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.
3rd-level transmutation spell
Roll a d20 at the end of each of your turns for the duration. On 11 or higher, you vanish from your current plane and appear in the Ethereal Plane (the spell fails and is wasted if you were already there). At the start of your next turn, and when the spell ends if you’re on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of where you vanished (or the nearest unoccupied space, chosen randomly if several are equally near). While on the Ethereal Plane, you can see and hear the plane you came from, cast in shades of gray, out to 60 feet. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures not there can’t perceive or interact with you unless they have a special ability to. You can dismiss the spell as an action.
Elemental Weapon, Erupting Earth, Flame Arrows, Fly, Gaseous Form, Haste, Lightning Arrow, Meld into Stone, Plant Growth, Slow, Speak with Plants, Tiny Servant, Water Breathing, Water Walk
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.