I was curious to hear of what type of activities your high level (maybe 13 and up) characters have tried to attempt in homebrew games. It feels like having access to these 7th and 8th level spells could make so many abstract or seeming impossible ideas come to fruition. In my game we are building to a break at level 14, so I can start us off with some ideas that I have thought of:
Some context, I play a religious bard that has already gained some recognition of Bahamut.
Take Temple of the Gods as a magical secret, and attempt to establish some sort of hidden base on the first layer of hell. Made possible by a wizard with Mirage Arcane
Trying to acquire a tuning fork to Mt. Celestial for a Rocky-esq training montage
Let me know what you think and anything you have already done or thought of trying!
I was curious to hear of what type of activities your high level (maybe 13 and up) characters have tried to attempt in homebrew games. It feels like having access to these 7th and 8th level spells could make so many abstract or seeming impossible ideas come to fruition. In my game we are building to a break at level 14, so I can start us off with some ideas that I have thought of:
Some context, I play a religious bard that has already gained some recognition of Bahamut.
Let me know what you think and anything you have already done or thought of trying!
In the only group I've been in that's made it that high level, everyone's married or engaged so we tend to spend downtime with our families.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.