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.
9th-level transmutation spell
You take the form of a creature you have seen at least once, with a challenge rating equal to or lower than your level, that isn’t a construct or undead (an average example without class levels or the Spellcasting trait). You use its statistics but keep your alignment and Intelligence, Wisdom, and Charisma scores, plus your skill and save proficiencies (using the higher bonus where both apply). You can’t use its legendary or lair actions. You take its hit points and Hit Dice; when you revert you return to your previous hit points, with excess damage carrying over if you dropped to 0. You keep your class, race, and other features if the form can physically use them, but not your special senses unless the form has them, and you can speak only if it can. Your equipment falls, merges, or is worn as you choose. As an action during the duration, you can change into another eligible form, but if it has more hit points, yours stay at their current value.
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.