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
Choose an area of air, earth, fire, or water filling a 10-foot cube within range. An elemental of challenge rating 5 or lower suited to that area appears in an unoccupied space within 10 feet of it. It disappears at 0 hit points or when the spell ends. It is friendly to you and your companions, rolls its own initiative, and obeys your verbal commands (no action required); without commands it defends itself. If your concentration is broken, the elemental doesn’t vanish: you lose control, it becomes hostile and may attack you, it can’t be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels. The challenge rating increases by 1 for each slot level above 5th.
Cloudkill, 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.