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My own adaptation of the Paths to Immortality to 5E rules

by LoZompatore

I am planning a very high-level campaign, up to Immortality, with 5E rules and I am trying to figure out how to adapt BECMI Quest to Immortality to 5E rules.
What follows is my best attempt so far. It is not play tested and it is a very streamlined and modified version of the original Master Set and WotI rules. See if you like the revised rules, if they can be useful to your own campaign and let me know if you have any suggestions to improve them.

Approach:

Instead of creating extra levels above 20 for each class I just go with the simpler solution that max level per single class is 20, but there is no actual cap on the total level that can be reached by a character (i.e. the character may reach a level way above 20 through multiclassing). I removed the absolute cap at level 20 to give room to the tasks to be completed during the Paths to Immortality, which I would like to mix within a broader "standard" epic level campaign.
5E Epic Boons can still be gained, but I assumed that they are granted by Immortals upon completion of specific parts of the Petition + Path to Immortality, with the hope to give some purpose to both the Epic Boons and the tasks of the Paths through some intermediate rewards that progressively detach the candidates from the realms of mortals.
To give some flavor I assumed that each Sphere may grant up to 9 of the 26 Epic Boons available (with some superpositions, as some Boons can be granted by multiple Spheres) and that a very successful candidate to Immortality may gain up to 8 Epic Boons.

Immortality is reached once all tasks required by the Path are successful. I introduced a minimum level in order to reach Immortality but there is no limit on the maximum level at which the character must transcend the mortal realm. Anyway, what I envisioned below should provide Immortality shortly after level 30.

For the sake of playability, I removed from both Petition and Path to Immortality all single-player quests. I do not think I will ever have enough spare time to separately DM a single player for 12 levels (or even for a few sessions), while the main campaign is in stand-by. D&D is a group game, after all. For the same reasons I tried to rephrase the various tasks in a way that the whole group can take part to the action, with the understanding that the successful completion of the task will affect only the relevant candidate to Immortality.

About the Testimony part of the four Paths, I tried to streamline the whole thing. For each Sphere, the candidate must recruit 6 mid-level characters of various classes to act as witnesses to the tasks of the Path. I removed all references about the witnesses of some Paths being the PCs of other players because I find it too cumbersome to manage in game terms (big level difference, the recruited character is meant to obey the candidate's orders, and so on).
Level progression of the witnesses is not important for the completion of the Testimony task, but level progression of the candidate is: a new witness cannot be recruited before a new experience level is gained by the candidate. At least a witness must be present in all tasks of the candidate and if the witness dies or leaves the candidate must recruit a new suitable replacement (once the next experience level is reached) which may not be an easy task and would delay the whole progression to Immortality; it is definitely better for the candidate to take care of the witness.

About the Petition part I removed all tests that refer to a good alignment such as honor or purity of heart. The possibility to change this specific type of tests is also discussed in the Master Set. As I feel that not all Immortals are honorable or pure of heart, even outside the Sphere of Entropy, I modified the tests by giving them a more neutral stance i.e. the tests are designed to assess if the potential candidate, is able to focus and reach a given goal, in the meantime remaining trutworthy to the entity who assigned the task.

 
Here is the description in detail of the house rules I envisioned:

1) Petition:

There is no definite location to contact the Immortals. Instead, the Immortals will contact the most promising PCs themselves once they are at least of a combined level of 18. This happens at the end of a major quest on the Prime Plane the PCs resolved successfully.
What happens is the following: following a major menace to the balance of the Prime (triggered by Entropy or by another Sphere - see for example WotI, which is triggered by Energy) the Immortals who take interest in the menace will observe the actions of the mortals and place tests for potential candidates as the events unfold.
The tests are on par of side quests or minor encounters happening during the main campaign and can be handled by the whole group of adventurers; the Immortals will assess the success of the test based on the behavior of the single characters. Similar tests may be placed in the campaign by more than one Immortal. Main events of the campaign itself may represent a test for some Immortals, based on their portfolios.
For the whole duration of the tests all mortal candidates do not know they are under scrutiny by the Immortals.

The tests are aimed to assess if the candidate has the potential to become a worthy Immortal, and they are organized to check the following qualities of the character:

The last of the trials should happen by the time the potential candidates reach level 20, so that Epic Boons can be granted.

Let us assume that the Immortals involved are already favorably disposed towards the candidates (otherwise they will not show up nor place the tests) and of the same alignment of the mortals.
If less than 5 tests are successful the Immortal loses interest on the potential candidate and the mortal will never know that a major chance to reach Immortality was lost (the Immortal does not even bother showing up to explain where and when the mortals failed on their tests).
If 5, 6 or 7 tests are successful the potential candidate is contacted through dreams by the relevant Immortal.
The Immortal will briefly speak about the possibility to reach Immortality and will ask the potential candidate to provide a suitable gift to a specified location within a given deadline, as a sign of acceptance by the mortal of the new role as an official candidate in one of the four Paths, under the patronage of the Immortal.

The potential candidate is free to refuse, to skip the deadline and avoid showing up. In this case nothing happens, and the Immortal loses interest in the mortal. If the mortal shows up with a suitable gift, then an Epic Boon will be granted by the Immortal (2 Epic Boons are granted if all 7 tests during the trial were successful) and the mortal will be informed about the details of the specific Path to Immortality to follow.
From this moment on the mortal will be an official candidate to Immortality and the Immortal will become the candidate's sponsor.

 
2) Epic Boons granted by Sphere:

Of the 26 Epic Boons, each Sphere will grant up to 9.
An extraordinarily successful Petition will grant 2 and the completion of the whole Path to Immortality will grant 6, for a maximum of 8 Epic Boons gained by a mortal before reaching Immortality.

Matter:
Dimensional Travel
Fortitude
Immortality
Invincibility
Peerless Aim
Perfect Health
Resilience
Skill Proficiency
Unfettered

Energy:
Dimensional Travel
High Magic
Magic Resistance
Planar Travel
Quick Casting
Spell Mastery
Spell Recall
Stormborn
Fire Soul

Time:
Combat Prowess
Fate
Immortality
Luck
Quick Casting
Recovery
Speed
Spell Recall
Undetectability

Thought:
Irresistible Offense
Magic Resistance
Night Spirit
Peerles Aim
Skill Proficiency
Stormborn
Truesight
Undetectability
Unfettered

 
Entropy (NPCs only):
In principle all 26 Boons can be suitable for selection (the limit of 8 Boons to the single candidate, applies, anyway); this is to provide for a varied ranges of foes and because it is hinted in the Immortal Set that the number of Entropic Immortals may equal the sum of the Immortals of the four Spheres (as if there is an Entropic subgroup contrasting each Sphere). Selection below is just a suggestion based on useful abilities in combat against the PCs and on suitably "dark" powers.

Combat Prowess
High Magic
Invincibility
Irresistible Offense
Peerless Aim
Perfect Health
Night Spirit
Stormborn
Undetectability

 
3) Paths to Immortality:

Due to multiclassing there is a minimum level of a given class type that needs to be reached for each Path.

In the following, class types are broadly defined as follows:

Matter (Polymath Path; Element: Earth; Scope: Withstand destruction and decay; Opposes: Time):

Energy (Paragon Path; Element: Fire; Scope: Create more energy and activity; Opposes: Thought):

Time (Dynast Path; Element: Water; Scope: Promote change and maintain the flow of time; Opposes: Matter):

Thought (Epic Hero Path; Element: Air; Scope: Undestand all of existence; Opposes: Energy):

Hope you find it useful!

;)