LordEntrails
Hero
So I'm looking for examples (and feedback) of traits or lair actions for a fey grove. I'm thinking along the lines of a a charm effect that causes sleep (like you fall asleep in the grove and sleep a timeless sleep!) and another where anyone resting their receives bonus healing and recuperation.
Other than the sleep spell, I can't think of any good examples and would like to stay close/similar to something published by WotC. Here's what I've got so far;
Sleep Song
Once per turn as an action the fungal dryad can activate the enchantment of her grove to attempt to charm intruders into an undying sleep. This enchantment lasts for one hour or until the dryad deactivates it. All living non-plant creatures that are not deaf within the grove must make a DC 13 Wisdom saving throw or become charmed. If the creature is already charmed, it becomes incapacitated. If the creature is already incapacitated it becomes paralyzed. If the creature is already incapacitated, it becomes unconscious and falls into an undying sleep. If a creature makes three successive successful saving throws against this effect before becoming unconscious, it becomes immune to the effect for this specific grove. Creatures in an undying sleep do not age or deteriorate and sleep until the spell is broken with Dispel Magic or by the will of the Dryad.
Zen Recuperation
As a ritual taking ten minutes, the fungal dryad can activate their grove to become a sanctuary of recuperation for 24 hours. During this time, the dryad can any number of creatures within her grove to become warded. Warded creatures are effected as if by a Sanctuary spell, any healing applied to a warded creature is doubled, and all saving throws against poison or disease are made with advantage.
Other than the sleep spell, I can't think of any good examples and would like to stay close/similar to something published by WotC. Here's what I've got so far;
Sleep Song
Once per turn as an action the fungal dryad can activate the enchantment of her grove to attempt to charm intruders into an undying sleep. This enchantment lasts for one hour or until the dryad deactivates it. All living non-plant creatures that are not deaf within the grove must make a DC 13 Wisdom saving throw or become charmed. If the creature is already charmed, it becomes incapacitated. If the creature is already incapacitated it becomes paralyzed. If the creature is already incapacitated, it becomes unconscious and falls into an undying sleep. If a creature makes three successive successful saving throws against this effect before becoming unconscious, it becomes immune to the effect for this specific grove. Creatures in an undying sleep do not age or deteriorate and sleep until the spell is broken with Dispel Magic or by the will of the Dryad.
Zen Recuperation
As a ritual taking ten minutes, the fungal dryad can activate their grove to become a sanctuary of recuperation for 24 hours. During this time, the dryad can any number of creatures within her grove to become warded. Warded creatures are effected as if by a Sanctuary spell, any healing applied to a warded creature is doubled, and all saving throws against poison or disease are made with advantage.