I’ve been playing Dungeons & Dragons for two decades, and I can count the high-level adventures I’ve played on one hand. Adventurers who are level 10 and above are a surprisingly rare and special experience that I can’t recommend enough, and Vecna: Eve of Ruin serves up that power fantasy on an adamantine platter. But creating and playing a high-level character can be a daunting experience, even for veteran D&D players.
Here are some helpful ponderings for creating your level 10 character for Vecna: Eve of Ruin.
- Who Is Your Character, and How Did They Become So Powerful?
- The Power of Themes
- To Multiclass or Not to Multiclass?
- Feats or Ability Scores?
- Learn Your Kit
Who Is Your Character, and How Did They Become So Powerful?
Vecna: Eve of Ruin begins with the player characters at level 10, and I can’t emphasize this enough: That’s a huge deal. These are not plucky level 1 adventurers tasked with ferrying a crate of weasels to grandma’s house. These are battle-hardened heroes (or baddies) with a veritable lifetime of experience, knowledge, and skill at their disposal.
I personally see a character at level 10 as being at a narrative midpoint in their overall story. They are Luke Skywalker after his vision on Dagobah or Michael Corleone after he whacks Sollozzo and McCluskey. They’ve been on a specific journey for a long time, but recently, something happened that significantly shifted their situation and propelled them forward.
Get Backstory Help from Handy Tables
Vecna: Eve of Ruin spans the multiverse of D&D, and it begins in Neverwinter. The adventure contains a table with six backstories fit for level 10 heroes that you can draw upon, as well as six different possible purposes for your character to be in Neverwinter. What I enjoy about this "Purpose In Neverwinter" table is that it welcomes players to get weird with it. The purposes range from being a local fixer for Lord Neverember to being a multiverse traveling do-gooder, drawn to a sense of dread surrounding Neverwinter.
Laying this basic foundation can serve as a compass when you’re wading through the dozens of choices you need to make when creating a high-level character.
Level Up Your Character with Vecna: Nest of the Eldritch Eye
While starting a campaign at level 3 or 5 is relatively common for D&D adventures, starting at level 10 can be a new experience that requires players to have a backstory to support their character's adventuring prowess.
Vecna: Nest of the Eldritch Eye is a prequel to Eve of Ruin and starts at level 3, enabling players to establish their character's background as adventurers and connection to Neverwinter, so they have a strong hook to adventure at the beginning of Eve of Ruin.
When you preorder your digital copy of Vecna: Eve of Ruin before May 21, you'll immediately receive Nest of the Eldritch Eye as a preorder perk. You can otherwise purchase Nest of the Eldritch Eye for $4.99 after Eve of Ruin drops on May 21!
The Power of Themes
It can be so easy to become paralyzed by choice when rolling even a level 1 character in D&D. Doing it for a level 10 character can be ten times more intense. That’s why I think themes can be an extremely helpful tool when creating a character, especially a high-level one.
Start with an Idea
A theme can be anything that grounds your character to a specific idea. They can be broad, like maybe your Sorcerer has a frosty disposition, so you prioritize picking spells that deal Cold damage. Themes can also be hyper-specific, like maybe your Hexblade’s backstory delves into how their patron promised to help hide them from their pursuers, so their spells are catered toward illusions and enchantments. Or maybe your Rapier-wielding Battle Master Fighter was trained by a former pirate, a theme that points toward maneuver choices like Evasive Footwork, Parry, Riposte, and Lunging Attack.
Prioritize Thematic Character Options
When faced with that ever-expanding list of spells and abilities, I recommend you pick the ones that fit with one of your character’s themes, even if there’s a more "mechanically optimal" choice. If it's not your character’s vibe, you don’t need to take it. Just because casting Fireball can and will make your heart flutter with joy doesn’t mean your soft-spoken Divination Wizard needs to take it.
Consider the Adventure's Themes
Secrets are a recurring theme in Vecna: Eve of Ruin. Vecna gobbles those things up like me in front of a charcuterie board. It could be fun to play into that by taking classes and/or abilities that can help uncover or discover unexpected secrets. Clerics of the Knowledge or Arcana Domain could be just as hungry for the multiverse’s secrets as Vecna. The Sage background is perfect for a character that’s always traipsing through libraries, looking for hidden nuggets of lore. Spells like Commune, Divination, and Legend Lore also play upon the theme of secrets in fun ways.
To Multiclass or Not to Multiclass?
When creating a level 10 character, you can dial in some flavorful class combinations right from the get-go. You have ten levels to play with; you can get real weird with it if you want. Roll that Fairy Barbarian/Paladin/Hexblade with the Lucky feat, dual-wielding two Battleaxes like a tiny pinwheel of death. Go nuts!
But if you’re interested in rolling a multiclassed character that isn’t a strange ranking of different class mechanics, I recommend only dipping one or two levels into one other class. You may be thinking that one or two levels won’t really be worth it, but I assure you, there are several classes that can add a boatload of satisfying perks and flavors to your character with just one or two levels.
Barbarian: Soak Damage Like a Sponge!
For instance, just two levels in Barbarian gets you Rage, Unarmored Defense, and Reckless Attack. For the low low price of two levels, you get incredible damage mitigation and have no need for armor and you can attack with Advantage whenever you want.
Rogue: Gain a Very Particular Set of Skills…
Another noteworthy quick dip: With just two levels in Rogue, you get Expertise in two skills, bonus Sneak Attack damage, and your action economy multiplies with Cunning Action.
Wizard: Supercharge Your Spellcasting
And for the casters, never underestimate two levels in Wizard. You get three cantrips, eight level 1 spells, Arcane Recovery, and an Arcane Tradition. If you really want to get the simplest mechanical bang for your buck out of two Wizard levels, I recommend the War Magic tradition. Arcane Deflection will help keep your squishy caster body from getting all full of holes, and Tactical Wit can help you go sooner in Initiative order, ensuring you can Haste the Barbarian, Bless your allies, or just toss an old-fashioned Fireball into a mob of mooks.
Choose Your Multiclass Wisely
Remember that every multiclassed level you take diverts you away from the natural power progression of your base class and could end up hamstringing you in some unexpected ways. For instance, if you start as a Paladin and multiclass five levels into Fighter, yes, you get a second Fighting Style, Action Surge, and a Martial Archetype, but the second attack you get at 5th level doesn’t stack with the second attack Paladins get at level 5. That fifth level of Fighter kinda becomes a big mechanical and narrative waste for your character’s development. Additionally, the more multiclasses you take, the more high-level features you’ll miss out on. All it takes is four multiclass levels to forever lock your caster out of level 9 spells, for example.
If you want to keep your level 10 character’s mechanics dynamic but easy to manage, either stay the course with your base class to reap the benefits of those high-level abilities or just dip into one or two levels of another class.
Make Your Multiclass Work for Your Backstory
Narratively, when multiclassing, I really vibe with the idea of starting with two levels of a class and then diverting entirely to a different one because it represents a pivot in your character’s backstory. A character that has two levels in Wizard and eight levels in Cleric could’ve had a religious awakening while in school, turning them toward the Arcana or Knowledge Domain. A character with two levels in Rogue and eight levels in Fighter could’ve been a street urchin who was taken in by a generous knight who taught them how to fight properly. A character with two levels of Sorcerer and eight levels of Warlock could’ve been cast out of their home for their strange powers and taken in by a patron who seeks to take advantage of their wild magic.
If you want to get the flavor of a different class without entirely committing to taking a level in it, there are some cheaper options that could satisfy that urge, like feats.
Feats or Ability Scores?
If you aren’t multiclassing, you will have at least two opportunities to choose between a feat or improving ability scores when creating a level 10 character. There are a ton of schools of thought when it comes to which is better, but it all depends on what you want out of this experience. If you are conflicted over whether or not to multiclass, I strongly recommend you consider any of the "initiate" or "adept" feats.
Magic Initiate, for example, lets you choose between any of the spellcasting classes (Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) and take spells from that class’s spell list. Artificer Initiate grants you a few cute Artificer abilities, and Fighting Initiate gives you a fighting style, such as Archery or Dueling.
Martial Adept grants maneuvers from the Battle Master Fighter subclass, which pairs particularly well with Monks, Hexblade Warlocks, and Bladesinger Wizards. Eldritch Adept adds one Eldritch Invocation from the Warlock class to your kit. An Abjuration Wizard that takes Armor of Shadows with this feat could technically charge up her Arcane Ward whenever she wants by casting Mage Armor at will (I may have seen a Wizard do that in a game once upon a time…).
But if multiclassing isn’t on your mind, and you know you want a feat but can’t decide on one, you could prioritize those that also increase ability scores, such as Actor, Athlete, Chef, Durable, or even the bane of every DM, Keen Mind. Skill Expert, from an economics standpoint, is one of the highest-value feats in the game because it gives out flat bonuses like Oprah giving out cars to her audience.
Simply put, flat bonuses are next to godliness in D&D. It’s why the Rogue’s Expertise is so valuable. Whether it’s an ability modifier, a skill, or a saving throw, a flat bonus is your best friend in D&D. Your dice may betray you, but that flat bonus will always be there to back you up. So if you want to keep your level 10 character mechanically lean and extra effective, ignore feats, ignore multiclassing, and just take Ability Score Improvements. Bogging down your character’s kit with extra spells or abilities may seem like a good idea during character creation, but it can quickly spiral into long, confusing turns in combat, which can be stressful for you, your DM, and your table.
Learn Your Kit
Building a kit for your character that you, as a player, can learn and master is essential. You don’t need to know the exact ins and outs of your character's suite of spells and abilities right away, but you should feel confident that you’ll master it eventually.
If you’re still unsure of how to use your character’s kit after two or three sessions, consider asking your DM to help you practice. Run a few turns of fake combat before a session just to get the rhythms down. If you’re a Ranger, get into the habit of casting Hunter's Mark first. If you’re a Rogue, practice using your Cunning Action to Hide as a Bonus Action before you attack so you can get Advantage and, therefore, Sneak Attack damage. And please, for the love of Bahamut and all of Mt. Celestia, if you have a spell that allows you to summon an ally, like Conjure Animals, Summon Greater Demon, or Create Undead, learn exactly what your allies do (and maybe roll their attacks and damage before your turn). Nothing slows down combat quite like someone who needs to look up how much damage their jackal does.
Set Forth on High-Level Adventure
If Vecna: Eve of Ruin is your first foray into high-level D&D adventures, you are in for a treat. And if you keep your level 10 character’s build lean but effective, you will have an amazing time moving through the multiverse to track down Vecna’s Burn Book and ruin his senior prom once and for all.
Oh, crud, did I spoil the Chapter 9 reveal?
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
First. Also great article, however does anyone have any recommendations for determining starting gear for this campaign? Because realistically at level 10 the party should have better than the standard gear we get from our classes. Like for example what would be the appropriate magic item rarities for a level 10 party. Because my party will be starting this campaign with freshly rolled level 10 characters but I am not sure if I should allow them to start off with magic items they could've possibly acquired before the start of the campaign.
DMG's guidelines are here: https://www.dndbeyond.com/sources/dmg/treasure#Rarity
It puts you in an ambiguous (though flexible) spot because while 5th level characters might be expected to at least have the opportunity to obtain a Rare magic item, they're also not expected to have such opportunity for Very Rare items until 11th. These newly generated characters will have 6 levels of offscreen history with access or exposure to Rares.
The rest is up to you, although I'm sure there will be valid comments and debates about the inconsistency of magic item rarity vs. power, and some of this is also going to depend on how difficult the adventure is at base, and what house rules or attribute generation method applies to the characters you're creating, since inherently stronger characters might need fewer items to stand up to the adventure's challenges and vice versa. Absent more information, my guess is that a ceiling of two Rares and one Uncommon per character would be fine (subject to DM approvals on said choices), substituting a twofer if a player wants to take consumables rather than permanent items.
Interesting that DDB offers the ability to tooltip weapons and then does absolutely nothing with the feature. No damage dice, not even a basic description of the weapon. Seems like a waste of energy.
The DMG recommends PCs of 10th-level starting with 500 gp plus 1d10 Ă— 25 gp, as well as normal starting equipment. If you want them to have an uncommon magic item, you can also do that.
PERRY THE BATTLE MASTER FIGHTER PLATYPUS?!
I used the table that comes in the dmg, it says that they could have around 5000gp, 2 uncommon magic items and 1 rare, this is what my party will use for this adventure
Yeah, that’s basically right. My advice though, do not let them pick whatever items they want. Rarity in no way equals usefulness. The two easiest examples being the Uncommon Sentinel Shield that does 3 things on top of being a shield and the other way a Vicious weapon, a Rare weapon that’s worse than every uncommon weapon. Pick a few items that fit with class and backstory and let them choose from those.
Generally I do a rare weapon or focus, uncommon armor or shield, and an uncommon accessory type item(rings, boots, cloak, etc.) at least one of which is not directly a combat focused item. Throw in a potion or two and they’re good to go.
Great article it’s how I build characters idea + ways to make it goodish
Considering the campaign is starting at 10th level, I think you should definitely let your players have some magic items. Probably nothing above rare, but they can be really helpful and if you have the time, I'd say work with your players to determine not only what magic items they want, but also which ones make sense for their characters to have acquired over the course of their travels.
I'd also recommend not giving trying to keep it relatively "even" by giving more and/or stronger magic items to characters that may be naturally weaker than some of the others. For example, a 10th level monk is likely gonna need more substantial magic items just to keep up with a 10th level paladin which can have just a +2 sword and maybe a magic shield and be completely fine. Hope this helps!
"Curse you, Perry the Platypus!"
*Perry the platypus noise*
For equipment I would say give the players some freedom to choose. Eg 2 uncommon and one rare plus 3 reasonable consumables, just remind them that those choices still require DM approval. On top of that I would roll a few times on the dmg random treasure tables and give that to the group as a whole.
I think this is a DM heavy decision to make in regards to magic items for this module.
If you consider a character that began at 1st level and earned their way up to 10th, they might have some pretty nice equipment. Think about the kind of adventure that would push your character from 7th to 8th level. A rare magic item end of adventure reward is not that unheard of. A 10th level character might have 3 rare magic items, each one an end of adventure reward.
However, in a magic poor game setting, you might only have one or two uncommon items, may be a +1 weapon and +1 shield for a fighter. but inside of that world/ campaign, those items rock.
If the Venca module (sorry for the archaic usage) is going to be magic intense with hard core encounters, The DM should up the magic equipment to give characters a fighting chance.
this is a personal thing that I will share but I would want to play a game that is fun to play. Just IMHO, that should be the guiding principle for equipment. Does it make the game more fun to play? Balance is a consideration but if every one (players and DM) are having a great time, what else really matters?
I have been a DM since 1980, and over all those years, I have learned that asking players to create a high-level character is never as satisfying or compelling as "growing them up" organically. The biggest reason for my dissatisfaction is that this is a role-playing game; first and foremost, character development is critical. I am as guilty as anyone regarding elaborate and detailed backstories for characters. Still, experience shows that for most of us, that backstory morphs and distorts beginning with the first play session, and over subsequent sessions, the "true" character emerges. I know how "high and artsy" this all sounds, but I believe enabling growth creates higher stakes and more emotional investment. The other factor I have experienced firsthand is that unless you are playing with folks who have experience with high-level characters, many players either get overwhelmed or overlook the abilities and synergies high-level powers bring to the table. In short, leveling up allows them to learn their abilities in their own particular style.
That said, not everyone has the time or patience to grind a character up from 1st to 10th level. We all want to get to the "good stuff" as quickly as possible.
Thus challenged, I evolved a method that satisfies me and my players. I call it speed-leveling (I know! So creative!!! lol). Whenever we want to experience a high-level campaign, I create a series of 1-2 shot modules designed to prepare everyone for the campaign but still create the opportunity for character growth and exploration.
I have found this progression to work very consistently and to everyone's satisfaction.
Start characters at 3rd level with 2-3 selections of "Green" magic items. Run a one-shot. Upon completion, everyone is now 5th level with at least 2 "Blue" items each. I generally will select half of the Blue items and randomly roll for the rest.
Run a Hard 5th or Moderate 6th-level one/two-shot encounter. This is to stress test the players and force them to start acting and thinking as a team. Everyone will achieve 8th level and walk away with more Blue and Green items and (party size - 2) Purple items.
Run an 8th-level encounter. Everyone ends at 10th level with more treasure. By this point, the players have become familiar with their classes, powers/abilities, and items. This is always the most rewarding of the preliminary one-shots. Almost every time, some, if not all, will have even developed signature moves and characteristics, which makes combat so much more fun.
Now, we begin the 10th-level campaign.
Every time this process results in in-game PC relationships, character growth, and histories of heroism/failure/hilarity, they form a dynamic team that cares about each other from shared experience.
Yes, it requires more time before the "Big Campaign" can begin, but I swear it is so very much worth the investment!
Really cool article. Wish my players had this advice when they were creating characters for my PBP game here, which starts at level 20. A lot of the advice here applies there, even though this is about level 10
As for magic items, the DMG tables barely give you any magic items, and all that gold you can use to buy magic items in game? Well, since there are no fixed magic item prices, and the fact you have to find someone selling the item you want, and the fact you would assume magic items are one of the major expenditures adventurers have, makes gold largely useless.
Instead, I suggest using the guidelines in the following article from RPGbot.Net, which also goes into advice on starting above first level (very relevant to the conversation). It's a great site with a ton of awesome material, and they also have a podcast (the audio isn't that great at first, but it gets much better).
RPGbot.net's Practical Guide to Starting Above First Level
Just being curious on wondering how a Blood Hunter class be able to handle this kind of campaign against someone like Vecna?
What is a tooltip weapon and where is that ability mentioned??
Great insight, loved your comment.
You really learn about your character through playing them and I am concerned my players will make "caricatures" and not characters especially for such a high level adventure with epic stakes.
My intention is to encourage players to use an existing character from a previous campaign and if they wanted to make any changes e.g. to class, background or even race to go ahead. My thinking was these characters maybe had a midlife crisis and changed classes. Maybe they were killed "offscreen" and got reincarnated into another class. Maybe their background originally was a criminal OR urchin but now they are prestigious adventurers they are now nobles and folk heroes for example.
If you have Xanathar's I feel like their DM tools could give your DM a good starting point of how many Magic Items to give yall
https://www.dndbeyond.com/sources/xgte/awarding-magic-items
Wouldn't multiclassing with two levels of wizard give you 8 1st level spells? (6 to start with, 2 for leveling up)