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.
4th-level conjuration spell
You summon elementals that appear in unoccupied spaces you can see within range. Choose one: one elemental of challenge rating 2 or lower, two of CR 1 or lower, four of CR 1/2 or lower, or eight of CR 1/4 or lower. An elemental disappears when it drops to 0 hit points or when the spell ends. The creatures are friendly to you and your companions, roll initiative as a group, and obey your verbal commands (no action required). Without commands, they defend themselves from hostile creatures but otherwise take no actions.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Conjure Woodland Beings, Dimension Door, Evard’s Black Tentacles, Find Greater Steed, Grasping Vine, Guardian of Faith, Leomund’s Secret Chest, Mordenkainen’s Faithful Hound
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.