Labaranthine (5e Class)
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- 1 Labaranthine
- 1.1 Lair of the Labaranthine
- 1.2 Creating a Labaranthine
- 1.3 Class Features
- 1.4 Prerequisite
- 1.5 Spellcasting
- 1.6 Labyrinth
- 1.7 Labaranthine Aspect
- 1.8 Shift
- 1.9 Trap
- 1.10 Ability Score Improvement
- 1.11 Moving Labyrinth
- 1.12 Labaranthine Step
- 1.13 Expand
- 1.14 Mass Expand
- 2 Labaranthine Aspects
- 3 Control Aspect
- 4 Expansion Aspect
- 5 Categories
A man walks through the door of an old dungeon, when he feels a strange sensation. He hears a voice whisper in his ear, deep and ominous: "Welcome to my lair! This is also your prison, now that you have entered. Be a good little one, and one day, you might leave!" We whips around to find that the door has disappeared, and no one is there.
Lair of the Labaranthine
Labaranthine manipulate space and time within the range of their power, which grows as they gain strength. Their powers are very mysterious and no one understands where they came from. They have a scary
Creating a Labaranthine
When creating a Maze Demon, think about how they got their power. Was their power granted by a pleased deity? Or did you randomly just feel a connection to it? Did it give them their magic, or some higher power?
- Quick Build
You can make a Labaranthine quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, then Wisdom or Strength. Second, choose any Cultist background or Arcanist related background..
As a Labaranthine you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Investigation, Perception, or Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Quarterstaff and Dagger or (b) Light Crossbow and Dagger
- (a) Studded Leather Armor or (b) Breastplate(If Proficient)
- If you are using starting wealth, you have 5d4*5 in funds.
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Labyrinth,Prerequisite, Spellcasting, Labaranthine Aspect||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Trap||8||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Labaranthine Step||11||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Aspect Feature||12||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||14||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||18||4||3||3||3||3||2||1||1||1|
You must be of the Labaranthine race to play the class Labaranthine.
As a practitioner of the arcane arts, you start at 1st level with the ability to cast a variety of spells.
- Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Wizard spell list. The Spells Known column of the Labaranthine table shows when you learn more Wizard spells of your choice. Each of these spells must be of the highest level spell slot you have or lower.
- Preparing Spells
You prepare the list of Labarathine spells that are available for you to cast. To do so, choose a number of Labaranthine spells from your spell list equal to your Intelligence modifier + your Bonded level (minimum of one spell).
- Spellcasting Ability
Intelligence is your spellcasting ability for your Lbaranthine spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Labaranthine spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
- Ritual Casting
You can cast any Wizard spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use any Arcane Focus as a spellcasting focus for your Labaranthine spells.
At first level, you get your labyrinth. Your labyrinth is a big dungeon in which your power is strengthened unimaginably. At will, while in your dungeon, you can cast Expand/Contract with a pool of 80 ft. You can also choose to be heard throughout the labyrinth by any creature who shares a lenguaje with you. They hear you like you are whispering in their ear. While in your labyrinth, you have an advantage on any attack roll you make, as well as any saving throws. You get a +1 while rolling for damage and a +1 to your spellcasting DC and attack bonus. While outside of your labyrinth, you get the opposite. You have a disadvantage on all saving throws and attack rolls and get a -1 while rolling for damage and a -1 to your spellcasting DC and attack bonus. You choose where your labyrinth takes root, though you must be standing in that place when you first form your labyrinth. Each level, your labyrinth expands by 20ft. Your labyrinth begins as a sphere with 20ft in each direction. Any feature that happens only in your labyrinth requires you to be in your labyrinth. You can feel when someone enters your labyrinth.
At first level, choose Control Aspect or Expansion Aspect. This will grant you features at level 1, 6, 12, and 17.
At level 3, you can manage your labyrinth even better. Three times per day, you can close doorways, open doorways, or move the walls of your labyrinth. You can only do one of those options per use.
At 4th level, you can trap someone in your labyrinth. They must succeed on a Wisdom saving throw against your spellcasting DC or not be able to leave without your permission. They can attempt to leave, attempting the same saving throw once per day. If they succeed, they can leave. If they fail, they have to stay. You must take two long rests to regain the use of this feature.
Ability Score Improvement
When you reach 4th level, and again at 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.
At 5th level, you can move your labyrinth. Once per week, you can re-choose the location of your labyrinth, centering it where you stand. This cannot be used in combat.
At level 8, you can move yourself, 5 times a day, to anywhere in your labyrinth. Up to five willing creatures can come with you.
At level 10, you can, for 1 hour, expand the range of your labyrinth by 50ft. You can use this feature once per month. Your labyrinth gains 40ft of radius this level.
At level 15, you can, for 5 hours, expand the range of your labyrinth by 80ft. You can use this feature once per month. Your labyrinth gains 80ft of radius this level.
Each labaranthine decides whether to dedicate themselves to expanding their labyrinth or dominating their labyrinth completely.
The labaranthine of the Control Aspect dedicate themselves to making their power absolute in their labyrinth.
At level 1, you learn the spells Command and Sleep and can cast them each once per day, with a range of your labyrinth. You can only cast these spells while in your labyrinth. They do not count against your number of spells known. While using the Sleep spell, roll 6d10 rather than 5d8. You can cast Dominate Person and Mislead with the same limits at level 12.
At level 6, you can use your non-Control-Aspect-specific Labaranthine features twice as often.
Once per five long rests, you can read someone's mind. You get this feature at level 12. They must make a Wisdom or Intelligence saving throw ( your choice) against your spell save DC. If they fail, you can hear anything they think, as well as poke around their mind. If you start poking around, you must do so as an action and can only see what happened in the last 6 months.
At level 17, your labyrinth is under the permanent effect of the spell Guards and Wards. No one can enter without your permission or a secret password you make. You can use all of the spell effects listed and change where they are and what they do once per week.
The labaranthine of the Expansion Aspect dedicate themselves to expanding their range of power and losing their powerlessness outside.
At level 1, you learn the spells Burning Hands and Magic Missile and can cast them each once per day with no disadvantage outside of your labyrinth. They do not count against your number of spells known. With the same limits/advantages, you can cast Teleportation Circle and Cloudkill at level 12.
At level 6, 30ft is added to your labyrinth every level.
At level 12, you can use your Expand feature twice per month for 2 hours.
At level 17, you lose all disadvantages of being outside your labyrinth.