Much as rites of rulership give a person dominion over a nation, enclave wizards learn to lay claim to a small local domain by partially manifesting the Dreaming. In so doing they can shield their allies from discovery, restrict movement by interlopers, and even create guardians from their very dreams.
When you choose this school at 2nd level, you gain proficiency in Stealth and add the spell sanctuary from the cleric spell list to your spellbook. You always have it prepared, and it doesn’t count against the number of spells you can prepare.
Starting at 2nd level, you can spend a bonus action to magically bond yourself to an area extending 15 ft. in each direction from your space, declaring it your domain. The area within the borders shifts slightly into the Dreaming (or, if you are in the Dreaming, the area becomes loyal to you). The environment becomes imbued with your mysticism – glowing, sprouting flowers, shimmering with exaggerated colors, filled with soft sacred chanting, or something similar – though you may suppress these sensory features if neither you nor any of your allies are taking hostile actions within the domain. This can hide the presence of the domain from those looking for you.
The area remains your domain until you move more than 3 miles away from it, or until you end it as an action. You cannot declare a new domain until you complete a short or long rest. When you declare a new domain, your link to your previous domain ends.
Your domain grants the following benefits.
- Subterfuge. You and your allies have advantage on Dexterity (Stealth) checks within your domain. Creatures that aren’t your allies that cast divination spells that would affect or learn about the domain or creatures in it must succeed an ability check against your spell DC with their casting ability score. If they fail, the spell reveals an innocuous result.
- Defense. You can use your reaction to either grant advantage to a creature that you can see within the area making a saving throw, or cause a creature that you can see within the area making an attack roll to do so with disadvantage .
- Offense. You can have the environment within your domain briefly come alive to attack an interloper – rocks lunging, winds gusting, leaves thrashing, and the like. Whenever you spend an action, you may deal bludgeoning damage to one creature within your domain. The amount is equal to your proficiency bonus.
At 6th level, when you declare your domain it affects an area extending 50 ft. in each direction from you. As long as your domain is active, you can spend an action to cast clairvoyance to look at your domain, without spending a spell slot.
Additionally, you can use one of your spell slots of 3rd level or higher to cast counterspell or dispel magic , but only targeting a creature, object, or magical effect inside your domain. When you do this, you have advantage on any ability check the spell requires. After you use this ability, you cannot use it again until you complete a short or long rest .
At 10th level, when you have an area declared as your domain, you can conjure one or more beasts to defend it, tethering a bit of your soul to the Dreaming to bring your will to life. You can spend an action to cast conjure animals as if you used a spell slot of the highest level available to you. In addition to the normal options for the spell, you can conjure a single beast, elemental, or monstrosity with a challenge rating equal to the highest spell level you can cast, or lower.
You can use this ability even if you are not in your domain, such as if you have spotted an interloper through clairvoyance or have been alerted by an alarm ritual. If so, the conjured creature appears in the center of your domain.
Any creatures you summon this way must remain within your domain. They vanish when slain or when your link to the domain ends. If you would fail a concentration check and would lose this spell, you can spend a Hit Die to keep the spell active. After you use this ability, you cannot use it again until you complete a long rest .
At 14th level, you can declare your domain without spending a bonus action.
Additionally, you can spend an action to forbid a creature from entering your domain. That creature makes a Wisdom saving throw against your spell DC. On a failure, if it is inside your domain, you can teleport it to the nearest space outside your domain. Additionally, it cannot enter your domain, make attacks against creatures inside the domain, or target them with spells or other abilities. Each turn thereafter when it tries to enter or attack, it can attempt the saving throw again. If it fails, it cannot enter or attack into the area. If it succeeds, the effect hedging it out ends.
After you use this ability, you cannot do so again until you complete a short or long rest .
Also at 14th level, by settling a region and ensuring none oppose your claim, you can choose an area of roughly one cubic mile to be your enclave in perpetuity. You can only have one such enclave at a time, and changing its location requires at least a month of effort. You can use any effects that apply to your domain in your enclave as well, and you do not lose your link to it by moving more than three miles away.
Your enclave can have additional magical and mundane defenses, which you should work out with your Narrator.
While you have a declared domain, you can use an action to teleport any number of willing creatures within your domain to your enclave, as long as you are on the same plane. After you use this ability you cannot use it again until you complete a long rest.