I'm going to give my players Lair Actions whenever they fight in their own castle but was thinking I could even broaden this concept to their town, home etc Perhaps this is only something they gain when they are high level or something that increases as they advance.
My thoughts were that they could get something minor as a lair action in their home town (perhaps this increases as they become more powerful and gain more allies) and then when they are in their chosen abode (perhaps the temple for the party priest, the wizards tower for the mage, garrison for the fighter etc). Finally, when the party actually spend the time and money building a keep or castle, they would get stronger 'Lair Actions' whenever the fight. It's probably rare that they will fight from home but why shouldn't the party get some sort of advance like the monster do when they are in their own home?!
For example -
Home Town (minor lair actions) - 3 points
1) Summon an ally (1 point) - Each round the party can call upon a villager, shop keep or low level NPC to help them. They could deliver a message, retrieve an item or help them in combat.
2) Use Conditions (1 point) - Using their reaction, one character can force an enemy to take 1d4 off or add 1d4 to one of their own attacks, skills or saves. The characters understand of the streets/weather/people helps or hinders themselves or their opponents during a fight.
3) Bonus Action (3 points) - One member of the party gets an additional bonus action they can use to cast a cantrip, move etc. The player familiarity of his home town creates additional time they can use during battle.
So what sort of Lair Actions could the party gain?
Matt Colville's Strongholds and Followers has what are basically Lair Actions for having a stronghold. I would recommend checking it out.
Some examples would be like this one for the Bard Stronghold: Until initiative count 20 on the next round, all inspiration dice produce their maximum result when rolled, followed by the sounding of a two-note chord: one root note and another a fifth higher than the root.
And this one for a Barbarian: On initiative count 20 (losing initiative ties), the barbarian can take a stronghold action with one of the following effects. They must be in the same hex or province as their stronghold and cannot use the same effect again until after a short or long rest. • You issue forth a mighty “Yawp!” that causes all enemies within 60 feet to become frightened until initiative count 20 on the next round.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Most castle owner tend to be in the higher levels so it probably makes sense to make the 'Lair Actions' powerful too -
Castle Lair Actions (3 Points - can be used after another creatures turn)
Command Castle (1 point)
A member of the party can command the castle to move in some manner. They could slam and arcane lock all the doors. If they are near a forge, they could make flames spew forth from the coals causing 6d6 dam (half on a reflex save). Near a fountain, water could spill worth creating a slippery surface, dousing flames, disadvantaging an attack etc. Chandeliers could be made to fall, stairs to flatten into a slide, the floor commanded to buckle.
Animate Object (2 points)
As per the spell, until the start of the player's turn who used the action.
Bonus Action (3 Points)
One member of the group could gain a bonus action or everyone gains a bonus action.
Depending on the castle history/location etc, other ideas for 'Lair Actions' could include -
Summon the 'Ghost of the Tower'
A ghost of the original owner/tragically killed lady of the keep/captain of the gaurd etc, sweeps in through the wall to attack the invaders of their home.
Use Guards & Wards
The party can use one of the effects of the spell 'Guards & Wards'.
Room Benefit
Each room has a bonus affect depending on its function -
1.Armoury - gain an additional attack or defence
2. Chapel - Receive a 'Bless' as per the spell or the Priest can heal or cast a cantrip as a bonus action
3. Alchemy - as a bonus, each character can drink a potion
4. Stable - the horses can be released to trample invaders, be used as mounts to escape or attack
5. Great Hall/Throne Room - the voices of the past can be invoked to distract and harry invaders with their laughter, songs, war cries and shouts, giving them disadvantage to all attacks until your next turn.
I'm going to give my players Lair Actions whenever they fight in their own castle but was thinking I could even broaden this concept to their town, home etc Perhaps this is only something they gain when they are high level or something that increases as they advance.
My thoughts were that they could get something minor as a lair action in their home town (perhaps this increases as they become more powerful and gain more allies) and then when they are in their chosen abode (perhaps the temple for the party priest, the wizards tower for the mage, garrison for the fighter etc). Finally, when the party actually spend the time and money building a keep or castle, they would get stronger 'Lair Actions' whenever the fight. It's probably rare that they will fight from home but why shouldn't the party get some sort of advance like the monster do when they are in their own home?!
For example -
Home Town (minor lair actions) - 3 points
1) Summon an ally (1 point) - Each round the party can call upon a villager, shop keep or low level NPC to help them. They could deliver a message, retrieve an item or help them in combat.
2) Use Conditions (1 point) - Using their reaction, one character can force an enemy to take 1d4 off or add 1d4 to one of their own attacks, skills or saves. The characters understand of the streets/weather/people helps or hinders themselves or their opponents during a fight.
3) Bonus Action (3 points) - One member of the party gets an additional bonus action they can use to cast a cantrip, move etc. The player familiarity of his home town creates additional time they can use during battle.
So what sort of Lair Actions could the party gain?
Matt Colville's Strongholds and Followers has what are basically Lair Actions for having a stronghold. I would recommend checking it out.
Some examples would be like this one for the Bard Stronghold:
Until initiative count 20 on the next round,
all inspiration dice produce their maximum
result when rolled, followed by the sounding
of a two-note chord: one root note and another
a fifth higher than the root.
And this one for a Barbarian:
On initiative count 20 (losing initiative ties), the
barbarian can take a stronghold action with one of
the following effects. They must be in the same hex or
province as their stronghold and cannot use the same
effect again until after a short or long rest.
• You issue forth a mighty “Yawp!” that causes all
enemies within 60 feet to become frightened
until initiative count 20 on the next round.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Nice - I like the ideas. There are some other ideas in the Strongholds book too but not exactly 'Lair Actions' like I'm hoping to create. Any more?
Most castle owner tend to be in the higher levels so it probably makes sense to make the 'Lair Actions' powerful too -
Castle Lair Actions (3 Points - can be used after another creatures turn)
Command Castle (1 point)
A member of the party can command the castle to move in some manner. They could slam and arcane lock all the doors. If they are near a forge, they could make flames spew forth from the coals causing 6d6 dam (half on a reflex save). Near a fountain, water could spill worth creating a slippery surface, dousing flames, disadvantaging an attack etc. Chandeliers could be made to fall, stairs to flatten into a slide, the floor commanded to buckle.
Animate Object (2 points)
As per the spell, until the start of the player's turn who used the action.
Bonus Action (3 Points)
One member of the group could gain a bonus action or everyone gains a bonus action.
Depending on the castle history/location etc, other ideas for 'Lair Actions' could include -
Summon the 'Ghost of the Tower'
A ghost of the original owner/tragically killed lady of the keep/captain of the gaurd etc, sweeps in through the wall to attack the invaders of their home.
Use Guards & Wards
The party can use one of the effects of the spell 'Guards & Wards'.
Room Benefit
Each room has a bonus affect depending on its function -
1.Armoury - gain an additional attack or defence
2. Chapel - Receive a 'Bless' as per the spell or the Priest can heal or cast a cantrip as a bonus action
3. Alchemy - as a bonus, each character can drink a potion
4. Stable - the horses can be released to trample invaders, be used as mounts to escape or attack
5. Great Hall/Throne Room - the voices of the past can be invoked to distract and harry invaders with their laughter, songs, war cries and shouts, giving them disadvantage to all attacks until your next turn.
-
I think I should let my players do this.
The monsters shouldn't have all the fun! :D