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.
6th-level conjuration spell
You create a wall of tough, thorny brush on solid ground within range: up to 60 feet long, 10 feet high, and 5 feet thick, or a circle up to 20 feet in diameter, 20 feet high, and 5 feet thick. It blocks line of sight. When it appears, each creature in its area makes a Dexterity saving throw, taking 7d8 piercing damage on a failure or half on a success. A creature can move through the wall, but every 1 foot costs 4 feet of movement. The first time a creature enters the wall on a turn or ends its turn there, it makes a Dexterity saving throw, taking 7d8 slashing damage on a failure or half on a success.
At Higher Levels. Both types of damage increase by 1d8 for each slot level above 6th.
Arcane Gate, Conjure Fey, Drawmij’s Instant Summons, Heroes’ Feast, Planar Ally, Scatter, Transport via Plants, Word of Recall
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.