Through her travels, Xaebyl has seen most things. Giant robots, dragons, fiends, armies rise and nations fall. In all her years, though she's changed and grown she's never forgotten where she started or the training that began her path. She now stands on yet another scale, standing tall before all the dangers that seek those she loves and the domain she now calls home.
P1.Your divine essence reshapes the world around you. Wherever you step, the land transforms into a living forest infused with your power. This transformation is permanent and cannot be altered or suppressed by any ability, including Geomancer. The forest is considered part of your own terrain for the purposes of any of your abilities, effects, or damage that reference controlled land.
A permanent Druid Grove also manifests around you, matching the spell’s full range, shape, and size in all directions. This grove moves with you and remains active indefinitely. You can suppress or restore this effect at will doing so requires no action, though reactivating it is a free action. While suppressed, your divine presence is hidden from effects that would sense or identify your godhood.
Additionally, the lair actions granted by Inheritor of Iaruj and your Life Tree now activate at the start of your turn, rather than on initiative count 20.
P2. Your very presence radiates valor and indomitable will, empowering all who stand beside you. Allies within 60 feet of you are stirred by your divine will, their strength rising to meet your own. At the beginning of each of their turns, a creature of your choice within range can choose to gain temporary hit points equal to your current hit points, or to have their attacks empowered until the start of their next turn. While empowered, all of their flat damage bonuses are tripled, and they roll two additional damage dice for every attack they make. This bonus applies to all damage sources, including boons, smite spells, and items.
In addition, while a creature remains within 30 feet of you, their martial spirit knows no limit. Any class features that rely on internal exertion such as Focus/Ki Points, Action Surges, Rages, Superiority Dice, or similar martial abilities can be used without expending their normal resources.
P3. Within your domain, your authority manifests as tangible power, granting you mastery over life, death, and movement on the battlefield. You gain three legendary actions, which you can use only while within your domain. You regain all expended legendary actions at the start of your turn. You can use only one legendary action option at a time and only at the end of another creature’s turn.
Revitalizing Surge. You call upon the life force of your domain, channeling it into all allies within your reach. Each allied creature within your domain regains 50 hit points or is freed from one condition affecting them, such as charmed, frightened, paralyzed, or poisoned.
Artillery Bombardment. You designate a point you can see. An artillery strike descends upon that location, and all creatures within 30 feet must make a DC 23 Dexterity saving throw, taking 20d12 damage of your choice from fire, cold, lightning, thunder, acid, or force on a failed save, or half as much on a success. This damage cannot be entirely negated by Evasion; creatures with that feature take one-quarter damage on a successful save.
Tactical Reposition. You instantly reposition yourself and your forces across the battlefield. Choose any number of allied creatures within your domain; each can teleport up to their movement speed to unoccupied spaces they can see, without provoking opportunity attacks. Enemies within 10 feet of any ally moved in this way must succeed on a DC 23 Wisdom saving throw or become disoriented until the end of their next turn, reducing their speed to 0 and making attacks against them critical hits.
P4. Danger sense. Your constant manipulation of your environment has made you supernaturally attuned to your surroundings. You feel through all of your senses when a creature attempts to befuddle your perception of reality and you "see through the cracks" to take in the area. You cannot be moved or teleported against your will, and are immune to the Maze spell. In addition, you always know where you are and all routes to anywhere you might go.
P5. Home field advantage. When within areas of particular power you and any allies within 60 feet cannot have disadvantage on attack rolls, have advantage on attack rolls and enemies have disadvantage on attack rolls and saving throws. If an allied creature is healed, all allied creatures heal for the same amount and no ally can suffer the effects of failing all death saving throws unless all allies are reduced to 0hp.
P6. Draining force. You can utilize areas of power on initiative count 0 in the following ways. Allied attacks and spells apply a -1 penalty to the ac of creatures they hit, allied attacks and spells apply a -1 penalty to saving throws of creatures they hit. You may choose a creature including yourself at the beginning of your turn and for every penalty applied, that creature gains a corresponding bonus. AC penalties increase accuracy bonus and damage, and saving throw penalties apply a bonus to all saving throws. This effect ends at the end of combat.
P7. Gaze of judgement. Among the many things your mother and her dark counterpart could lay claim to as part of their powers, was a stare that made the blood stop running. An undeniable force of will that she passed on to you. As part of your turn, you may choose one creature within your domain. This creature dies, and should it be resurrected will be unable to enter your domain unless forgiven by you. If this gaze instead activates a death ward or similar ability, the creature is instead forcibly shunted to the outer realms and be barred from returning to your domain. And within your domain, no creature may successfully hide from your, as you feel the location and identity of every presence.
P8. Your Archfey abilities fully unlock allowing you to emulate any spell like effect as if you casted a spell. The effect isn’t considered magical but a warping of reality to meet your needs. For any spell effect requiring a saving throw, the DC is equal to 10+your proficiency bonus+your wisdom bonus. These effects can not influence anything outside of your domain, and all effects cease on a creature when it exits your domain
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