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The bard's College of the Passage, the cleric's Labyrinth divine domain, the druid's Circle of the Worked Stone, the sorcerers Oozemancer bloodline, the warlock's Enigmatic Eye patron, and the wizard's School of the Inside Out are all new archetypes based around the delving of dungeons and the exploration of the dark places. By Mike Myler; illustrated by Sade.

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Dr. Mary C. Crowell

I'm looking forward to reading about the Bard's College of the Passage!

Galdran

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. This needs to be completely redone. This breaks bounded accuracy. You should instead give them an unarmoured AC of 11+Dextery, 12+dexterity and then 13+dexterity.

Galdran

Question, the movement speed of the oozes, doesn't carry over to the Gelatinous Cube or Ochre Jelly right? Because the Cube, having the ability to move 40' and engulf anyone automatically would be extemely over powered. Heck, summoning a familiar with 80hps that does 3d6 points of damage seems a bit over powered as well.

Benjamin Pheloung

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. //What does your climb speed become?

Fiona Elliott

You guys really need to hire some QA staff because this article is just beyond lousy with errors and imbalances. College of Passages: Extremely underpowered, you could use a Lore Bard with Find Familiar to gain largely the same effects, using spell slots instead of the much rarer bardic inspirations. Labyrinth Domain: Blessed Exploration: Do your allies gain 1d6 Blessing Dice (which are also 1d6s) or do they each gain 1 1d6 Blessing Die? Insightful Knack: That is literally what an Investigation or Perception check is for. This isn't a feature this is a Negative Feature. Circle of the Worked Stone: Wall Walker: What is the climb speed? It needs to be equal to something. Deep Sight: Blindsight while connected to the ground is already an ability in this game. It's called Tremorsense. Oozemancer: Chimatulaka: There's no limit to the amount of ooze food you can make. The ability to stun an ooze with your infinite pockets of food is ridiculously overpowered. Even if your ooze goes berserk (which it shouldn't, you have all the ooze food in the world), it is still a familiar and your ability to dismiss it is not revoked in the feature. And of course, this isn't even taking into consideration that the gray ooze is too powerful for a familiar even with balancing mechanics. Maybe a custom Tiny ooze companion that grows in size and power with you might be more ideal. Ooze Minion: CR 2 creatures should not be summoned by a 1st level spell. Ever. Enigmatic Eye: All-Seeing Eye: Maybe limit True Seeing to once per long rest, like similar warlock features? School of the Inside-Out: Disorient Sense: This feature is way too powerful to use a theoretically unlimited number of times per day. Otherverse Disjunction: This is the Warlock's Hurl through Hell but better on every level save that you won't be sure if it'll work. When does the creature stop taking 3d10 psychic damage? When it makes the save and comes back? When it stops being disoriented? When it dies? The heat-death of the universe?

Julie Y

Plus, there's a grammatical error in the first sentence: "The secrets of true power often LIE guarded in passages...." Do you have a proofreader? I'm a professional freelance copyeditor and would be willing to help out if you need someone.