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Have you experienced very high-level (18+) play in 5e? Tell me about it!
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<blockquote data-quote="koga305" data-source="post: 6983122" data-attributes="member: 6747640"><p>This has been an interesting thread so far! My PCs are about to hit 16th level and I'm certainly starting to notice some differences. The biggest issue for me has been having characters pull out some obscure ability that I wasn't counting on that completely solves a problem, or gives them access to information I wasn't expecting them to have.</p><p></p><p>I'm curious - those with high level parties, what magic items do they have access to? Here are mine:</p><p></p><p><strong>Dwarf Fighter (Battlemaster) 15</strong></p><p><em>+1 Battleaxe</em></p><p><em>Javelin of Lightning</em></p><p><em>Bag of Holding</em></p><p><em>Raven Tattoo</em> (homebrew item: cast a non-instantaneous <em>sending</em> 1/day)</p><p></p><p><strong>Tiefling Paladin (Vengence) 6/Warlock (Fiend) 9</strong></p><p><em>The Moonstone Blade</em> (sentient +2 greatsword; has 6 spell points to use <em>divine smite</em> or cast some paladin spells on its own initiative)</p><p><em>+1 Rod of the Pact Keeper</em></p><p><em>Tome of Leadership and Influence</em> (used)</p><p></p><p><strong>Halfling Monk (Shadow) 9/Cleric (Grave) 6</strong></p><p><strong></strong><em>Hat of Disguise</em></p><p><em>Blessing of the Raven Queen </em>(homebrew divine boon, grants +2 Constitution, immunity to necrotic damage, and the ability to cast resurrection spells, which most clerics in my setting lack)</p><p></p><p><strong>Elf Cleric (Tempest)</strong><strong> 15</strong></p><p><em>Iron Horn of Venya</em> (really a <em>Horn of Valhalla</em>, but Venya is the domain of his god Kord)</p><p><em>+1 Longsword of Speed</em> (same ability as a <em>Scimitar of Speed</em>)</p><p><em>Mithral plate mail</em></p><p><strong></strong></p><p><strong>Half-Elf Monk (Four Elements) 14/Druid 1</strong></p><p><em>+1 Spear</em></p><p><em></em><em>Ring of Shooting Stars</em></p><p></p><p>I have tried to avoid granting too many "plus" items, especially armor class boosts (although I know the Fighter would love to see an increase to his AC, as it's been 20 since level 5 or so). My party certainly doesn't fit [MENTION=6871120]valarmorgulis[/MENTION] 's idea about everyone having +2 items. Even with the items they've already got, our Tiefling is nasty accurate with <em>eldritch blast</em> (between a 20 Charisma and the +1 from his rod), and with his <em>eldritch spear</em> ability I know I can't use monsters that approach over a long distance, as he'll tear them to shreds before they can get to the PCs.</p></blockquote><p></p>
[QUOTE="koga305, post: 6983122, member: 6747640"] This has been an interesting thread so far! My PCs are about to hit 16th level and I'm certainly starting to notice some differences. The biggest issue for me has been having characters pull out some obscure ability that I wasn't counting on that completely solves a problem, or gives them access to information I wasn't expecting them to have. I'm curious - those with high level parties, what magic items do they have access to? Here are mine: [B]Dwarf Fighter (Battlemaster) 15[/B] [I]+1 Battleaxe[/I] [I]Javelin of Lightning[/I] [I]Bag of Holding[/I] [I]Raven Tattoo[/I] (homebrew item: cast a non-instantaneous [I]sending[/I] 1/day) [B]Tiefling Paladin (Vengence) 6/Warlock (Fiend) 9[/B] [I]The Moonstone Blade[/I] (sentient +2 greatsword; has 6 spell points to use [I]divine smite[/I] or cast some paladin spells on its own initiative) [I]+1 Rod of the Pact Keeper[/I] [I]Tome of Leadership and Influence[/I] (used) [B]Halfling Monk (Shadow) 9/Cleric (Grave) 6 [/B][I]Hat of Disguise Blessing of the Raven Queen [/I](homebrew divine boon, grants +2 Constitution, immunity to necrotic damage, and the ability to cast resurrection spells, which most clerics in my setting lack) [B]Elf Cleric (Tempest)[/B][B] 15[/B] [I]Iron Horn of Venya[/I] (really a [I]Horn of Valhalla[/I], but Venya is the domain of his god Kord) [I]+1 Longsword of Speed[/I] (same ability as a [I]Scimitar of Speed[/I]) [I]Mithral plate mail[/I] [B] Half-Elf Monk (Four Elements) 14/Druid 1[/B] [I]+1 Spear [/I][I]Ring of Shooting Stars[/I] I have tried to avoid granting too many "plus" items, especially armor class boosts (although I know the Fighter would love to see an increase to his AC, as it's been 20 since level 5 or so). My party certainly doesn't fit [MENTION=6871120]valarmorgulis[/MENTION] 's idea about everyone having +2 items. Even with the items they've already got, our Tiefling is nasty accurate with [I]eldritch blast[/I] (between a 20 Charisma and the +1 from his rod), and with his [I]eldritch spear[/I] ability I know I can't use monsters that approach over a long distance, as he'll tear them to shreds before they can get to the PCs. [/QUOTE]
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