Labyrinth Domain
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.
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