S&F: Themed Demesne Effects

by djregalis

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Themed Demesne Effects

What's this?

Strongholds & Followers bakes a specific flavor into certain classes' stronghold features, a particularly noticeable phenomenon in the cases of the cleric, paladin, sorcerer, and warlock. Clerics and paladins are presented as essentially just Light or Life Domain and Oath of Devotion, while warlocks have sharp Great Old One flavor ingrained.

In the process of coming up with alternate stronghold features for these and other classes in the Player's Handbook, I found it challenging to deal with some of those same classes, given how wildly different their flavor can be depending on their subclass. 'Agnostic' stronghold features can feel a bit flat in these cases.

Therefore, this document outlines some themed stronghold features: demesne effects and stronghold actions based not on character class but on subclasses and creature types. Feel free to mix and match as you see fit for your players. Just bear in mind there aren't the usual trio of demesne effects and stronghold actions for every theme, so mixing and matching will occasionally be downright necessary.


—djregalis

Saving Throws

Certain demesne effects or stronghold actions require a creature to make a saving throw to resist the effects. The saving throw DC might be set according to a character's class (e.g., if an Aberrant feature were granted to a warlock, the DC might equal the warlock's spell save DC), it might use a static value as with Strongholds & Followers (e.g., DC 18), or it could use the following calculation:

Stronghold save DC = 8 + your proficiency bonus +

your stronghold level

Aberrant

For example, warlocks of the Great Old One, or Aberrant Mind sorcerers.

Themed Demesne Effects

  • The aberrant can force a creature that sleeps or enters a trance within the demesne to experience a haunting nightmare. The creature then wakes up, its rest interrupted.
  • Creatures in the aberrant's demesne feel as if they are being followed or watched, even when they are not.
  • Plants, fungi, and animals in the demesne seem wrong in some way from a distance. The same is true of humanoids, when seen shuffling about at night.

Themed Stronghold Actions

  • You hurl a creature you can see within 30 feet screaming into an impossible corner, where it disappears. Until initiative count 20 on the next round, the target is banished to the Far Realm. The target then returns to the space it previously occupied, or the nearest unoccupied space, its mind wracked with madness. If the creature is not an aberration, it is charmed by you until the end of its next turn, as if by the dominate monster spell.
  • You weave an elder sign, forcing hostile creatures that can see or hear you to succeed on a Wisdom saving throw or suffer the effects of a short-term madness for the next minute (randomly determined for each creature; Wisdom save ends at end of turn). Creatures immune to being charmed are unaffected.
  • You invoke the starry wisdom to confound your foes. Until initiative count 20 on the next round, whenever a hostile creature within 120 feet of you makes an attack roll, ability check, or saving throw, roll a d20. If your unmodified die roll is higher than the enemy's unmodified die roll,
    the enemy's attack misses, or its ability check
    or saving throw fails.

Chris Dien – Far Realms

Abyssal

For example, warlocks of the Fiend.

Themed Demesne Effects

  • Alkiliths rarely manifest in the demesne, creating small gates to the Abyss for creatures of chaos to claw their way out of, or for unsuspecting residents of the demesne to be lost in.
  • The abyssalist is immediately aware of any creature that enters their stronghold, including type and alignment.
  • The abyssalist's demesne invokes dread and despair in creatures who visit it. All units suffer −1 to Morale and Command while in the demesne, and enemy units suffer a further −1 to Morale.

Themed Stronghold Actions

  • You cast summon greater demon, without using material components or expending a spell slot. The spell is cast at a level equal to 3 + your stronghold level, and you can concentrate on it in addition to a normal spell, making separate concentration checks for each.
  • You manifest a black gate within 120 feet, up to 20 feet in diameter, which lasts until initiative count 20 on the next round. The gate must lay flat along a wall or similar surface. A creature that starts its turn within 60 feet of the gate must succeed on a Charisma saving throw or be unable to move away from the gate. A creature that fails its saving throw by 5 or more must use its speed to move towards the gate. If a creature reaches the gate, it must succeed on a Strength saving throw or be pulled into it, upon which the creature is lost in a random layer of the Abyss.
  • You conjure six jagged crowns of iron and attempt to place them on creatures you can see within 120 feet. Each creature must succeed on a Wisdom saving throw or be charmed by you, as if by the crown of madness spell, for up to a minute. You do not need to concentrate on the effects.

Astral

For example, monks of the Way of the Astral Self, or Horizon Walker rangers.

Themed Demesne Effects

  • The night sky in the demesne glimmers prismatically, and nautical nebulae can be observed on clear evenings.
  • Open water in the demesne occasionally manifests vortexes leading to the Astral Plane.
  • Once per week, the astralist can cast contact other plane or planar ally while in their demesne.

Themed Stronghold Actions

  • You see the real reality. For the next minute, you gain 30 feet of truesight, and you can roll a d4 and add the number rolled to any attack rolls, ability checks, or saving throws you make.
  • You step between planes briefly, as if you had cast the spell etherealness. The effect lasts for the next minute, or until you dismiss it as an action or stronghold action.
  • You create a brief tear in the fabric of the plane at a point within 120 feet, causing a well of force to pull all nearby inwards. Creatures within 30 feet of the point must make a Constitution saving throw, taking 5d10 force damage and being pulled 15 feet towards the point on a failed save, or half as much damage without being pulled on a success.

Aleksi Briclot – Astral Plane

Blood

No immediate examples within Wizards of the Coast and MCDM's lineups spring to mind; this has been fairly obviously inspired by Mohg, Lord of Blood from Elden Ring. It could conceivably be used for a Blood Hunter or for certain themed third-party subclasses.

Themed Demesne Effects

  • The blood-lord can scry on any location where fresh blood has been spilled in their demesne, without using components or a spell slot.
  • The blood-lord's demesne has a fell conduit to the vitality of all creatures therein. Friendly creatures regain 1 additional Hit Die when they rest in the blood-lord's demesne, while hostile creatures regain 1 fewer.
  • Enemies hit by the blood-lord's weapon attacks bleed profusely, leaving a pool of blood in their space whenever they are reduced to half their maximum hit points.

Themed Stronghold Actions

  • You begin counting down. Hostile creatures within 10 feet of you take 2d6 necrotic damage. On initiative count 10 this round, hostile creatures within 20 feet of you take 3d6 necrotic damage, and on initiative count 1 this round, hostile creatures within 30 feet of you take 4d6 necrotic damage. Each time, you regain hit points equal to your proficiency bonus for each creature that takes damage.
  • You imbue your weapons with bloodflame. For the next minute, if you make a weapon attack on your turn, you can use a bonus action to slash bloodflame in a 10-foot cone, forcing creatures in the area to make a Constitution saving throw. A creature takes 3d6 fire or necrotic damage (your choice) on a failed save, or half as much on a success.
  • You immediately teleport to a pool of blood of your choice within 120 feet. As you emerge from the pool, the blood coats you, granting you 25 temporary hit points and the benefits of a short rest.

Diabolic

For example, warlocks of the Fiend, or Infernal Bond beasthearts.

Themed Demesne Effects

  • Flaming winds scour the area within a mile of the stronghold. Any creature with vulnerability to fire damage suffers 1 level of exhaustion for every hour spent this close to the stronghold, and enemy units must succeed on a DC 15 Morale test when they enter the stronghold's hex or decrease their casualty die by one step.
  • Howls and screams fill the air in the demesne. Any creature that finishes a short or long rest must succeed on a DC 10 Wisdom saving throw or derive no benefit from the rest. The diabolist can suppress this effect at will, even if not in the demesne.
  • The area between 500 feet and 2 miles of the stronghold is filled with smoke, which causes the area to be heavily obscured. The smoke can only be cleared away at the diabolist's discretion.

Themed Stronghold Actions

  • You immediately make an infernal calling, as if by the spell. The devil summoned can have a challenge rating of 8 or lower. You can concentrate on the effects in addition to a normal spell, making separate concentration checks for each.
  • You drain the energy of a nearby foe to revitalize yourself. A creature you can see within 30 feet must make a Constitution saving throw, taking 14d6 necrotic damage on a failed save, or half as much on a success. You regain hit points equal to the damage taken.
  • You hurl two globes of hellfire at points you can see within 150 feet. The globes explode on impact, forcing creatures within a 10-foot-radius sphere of each point to make a Constitution saving throw. A creature takes 6d6 fire or necrotic damage (your choice) on a failed save, or half as much on a success. Creatures that fail their saving throw lose any resistance or immunity to fire damage for 1 minute.

Kekai Kotaki – Bloodvial Purveyor

Draconic Strongholds

Draconic
Ancestry
Demesne
Effect
Stronghold
Action
Brass Tracks appear in the ground within the demesne, leading to safe shelters and hidden water sources. Images of monsters haunt the area within 1 mile of the stronghold, moving and appearing real, though unable to do any harm. You cast whirlwind, without using material components or expending a spell slot. You can concentrate on it in addition to a normal spell, making separate concentration checks for each.
Bronze Ghostly naval ships from an ancient armada appear in the sky, escorting well-meaning creatures in need of aid toward the stronghold. You cast thunder step at 6th level, without expending a spell slot.
Copper Standing stones are common on hilltops within the demesne, and woodwinds and bells can be heard carried on the wind. The stones shed dim light in a 10-foot radius at night. You cast spike growth on three separate 20-foot-radius points you can see within 150 feet. You do not need to concentrate on the effects.
Gold Within the demesne, any creature attempting to tell a deliberate lie must succeed on a Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours. You banish a creature you can see to a dream plane. The target can make a Charisma saving throw at the end of each of its turns, returning to the space it left, or the nearest unoccupied space, on a success.
Silver Clouds and fog within the stronghold can be made as solid as stone, forming structures and other objects. Once per day, the demesne's ruler can control the weather in the demesne, as if by the spell. You gain the benefits of investiture of ice for the next minute. You do not need to concentrate on the effects.
Black Plants grow thick and twisted, and swamps are thick with reeking mud, making the demesne difficult terrain for travel. You cast cloudkill at 8th level, without expending a spell slot.
Blue Storms rage within the demesne, and dust devils scour the land as strong winds (DMG, p. 110) blow. You cast chain lightning at 8th level, without using material components or expending a spell slot.
Green Thorned thickets form labyrinthine passages within 1 mile of the stronghold. Non-flying enemy units that approach within a mile of the stronghold decrease their casualty die by one step. You create a wall of thorns within 120 feet, or anywhere in your stronghold.
Red Small earthquakes are common within the demesne, and water sources within 1 mile of the stronghold are tinged with sulfur. You create a fire storm within 150 feet, or anywhere in your stronghold.
White A chill fog lightly obscures the demesne, and the area is enveloped by extreme cold (DMG, p. 110). Three ice spikes fall on targets you can see within 60 feet, or anywhere in your stronghold. A target that fails its saving throw has its speed halved until the end of its next turn.

Draconic

For example, monks of the Way of the Ascendant Dragon, Drakewarden rangers, or Draconic Bloodline sorcerers.

Themed Demesne Effects

  • One of the demesne effects may be determined by an associated draconic ancestry, as indicated on the Draconic Strongholds table.
  • Dragons, friend and foe alike, are drawn to the demesne. There is a 10% chance that if an encounter occurs in the demesne, a young or adult dragon will interrupt it.
  • TBD

Themed Stronghold Actions

  • One of the stronghold actions may be determined by an associated draconic ancestry, as indicated on the Draconic Strongholds table.
  • You take up the aspect of a dragon. You soar up to 60 feet straight up into the air and gain 50 temporary hit points, and while the temporary hit points remain, you have 30 feet of blindsight, a flying speed of 60 feet, and the ability to exhale magical energy on each of your turns as a bonus action, dealing 8d6 acid, cold, fire, lightning, or poison damage in a 30-foot cone. A successful Dexterity saving throw halves the damage taken from the breath.
  • You let loose a terrific roar. Hostile creatures within 120 feet of you that are aware of you must succeed on a Wisdom saving throw or be frightened of you for 1 minute (save ends at end of turn).

Elemental Strongholds

Element Demesne
Effect
Stronghold
Action
Air Once per day, the elementalist can cast call lightning while in their demesne, without using any components or expending a spell slot. Thunder booms as you collapse into thin air. Until initiative count 20 on the next round, you are immune to all damage except force and psychic damage, and you can move through other creatures and objects as difficult terrain. You take 1d10 force damage and are shunted to the nearest unoccupied space if you end your turn inside an object.
Earth The elementalist can cause magnetic disturbances within their demesne, preventing compasses from functioning there and imposing disadvantage on ability checks made using cartographer's tools to navigate. While the effect is active, enemy units treat the demesne as difficult terrain. You send shockwaves through the ground. Creatures within 30 feet of you must make a Strength saving throw, taking 4d12 magical bludgeoning damage on a failed save, or half as much on a success. Creatures that fail their save are also knocked prone.
Fire Lava fountains erupt from the ground within 1 mile of the stronghold, and wildfires burn away forests and greenery within the same area. Non-flying enemy units that approach within a mile of the stronghold decrease their casualty die by one step due to the hazards. You gain the benefits of investiture of flame for the next minute. You do not need to concentrate on the effects.
Water Downpours become frequent within the demesne. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. The elementalist can suppress this effect at will, even if not in the demesne. Three 10-foot-radius, 40-foot-high cylindrical geysers blast out from points you can see within 120 feet. Creatures within a geyser's area must make a Dexterity saving throw, taking 3d6 cold damage and being knocked 40 feet into the air on a failed save, or half as much damage without being moved on a success.

Elemental

For example, warlocks of the Genie.

Themed Demesne Effects

  • One of the demesne effects may be determined by an associated element, as indicated on the Elemental Strongholds table.
  • Fissures to the Elemental Planes open in the demesne, permitting elemental creatures of the demesne's associated element to spill out onto the Material Plane.
  • TBD

Themed Stronghold Actions

  • One of the stronghold actions may be determined by an associated element, as indicated on the Elemental Strongholds table.
  • You summon an elemental myrmidon to aid you. It appears in an unoccupied space that you can see within your stronghold, obeys all commands you give to it, acts immediately after you, and disappears after 1 minute.
  • You briefly assert mastery over all the elements in unison. Until initiative count 20 on the next round, you gain the
    benefits of form of the elements.1 You do not need to
    concentrate on the effects.

Eric Deschamps – City of Brass

1  Kibbles' Generic Spells,  KibblesTasty Homebrew,  p. 13

Feytouched Strongholds

Season Demesne
Effect
Stronghold
Action
Spring Game animals are plentiful within the demesne. Wisdom (Survival) checks to hunt for food are made with advantage. Three grasping vines burst out within 120 feet of you and lash out at hostile creatures within 30 feet of them. You can use a bonus action on each of your turns to direct all of the vines to lash out at the same creatures or different ones. The vines last for 1 minute, and you do not need to concentrate on the effects.
Summer Plants and trees within the demesne are bursting with greenery, flowers, and fruits as if in summer. The smell of flowers fills the air and colorful butterflies flutter about the area. You teleport to an unoccupied space you can see within 120 feet. After you disappear, flames ignite, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 6d8 fire damage on a failed save, or half on a success.
Autumn Trees are of vibrant, painterly colors year-round, constantly shedding leaves yet never becoming barren. A gust of wind blasts leaves in a 30-foot-radius area centered on a point you can see within 120 feet. Hostile creatures in the area must succeed on a Strength saving throw or take 2d10 thunder damage and fall prone, and until initiative count 20 on the next round, hostile creatures in the area are blinded.
Winter Light snowfall or swirling powder blown by the wind lightly obscures the area within the demesne. You enwreathe yourself in armor of ice, gaining 30 temporary hit points. If a creature within 10 feet of you hits you with an attack while the temporary hit points remain, that creature takes 2d6 cold damage and has its speed reduced to 0 until the start of your next turn.

Feytouched

For example, paladins of the Ancients, or warlocks of the Archfey.

Themed Demesne Effects

  • One of the demesne effects may be determined by an associated season, as indicated on the Feytouched Strongholds table.
  • Once per day, the feytouched can control the weather in their demesne. The feytouched doesn't need to be in their demesne to do this; otherwise the effect is identical to the control weather spell.
  • Medium or smaller woodland beasts within 1 mile of the stronghold serve as the feytouched's eyes and ears.

Themed Stronghold Actions

  • One of the stronghold actions may be determined by an associated season, as indicated on the Feytouched Strongholds table.
  • You trap an enemy's mind with bewildering fey power, projecting an image of a golden land. A creature you can see within 60 feet is charmed until the end of its next turn. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor.
  • You bewitch up to six creatures you can see within 60 feet. Until initiative count 20 on the next round, each target treats all other creatures as hostile for the purposes of making opportunity attacks, and must make any possible opportunity attacks.

Industrial

For example, Forge Domain clerics.

Themed Demesne Effects

  • Weapons and armor forged in the industrialist's demesne are of exceptional quality. Beneficial attributes (Arcadia 16) cost half as much to add to equipment.
  • Nonmagical weapons and armor count as magical while in the industrialist's demesne.
  • Construction efforts in the demesne are exceptionally—supernaturally—efficient, resulting in all building times being reduced by 20%.

Themed Stronghold Actions

  • You set alight your weapons with the flames of the forge. For the next minute, you and your allies' weapon attacks deal an additional 1d8 fire damage on a hit.
  • You cast heat metal on up to three creatures you can see within 60 feet, without using material components or expending spell slots. You can concentrate on the effect in addition to a normal spell, making separate concentration checks for each.
  • You supernaturally bolster your plates and coats of mail. Until initiative count 20 on the next round, you and your allies have resistance to all damage except psychic damage as long as you are wearing medium or heavy armor.

Lawful

For example, Order Domain clerics, paladins of the Crown, or Clockwork Soul sorcerers.

Themed Demesne Effects

  • Inexorables occasionally patrol the demesne, enforcing the cosmic laws and keeping the peace.
  • The demesne naturally enhances procedural efficiency; allied units in the demesne gain +1 to Command.
  • The lawkeeper is immediately aware whenever any local law has been contravened in the demesne.

Themed Stronghold Actions

  • You issue a blazing edict from a scroll of utmost law, dealing 20 psychic damage to all hostile creatures in a 30-foot cone. Any creature that takes any of this damage must succeed on a Wisdom saving throw or be stunned until the end of its next turn.
  • You utter a one-word command to up to six creatures of your choice within 60 feet. Each target must succeed on a Charisma saving throw or follow the command on its next turn. The command has no effect on a target if it is undead, doesn't understand your language, or your command is directly harmful to it.
  • Until initiative count 20 on the next round, all attack rolls, ability checks, and saving throws made within your stronghold, or within 60 feet of you if you are not in your stronghold, use 10 as a result (before applying modifiers). Advantage confers a flat +5 bonus, while disadvantage confers a flat −5 penalty.

Martial

For example, War Domain clerics.

Themed Demesne Effects

  • Blades are sharper and arrow-heads finer in the demesne. All weapon attacks in the demesne have a +1 bonus to damage.
  • Spirits are high and combatants are eager to return to the field while in the demesne. Short rests in the demesne can be completed in half the usual time.
  • Once per week, the martialist can spend a short or long rest calling for aid throughout the demesne, at the end of which 1d4 + 3 veterans will join to lend assistance in battle. The veterans will aid in reasonable tasks, but will not leave the area of the demesne.

Themed Stronghold Actions

  • Adrenaline courses through your veins. You regain hit points equal to twice your level plus twice your stronghold level. Until initiative count 20 on the next round, all damage you take is reduced by your proficiency bonus, to a minimum of 0.
  • You briefly push yourself beyond your normal limit. Until initiative count 20 on the next round, you can take one reaction per turn, instead of one per round, and your opportunity attacks have advantage.
  • You slash out in a hurricane of steel. You make two melee weapon attacks against each hostile creature within your reach. If both attacks hit a single target, it must succeed on a Constitution saving throw or gain a level of exhaustion.

Psionic

For example, Psi Warrior fighters, or Soulknife rogues.

Themed Demesne Effects

  • The psion's own energy enhances the mental powers and talents of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while in the demesne. This includes creatures with innate telepathy and magical telepathy such as the telepathic bond spell.
  • Once per day, the psion can cast the legend lore spell, requiring no components, naming any person, place, or object within the demesne as the spell's subject.
  • Positive energy flows throughout the demesne. Any creature that finishes a long rest within the demesne regains two additional spent Hit Dice.

Themed Stronghold Actions

  • Choose telekinesis or telepathy, determining stronghold actions according to the Psionic Stronghold Actions table.2

Psionic Stronghold Actions

Telekinesis
You cast animate objects without using components or expending a spell slot. You can concentrate on it in addition to a normal spell, making separate concentration checks for each.
You attempt to choke up to three creatures you can see within 60 feet. Each target must succeed on a Wisdom saving throw or be grappled and restrained (escape DC 18). While grappled in this way, a creature begins choking.
You unleash a wave of force, forcing creatures of your choice in a 60-foot cone to make a Strength saving throw. A creature takes 4d6 thunder damage and is thrown back 30 feet and knocked prone on a failed save; a creature takes half as much damage and is not knocked prone on a success.
Telepathy
You cast mass suggestion without using components or expending a spell slot, targeting up to eight creatures.
You manifest a phantasmal killer against up to three creatures within 120 feet. The fell illusion causes the targets to automatically fail their first saving throw. You do not need to concentrate on the effects.
You set the minds of up to six creatures you can see ablaze. Each target must succeed on an Intelligence saving throw or contract mindfire for 1 hour. A creature with mindfire has disadvantage on Intelligence checks and Intelligence saving throws, and behaves as if under the effects of the confusion spell during combat.
2  I know some people don't care for psionics-as-spellcasting at all, but these stronghold actions were designed with the Seattle company's psionics subclasses in mind, so just bear with me here.

Radiant

For example, Life or Light Domain clerics, paladins of Devotion, or warlocks of the Celestial.

Themed Demesne Effects

  • When a non-evil creature casts a spell or uses a magical effect that causes another creature to regain hit points while in the demesne, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses, diseases, and poisons affecting non-evil creatures are suppressed when those creatures are within the demesne.
  • Water flows pure within the demesne. Any purposeful corruption of the water lasts for no longer than 3 minutes.

Themed Stronghold Actions

  • Three shafts of dawn appear within 120 feet of you, inflicting 3d8 radiant damage instead of 4d10. For the next minute, you can use a stronghold action on initiative count 20 to move each of the cylinders of light up to 60 feet.
  • Your stronghold, or the area within 120 feet of you, is bathed in bright light for the next minute, and dim light for twice as far. For the duration, you and your allies' weapons are considered to be magical and deal an extra 1d6 radiant damage on a hit.
  • You become an instrument of the gods' wrath. For the next minute, you have 30 feet of truesight, a flying speed equal to your walking speed, and immunity to radiant damage. For the same duration, whenever you take the Attack action, you can summon a blade of gold in a free hand and make the attack with it. You can use the blade to make a melee or ranged spell attack (reach 10 ft. or range 60 ft.) using your spellcasting ability. On a hit, the blade deals 6d6 radiant damage; it vanishes immediately after hitting or missing a target.

Reflection

For example, Trickery Domain clerics, Arcane Trickster rogues, or Echo Knight fighters.

Themed Demesne Effects

  • Flat surfaces within the demesne that are made of stone or metal become highly reflective, as though polished to a shine. Within a mile of the stronghold, these surfaces become supernaturally mirrorlike.
  • Images of your likeness abound in the demesne, even finding their way into the homes of common folk.
  • Once per day, the reflectionist can cast project image while in their demesne.

Themed Stronghold Actions

  • You gain the benefits of blur and mirror image for the next minute. You do not need to concentrate on the effects.
  • You gain a glimmer of knowledge of the supernatural from your surroundings. You immediately cast a spell of up to 6th level with a casting time no longer than 1 minute you have seen cast within the last minute. You do not need material components to cast it, and doing so does not expend a spell slot. You must concentrate on the spell as normal.
  • You create six illusory duplicates of yourself within 120 feet, as if by the project image spell. The duplicates last for the next minute, and you can use a bonus action or stronghold action to swap places with one of the duplicates if you are within 60 feet of it.

Runic

For example, Rune Knight fighters.

Themed Demesne Effects

  • Great menhirs dot the demesne's landscape, with runic guidance carved into them, imparting ancient wisdoms, leading to safe shelters.
  • Folks in the runic demesne seem to grow taller than anyone in the surrounding areas. After someone resides in the demesne for a year, their height increases by 2d4 inches.
  • Runeswarms3 occasionally roam the less-inhabited parts of the demesne, obstructing travel whenever they appear.

Themed Stronghold Actions

  • You immediately inscribe three glyphs of warding anywhere within your stronghold, or within 120 feet. If you choose to store spells in the glyphs, the spells can be of any 3rd level or lower from the cleric spell list.
  • You invoke the might of titans. For the next minute, your size is increased by one category, you have advantage on Strength checks and Strength saving throws, and your weapons deal an additional die of damage on a hit.
  • You activate a rune of power, invigorating your comrades. Until initiative count 20 on the next round, you and your allies' weapons are considered magical, and you and your allies do not roll for damage with weapon attacks; any damage dealt is the maximum possible.
3  Tome of Beasts 2,  Kobold Press,  p. 310

Aaron Miller – Nadaar, Selfless Paladin

Shadow

For example, monks of the Way of Shadow, Shadow Magic sorcerers, or warlocks of the Hexblade.

Themed Demesne Effects

  • Fog creeps into areas of dim light or darkness. It vanishes when light is brought to bear on it but reappears when the light passes.
  • Lighting conditions become dim and gloomy. The bright and dim light radii of nonmagical light are halved while within the demesne.
  • Shadows cast within a mile of the stronghold seem abnormally gaunt and sometimes move as though alive.

Themed Stronghold Actions

  • You call forth the shadows of your enemies to assail them. Any hostile creatures that can cast a shadow within your stronghold, or within 60 feet of you if you are not in your stronghold, are immediately attacked. Make a melee spell attack against each target. On a hit, a target takes 3d6 necrotic damage and is subjected to the effects of the slow spell until the end of its next turn.
  • Until initiative count 20 on the next round, your stronghold, or the area within 60 feet of you if you are not in your stronghold, is cloaked in magical darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area. You and your allies are able to see through the darkness normally, though hostile creatures cannot. A hostile creature that starts its turn in the darkness must succeed on a Wisdom saving throw or take 4d8 psychic damage.
  • For the next minute, when you or your allies slay a hostile creature, a detached shadow immediately rises from the corpse. Each shadow obeys all commands you give to it, acts immediately after you, and disappears after 1 minute. You can raise a number of detached shadows in this way up to 1 + your proficiency bonus + your stronghold level.

Mark Molnar – The Shadowfell

Storm

For example, Storm Herald barbarians, Tempest Domain clerics, Storm sorcerers, or warlocks of the Fathomless.

Themed Demesne Effects

  • Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the stronghold. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes.
  • Flashes of lightning and peals of thunder are continual, day and night, within the demesne.
  • High wind blows within 1 mile of the stronghold, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.

Themed Stronghold Actions

  • You coalesce wind into a javelin-like form and hurl it at a creature you can see. The javelin strikes unerringly, and the target takes 8d6 force damage and is knocked prone.
  • Until initiative count 20 on the next round, you dissipate into a thundering gaseous form, as if by the spell. You have a flying speed of 30 feet and immunity to all damage except force and psychic damage while in this form, and if you occupy another creature's space, it must make a Dexterity saving throw, taking 4d10 thunder damage on a failed save, or half as much on a success. A creature can take this damage no more than once per round.
  • You cast storm sphere as a 6th-level spell, without using material components or expending a spell slot. You can concentrate on it in addition to a normal spell, making separate concentration checks for each.

Undying

For example, warlocks of the Undead, Death or Grave Domain clerics, or Oathbreaker paladins.

Themed Demesne Effects

  • Spectral versions of local wildlife are sometimes seen in the demesne during the night.
  • Intelligent creatures within the demesne may see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Enemy units have −1 to Morale accordingly.
  • Food and drink in the demesne seems unusually dry, but confers no ill effects when consumed.

Themed Stronghold Actions

  • You link two creatures you can see within 60 feet together, inextricably joining their life-forces. For the next minute, when damage is dealt to one of them, the same damage is dealt to the other. If hit points are restored to one of them, the same number of hit points are restored to the other. If either creature is reduced to 0 hit points, the effect ends on both.
  • You summon five specters to aid you, which take on the appearance of old enemies of your enemies. They appear in unoccupied spaces that you can see within 60 feet, obey all commands you give to them, act immediately after you, and disappear after 1 minute.
  • You cast eyebite, without using material components or expending a spell slot. You do not need to concentrate on the effects.

Greg Staples – Dralnu, Lich Lord