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.
5th-level transmutation spell
Up to ten nonmagical objects within range that aren’t worn or carried come to life under your control. A Medium object counts as two, Large as four, and Huge as eight; nothing larger than Huge can be animated. As a bonus action you can mentally command any of them within 500 feet. Each has speed 30 feet (or fly 30 feet and hover if it has no legs) and blindsight 30 feet. Tiny: 20 HP, AC 18, +8 to hit, 1d4 + 4 damage. Small: 25 HP, AC 16, +6, 1d8 + 2. Medium: 40 HP, AC 13, +5, 2d6 + 1. Large: 50 HP, AC 10, +6, 2d10 + 2. Huge: 80 HP, AC 10, +8, 2d12 + 4. Damage type suits the object (bludgeoning by default). An object at 0 hit points reverts to normal, with excess damage carrying over.
At Higher Levels. You can animate two additional objects for each slot level above 5th.
Awaken, Passwall, Reincarnate, Skill Empowerment, Swift Quiver, Telekinesis
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.