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.
6th-level necromancy spell
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range; each becomes a ghoul under your control. As a bonus action on each of your turns, you can mentally command any creature you made with this spell that is within 120 feet of you (giving the same command to several at once); without commands, a creature only defends itself. You decide what action it takes and where it moves, or give it a general standing order. Each creature stays under your control for 24 hours, after which it stops obeying. To keep control for another 24 hours, cast this spell on up to three of your creatures before the current 24 hours end, instead of animating new ones.
At Higher Levels. With a 7th-level slot, you can animate or reassert control over four ghouls. With an 8th-level slot, five ghouls or two ghasts or wights. With a 9th-level slot, six ghouls, three ghasts or wights, or two mummies.
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.