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 evocation spell
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range, filling it with dim light. When a creature enters the area for the first time on a turn or starts its turn there, it makes a Constitution saving throw, taking 2d10 radiant damage on a failure or half as much on a success. A shapechanger has disadvantage on the save and, if it fails, reverts to its original form and can’t change form until it leaves the light. On each of your turns after you cast it, you can use an action to move the beam up to 60 feet.
At Higher Levels. The damage increases by 1d10 for each slot level above 2nd.
Branding Smite, Continual Flame, Darkness, Flame Blade, Gust of Wind, Melf’s Acid Arrow, Prayer of Healing, Scorching Ray, Shatter, Spiritual Weapon, Warding Wind
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.