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.
1st-level conjuration spell
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. It appears in an unoccupied space within range and is a celestial, fey, or fiend (your choice) instead of a beast. It acts independently but always obeys your commands; in combat it rolls its own initiative and can’t attack, though it can take other actions. If it drops to 0 hit points, it disappears until you cast this spell again. While it is within 100 feet of you, you can communicate with it telepathically, and as an action you can see and hear through its senses until the start of your next turn, being blind and deaf to your own senses meanwhile. When you cast a spell with a range of touch, your familiar can deliver it as though it had cast it, using its reaction; it must be within 100 feet of you. As an action you can dismiss it to a pocket dimension and later recall it to within 30 feet of you. You can’t have more than one familiar at a time; recasting the spell lets you change its form.
Arms of Hadar, Ensnaring Strike, Entangle, Fog Cloud, Grease, Hail of Thorns, Ice Knife, Tenser’s Floating Disk, Unseen Servant
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.