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.
2nd-level transmutation spell
Choose a manufactured metal object you can see within range, such as a metal weapon or a suit of heavy or medium metal armor, and make it glow red-hot. Any creature in physical contact with it takes 2d8 fire damage when you cast the spell, and you can use a bonus action on each later turn to deal this damage again. If a creature holding or wearing the object takes the damage, it must succeed on a Constitution saving throw or drop the object if it can; if it doesn’t drop it, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. The damage increases by 1d8 for each slot level above 2nd.
Alter Self, Barkskin, Cordon of Arrows, Darkvision, Dragon’s Breath, Enhance Ability, Enlarge/Reduce, Knock, Levitate, Magic Weapon, Pyrotechnics, Rope Trick, Skywrite, Spider Climb, Spike Growth
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.