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 enchantment spell
One beast you can see within range must make a Wisdom save, with advantage if you or your companions are fighting it, or be charmed by you for the duration. While it’s charmed, you share a telepathic link with it as long as you’re on the same plane, and you can issue simple commands (no action needed) that it does its best to follow; without orders it defends itself. You can use your action to take total and precise control of it, dictating its actions until the end of your next turn; during that time it can use its reaction only if you spend your own. Each time the target takes damage, it makes a new Wisdom save, ending the spell on a success.
At Higher Levels. With a 5th-level slot, the duration becomes concentration, up to 10 minutes; with a 6th-level slot, up to 1 hour; with a 7th-level or higher slot, up to 8 hours.
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.