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
Your body falls catatonic as your soul enters the container. While there, you perceive as if in its space but can’t move or use reactions; your only action is to project your soul up to 100 feet, either back into your body (ending the spell) or into a humanoid you can see within 100 feet (those protected by protection from evil and good or magic circle can’t be possessed). The target makes a Charisma saving throw. On a failure, you take over its body and its soul is trapped in the container; on a success, you can’t try to possess it again for 24 hours. While possessing a body, you use its statistics but keep your alignment, Intelligence, Wisdom, Charisma, and class features (not the host’s). As an action you can return to the container if within 100 feet. If the host dies, you make a Charisma save against your own DC: on a success you return to the container if within 100 feet, otherwise you die. If the container is destroyed or the spell ends, your soul returns to your body, and you die if it is over 100 feet away or dead; a soul trapped in the container returns to its body if alive and within 100 feet, or dies. The container is destroyed when the spell ends.
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.