Labyrinth (Legendary Games)

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.

Light Step

When you choose this domain at 1st level, your speed increases by 10 feet. If you are wearing armor that grants disadvantage on Stealth checks, you do not have disadvantage on Stealth checks while wearing it.

Level Spells
1st alarm, goodberry
3rd knock, rope trick
5th gaseous form, tiny hut
7th fabricate, secret chest
9th creation, passwall

Natural Explorer

Also starting at 1st level, you gain advantage on any ability check you make that uses Survival and you always know which direction is North.

Whenever you cast a divination spell, you gain a 1d4 that you may add to any 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 single time.

Channel Divinity

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, exhaustion (1 level), and frightened conditions from creatures you choose within 30 feet of you.

Blessed Exploration

Beginning at 6th level, the 1d4 granted by the natural explorer feature increases to 1d6, you are able to use it within 1 hour of casting a divination spell, and you may spend Channel Divinity to grant 1d6 to a number of creatures equal to your Wisdom modifier.

Insightful Knack

At 8th level, you may spend 1 minute performing a DC 15 Wisdom (Insight) check to find discover something of significance such as a coded message, hidden chest, or secret door. The quality of the information you intuit depends on your check and the location you are in—a GM can always decide there is nothing in the current location and provide only 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.

Section 15: Copyright Notice

Dungeon Archetypes. Copyright 2016 Mike Myler, published under license by Legendary Games; Authors Mike Myler.