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
For the duration, your eyes become inky voids. On the turn you cast it, and as an action on each later turn, choose one creature within 60 feet that you can see; it must succeed on a Wisdom saving throw or suffer one effect of your choice. Asleep: it falls unconscious, waking if it takes damage or another creature uses its action to shake it awake. Panicked: it is frightened of you and on each of its turns must take the Dash action and move away from you by the safest, shortest route, unless it has nowhere to go; if it ends up at least 60 feet away where it can’t see you, the effect ends. Sickened: it has disadvantage on attack rolls and ability checks, and repeats the save at the end of each of its turns, ending the effect on a success. A creature that succeeds on its save can’t be targeted again by the same casting.
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.