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 conjuration spell
You create a 20-foot-radius sphere of poisonous yellow-green fog centered on a point within range. It spreads around corners and its area is heavily obscured. It lasts for the duration or until strong wind (at least 10 miles per hour) disperses it. A creature that enters the fog for the first time on a turn or starts its turn there makes a Constitution save, taking 5d8 poison damage on a failure or half on a success; creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the ground, and sinks to the lowest level of the land, pouring down openings.
At Higher Levels. The damage increases by 1d8 for each slot level above 5th.
Conjure Elemental, Conjure Volley, Insect Plague, Mass Cure Wounds, Steel Wind Strike, Teleportation Circle, Tree Stride
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.