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Homebrew

Labyrinth Sentinel

The Labyrinth Sentinel is a versatile class focused on adapting to the ever-changing environment of the labyrinth. They are skilled in navigating the maze, detecting and disarming traps, and utilizing the arcane energies within the labyrinth walls to enhance their abilities. They can excel in combat, magic, or stealth, depending on their chosen path. Labyrinth Sentinels are valued members of any adventuring party, as their unique abilities allow them to overcome obstacles and navigate the unpredictable terrain of Labrysia with ease.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, shortswords, longswords, hand crossbows
tools: Navigator's tools, thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose three from Acrobatics, Athletics, History, Investigation, Perception, Stealth, and Survival
starting equipment:
(a) a shortsword or (b) a longsword
(a) a hand crossbow and 20 bolts or (b) a simple weapon of your choice
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor, navigator's tools, thieves' tools, and a labyrinth map
spellcasting:
None (unless gained through subclass)
class features:
Labyrinth Navigation: At 1st level, you gain a bonus to checks related to navigating the labyrinth, such as Intelligence (Investigation) and Wisdom (Survival) checks. You also have advantage on checks to avoid getting lost or to retrace your steps. At 7th level, your bonus to navigating the labyrinth increases.   Trap Sense: At 1st level, you gain proficiency in the Perception skill if you don't already have it, and you have advantage on checks made to detect traps. You also have advantage on Dexterity saving throws to avoid or reduce damage from traps. At 15th level, you gain the ability to disarm traps more effectively and can do so at a distance.   Wall Mastery: At 2nd level, your experience in the labyrinth allows you to traverse the maze walls with ease. You gain a climb speed equal to your walking speed when climbing the walls of the labyrinth. At 10th level, your ability to navigate walls improves, allowing you to climb at twice your normal speed. At 18th level, you master wall navigation, gaining the ability to walk on walls and ceilings as if they were solid ground.   Adaptive Combat: At 3rd level, you can choose one of the following combat styles: Two-Weapon Fighting, Archery, or Dueling. You gain the benefits of the chosen style when using the appropriate weapons. At 13th level, your chosen combat style improves, granting you additional benefits.   Ability Score Improvement: At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Extra Attack: At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
subclass options:
Path of the Arcane Wanderer:  
  • Level 2: Spellcasting - You learn to harness the arcane energies within the labyrinth, gaining the ability to cast spells from the Arcane Wanderer spell list.
  • Level 6: Labyrinthine Magic - You can now manipulate the labyrinth to create minor magical effects, such as moving small objects, opening or closing doors, or creating light.
  • Level 9: Arcane Infusion - You learn to infuse your weapons with arcane energy, allowing you to deal additional damage and overcome resistances.
  • Level 11: Labyrinthine Ward - You can create a protective barrier around yourself or an ally, granting temporary hit points and resistance to a chosen damage type.
  • Level 14: Arcane Mastery - Your mastery over labyrinthine magic allows you to cast spells more effectively, and you gain access to more powerful spells.
  • Level 17: Labyrinthine Conduit - You can channel the arcane energies of the labyrinth to empower your spells and abilities, increasing their potency or duration.
  • Level 20: Labyrinth's Heart - You gain a deep connection to the labyrinth, allowing you to draw upon its power to fuel your spells and abilities, and even teleport short distances within the maze.
  Path of the Shadow Stalker:  
  • Level 2: Shadow Step - You can move silently and swiftly through the shadows, gaining the ability to teleport a short distance between areas of dim light or darkness.
  • Level 6: Lurking Predator - You become proficient in the Stealth skill and can hide more effectively, even when only lightly obscured.
  • Level 9: Ambush Master - You gain advantage on attack rolls against any creature you surprise, and your critical hit range increases by 1.
  • Level 11: Evasion - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Level 14: Unseen Menace - You become invisible while in areas of dim light or darkness, and your attacks ignore resistance to nonmagical damage.
  • Level 17: Shadowy Resilience - You gain resistance to cold, necrotic, and poison damage, as well as advantage on saving throws against being poisoned.
  • Level 20: Master of Shadows - You can merge with the shadows, becoming ethereal for a short period, allowing you to pass through walls and other solid objects within the labyrinth.
  Path of the Labyrinth Defender:  
  • Level 2: Defensive Stance - As a bonus action, you can enter a defensive stance, gaining a bonus to your AC and saving throws for a short period.
  • Level 6: Shield Bash - When you take the Attack action while wielding a shield, you can use a bonus action to make an additional attack with the shield, potentially knocking your target prone.
  • Level 9: Guardian's Call - As a reaction, when an ally within range is targeted by an attack or spell, you can impose disadvantage on the attacker's roll or grant your ally advantage on their saving throw.
  • Level 11: Labyrinthine Bulwark - You can create a temporary barrier of labyrinthine energy that provides cover and absorbs damage for you and your allies.
  • Level 14: Indomitable - You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
  • Level 17: Labyrinthine Ward - As an action, you can call forth a labyrinthine ward, granting you and your allies within range temporary hit points and resistance to a chosen damage type.
  • Level 20: Sentinel's Stand - As a reaction, when you or an ally within range drops to 0 hit points, you can grant them resistance to all damage types and advantage on all saving throws until the start of your next turn.
LevelXPAbilities
10Labyrinth Navigation, Trap Sense
2300Wall Mastery, Subclass Feature
3900Adaptive Combat
42,700Ability Score Improvement
56,500Extra Attack
614,000Subclass Feature
723,000Improved Labyrinth Navigation
834,000Ability Score Improvement
948,000Subclass Feature
1064,000Enhanced Wall Mastery
1185,000Subclass Feature
12100,000Ability Score Improvement
13120,000Improved Adaptive Combat
14140,000Subclass Feature
15165,000Improved Trap Sense
16195,000Ability Score Improvement
17225,000Subclass Feature
18265,000Master Wall Navigation
19305,000Ability Score Improvement
20355,000Subclass Feature

Created by

Xeos.

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