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 conjuration spell
A storm cloud with a 360-foot radius forms centered on a point you can see within range. When it appears, each creature under it (no more than 5,000 feet beneath) makes a Constitution saving throw, taking 2d6 thunder damage and being deafened for 5 minutes on a failure. Each round you keep concentrating, it does more on your turn. Round 2: acid rain deals 1d6 acid damage to each creature and object beneath. Round 3: six lightning bolts strike six creatures or objects of your choice (one bolt each), each making a Dexterity save, taking 10d6 lightning damage on a failure or half on a success. Round 4: hail deals 2d6 bludgeoning damage to each creature beneath. Rounds 5–10: freezing rain and wind make the area difficult terrain and heavily obscured, deal 1d6 cold damage to each creature there, make ranged weapon attacks impossible, count as a severe distraction for concentration, and disperse fog and mist.
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.