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.
7th-level conjuration spell
You teleport yourself and up to eight willing creatures of your choice that you can see within range, or a single object you can see within range that fits in a 10-foot cube and isn’t held by an unwilling creature, to a destination on the same plane that you know of. Roll d100 by familiarity. Permanent circle or associated object (taken from the destination within the last six months): on target. Very familiar: mishap 01–05, similar area 06–13, off target 14–24, on target 25–100. Seen casually: 01–33, 34–43, 44–53, 54–100. Viewed once or known only by description: 01–43, 44–53, 54–73, 74–100. False destination: mishap 01–50, similar area 51–100. Off target: you land a random direction away by 1d10 × 1d10 percent of the distance traveled. Similar area: you arrive somewhere visually or thematically similar. Mishap: each teleported creature or object takes 3d10 force damage and the DM rerolls on the table (mishaps can repeat).
Conjure Celestial, Mordenkainen’s Magnificent Mansion, Plane Shift
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.