Since Wizards of the Coast has confirmed a rule revision is on the way for , many players have shifted their focus to the future of, but before the launch of the system, now is the perfect time to finally start a high level 5e campaign. The exact nature of the replacement rulebooks is still unclear to some since the developers promise full compatibility with existing 5e adventures, but the rules previewed thus far include fundamental changes for player characters. A final epic adventure with 5e rules has several merits.
The official adventure modules tend to focus on levels 1 to 15. More experienced Dungeon Masters can simply create a custom adventure for the party to cover the highest levels of the game, and some third-party adventures do explore levels up to 20.
There are many more options available to players now than when 5e initially launched. New races and subclasses have been introduced, along with new base classes like the campaign setting’s Artificer, which became a core class for all settings with the addition of to 5e. With the current options available, there are exciting character builds, but for some players, the synergy of a high-level character with multiple Feats working in conjunction remains purely theoretical since many groups have never experienced a campaign that explores the highest levels of 5e .
Some groups are hesitant to explore the upper levels of any system out of concerns about complexity, imbalance, and the difficulties for the Dungeon Master. Sadly, far too many campaigns remain in the range of levels 1 to 10, where the system is at its worst. Character options are highly limited, creating a sense of monotony where combat is concerned, and the DM cannot reasonably use many of the more powerful and interesting monsters as opponents. highlights ’s problems with balance in 5e, but high-level play is less problematic than low-level campaigns in many ways.
A DM looking to run a high-level campaign should use the rules from the Dungeon
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