Labyrinth Domain | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Labyrinth Domain

The savage and cunning god of the minotaurs has few followers, but those who heed the call gain the ability to smash and confound their foes. The Labyrinth domain grants powers associated with the mazes that minotaurs love and with misleading enemies. The maze is your holy temple, and its winding corridors and deadly traps are the hallmarks of your faith.

Cleric Level Spells
1 Alarm, Expeditious Retreat
3 By the Light of the Moon, Pass without Trace
5 Confound Senses, Nondetection
7 Dimension Door, Moon Trap
9 Mislead, Passwall
 

First Passage

When you choose this domain at 1st level, you learn the Abyssal language, and you gain proficiency in the Survival skill.
 

Channel Divinity: Wisdom of the Winding Way

Starting at 2nd level, you can use your Channel Divinity to navigate through unfamiliar terrain. As an action, you present your holy symbol and gain advantage on Wisdom (Survival) checks for 1 hour.
 

Befuddling Touch

Beginning at 6th level, you can fill a creature’s mind with the disorienting feeling of being lost in a maze. Make a melee spell attack against a creature you can see within 5 feet of you. On a hit, the target is incapacitated until the end of its next turn, and when it moves, it moves in a random direction.
Minotaurs and other creatures that can’t become lost are immune to this feature. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
 

Banish to the Maze

At 17th level, you can banish one creature you can see within 60 feet of you to an extradimensional labyrinth. The target must succeed on a Wisdom saving throw or be transported to a labyrinthine demiplane. This effect works like the maze spell, except it lasts a number of rounds equal to half your cleric level, until you end it as a bonus action, or until the target escapes the maze. Once you use this feature, you can't use it again until you finish a long rest.


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