TEXT: EN World EN5IDER | Magical Dungeon Archetypes
  EN World EN5IDER | Magical Dungeon Archetypes
   
  writing Mike Myler
   color art Sade
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  T
  he secreTs of True power 
  often lay guarded in 
  passages of worked stone 
  and deadly contraptions hidden 
  beneath the earth. In response, 
  many practitioners of magic create 
  and hone techniques that allow 
  them to better delve into these 
  dungeons or unlocking the obscura 
  they’ve already stumbled across 
  while exploring below.
  Magical 
  Dungeon 
  Archetypes
  
  Magical Dungeon Archetypes | EN World EN5IDER
  Magical Dungeon Archetypes | EN World EN5IDER
  Bard: College of the Passage
  Many a vagabond has accepted the tutelage of 
  old dungeon explorers, training in ramshackle 
  facilities that emulate the deadly places students 
  seek out and enter. Few survive the real thing.
  Constantly Aware
  When you join this college at 3rd level, you gain 
  proficiency in the Perception and Investigation 
  skills, and your proficiency bonus is doubled for 
  any ability check you make that uses it.
  Passage Sentries
  Also at 3rd level, you gain the Tinker racial feature 
  of a gnome, able to build only clockwork toys. 
  You may spend your bonus action to expend 
  one of your uses of Bardic Inspiration, rolling a 
  Bardic Inspiration die and gaining control over 
  a device’s movement for a number of rounds 
  equal to double the result. At the end of your turn 
  each round you control one or more devices, you 
  choose whether a device turns (as much as 180 
  degrees), stops, continues moving, or goes inert. 
  Sentry Control
  Beginning at 6th level, your control over your 
  sentries increases dramatically. You may 
  spend your bonus action on a turn to perceive 
  through one of your controlled devices (gaining 
  darkvision 120 feet while doing so), able to hear 
  and see anything it can for 1 round as long as it is 
  within 1 mile. 
   In addition, you may spend your bonus action 
  to detonate a controlled device. All creatures 
  within 10 feet of the exploding sentry must make 
  a Dexterity saving throw with DC against your 
  spell save DC, taking fire damage equal to 2d6 × 
  your proficiency bonus on a failed save, or half as 
  much damage on a successful one.
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  Sentry Sight
  Starting at 14th level, when you have at least one 
  controlled sentry 10 feet or further away and 
  within your line of sight you may expend one of 
  your uses of Bardic Inspiration to gain blindsight 
  40 feet for 1 minute. In addition, when you 
  perceive through one of your controlled devices 
  you gain truesight. 
  Cleric: Labyrinth 
  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.
  Domain Spells
  Level
  Spell
  1st
  alarm, goodberry
  3rd
  knock, rope trick
  5th
  gaseous form, tiny hut
  7th
  fabricate, secret chest
  9th
  creation, passwall
  Light Step
  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.
  Inspired Explorer
  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. 
  
  EN World EN5IDER | Magical Dungeon Archetypes
  EN World EN5IDER | Magical Dungeon Archetypes
  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.
  Blessed Exploration
  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.
  Insightful Knack
  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.
  Labyrinth
  Starting at 17th level, you learn the maze spell 
  and are able to cast it by expending one use of 
  Channel Divinity.
  Druid: Circle of the 
  Worked Stone
  Trying to stop the workings of cults, mages, and 
  sovereigns obsessed with carving out dungeons 
  beneath the earth is a lost cause but mastering 
  how to traverse them is another matter entirely.
  Circle Spells
  Level
  Circle Spells
  3rd
  knock, shatter
  5th
  meld into stone, slow
  7th
  stone shape, stoneskin
  9th
  passwall, wall of stone
  Bones of Stone
  When you choose this circle at 2nd level, your 
  bones become denser and increase your AC by 1. 
  This bonus increases by 1 at 9th level and again at 
  18th level.
  Stonecunning
  Also at 2nd level, you gain an intuitive 
  understanding of stone. Whenever you make an 
  Intelligence (History) check related to the origin 
  of stonework, you are considered proficient in 
  the History skill and add double your proficiency 
  bonus to the check, instead of your normal 
  proficiency bonus. If you already possess this 
  feature, you have advantage on these checks.
  Wall Walker
  Beginning at 6th level, you gain a climb speed 
  and are able to cling to stone or rock with only 
  one limb (be that a claw, foot, or hand) even while 
  using wild shape.
  Deep Sight
  At 10th level, while in contact with the ground 
  you gain blindsight to a range of 20 feet. When 
  you are underground your blindsight range 
  increases to 40 feet.
  
  Magical Dungeon Archetypes | EN World EN5IDER
  Magical Dungeon Archetypes | EN World EN5IDER
  Elemental Shape
  Starting at 14th level, you are able to wild shape 
  into an earth elemental with 100 hit points. At 
  15th level and every level thereafter your hit point 
  total while in earth elemental form increases by 5 
  (to a maximum of 130 at 20th level).
  Sorcerer: Oozemancer 
  Bloodline
  Where others see forces of nature that bring 
  nothing but destruction, you see gelatinous allies 
  and companions. Regardless of good sense and 
  the way it makes your skin crawl, your fondness 
  for oozes has granted you a supernatural 
  understanding of the creatures. 
  Chimatuluka
  At 1st level, you master the conjuration of a 
  strange fungus called chimatuluka. Oozes crave 
  chimatuluka and when adjacent to or hit with as 
  much as a handful, mindlessly consume it for a 
  number of rounds equal to half your proficiency 
  bonus (completely ignoring creatures attacking 
  it). By spending 10 minutes focusing your magical 
  energies, you create a number of handfuls of 
  chimatuluka equal to your proficiency bonus + 
  Charisma modifier.
   You learn the find familiar spell and can cast it 
  as a ritual. The spell doesn’t count against your 
  number of spells known. When you cast the 
  spell, you can choose one of the normal forms for 
  your familiar or use a handful of chimatuluka as 
  a spell component to choose a gray ooze. Oozes 
  you summon move extremely quickly, increasing 
  their speed to 25 feet. Each time an ooze is 
  summoned it must be fed chimatuluka, and after 
  1 hour and every hour afterward you must feed a 
  summoned ooze one chimatuluka or roll 1d20. If 
  the result is less than your sorcerer level the ooze 
  consumes itself and dissolves into nothingness 
  but otherwise it attacks the nearest living creature.
   Additionally, when you take the Attack action, 
  you can forgo one of your own attacks to allow 
  your familiar to make one attack of its own. 
  Ooze Within
  Also at 1st level, your body changes to become 
  more ooze-like. Whenever you suffer a critical 
  hit or take extra damage such as from a rogue’s 
  Sneak Attack or a hobgoblin’s Martial Advantage, 
  roll 1d20. If the result is equal to or less than your 
  sorcerer level, you ignore the extra damage dealt 
  by the attack.
  Ooze Minions
  Beginning at 6th level, you may use three 
  handfuls of chimatuluka to summon a gelatinous 
  cube or ochre jelly with find familiar. 
  Ooze Without
  Starting at 14th level, when you are reduced to 
  half your maximum hit points, your viscous blood 
  coalesces into a black ooze that attacks creatures 
  hostile to you. This ooze acts on your initiative, 
  and dissipates at the end of your turn if it cannot 
  sense any hostile creatures, or after 1 hour passes, 
  whichever is sooner. 
   You must complete a long rest before you can 
  create another black ooze.
  Ooze Form
  At 18th level, you can use your action to magically 
  assume the shape of an ooze. This functions 
  as a druid’s Wild Shape feature (using your 
  sorcerer level as your druid level), but you can 
  only transform into creatures of the ooze type. 
  Additionally, by expending 1 sorcery point per 
  two spell levels (minimum 1 sorcery point) you 
  are still able to take the Cast a Spell action while 
  in ooze form. You can use this feature twice, and 
  you regain all expended uses when you finish a 
  long rest.
  
  EN World EN5IDER | Magical Dungeon Archetypes
  EN World EN5IDER | Magical Dungeon Archetypes
  Warlock: The Enigmatic 
  Eye Patron
  The mysteries of the world are there for anyone to 
  discover—if they are willing to do what must be 
  done to truly see. You are witness to the unknown 
  and what you have glimpsed has empowered you, 
  awakening a thirst to behold more of what lay 
  beyond the veil of reality.
  Enigmatic Eye Expanded Spells
  Spell Level
  Spells
  1st
  identify, speak with animals
  2nd
  detect thoughts, find traps
  3rd
  bestow curse, clairvoyance
  4th
  arcane eye, divination
  5th
  legend lore, telepathic bond
  Occult Eye
  Starting at 1st level, you gain a mystic eye in 
  the middle of your forehead; this may be a 
  physical eye, an arcane tattoo, or any other eye-
  like mark. The eye sees through your body and 
  equipment and only ever closes when you fall 
  asleep (if flanking is in effect, you are immune to 
  flanking). You gain proficiency in the Perception 
  and Investigation skills; your proficiency bonus is 
  doubled for any ability check you make that uses 
  them. 
  Closed Eye
  Beginning at 6th level, you may spend a bonus 
  action and expend a spell slot of an equal level 
  spell level to imbue your mystic eye with a spell 
  that requires concentration. The eye closes and 
  the Occult Eye feature ceases to grant any benefits 
  as it concentrates on the spell. While your eye 
  concentrates on a spell, you are able to cast a 
  second spell that requires concentration. After 
  a number of rounds equal to your proficiency 
  bonus, your third eye opens and the spell it was 
  concentrating on is lost.
  Superior Sight
  At 10th level, you gain the Devil’s Sight eldritch 
  invocation. If you already possess Devil’s Sight or 
  acquire it later, you gain blindsight 30 feet instead.
  All-Seeing Eye
  Starting at 14th level, you can cast true seeing at 
  will without expending a spell slot.
  
  Magical Dungeon Archetypes | EN World EN5IDER
  Magical Dungeon Archetypes | EN World EN5IDER
  Wizard: School of the 
  Inside Out
  Since the dawn of time, mages and priests have 
  pursued ancient secrets revealing the fabric 
  of reality, suffering eternally for their hubris. 
  Fortunately, you have come across a scrap of their 
  knowledge, and you have used it to unlock a 
  path to forbidden arcana otherwise shrouded in 
  mystery.
  Mystical Understanding
  Beginning when you select this school at 2nd 
  level, the gold and time you must spend to copy 
  a spell into your spellbook varies depending 
  on the individual spell. By spending 1 minute 
  evaluating the inscription of a spell, you may roll 
  1d8; if you roll an 8, your mystical understanding 
  of it reduces its costs and inscription time by half. 
  Once you use this feature, you cannot use it again 
  on the same spell for 24 hours.
  Disorient Senses
  Starting at 2nd level, you learn the secrets of what 
  lies behind the veil of reality. As an action, you 
  pull away the curtain of existence to disturb a 
  single creature within 30 feet. If the target can see 
  you, it must succeed on an Intelligence saving 
  throw against your wizard spell save DC or be 
  disoriented for a number of rounds equal to your 
  proficiency bonus. A disoriented creature loses 
  any types of vision other than regular vision (a 
  creature without regular vision is blinded). Attack 
  rolls against the creature have advantage, and 
  the creature’s attack rolls and ability checks have 
  disadvantage.
   Once the effect ends, or if the creature succeeds 
  on its initial saving throw against this effect, you 
  can’t use this feature on that creature again until 
  you finish a short rest.
  Inverted Psyche
  At 6th level, you gain resistance to psychic 
  damage. In addition, you can communicate 
  telepathically with any creature you can see 
  within 30 feet of you. You don’t need to share a 
  language with the creature for it to understand 
  your telepathic utterances, but the creature must 
  be able to understand at least one language.
  Occult Secrets
  Beginning at 10th level, you gain advantage on 
  Intelligence saving throws, Intelligence (Arcana) 
  checks, and Intelligence (Religion) checks.
  Otherverse Disjunction
  Starting at 14th level, you can use this feature to 
  instantly transport a creature within 30 feet to 
  a place both within and outside of reality. The 
  creature makes an Intelligence saving throw 
  against your spell save DC or disappears and 
  shudders across the underpinning matrix of 
  existence for a number of rounds equal to your 
  proficiency bonus. At the end of its next turn 
  and every turn afterward, the target makes 
  another Intelligence saving throw. On a success 
  the creature returns to the space it previously 
  occupied (or the nearest unoccupied space) and is 
  disoriented for 1d4 rounds (as above). If the target 
  is not an aberration, it takes 3d10 psychic damage 
  at the end of each round as it reels from its horrific 
  experience. Once you use this feature, you can’t 
  use it again until you finish a long rest. e
  
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