Base Class: Sorcerer
Your magic comes from a blood connection to the primeval minotaurs of the distant past. Most sorcerers with this origin are taller and bulkier than other representatives of their race because of the influence of those antediluvian labyrinths in their blood. While those that embrace their blood start manifesting the bestial aspects of the minotaur, eventually the madness of the maze bleeds through them into the world.
Blood of the Labyrinth
When you choose this origin at 1st level, the blood of the minotaur ancestor makes itself known. You can retrace any path you've previously taken without a skill or ability check. You can also speak, read, and write Abyssal. Additionally, when 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, such as 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 in 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. Your spells that deal psychic damage deals 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 spend 2 sorcery points to target that creature with a confusion spell.
Aura of the Labyrinth
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 made 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 against your spell save DC or lose the ability to use reactions until the end of your next turn.
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