Your magic comes from a blood connection to a minotaur
in your ancestral past. Most sorcerers with this origin
are taller and bulkier than other representatives of their
race because of the tinge of the maze in their blood. While
those that embrace their blood start manifesting the
bestial aspects of a minotaur, eventually the madness of
the maze bleeds through them into the world.
Except as noted below, mazeborn function as sorcerers
and use the sorcerer spell list.
BLOOD OF THE LABYRINTH
When you choose this origin at 1st level, the blood of
your minotaur ancestor makes itself known. You can
retrace any path you’ve previously taken without a skill
or ability check. You can speak, read, and write Abyssal.
Additionally, whenever you make a Charisma check when
interacting with minotaurs, your proficiency bonus is
doubled if it applies to the check.
SORCEROUS CHARGE
Starting at 1st level, when you use a Dash action, you can
use a bonus action to cast a spell that requires a melee spell
attack (e.g., shocking grasp).
BESTIAL APOTHEOSIS
Upon reaching 6th level, your bestial blood further
manifests, twisting your feet into hooves and causing you
to sprout a pair of horns. You can use your horns to make
a melee weapon attack that does (1d6 + your Strength
modifier) piercing damage. You are proficient with your
horns.
In addition, you can cast an enlarge spell on yourself by
spending 1 sorcery point.
MADNESS OF THE MAZE
At 14th level, you can infuse your damaging spells with
the power of the labyrinth. Spells cast by you that do
psychic damage do additional damage equal to your
Charisma modifier.
In addition, when you cast a spell that does psychic
damage, you can select one creature damaged by that spell
and, by spending 2 sorcery points, also target that creature
with a confusion spell.
AURA OF THE MAZE
Beginning at 18th level, you surround yourself with the
distortion of the shifting maze. As an action, you can
spend 3 sorcery points. For the next minute or until you
lose concentration, all attacks against you are made with
disadvantage. In addition, any creature standing within 5
feet of you at the end of your turn must make a successful
Wisdom saving throw or loss the ability to use reactions
until the end of your next turn.
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