No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
2nd-level transmutation spell
You take on a new form, choosing one option; you can use your action to switch options while the spell lasts. Aquatic Adaptation: you grow gills and webbing, can breathe underwater, and gain a swimming speed equal to your walking speed. Change Appearance: you change your height, weight, features, voice, hair, and coloration, even to look like another race, but your size and basic shape stay the same and your statistics don’t change; you can use your action to change again. Natural Weapons: you grow claws, fangs, horns, or similar; your unarmed strikes with them deal 1d6 bludgeoning, piercing, or slashing damage, you’re proficient, and they are magic with a +1 bonus to attack and damage rolls.
Barkskin, Cordon of Arrows, Darkvision, Dragon’s Breath, Enhance Ability, Enlarge/Reduce, Heat Metal, Knock, Levitate, Magic Weapon, Pyrotechnics, Rope Trick, Skywrite, Spider Climb, Spike Growth
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.