~In an instant the dingy stone corridor was gentle wooded glade - her locus of power; and woe to any within.~
The Lair exists within each living being, an internal space reflecting its nature and personality. Through diligent practice, or an awakening from a studied individual; the Lair can be forced out onto reality, imposing its self across an area; providing benefits to both its source and their allies. The practice of imposing ones Lair can be daunting how ever, quickly consuming mental acuity and physical endurance and as such should not be held for extended periods of time. With this in mind such a powerful tool can turn the tide of even the most dire of circumstances. Should one project their Lair onto the same area each day continuously for one hundred days, the land is said to absorb their personality, making the changes and benefits permanent.
A Creature may project their Lair over an area equal to Five (5) times their level in a stationary sphere around themselves once per long rest. The Lair takes on major characteristics of the highest leveled class a creature currently has, with minor characteristics of any secondary classes. At the start of each turn the Lair is imposed on an area, spend one (1) of the lowest tier Spell Slots currently available to maintain it; if no Spell Slots are available, the Creature attempting to maintain their Lair must reduce their maximum Health Points by ten percent, rounding down. Maximum Health lost through maintaining a Lair are restored after a Long Rest. In the event of two Lairs overlapping, both Creatures attempting to project their Lair must make a Saving Throw against the others Spell Save DC; if both succeed, roll again - if both Creatures fail, both Lairs are considered to have canceled each other out until the next Long Rest.
Lair Actions resolve at the end of the maintaining Creatures turn, with the exception of effects such as Dangerous Terrain or other lingering effects. Some Lair Actions can become stronger through selecting them multiple times, as is denoted next to the Lair Action. A Creature may choose two (2) Lair Actions on first being capable of projecting their Lair; they may select different Lair Actions each time their Lair is projected, but may not change them after during that projection action. Creatures capable of projecting a Lair may gain an additional Lair Action on every square and twentieth level (I.E; 4th, 9th, 16th, 20th).
Select two (2) or more (where applicable) Lair Actions from the list below on projecting your Lair;
- Enemy Creatures who start their turn within your Lair take Disadvantage on Saving Throws and rolls To hit.
- Friendly Creatures who start, or end their turn within your Lair are healed for [roll]1d4[/roll] ; and an additional 1D4 per Lair Action invested in this Action.
- The projecting Creature may place up to ten (10) five foot square areas of impassible terrain within their Lair. The terrain may not form a fully enclosed space.
- Enemy Creatures who start, or end their turn within your Lair are damaged for [roll]1d4[/roll] of damage thematically appropriate to the Lair. ; and an additional 1D4 per Lair Action invested in this Action.
- Friendly Creatures gain ten (10) additional movement speed when moving within the Lair.
- The projecting Creature gains Advantage on all Saving Throws.
- The projecting Creature gains Advantage on all To Hit and Damage rolls.
- Friendly Creatures within the Lair gain resistance to all unnatural status effects (blinded, stunned, petrified, afraid, deafened, charmed, poisoned) - but not physical status effects.
- Friendly Creatures within the Lair gain resistance to all Elemental Damage.
- Friendly Creatures within the Lair gain an additional Bonus Action.
- The projecting Creature may place up to five (5) five foot square areas of Dangerous Terrain; when a creature starts or ends their turn on Dangerous Terrain they take [roll]1d8[/roll] damage thematically appropriate to the Lair. Add an additional Five (5) five foot squares of Dangerous Terrain to be placed.
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