You can spend an action to activate your domain and may only active your domain once per short rest.
When you activate your domain you reduce your maximum number of hit points by 10. At the start of your turn you can choose to maintain your domain expansion. If you do, your hit point maximum is reduced by 10. If your hit point maximum is reduced to 0 this way, you die.
Your hit point maximum can only return to normal after you take a long rest.It can also be ended as a bonus action, if you choose to dismiss at the start of your turn, if you fall unconscious ,or you die.
When your activate your domain you pull every creature within a 20ft radius of you, into your domain.When you do so, you create an external barrier around you and everyone else inside.This barrier is immune to all damage types, but can still be broken into.To calculate the DC of your own domain, it is: 8 + the modifier of an Ability Score of your choosing + your proficiency.Typically the outside of your domain is a lot easier to break into due to the fact that no one would typically want to enter, as doing so is more or less a death sentence. But if someone wished to do so, they must make a melee attack or melee spell attack roll against your domain’s DC. If they succeed on this attack roll, they fall through the barrier and enter at a random location within the domain, determined by the domain’s creator.Otherwise, anyone inside your domain cannot leave unless the domain is dispelled.
Despite the fact that the external size of a domain is typically 40ft in diameter, the inside of the domain is a dome of 100ft in diameter.(All people pulled into a domain are brought into an extra dimensional space,; a metaphysical landscape)
The extra dimensional space(metaphysical landscape) inside this domain is a thick forest full of vines with almost no light.There are two parts of the forest one side is the enchanted forest while the other is the cursed forest, these two forests are separated by a 10ft clearing. The caster can choose which side they appear in.
Enchanted forest effects:
Entanglement-All creatures that are caught in the domain that the caster chooses will instantly become entangled and the creatures must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Every round the caster can use their bonus action to choose to entangle an amount of creatures the same as your proficiency bonus.
Overgrowth-The ground of this domain is always difficult terrain due to the excessive amount of vines that are everywhere.
Spike growth-The caster becomes surrounded by a spike growth where if a creature moves into or within the 20ft radius around the caster, it takes 2d4 piercing damage for every 5 feet it travels. In addition, this radius increases by 10ft every round. The spike growth follows the caster until the domain is dispelled in which, all vines/spikes wither away.
The two forests-depending on which side of the forests the players are in there are different affects.
When on the cursed side of the forest, all things damaged in that area began to rot away except for the caster and take 2d6 necrotic damage every turn until the domain is dispelled. When on the enchanted side of the forest, the caster gains a sure hit affect and is given advantage to hit any attacks and the enemy has a disadvantage on spell DC saves.
Previous Versions
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5/23/2024 3:28:50 AM
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5e
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Coming Soon
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5/23/2024 3:35:03 AM
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0
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1
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Coming Soon
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