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.
3rd-level transmutation spell
You step into a stone object or surface large enough to contain your body, melding yourself and all your equipment with it for the duration. Using your movement, you enter the stone at a point you can touch, and nothing of your presence remains visible or detectable by nonmagical senses. While merged, you can’t see outside, and Wisdom (Perception) checks to hear outside sounds have disadvantage. You remain aware of the passage of time and can cast spells on yourself. You can use your movement to leave where you entered, which ends the spell; otherwise you can’t move. Minor damage to the stone doesn’t harm you, but partial destruction or reshaping that leaves you no room expels you and deals 6d6 bludgeoning damage. Complete destruction or transmutation into a different substance expels you and deals 50 bludgeoning damage. If expelled, you fall prone in the unoccupied space closest to where you entered.
Blink, Elemental Weapon, Erupting Earth, Flame Arrows, Fly, Gaseous Form, Haste, Lightning Arrow, Plant Growth, Slow, Speak with Plants, Tiny Servant, Water Breathing, Water Walk
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.