Circle of the Labyrinth
Subclase de Druid
Old World's Might - Subclasses from Old Europe p. 29 (Homebrew)
- Nivel
- 3
Descripción
Draw power from mysterious mazes
"Every path leads somewhere. Every step is a choice. The maze holds answers—if you can find them"
Theme: Draw from the power of mazes from Minoan and Greek mythology and their mysteries, focusing on mental fortitude and cunning.
Playstyle: Tactical play and exploration.
In Greek mythology, the Labyrinth (Ancient Greek: λαβύρινθος, romanized: Labúrinthos) is an elaborate, confusing structure designed and built by the legendary artificer Daedalus for King Minos of Crete at Knossos. Its function was to hold the Minotaur, the monster eventually killed by the hero Theseus. Daedalus had so cunningly made the Labyrinth that he could barely escape it after he built it. Labyrinths are often described as paths of wisdom and peace. One of the oldest of symbols, the labyrinth dates back more than 4000 years. Long used as a meditation and prayer tool, this ancient art form speaks to people of different backgrounds and various religions.
Rasgos
Circle of the Labyrinth Spells Nivel 3
When you reach a Druid level specified in the table below, you thereafter always have the listed spells prepared.
Circle of the Labyrinth Spells:
| Druid Level | Prepared Spells |
|---|---|
| 3 | Disguise Self, Dissonant Whispers, Expeditious Retreat, Tasha's Hideous Laughter |
| 5 | Hold Person, Misty Step |
| 7 | Hypnotic Pattern, Nondetection |
| 9 | Freedom of Movement, Greater Invisibility |
Maze Walker Nivel 3
You have Advantage on any check to navigate mazes, solve puzzles, or find hidden paths. Additionally, you can also use a Bonus Action to impose Disadvantage on a creature's Wisdom (Perception) checks to detect you or an ally you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Illusory Maze Nivel 6
As a Magic Action, you create a 30-foot-radius Sphere of shifting walls of illusion centered on a point that you can see within 60 feet of you. The Sphere is Difficult Terrain and Lightly Obscured. Creatures of your choice within the Sphere have Disadvantage on saving throws. The Sphere lasts for 1 minute or until you dismiss it as a Bonus Action. Once you use this feature, you can't use it again until you finish a Long Rest.
Mind's Compass Nivel 10
You are Immune to the Charmed, Frightened, and Stunned conditions. Additionally, you can always recall the exact layout of any area you've been to.
Master of Mazes Nivel 14
You can cast the Maze spell without expending a spell slot. When you cast it, you can target two creatures instead of one.