Base Class: Artificer
Many mages create puzzles and encryptions to hide their work, but for these artificers, the puzzles are their work and are proudly left around for others to attempt, whether magically inclined or not. To the minotaurs, labyrinth architects are no different to them as city planners, contractors, and civil engineers.
Tool Proficiency
At 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Labyrinth Architect Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Labyrinth Architect Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Labyrinth Architect Spells
| Artificer Level | Spells |
|---|---|
| 3rd | alarm, fog cloud |
| 5th | find traps, knock |
| 9th | hypnotic pattern, nondetection |
| 13th | confusion, stone shape |
| 17th | passwall, wall of stone |
Minoan Maze
Also at 3rd level, you can use your action to summon a number of vertical stone panels to create a maze equal to twice your level in this class. Each panel must be within 60 feet of you and can be at most 5 feet away from another panel. The panels are 5-foot-by-5-foot, 3-inches thick, and have AC 10, 5 hit points, and immunity to poison and psychic damage. The panels last up to 1 minute or until you lose concentration (as if concentrating on a spell).
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all uses of this feature when you finish a long rest.
Shifting Configurement
At 5th level, while your Minoan Maze feature is active, you can us a bonus action to move panels up to 5 feet in a direction of your choice. The panels can be moved individually, but they must remain within 60 feet of you, remain within 5 feet of another wall, and be touching the ground.
Additionally, as part of the same bonus action, you can create additional panels equal to your Intelligence modifier (minimum of 1), up to a total of twice your level in this class. The new panels follow the same rules for placing panels above.
Daedalian Mind
At 9th level, you have advantage on ability checks and saving throws against illusions, puzzles, and riddles. Additionally, you have resistance to psychic damage and your mind cannot be read unless you allow it.
Stone Jungle
At 15th level, you can conjure your own labyrinth demiplane. You can cast the maze spell once without expending a spell slot. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
When you cast the spell in this way, you can also choose to enter the maze. When you do so, the following effects occur while both you and the target are in the maze:
- You have advantage on attack rolls against the target and it has disadvantage on saving throws imposed by you.
- The target is always within your line of sight and range.
- The targeted creature can use its movement to attempt an Intelligence (Survival) check contested by your Intelligence (Stealth) check. If the target succeeds, it can move into line of sight and range of you.
- As a bonus action, you can expend a use of your Minoan Maze feature to give the target disadvantage on its Intelligence checks made to escape and Intelligence (Survival) checks made to locate you until the start of your next turn.
- As a bonus action, you can leave the maze and return to the space you left or, if that space is occupied, in the nearest unoccupied space.
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