Level
8th
Casting Time
1 Action Ritual
Range/Area
Self
Components
V, S
Duration
Until Dispelled 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You create a demiplane centered on yourself. This demiplane is the ultimate spell in terms of both defensive and offensive capabilities, and mimics the power of a dragons lair. To the outside world this area looks like a cube of greyish black smoke (this cube functions as a massive, cube-shaped Wall of Force). Every creature in the 90 foot cube's radius when this spell is first cast must make an Intelligence saving throw against your spell save DC. On a successful save the creature appears just outside of the spell range in an unoccupied space. On a failed save the creature is swallowed within the demiplane, trapping it inside for the entire duration. Any creatures outside or inside the cube cannot enter or exit it by any means, including teleportation magic. 

Terrafirma. The demiplane looks like however you like. You control the environment and you can choose whether or not to harm any creature in the demiplane. As an Action on your turn, you can change the environment/layout of the space within the 90 ft cube, as if casting the spell, Hallucinatory Terrain, in tandem with the spell, Major Image. These illusory landscapes and changes count as 'pseudo-real' within the domain.

When you first cast the spell, you can select any 3 'lair' or 'domain' effects from the list below, as part of the casting Action (if the spell is successful in capturing the enemy). The effects detailed below use the DC or spell attack bonus in the description, or your own spell save DC and spell attack bonus - whichever is higher. In addition, you can choose to roll the damage, or use the average listed in the description. On your turn; you can take a lair action to cause one of the following effects; you can't use the same effect two rounds in a row:

Frost Dragon
- Breath of Borealis. Freezing fog fills a 20-foot-radius sphere centered on a point the caster can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the caster uses this lair action again or until the caster dies.
- Rain of Ice. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the caster can see within 120 feet of it. The caster makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Ice Wall. The caster creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the caster uses this lair action again or when the caster dies.
- Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the caster can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
- Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the caster. The casters flying is not affected by this wind, which lasts until the next time the caster uses a lair action or until the caster dies.

Psychic Dragon
- Beguiling Whisper. The caster telepathically whispers to one creature within range of the casters telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the caster until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the caster issues that isn't directly harmful to the creature.
- Cancellation. The caster chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell.
- Negative Energy Infusion. Up to two creatures the caster can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the caster can't regain hit points.

Desert Dragon
- Wind Blast. A strong wind blows around the caster. Each creature within 60 feet of the caster must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the caster and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.
- Sand Cloud. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the caster can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Obscuring Sand. Dust and sand fill the air within 120 feet of the caster, making the area lightly obscured until initiative count 20 on the next round.

Ancient Dragon
- Deep Torpor. The caster casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16). The spell ends early if the caster uses this lair action again or if the caster dies.
- Mossy Sludge. The caster conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
- Toxic Spores. The caster fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.

Black Dragon
- Filth Burst. The caster chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
- Grasping Muck. Tendrils of roiling muck extend from the casters lair to grasp up to three creatures of the casters choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
- Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the caster can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Metallic Dragon
- Laughing Gas. The caster chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is incapacitated with laughter until the end of its next turn.
- Torpid Energy. The caster chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

Moon Dragon
- Banish into Dream. The caster targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
- Compulsive Dance. The caster targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.
- Disorienting Visions. Disorienting illusory images flit through the casters lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.

Ocean Dragon
- Ocean's Call. The caster conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the caster must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) slashing damage; then the swarm vanishes.
- Salt Burst. The caster chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) slashing damage.
- Whelming Water. The caster causes a strong current to course through the water in its lair. The caster chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.

Forest Dragon
- Creeper Vines. The caster can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the caster uses this lair action again, or when the zombie is destroyed.
- Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Flame Dragon
- Noxious Smoke. A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the caster can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the caster that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
- Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
- Magma Burst. Magma erupts from a point on the ground the caster can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Tremor. A tremor shakes the lair in a 60-foot radius around the caster. Each creature other than the caster on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Incapacitating Gas. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the caster can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.


This spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers. 

Available For: Sorcerer (Legacy) Wizard (Legacy)

WishfulWarlock3

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