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 conjuration spell
A storm cloud appears as a 10-foot-tall cylinder with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the cloud could appear (for example, in a small room). When you cast the spell, choose a point you can see under the cloud: a bolt of lightning strikes it, and each creature within 5 feet of that point must make a Dexterity saving throw, taking 3d10 lightning damage on a failure or half as much on a success. On each of your turns until the spell ends, you can use your action to call down lightning this way again, at the same point or a different one. If you’re outdoors in stormy conditions when you cast the spell, you take control of the existing storm instead, and the damage increases by 1d10.
At Higher Levels. The damage increases by 1d10 for each slot level above 3rd.
Conjure Animals, Conjure Barrage, Create Food and Water, Hunger of Hadar, Sleet Storm, Spirit Guardians, Stinking Cloud, Tidal Wave
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.