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.
8th-level enchantment spell
A creature you can see within range must succeed on a Wisdom saving throw or be charmed by you for the duration; it has advantage on the save if you or your companions are fighting it. While it is charmed, you share a telepathic link on the same plane and can issue commands (no action required), which it does its best to obey, such as a simple general course of action; once it completes an order without further direction, it defends and preserves itself. You can use your action to take precise control of it until the end of your next turn, deciding all its actions, and you can make it use its reaction by spending your own. Each time the target takes damage, it repeats the Wisdom save, ending the spell on a success.
At Higher Levels. When you cast this spell with a 9th-level slot, the duration is concentration, 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.