Inspired by this thread: D&D 5E - The challenges of high level adventure design.
A common notion about high level play is: Time management. When players have time, they have the world.
So to put that notion through the test, lets have some fun brainstorming just what can a high level (20th level) wizard do when it has a whole day to apply their powers?
First, for consistency, the groundrules:
1st - 4
2nd - 3
3rd - 3
4th - 3
5th - 3
6th - 2
7th - 2
8th - 1
9th - 1
Arcane Recovery - 10 slots (no higher than 5th).
A common notion about high level play is: Time management. When players have time, they have the world.
So to put that notion through the test, lets have some fun brainstorming just what can a high level (20th level) wizard do when it has a whole day to apply their powers?
First, for consistency, the groundrules:
- 20th level wizard. Any wizard subclass is fine.
- One simulacrum only: We all know about the infinite sim cheese, which at this point is more of an exploit than anything. So while we can enjoy a single extra set of hands, lets not get crazy.
- No magic items: Only your own efforts.
- No supporting players: While a high level wizard is sure to have a few kings and a couple of angels in their back pocket, we aren't going to model the relationships such a wizard may or may not have collected. So unless the wizard can summon and compel their help directly, lets leave that off the table.
- Any spell from WOTC books allowed. If its been in an official WOTC book, its legal. No UA stuff though, and no 3pp.
- A day is considered 16 hours, with 8 hours for a long rest (sorry elven wizards). The wizard can trade in as many hours for short rests as they wish.
- Wish is bound by the normal "duplicate other spell" criteria, we aren't relying on dm fiat of wish translation.
- Spell components are fine if reasonable. A few hundred or even a thousand gold in components for an important day is reasonable for a 20th level wizard. 10000 gp blown in a day is a bit much.
- The wizard can start the day with any set of prepared spells (and having adjusted their signature spells). Assume that they knew the plan for this day and had prepared accordingly. However, they still must follow the rules of how many spells can be prepared in a day.
- The wizard starts the day with no spells already cast. Anything you need they will have to cast on the day in question.
- Assume 20 intelligence and DC 20 spells.
- Any feats are fine.
1st - 4
2nd - 3
3rd - 3
4th - 3
5th - 3
6th - 2
7th - 2
8th - 1
9th - 1
Arcane Recovery - 10 slots (no higher than 5th).
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