OGC:Labyrinth Domain (5e Subclass)
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Clerical divine domain: Mazes are somewhere in the mythos of cultures and religions all over the world, and you believe the greatest truths lay within the mystery of the labyrinth itself. With every warren and passage you navigate, your devotion and the power it grants increases, so surely there is truth—not madness, but truth—at the heart of your worship.
- 1st alarm, goodberry
- 3rd knock, rope trick
- 5th gaseous form, leomund's tiny hut
- 7th fabricate, leomund's secret chest
- 9th creation, passwall
When you choose this domain at 1st level, your speed increases by 10 feet while you are unarmored or wearing light armor. Also, armor you wear does not impose disadvantage on your Dexterity (Stealth) checks.
Also at 1st level, you have advantage on any ability checks you make that use the Survival skill, and you always know which direction is north.
Whenever you cast a divination spell of 1st level or higher, you gain a 1d4 blessing die that you can apply to the next Intelligence or Wisdom ability check you make within the next 10 minutes. You may only possess one 1d4 bonus gained in this way at a time.
Channel Divinity: Forge Ahead
Starting at 2nd level, you can use your Channel Divinity to remove afflictions. As an action, you present your holy symbol and call out for guidance that removes the blinded, charmed, deafened, and frightened conditions, or one level of exhaustion, from all creatures you choose within 30 feet of you.
Beginning at 6th level, the blessing die granted by your Inspired Explorer feature increases to 1d6, you are able to use it within 1 hour of casting a divination spell of 1st level or higher, and you may spend Channel Divinity to grant 1d6 Blessing Dice to a number of creatures equal to your Wisdom modifier.
At 8th level, you may spend 1 minute performing a DC 15 Wisdom (Insight) check to find something of significance such as a coded message, secret door, or hidden chest. The kind and quality of the information you intuit depends on your check and the location you are in—a GM can always decide there is nothing for you to intuit or find in the current location and provide a clue leading to a more relevant location. Once you have used this feature, you cannot do so again until you have finished a long rest.
Starting at 17th level, you learn the maze spell and are able to cast it by expending one use of Channel Divinity.