Base Class: Wizard
Labrynthomancy is an ancient tradition of magic, once well-known and widely studied. It is one of the dwindling number of traditions that does not interact with what is known as the Weave to produce magic, instead requiring deep and intense meditation to find pathways that allow magic to be channeled into a pure form. Even in its heyday labrynthomancy was regarded as an incredibly difficult method, and being able to cast magic using it considered a mark of great skill and learning.
As interacting with the Weave became the standard of magic, though, the number of labrynthomancers decreased; at first slowly, but ever more rapidly as magical heroes of other traditions appeared. But the school has not died out. After Weave interaction remained the norm for ages, some are looking to circumvent it to gain an advantage over more pedestrian mages. There are also some of the school who believe that interaction with the Weave weakens not only magic, but the very fabric of reality.
However you happened into the school- whether a member of a secretive order, an aged mentor, or a long forgotten scroll you discovered- labrynthomancy is quite an uncommon path to the study of magic in the modern era. Most not dealing in the arcane have simply not heard of it. Even to those in the know, it remains an enigma, shrouded in the mists of the past. Your growing knowledge and mastery of the school will require long hours of study but reward you with seeing not only pathways for magic, but also routes and connections between other phenomena of the world.
Labrynthomancy
You use a unique method to cast a spell that is capable of dealing tremendous Force damage. You can do so a number of times a long rest equal to your proficiency bonus, or expend a number of spell slots equal to your proficiency bonus to cast it when you have no more uses remaining. In addition, this style of magic allows you to always know which way is North.
PLAYER PREPARATION
First, on a sheet of graph paper, draw a 6x6 square. Then you use 1d4 and a 1d6 to determine the details of the maze, with the 1d4 controlling direction and the 1d6 distance. On the d4, the numbers correspond to: (1)North/Up, (20)South/Down, (3)West/Left, (4)East/Right. Roll the d4 and the d6 to determine where the Entrance and Exit to the maze are. For example, if you had rolls of 1 and 3, the Entrance would be on the North of the maze three spaces from the left; the Exit is determined in a similar manner but cannot be on the same space as the Entrance. Then roll two d6 four more times to place the Walls of the maze, with one d6 determining the column and the other the row they go in; walls are placed on the inside. Walls cannot block Entrance or Exit squares, or have multiple Walls in the same square. Then place a number of Boosts equal to your proficiency bonus in the same way as the Walls; Boosts can't be in the same square as a Wall. A Boost can be one of: 1) two additional damage die, 2) an additional target, 3) the area of the spell is increased by 5 feet, 4) the spell save DC of this cast of the feature is increased by 1.
You start at the entrance of the maze and move by rolling the d4 and d6, with the d4 controlling direction and the d6 distance; you can't move through walls. You can roll a number of times equal to your proficiency bonus when you first cast this feature, and then once as no action on each of your turns for the duration and also once when you expend a spell slot of first level or higher. The spell lasts for one minute or until you exit the maze; if you exit the maze after using an action, you can then cast this feature on your following turn. You can't cast this feature repeatedly with the same maze, so make multiples for each session to use, changing the Entrances/Exits and/or Walls if you do have to re-use one.
On Cast:
The magic is activated with a bonus action on your turn, and when you exit the maze, you can cast this feature with an action on your turn. The target(s) must make a Wisdom saving throw, and on a failure take 4d8(plus 2 additional d8 at levels 5, 11, and 17) and any accumulated Force damage, and half damage on a successful save. The spell ends when it is cast, if you are reduced to 0 HP or fewer, or after one minute.
Homeward
Beginning at 2nd level, you can also use your magic to benefit your allies, finding paths that connect them to wholesome and strengthening magic. Create a maze as for your Labrynthomancy feature, but the Boost squares are instead one of: 1) bonus to a saving throw, 2) bonus to AC, 3) bonus to an attack roll, 4) bonus to a skill check; the bonus is equal to your Proficiency Bonus. This feature is activated with a bonus action and can be cast with a reaction when an ally in range is targeted by an attack or makes a skill check, saving throw, or attack roll, with the bonus lasting until the triggering roll is resolved. If you exit the maze without accumulating any boosts, the targeted ally receives a boost equal to half your proficiency bonus rounded down. You can use this feature Proficiency Bonus times a day.
In addition, the protective aspect of this feature's magic can once per long rest be used to give yourself a shield of temporary HP equal to your spell save DC while you have a maze active.
Aether Path
Starting at 6th level, you have learned how to apply your methods to magic that interacts with the Weave, and use your Labrynthomancy feature when casting a spell you have prepared. If you do so, for each Boost you accumulate, you regain a spell slot expended for the cast, up to a total level per long rest of half your proficiency bonus rounded down +1. In addition, your skill with combining labrynthomancy with more standard magic allows you to see into the Ethereal Plane out to 30 feet.
Grand Maze
Beginning at 10th level, you can enter into a deeper meditation and navigate a much larger maze to empower your magic. To prepare this maze, start by drawing a 20x20 square grid on your paper, determining the Entrance and Exit with a d20 instead of a d6. For this maze, use a d20 instead of a d6 to determine distance, and two d20 to place the interior features in the same way as a smaller one. Place 20 Walls instead of 4, and 1+Spell Save DC Boosts instead of proficiency bonus Boosts. In the middle four squares of the maze is the Nexus, which has a 1-square Entrance and is considered an extra wall; the Nexus contains 1d20 Boosts and allows you to instantly exit the maze if you wish, and any movement lets you leave by its Entrance. Then, place down 4 Teleport Pads. Pads stop your movement and teleport you to another Pad which is linked with it; assign each a number 1-4, then roll to see which is paired with 1 and pair the remaining ones. Teleport Pads cannot be placed on Walls, each other, or in front of an Entrance or the Exit. You can use up to proficiency bonus moves on your turn each round.
In addition, there are a more potential Boosts. For a normal use of Labrynthomancy, they are: 5) The spell's damage(if any) ignores resistance, 6) The target of the spell is Stunned for one round, 7) Allies in the area of the spell take no damage or effects from the spell, 8) You simultaneously cast another spell you know of a level lower than or equal to your PB+3, ignoring verbal and somatic components and material ones with no specified cost and aren't consumed(this spell receives no benefits from other Boosts). For a use of a Homeward maze, they are: 5) the target regains 1d8 hit points, 6) the target gains Intelligence modifier temporary hit points, 7) a bonus to their next damage roll before the end of their next turn, 8) a bonus to their walking speed for one round.
You can only use one Grand Maze after a long rest. It remains active until you exit or until you finish a long rest, or fall to 0 HP or fewer. In addition, you have a +2 bonus to your passive Investigation and proficiency with Navigator's Tools.
Astral Routing
Starting at 14th level, you have learned to go to a deeper level, and not only navigate magical pathways but to tie them together to create more powerful and stable magic that not only strengthens your magic, but you as well. When you cast a spell of of 1st or 2nd level, you get another movement roll in your maze; when you cast a spell of 3rd or 4th level, you can move the number of squares rolled in any path you choose in your maze; if you cast a spell of 5th level or above, you place down two Boosts that last for the duration of the maze. Having a field of three spells cast in the same group gives the next spell you cast of that group with an additional property and has other effects:
- With a field of spells from the first group, your next damaging spell has an Intelligence modifier bonus to the damage roll; you also have advantage on Intelligence saving throws against effects you can see.
- With a field of spells from the second group, your next spell requires no concentration for its duration; you also have advantage on saving throws to maintain your concentration on spells.
- With a field of spell from the third group, your next spell enters a Hyper Nexus, which allows you to change the element of any spell you are casting with the maze and apply any Boosts accumulated to those spells as well, and you gain an aura out to 15 feet: this aura is a maze, consisting of 5-foot squares which has no interior Walls and in their place has Hazards which have one of a few dangers which affect enemies: 1) 2d8 Force damage, 2) difficult terrain, 3) disadvantage on attack rolls and skill checks, 4) disadvantage on saving throws. For allies, the Boosts are one of: 1) heavily obscured from enemies outside the maze, 2) advantage on saving throws against being Frightened, 3) they share any types of vision(Darkvision, etc.) you have and your passive Investigation, 4) they can re-roll a 1 on a skill check or saving throw but must take the second roll. A creature is affected by a square in your aura's maze it enters, taking any damage then(once a round, and at the start of its turn in following rounds while in the Hazard) and Hazards or Boosts always apply while the creature is in that space. You are aware of where these Hazards and Boosts are in your aura's maze, but not of what they are until they take effect.
The state of your maze's field lasts until you cast a spell of first level or above, or until you take a long rest at which point it empties and resets.
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