rest, at level 20, they can do so as many times as they want. Between the ability-changing versatility of the coolest Wild Shape forms in and the bottomless pool of temporary HP, its utility is obvious. The feature Beast Spells allows druids to cast certain spells while transformed at level 18, and it's further at level 20 to include all spells. Therefore, level 20 druids never need to choose between their Wild Shape benefits or their spells.
Just as druids get endless charges of their main class feature at level 20, so do barbarians. Level 20 barbarians would be able to Rage
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