Paragon Mini Campaign Boccab’s Paragon, aka “tabula rasa” is a wizard of 20 levels. They have no spellbook, no clothes, no spell component pouch, no possessions at all. They are alone on a remote mountain top, hungry and freezing. As a 20th level Wizard, you can prepare 25 spells per day and you don’t need to prepare your Cantrips, Spell Masteries, or Signature Spells. The rules state, using a spellbook (which you must create), you can prepare new spells after a long rest, to do so, you must spend 1 minute per level of spells on your list. I'm interpreting this as, if you don’t prepare new spells after a long rest, then you can keep the memorized spells from the previous day. Since a 20th level Wizard can only memorize 25 spells, the first challenge is to choose which 25 spells should be freshly memorized. Maximizing the number of 9th, 8th, and 7th level spells known can be advantageous. You can learn two 9th level spells each level starting at 17th for a maximum of eight 9th level spells.
As dawn breaks on your first day, a ray of light hits your eyes. When you open them, dizziness sets in. Feeling disoriented you realize that you have no memory of how you got here and no idea who you are. You rise from a shallow dirt grave, cold and completely bare. Stumbling forward a few steps you stop short of a sheer drop into an enormous valley overseeing a great landscape. Although you can’t remember your own name, your mind begins to piece together ancient arcane scripts and symbols. You realize that you are a 20th Level Wizard with nearly unlimited power and your only desire is to rule the world.
Each square is approximately 10 miles (please give me some wiggle rooms, I'm painting a picture and will take DM license to fairly change things) A13 is your starting location Two Light Bluerivers Thick Dark Green forests Several Royal Bluelakes Mountain Graycrags Wilderness Brownbrush Swamplands are Dark Blue Outposts and Hamlets are Yellow Cities and Towns are Fuscia
Post for Abberant Dragonmark At level 10, the AB feat allows the player to roll percentile dice to gain a boon. Making this post to start the process of rolling for boons.
Roll 10d10 like this [ roll]10d10[/roll ] Or roll 1d10 ten times like this [ roll]1d10[/roll ] For ever natural 10 that you roll, I will roll on the epic boon chart to see what you get. If you have more than one 10, then I will reroll any duplicates on my end.
I'm using a shortened list and rolling 2d10 off this epic boons table 3 Dupes are not allowed and Boon of High magic can't be the first roll for 14th level.
1, Boon of Combat Prowess When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.
2, Boon of Fortitude Your hit point maximum increases by 40.
3, Boon of High Magic You gain one 9th-level spell slot, provided that you already have one.
4, Boon of Invincibility When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.
5, Boon of Luck You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.
6, Boon of Magic Resistance You have advantage on saving throws against spells and other magical effects.
7, Boon of Quick Casting Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.
8, Boon of Recovery You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
9, Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
10, Boon of Spell Recall You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.
1, Boon of Combat Prowess When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.
2, Boon of Fortitude Your hit point maximum increases by 40.
3, Boon of High Magic You gain one 9th-level spell slot, provided that you already have one.
4, Boon of Invincibility When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.
5, Boon of Luck You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.
6, Boon of Magic Resistance You have advantage on saving throws against spells and other magical effects.
7, Boon of Quick Casting Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.
8, Boon of Recovery You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
9, Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
10, Boon of Spell Recall You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.
I'm using a shortened list and rolling 2d10 off this epic boons table 3 Dupes are not allowed and Boon of High magic can't be the first roll for 14th level. 2, Boon of Fortitude 1, Boon of Combat Prowess
I like both of these boons, but I'm going to give you one more set to choose from here: 3, 9
1, Boon of Combat Prowess When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.
2, Boon of Fortitude Your hit point maximum increases by 40.
3, Boon of High Magic You gain one 9th-level spell slot, provided that you already have one.
4, Boon of Invincibility When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.
5, Boon of Luck You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.
6, Boon of Magic Resistance You have advantage on saving throws against spells and other magical effects.
7, Boon of Quick Casting Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.
8, Boon of Recovery You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
9, Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
10, Boon of Spell Recall You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.
I'm using a shortened list and rolling 2d10 off this epic boons table 3 Dupes are not allowed and Boon of High magic can't be the first roll for 14th level. 2, Boon of Fortitude 1, Boon of Combat Prowess
I like both of these boons, but I'm going to give you one more set to choose from here: 6, 6
I'll take 6 and 7 (Magic Resistance and Quick Casting). I'll update this post with my spell selection for the Quick Casting boon once I've finalized my spells.
Decided to go with Enhance Ability as my spell selection for the Quick Casting boon. With all of that stuff out of the way, I'm ready to start! Opening post coming in soon :)
At first, there was nothing. Nothing, because ______ didn't exist yet to perceive the many somethings that did. But there was a meeting, a wager was had, and a man was made. Made, not born.
Then, there was darkness. Which is far from nothing. And this darkness was perceived by ______. ______ took some time to dwell in this darkness and collect his thoughts. He learned he was able to breathe like men do and think like men do. Learned that there was a deep and powerful pool of magic that coursed through his veins. Learned that there was a burning desire to own the darkness and anything else that could possibly exist. But learned nothing about the man that he was.
It was the cold, morning air that forced the man to open his eyes...
@DM What does my character see? Also, I'm no longer able to view the map or picture you included in post #1. I was able to see it before when the thread was first made, but not anymore...
The sun is rising and you look out beyond the cliff to see a lush wilderness and in the far distance a city. All around you is dirt, dust, rocks. You hear bleating goats climbing rocks about 60 feet away and you see a dead tree uprooted from lack of moisture in the soil. There are crags and caves all around and sheer drops that must be ten-thousand feet. You also see some paths that could be climbed, if you wish to walk down. The air is cool and the temperature is rising with the sun. You are hungry and freezing and naked.
______ takes in a deep breath of air. "Good morning, goats!" ______ says to his furry neighbors. For the first time, ______ hears his own voice. It carried the low, grizzled tone that comes to those older in age but with warm and welcoming undertones.
While his voice was warm, ______'s body was freezing as he was still stark naked. Looking at his goat friends and their warm pelts, ______ decides he needs some clothes.
______ casts Animate Objects on 10 tiny stones and sends them off to kill the goats. The stones soar through the air, focusing their assault on a single goat before moving on to the next. The assault continues for the full duration of the spell.
@DM also it seems that the pictures don't show when I'm on my workplace's wifi. I can see the images fine on my phone when I'm using data :)
Goat Management @DM I'll choose to kill all 9 goats.
The dwarf uses Wish to replicate the effects of Mighty Fortress and creates the fortress somewhere along the mountainside. He brings the goat carcasses into the fortress where he makes use of the invisible servants to process and dress the carcasses. Before starting his work, the dwarf casts Mordenkainen's Private Sanctum around the areas he is working in and selects options 3-6 in the spell. With the help of his invisible servants, here's what he does with each part:
* Hide: Cast Fabricate to make a warm outfit and a backpack. * Bones: Create three bone daggers and bone broth to render down into bouillon cubes. * Sinew: Dry and twine into usable rope. * Meat: Quartered and salted to keep longer. * Misc: Any other useful parts are processed for selling.
Handling Starvation After processing the goats and warming himself up, the dwarf feasts on the meal provided by Mighty Fortress.
Gaining Knowledge of the Land Once full, he heads to the top of one of the fortress' towers. He needs information about the world he finds himself in and plans to rule one day. He casts uses his Arcane Abeyance ability to cast Enhance Ability into a bead and hands it to one of his unseen servant. The servant uses the bead to cast the spell onto the dwarf, granting advantage to their INT checks. The dwarf then casts Skill Empowerment on himself to give himself expertise on History checks. With everything in check, the dwarf looks out his tower to peer at the landscape before him and begins to recall pieces of information. He hopes to learn about the region he finds himself in, important people he should know about, monsters he should be wary of, and ways to increase his power and wealth. History check: 26
@DM Once I find out what he learns about the realm, I'll plan what the dwarf does next. Not fast forwarding time yet.
Goat Management @DM I'll choose to kill all 9 goats.
The dwarf uses Wish to replicate the effects of Mighty Fortress and creates the fortress somewhere along the mountainside. He brings the goat carcasses into the fortress where he makes use of the invisible servants to process and dress the carcasses. Before starting his work, the dwarf casts Mordenkainen's Private Sanctum around the areas he is working in and selects options 3-6 in the spell. With the help of his invisible servants, here's what he does with each part:
* Hide: Cast Fabricate to make a warm outfit and a backpack. * Bones: Create three bone daggers and bone broth to render down into bouillon cubes. * Sinew: Dry and twine into usable rope. * Meat: Quartered and salted to keep longer. * Misc: Any other useful parts are processed for selling.
Handling Starvation After processing the goats and warming himself up, the dwarf feasts on the meal provided by Mighty Fortress.
Gaining Knowledge of the Land Once full, he heads to the top of one of the fortress' towers. He needs information about the world he finds himself in and plans to rule one day. He casts uses his Arcane Abeyance ability to cast Enhance Ability into a bead and hands it to one of his unseen servant. The servant uses the bead to cast the spell onto the dwarf, granting advantage to their INT checks. The dwarf then casts Skill Empowerment on himself to give himself expertise on History checks. With everything in check, the dwarf looks out his tower to peer at the landscape before him and begins to recall pieces of information. He hopes to learn about the region he finds himself in, important people he should know about, monsters he should be wary of, and ways to increase his power and wealth. History check: 31
@DM Once I find out what he learns about the realm, I'll plan what the dwarf does next. Not fast forwarding time yet.
I love these combos but I'm afraid your character would need a sufficiently high History Check and a book or Tomb about History to learn anything. I would allow the Legend Lore cast with repeated attempts, to replace the need of a Library to perform Historical "Research". There may be other Divination Spells like them. If you retcon Legend Lore and burn three 3rd level slots, I'll give you this,
* King Vesper and the royal family rule the entire land fairly and prosperously * There are five Chromatic Dragons in the Wild Lands, each Ancient, sticking to their own Domain * The entire wealth of the Royal family, came from mining rights lent by the Dwarves, to an estimated 100 million gold piece value * Emeralds, Rubies, Sapphires, along with Gold, Silver, Quartz, Lead, Iron, Copper, can all be found in the Mountain
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Paragon Mini Campaign


Boccab’s Paragon, aka “tabula rasa” is a wizard of 20 levels. They have no spellbook, no clothes, no spell component pouch, no possessions at all. They are alone on a remote mountain top, hungry and freezing. As a 20th level Wizard, you can prepare 25 spells per day and you don’t need to prepare your Cantrips, Spell Masteries, or Signature Spells. The rules state, using a spellbook (which you must create), you can prepare new spells after a long rest, to do so, you must spend 1 minute per level of spells on your list. I'm interpreting this as, if you don’t prepare new spells after a long rest, then you can keep the memorized spells from the previous day. Since a 20th level Wizard can only memorize 25 spells, the first challenge is to choose which 25 spells should be freshly memorized. Maximizing the number of 9th, 8th, and 7th level spells known can be advantageous. You can learn two 9th level spells each level starting at 17th for a maximum of eight 9th level spells.
As dawn breaks on your first day, a ray of light hits your eyes. When you open them, dizziness sets in. Feeling disoriented you realize that you have no memory of how you got here and no idea who you are. You rise from a shallow dirt grave, cold and completely bare. Stumbling forward a few steps you stop short of a sheer drop into an enormous valley overseeing a great landscape. Although you can’t remember your own name, your mind begins to piece together ancient arcane scripts and symbols. You realize that you are a 20th Level Wizard with nearly unlimited power and your only desire is to rule the world.
Each square is approximately 10 miles (please give me some wiggle rooms, I'm painting a picture and will take DM license to fairly change things)
A13 is your starting location
Two Light Blue rivers
Thick Dark Green forests
Several Royal Blue lakes
Mountain Gray crags
Wilderness Brown brush
Swamplands are Dark Blue
Outposts and Hamlets are Yellow
Cities and Towns are Fuscia
Post for Abberant Dragonmark
At level 10, the AB feat allows the player to roll percentile dice to gain a boon. Making this post to start the process of rolling for boons.
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Roll 10d10 like this [ roll]10d10[/roll ]
Or roll 1d10 ten times like this [ roll]1d10[/roll ]
For ever natural 10 that you roll, I will roll on the epic boon chart to see what you get. If you have more than one 10, then I will reroll any duplicates on my end.
Oh, RNG gods! I pray to thee, bless your humble servant with the gnarliest of rolls.
Ten rolls coming up:
10) 4
11) 8
12) 5
13) 4
14) 2
15) 8
16) 1
17) 10
18) 10
19) 9
20) 4
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
I rolled two nat 10s! Woot woot. Once my character is complete, I will remove 2 hit dice and lower my max HP accordingly.
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
I'm using a shortened list and rolling 2d10 off this epic boons table 3 Dupes are not allowed and Boon of High magic can't be the first roll for 14th level.
1, Boon of Combat Prowess
When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.
2, Boon of Fortitude
Your hit point maximum increases by 40.
3, Boon of High Magic
You gain one 9th-level spell slot, provided that you already have one.
4, Boon of Invincibility
When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.
5, Boon of Luck
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.
6, Boon of Magic Resistance
You have advantage on saving throws against spells and other magical effects.
7, Boon of Quick Casting
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.
8, Boon of Recovery
You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
9, Boon of Spell Mastery
Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
10, Boon of Spell Recall
You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.
I like both of these boons, but I'm going to give you one more set to choose from here: 3, 9
One more roll because of duplicates 7
So you can either take 2, 1
2, Boon of Fortitude
1, Boon of Combat Prowess
Or you can take 6, 7
6, Boon of Magic Resistance
7, Boon of Quick Casting
I'll take 6 and 7 (Magic Resistance and Quick Casting). I'll update this post with my spell selection for the Quick Casting boon once I've finalized my spells.
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Decided to go with Enhance Ability as my spell selection for the Quick Casting boon. With all of that stuff out of the way, I'm ready to start! Opening post coming in soon :)
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
At first, there was nothing. Nothing, because ______ didn't exist yet to perceive the many somethings that did. But there was a meeting, a wager was had, and a man was made. Made, not born.
Then, there was darkness. Which is far from nothing. And this darkness was perceived by ______. ______ took some time to dwell in this darkness and collect his thoughts. He learned he was able to breathe like men do and think like men do. Learned that there was a deep and powerful pool of magic that coursed through his veins. Learned that there was a burning desire to own the darkness and anything else that could possibly exist. But learned nothing about the man that he was.
It was the cold, morning air that forced the man to open his eyes...
@DM What does my character see? Also, I'm no longer able to view the map or picture you included in post #1. I was able to see it before when the thread was first made, but not anymore...
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
https://64.media.tumblr.com/50def835c3483c31f34985bf26312e0a/6c69a07a21416384-1e/s1280x1920/85b5689cd178b5a2764ad28057e5adc76b814ff1.jpg
The sun is rising and you look out beyond the cliff to see a lush wilderness and in the far distance a city. All around you is dirt, dust, rocks. You hear bleating goats climbing rocks about 60 feet away and you see a dead tree uprooted from lack of moisture in the soil. There are crags and caves all around and sheer drops that must be ten-thousand feet. You also see some paths that could be climbed, if you wish to walk down. The air is cool and the temperature is rising with the sun. You are hungry and freezing and naked.
______ takes in a deep breath of air. "Good morning, goats!" ______ says to his furry neighbors. For the first time, ______ hears his own voice. It carried the low, grizzled tone that comes to those older in age but with warm and welcoming undertones.
While his voice was warm, ______'s body was freezing as he was still stark naked. Looking at his goat friends and their warm pelts, ______ decides he needs some clothes.
______ casts Animate Objects on 10 tiny stones and sends them off to kill the goats. The stones soar through the air, focusing their assault on a single goat before moving on to the next. The assault continues for the full duration of the spell.
@DM also it seems that the pictures don't show when I'm on my workplace's wifi. I can see the images fine on my phone when I'm using data :)
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
That makes sense if you firewall blocks tumblr.com, I'll try to host pictures in another spot. DND Beyond doesn't do image hosting, that I know of
Each Goat has AC 10 and 4 hp
Tiny Animated Object 1, Attack: 26 Damage: 8
Tiny Animated Object 2, Attack: 21 Damage: 6
Tiny Animated Object 3, Attack: 13 Damage: 8
Tiny Animated Object 4, Attack: 21 Damage: 8
Tiny Animated Object 5, Attack: 15 Damage: 7
Tiny Animated Object 6, Attack: 22 Damage: 6
Tiny Animated Object 7, Attack: 17 Damage: 8
Tiny Animated Object 8, Attack: 23 Damage: 5
Tiny Animated Object 9, Attack: 12 Damage: 6
Tiny Animated Object 10, Attack: 23 Damage: 7
Only Object 6 missed, because it rolled a natural 1. With these rolls, you could kill one to 6 separate goats.
You have you choice of 1-9 goats, dead with long mountain goat hairs and delicious free range goat meat. Not to mention bones, and other parts.
* Describe what you do with the carcasses
* Feel free to fast forward 1-24 hours
* Track spells cast along the way
Goat Management
@DM I'll choose to kill all 9 goats.
The dwarf uses Wish to replicate the effects of Mighty Fortress and creates the fortress somewhere along the mountainside. He brings the goat carcasses into the fortress where he makes use of the invisible servants to process and dress the carcasses. Before starting his work, the dwarf casts Mordenkainen's Private Sanctum around the areas he is working in and selects options 3-6 in the spell. With the help of his invisible servants, here's what he does with each part:
* Hide: Cast Fabricate to make a warm outfit and a backpack.
* Bones: Create three bone daggers and bone broth to render down into bouillon cubes.
* Sinew: Dry and twine into usable rope.
* Meat: Quartered and salted to keep longer.
* Misc: Any other useful parts are processed for selling.
Handling Starvation
After processing the goats and warming himself up, the dwarf feasts on the meal provided by Mighty Fortress.
Gaining Knowledge of the Land
Once full, he heads to the top of one of the fortress' towers. He needs information about the world he finds himself in and plans to rule one day. He casts uses his Arcane Abeyance ability to cast Enhance Ability into a bead and hands it to one of his unseen servant. The servant uses the bead to cast the spell onto the dwarf, granting advantage to their INT checks. The dwarf then casts Skill Empowerment on himself to give himself expertise on History checks. With everything in check, the dwarf looks out his tower to peer at the landscape before him and begins to recall pieces of information. He hopes to learn about the region he finds himself in, important people he should know about, monsters he should be wary of, and ways to increase his power and wealth. History check: 26
@DM Once I find out what he learns about the realm, I'll plan what the dwarf does next. Not fast forwarding time yet.
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
I love these combos but I'm afraid your character would need a sufficiently high History Check and a book or Tomb about History to learn anything. I would allow the Legend Lore cast with repeated attempts, to replace the need of a Library to perform Historical "Research". There may be other Divination Spells like them. If you retcon Legend Lore and burn three 3rd level slots, I'll give you this,
* King Vesper and the royal family rule the entire land fairly and prosperously
* There are five Chromatic Dragons in the Wild Lands, each Ancient, sticking to their own Domain
* The entire wealth of the Royal family, came from mining rights lent by the Dwarves, to an estimated 100 million gold piece value
* Emeralds, Rubies, Sapphires, along with Gold, Silver, Quartz, Lead, Iron, Copper, can all be found in the Mountain