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 necromancy spell
Make a melee spell attack against a creature within reach; on a hit, it is poisoned. At the end of each of its turns, it makes a Constitution save. After three successes, it is no longer poisoned and the spell ends. After three failures, it is no longer poisoned but suffers a disease of your choice for the duration. Blinding Sickness: disadvantage on Wisdom checks and saves, and blinded. Filth Fever: disadvantage on Strength checks, saves, and Strength-based attacks. Flesh Rot: disadvantage on Charisma checks and vulnerability to all damage. Mindfire: disadvantage on Intelligence checks and saves, and acts as if under confusion in combat. Seizure: disadvantage on Dexterity checks, saves, and Dexterity-based attacks. Slimy Doom: disadvantage on Constitution checks and saves, and stunned until the end of its next turn whenever it takes damage. Effects that cure or ease disease work on it.
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.