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  WELCOME TO THE CITYSCAPE 
  There’s no law, just an illusion of it. A tattered, 
  stitched-together heap that just lives day-to-day. Men 
  live and die with nothing to show for it, while the 
  high lords and merchants play their games, and the 
  true players call the shots from the shadows. 
  This is the cityscape. 
  This is a place full of hope and dreams and ill-
  gotten gains. A game where only the wolves prosper, 
  and the roaches survive. Every man and woman 
  makes him or herself into one or the other. This is the 
  story that ought to be told in the cityscape: one of 
  endless, hopeless-but-hopeful struggle.  
  Characters that hail from the city are no strangers 
  to this carnage, to this futile cycle. So let's equip 
  these characters with subclasses that match this gritty 
  upbringing, eh? 
   
  USING THIS SUPPLEMENT 
  Urban Archetypes contains 30 urban-themed 
  subclasses as well as a plethora of spells to better 
  match any character hailing from the city, or any 
  campaign set therein. Characters that utilize these 
  subclasses need not stay in the city, however, to 
  experience the full breadth of their abilities. In 
  campaigns set outside the cityscape, these characters 
  can demonstrate what a city slicker can bring to the 
  table and the battlefield.  
   
  SPELLS 
  Appendix A holds a handful of urban-themed spells, 
  mostly centered about pollution or law. Whenever 
  you come across a spell in a subclass’s spell table, 
  such as the Archivist’s Expanded Spells table, any 
  spell denoted with an asterisk (*) can be found in 
  Appendix A.  
   
  INSPIRATIONS 
  As the author of this supplement, I can tell you that I 
  love the cityscape. I love it. Other than a few short 
  campaigns here or there, I’ve ran urban noir 
  mysteries for the last two years, set in the city of 
  Waterdeep of the Forgotten Realms setting. Nothing 
  interests me more than the human struggle of power, 
  greed, and hope that wracks the city each and every 
  day. So, this supplement is the fruition of many hours 
  of dreaming, questing, and playtesting.  
  Some inspirations for this supplement include: 
  H.P. Lovecraft. The works of H.P. Lovecraft 
  inspired both the bardic College of the Black Vista 
  and the Slumbering Titan otherworldly patron.  
  Jim Butcher. Jim Butcher’s The Dresden Files 
  bewitched me nearly 8 years ago, and has bled into 
  everything I write. The wizardly Arcane Tradition, 
  the Warden, is inspired by his version of wizard-cops 
  in that series.  
  Mike Mearls. A special thanks to Mike Mearls and 
  his Happy Fun Hour. The Acrobat Rogue heavily 
  inspired the Way of the Thundering Justice monastic 
  tradition and his Beauty domain inspired my Love 
  domain. However, despite these inspirations, I have 
  sought to differentiate these subclasses as best I can. 
   
  ART CREDITS 
  Cover Page: Fantasy Noir Investigation Cover by 
  Indi Martin, Indi Martin © 2015 
  Other Pieces 
  Vampire Attack et al. by Dean Spencer. Some 
  artwork © 2015 Dean Spencer, used with 
  permission. All rights reserved. 
  Romantic by Elizabeth Porter. Some artwork © 2014 
  Elizabeth Porter, used with permission. All rights 
  reserved. 
  Hulking Punk  by Scott Harshbarger. Some artwork 
  © 2018 Scott Harshbarger, used with permission. 
  All rights reserved. 
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of 
  Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
  3 
   
  TABLE OF CONTENTS 
   
  CLASSES 
  BARBARIAN 
  Path of the Stonefist Brawler ...................................... 4 
  BARD 
  College of the Black Vista .......................................... 6 
  College of Canvas ........................................................ 7 
  College of Erotica ......................................................... 8 
  CLERIC 
  Commerce Domain .................................................... 10 
  Law Domain ................................................................ 11 
  Love Domain .............................................................. 13 
  DRUID 
  Circle of Sickness ....................................................... 15 
  Circle of the Streets .................................................... 16 
  FIGHTER 
  Brigand ........................................................................ 18 
  Gladiator ...................................................................... 19 
  MONK 
  Way of Thundering Justice ....................................... 20 
  Way of the Weave Seeker ......................................... 21 
  PALADIN 
  Oath of the Inquisition ............................................... 22 
  Oath of Poverty ........................................................... 23 
  RANGER 
  Bounty Hunter............................................................. 25 
  ROGUE 
  Gambler ....................................................................... 27 
  Inquisitor ...................................................................... 28 
  Investigator .................................................................. 29 
  Physician ...................................................................... 31 
  Scholar ......................................................................... 31 
  Thug ............................................................................. 32 
  SORCERER 
  Awakened Reincarnate .............................................. 35 
  Heir to Misery ............................................................. 37 
  Plagueborn ................................................................... 38 
  WARLOCK 
  The Archivist .............................................................. 40 
  The Rat King ............................................................... 41 
  The Slumbering Titan ................................................ 43 
  The Vampire Lord ...................................................... 44 
  Eldritch Invocations ................................................... 46 
  WIZARD 
  Alchemist ..................................................................... 48 
  Warden ......................................................................... 50 
   
   
   
  SPELLS 
  Animate Picture .................................................... 53 
  Befoul Food and Drink ......................................... 53 
  Blood Boil ............................................................. 53 
  Cite Law ................................................................ 53 
  Conjure Mugger .................................................... 54 
  Conjure Porter ....................................................... 54 
  Corpse Explosion .................................................. 54 
  Devour Sanity ....................................................... 54 
  Etch in Ink ............................................................. 55 
  Lawyer-Up ............................................................ 55 
  Nightmarish Glance .............................................. 55 
  Paper Cut ............................................................... 56 
  Printing Press ........................................................ 56 
  Red Tide ................................................................ 56 
  Reek ...................................................................... 57 
  Thief’s Bane .......................................................... 57 
  Town Crier ............................................................ 57 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  BARBARIAN 
  In the cityscape, those that could be described as 
  “barbarians” include a different sort than the 
  infamous savages of the wilderness. Urban 
  barbarians can include the broken and downtrodden; 
  the lost and abandoned; vagrants or veterans driven 
  to desperate survival; and brutes or enforcers that 
  take to a life of crime or underground arenas. While 
  these individuals come from civilization, they are no 
  more civilized than savages—for in their hearts burn 
  an unquenchable rage.  
  What, you must ask yourself when designing an 
  urban barbarian character, is the nature of your rage? 
   
   
  NATURE OF RAGE 
  d6 Rage 
  1 
  Society has left you behind. Men cast away their eyes. 
  For all their sermons, the priests cannot help you. The 
  flock has decided for themselves they’re better off 
  without beasts like you to bring them down.  
  2 You were betrayed and thrown from your home and 
  into the streets. Rage is the only warmth you’ve left.  
  3 
  You’re a broken shell of a person, forced to fight for 
  survival every night in this godforsaken city. Nothing 
  can satisfy you. Not love, not warmth, not booze. Only 
  unhinged rage can silence that voice that cries out for 
  something it does not, will not, ever understand.  
  4 
  The war lives on. When you returned home, you found 
  no welcoming party, no parade. Only folk that had 
  already condemned you as a murderer and savage. 
  They—these sheep—spit on you and the memories of 
  your lost comrades, of the horrors you faced, on the 
  very sacrifices you made for them.  
  5 There is no law, only might. You were victimized in 
  the past and swore to never feel that injustice again. 
  6 Violence is your livelihood—as either a thug, a boxer, 
  a hired guard, or a bouncer for a rowdy establishment. 
   
  PRIMAL PATH 
  The following option is offered to barbarian 
  characters at 3rd level, in addition to primal paths 
  offered in other published material.  
   
  PATH OF THE STONEFIST BRAWLER 
  Brawlers are consumed by violence and can harness 
  their own bodies as weapons. With fire and fury, 
  these brutal, unhinged brigands find themselves at 
  home in carnage. A bar fight, a boxing match, a 
  mugging-gone-wrong (for the mugger)—you name it 
  and a Stonefist Brawler can swing it.  
   
   
   
   
  FISTS OF STONE TO BREAK YOUR BONES 
  At 3rd level, when you choose this primal path, you 
  perfect your unarmed strikes to shatter bone and 
  breed fear. Your unarmed strikes deal 1d4 + your 
  Strength modifier as bludgeoning damage.  
  When you use the Attack action to make an 
  unarmed strike on your turn, you can make one 
  unarmed strike as a bonus action.  
  This damage die increases as you gain levels in this 
  class: to 1d6 at 5th level, 1d8 at 11th level, and 1d10 
  at 17th level.  
   
  UNPREDICTABILITY 
  Everybody’s got a plan until they get hit. You have 
  divorced your mind from your body, allowing you to 
  fight with wild abandon. Once on your turn, while 
  you’re 
  raging, 
  you 
  can 
  choose 
  to 
  attack 
  unpredictably. Roll a d6 and refer to the table below. 
  You can roll this die before deciding to use your 
  bonus action—such as to whether to make an 
  unarmed strike as a bonus action. 
   
   
   
   
   
   
  
   
  5 
   
  UNPREDICTABILITY 
  d6 Unpredictable Result 
  1 
  You can test a creature’s reflexes with a few light jabs. 
  You make two unarmed strikes against the same 
  creature within range as a bonus action. The creature 
  has resistance to the damage of these attacks. You 
  learn whether the creature’s AC is superior, inferior, 
  or equal to yours.  
  2 You can bob and weave, taking the Dodge action as a 
  bonus action. 
  3 You can grapple a creature as a bonus action.  
  4 
  You can interpose yourself between your foe and other 
  creatures. Until the end of the creature’s next turn, it 
  has disadvantage on attack rolls made against 
  creatures other than you. 
  5 
  You can hurl a creature away from you, shoving it as 
  a bonus action. The distance it is pushed back is 
  increased to 10 feet.  
  6 
  As a bonus action, you can snatch a nearby object and 
  make an attack with this improvised weapon. You are 
  proficient with the attack and it scores a critical hit on 
  a roll of 18 or 19. 
   
  RAGING BLOWS 
  At 6th level, your unarmed strikes count as magical 
  for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.  
   
  THE OL’ ONE-TWO 
  At 10th level, whenever a creature enters your reach, 
  you can make two unarmed strikes against it as a 
  reaction.  
   
  OPPORTUNIST 
  Starting at 10th level, whenever a creature within 10 
  feet of you falls prone, you can use your reaction to 
  move up to half your movement speed and make a 
  single unarmed strike against the creature if it is 
  within your reach.  
  KNOCKOUT 
  At 14th level, so great is your might that a single 
  punch can knock out a foe. While you attack 
  recklessly through your Reckless Attack feature, if 
  you hit a Medium-sized or smaller creature with an 
  unarmed strike you can roll 5d12 + half your 
  barbarian level. If the creature’s current hit points are 
  equal to or less than that 5d12, it falls unconscious 
  until the start of its next turn.  
  Constructs, elementals, and undead are unaffected 
  by this feature.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  BARD 
  It’s as all the songs say: the streets are alive with the 
  sound of music. There is no greater place to find 
  wealth and thrills for a bard than the city. There is no 
  greater place to find rapt audiences thirsting for color 
  in their lives. There they bring light to otherwise 
  darkened streets, spinning yarns or playing tunes, for 
  without art, life is meaningless. Without art, life is 
  dull and gray. The stain of tragedy can only be 
  scoured by time, but art is the font from which all 
  men to drink to forget their pain.  
  When creating your urban bard character, ask 
  yourself what the state of the arts is in your city? Is 
  art celebrated or is it scorned? 
   
  STATE OF THE ARTS 
  d6 State 
  1 
  The city boasts a famed music academy that only the 
  most elite students are accepted into. Graduates are 
  highly sought after by lords and powerful merchants. 
  2 
  Much of the city’s wealth is owed to art: travelers 
  come far and wide to drink in the nightlife of the city. 
  Music, dance, theater—men can’t resist the call to 
  visit… and empty their coin purses.   
  3 
  A church devoted to a god of light dominates the city’s 
  theocratic circles and wields its influence to fund and 
  teach up-and-coming artists. Cynics call it a thinly 
  veiled recruitment scheme to proselytize. 
  4 
  Murals decorate the walls, the streets. Even the 
  alleyways are colored. The city itself is a work of art, 
  always being improved upon by new artists.  
  5 
  Amidst the gang warfare that has plagued the city for 
  decades, a few thugs have determined that they have a 
  knack for tasteful vandalism and have spread their 
  colors across the city.  
  6 
  Life is small here. Men merely work, eat, sleep, and 
  work again. The city is stained in shades of gray, but 
  here and there, art provides a splash of color and a 
  brief respite from the monotony of it all.   
   
  BARD COLLEGES 
  Bards of all kinds can be found in the cityscape, but 
  three stand out: the College of Canvas, oft pursued 
  by artists; the College of Erotica whose members oft 
  hide amongst the city’s brothels and burlesque 
  parlors; and the hidden College of the Black Vista 
  whose unfortunate members keep a nightly vigil to 
  ensure that the Slumbering Titan’s nightmare does 
  not drown the world in madness.  
  The following options are offered to bard 
  characters at 3rd level, in addition to bard colleges 
  offered in other published material.  
  COLLEGE OF THE BLACK VISTA 
  Somewhere in every city lies a forgotten window or 
  door that opens from this world to another. It opens 
  upon the nightmare realm of the Slumbering Titan, 
  that pulsating collective of mortal consciousness, 
  stained by all their woes and worries and secret lusts. 
  The gate is not secure, and these nightmares threaten 
  to leak out from the Titan's Black Vista into the 
  material world... unless, of course, beaten back with 
  a lullaby. 
  Cities are natural flashpoints in the Titan’s 
  nightmarish assault and College of the Black Vista is 
  never truly a circle of practitioners, but just 
  unfortunate souls linked together in the tenebrous 
  depths of the Slumbering Titan's realm. Guardians 
  they are, equipped with the talent to play or sing 
  songs so beautiful they can stem the tide of the 
  nightmare. When one practitioner dies in this world, 
  the Slumbering Titan's influence infects another soul 
  with this dark responsibility—for if not lulled back 
  to sleep, the Titan's rage will wash over this world, 
  consuming all mortal minds. 
   
  VOICE OF THE BLACK VISTA 
  When you choose this college at 3rd level, your voice 
  is imbued with the power of the Black Vista. You can 
  sing in a beautiful, otherworldly voice. It is both 
  haunting and effervescent, both unsettling and 
  enlightening.  
  You can use your own voice as a spellcasting focus 
  for your bard spells. You can also replicate this 
  otherworldly music with any musical instrument that 
  you play.  
   
  HUSH, LITTLE HORROR 
  At 3rd level, when you choose this college, the 
  unfortunate responsibility of lulling the Slumbering 
  Titan falls to you. As an action, you can expend one 
  use of your Bardic Inspiration to sing to a single 
  creature within 30 feet that can hear you. The 
  creature must make a Charisma saving throw or fall 
  unconscious until the end of their next turn. The 
  creature takes psychic damage equal to your 
  Charisma modifier + 3 x the roll of your Bardic 
  Inspiration die. 
  While in this slumber, the creature beholds the 
  Black Vista, the Titan’s dreamscape. Never will it 
  forget that madness and no matter where in the world 
  you are—any world—the Slumbering Titan hears 
  your song and smiles dreamily, its burden lessened.  
  
   
  7 
   
  AWAY WITH YOU 
  By singing in the Voice of the Black Vista, you can 
  break the bonds on portals and conjured creatures, 
  hurling them back from whence they came. Starting 
  at 6th level, you can use an action to subject a 
  conjured aberration, fey, fiend, or elemental within 
  30 feet that can hear you to a Charisma saving throw. 
  On a failure, a creature is banished to its plane of 
  origin. While banished, it’s incapacitated. At the end 
  of its next turn, the creature reappears in the space it 
  vacated or in the nearest unoccupied space if that 
  space is occupied. 
  Alternatively, you can target one portal, making an 
  ability check with your spellcasting ability, the DC 
  of which equals 10 + the level of the spell that created 
  it. On a success, the portal seals until 1 minute has 
  elapsed or until you lose concentration (as if you 
  were concentrating on a spell). After 1 minute, the 
  portal is permanently sealed.  
  Once you use this feature, you cannot again until 
  you finish a long rest. 
   
  BLEEDING THE NIGHTMARE 
  At 14th level, you’re capable of opening a rift to the 
  Black Vista and bleeding the Titan of its nightmare. 
  As an action, you may cause a doorway, window or 
  other similar frame within 60 feet of you to open 
  upon a starless vortex of unimaginable horror. When 
  a creature, not including yourself, looks upon the 
  Vista, they must make a Wisdom saving throw or go 
  temporarily mad. On a failure, the creature takes 
  5d10 psychic damage at the start of each of its turns, 
  and its vision is reduced to 5 feet as darkness floods 
  its mind. At the end of its turn, it can repeat the 
  Wisdom saving throw to end this effect.  
  If the creature fails its saving throw by 5 or more, 
  it is instead paralyzed. It may reattempt a Wisdom 
  saving throw at the end of each of its turns, ending 
  this effect on a success.  
  Unless surprised, a creature can avert its eyes at the 
  start of its turn to avoid the saving throw. If so, it can't 
  see the rift until the start of its next turn when it can 
  avert its eyes again. If the creature ever looks at the 
  rift in the meantime, it must immediately make the 
  save.  
  The rift closes at the start of your next turn, leaving 
  behind miasma and black ichor. Creatures within 1 
  mile are plagued with raging nightmares for the next 
  1d6 nights. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
  COLLEGE OF CANVAS 
  Bards that belong to the College of Canvas seek to 
  create beauty in the world. Whether it’s through an 
  easel, a scrap of paper, a slab of stone, or even the air 
  itself, these bards carve emotion from nothingness.  
  The College of Canvas is stuffed with artists that 
  happened upon their magic after hundreds of flawed 
  creations. There’s a superstition among bards that 
  only starving artists are blessed with this power, and 
  it leads to hundreds of two-bit sketchers and 
  sculptors to embrace an ascetic lifestyle only to later 
  wind up in a pauper’s grave. None can truly say who 
  is gifted this magic, only that those who are have 
  truly earned it.  
  While many of these bards are often sought after 
  by influential patrons to fashion priceless works of 
  art, the College of Canvas teaches that beauty is not 
  pursued for the sake of wealth or pride, but for the 
  sake of bettering the world itself.  
   
  INSTRUMENTS OF CANVAS 
  At 3rd level, when you choose this college, you gain 
  proficiency in two of the artisan’s tools of your 
  choice, as described in chapter 5 of the Player’s 
  Handbook. You can use this tool as your spellcasting 
  focus. Bards of the College of Canvas tend to use 
  painters’ or calligraphers’ brushes, though some 
  bards pursue more obscure arts such as woodworking 
  or glassblowing and can fashion a focus from the 
  medium of their choice.  
   
  EVOCATIVE ART 
  When you expend a use of your Bardic Inspiration, 
  you can cause an image to evoke sharp emotions in a 
  creature, using one of the following options below. 
  Beauty. You evoke a sense of hope and wonder 
  that promises triumph over all challenges. Choose a 
  number of creatures up to your Charisma modifier (a 
  minimum of one). For the next minute, whenever 
  those creatures roll to regain hit points, they treat any 
  1 on a die as a 2, and they make saving throws against 
  being frightened with advantage. 
  Horror. You evoke unsettling dread and revulsion 
  in one creature within 30 feet of you, subjecting it to 
  a Wisdom saving throw. On a failure, it’s next attack 
  roll is made with disadvantage, and if it starts its turn 
  within 30 feet of your image and can see it, the 
  creature takes psychic damage equal to your bard 
  level. At the end of each of its turns, it can repeat the 
  Wisdom saving throw; on a failure, the effects 
  continue, up until 1 minute has passed. On a success, 
  it becomes immune to this feature for 24 hours.  
  
   
  8 
   
  Rage. You evoke fiery rage in one creature within 
  30 feet that can see you, linking it to another creature 
  within 60 feet of your target. That creature becomes 
  the focus of your target’s hatred for the next minute. 
  Opportunity attacks against that creature are made 
  with advantage. On a hit, the attack gains a +2 bonus 
  to its damage roll. Attack rolls made against 
  creatures other than that target suffer disadvantage.  
  Redoubt. You evoke camaraderie, pride and 
  endurance in one creature that can see you. While it 
  remains within 30 feet of you, it can’t be knocked 
  back by magical means, such as by the thunderwave 
  or gust spells, and has advantage on both Strength 
  saving throws and saving throws against being 
  knocked prone. This benefit lasts for 1 minute or 
  until the creature falls unconscious. 
  Rumination. You provoke contemplation in one 
  creature within 60 feet of you. For the next minute, 
  the creature has advantage on Wisdom (Insight) 
  checks and saving throws to maintain concentration 
  on spells.  
   
  CREATOR OF BEAUTY, DELIVERER OF WRATH 
  Starting at 6th level, your very will is a brush that can 
  be applied to the world. Through a 10-minute ritual, 
  you can paint a creature into existence that will serve 
  you. Choose a humanoid or beast of CR 1 or lower 
  that you have seen. It appears before you at the 
  culmination of your ritual. The created creature 
  abides by the following conditions: 
  • The creation counts as a construct and cannot 
  speak, cast spells, use magic, or transmit curses or 
  diseases, such as through a lycanthrope’s bite. It 
  has no personality or desires of its own. 
  • If the creation’s inspiration is a shapechanger or can 
  polymorph itself, the creation cannot change form. 
  You must choose the form it appears in at the time 
  of its creation.  
  • The creation lacks any damage immunities and 
  resistances its inspiration possesses.  
  • The creation understands and obeys you. It only 
  attacks creatures if you will it, regardless of the 
  nature of its inspiration. In combat, it acts on its 
  own initiative. 
  After 8 hours, or until the creation’s hit points have 
  been reduced to 0, it dissolves into a puddle of paint, 
  shreds of paper, shattered glass—whatever the 
  medium for your art. The maximum CR of the 
  creature increases as you level up in this class: to CR 
  2 at 10th level, and CR 3 at 14th level. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  THE BRUSH ON THE WORLD 
  At 14th level, you further hone your ability to 
  reshape reality. When you use this feature, you can 
  choose one of the following options: 
  Haven. Through 10-minute ritual you can create a 
  doorway to a pocket dimension, creating a building 
  that must fit into a 100-foot cube. It lasts up to twelve 
  hours. Nothing created can cross back into reality. 
  Food you create in this manner provides no 
  nourishment and created reagents cannot be used as 
  spell components. The door shuts behind you, 
  becoming invisible. A spell of dispel magic shunts 
  all denizens of this haven out within 10 feet of the 
  door.  
  Path. As an action, you can paint a 10-foot tall, 5-
  foot wide doorway upon a surface whose opposite 
  surface is no more than 10 feet thick. After 1 minute, 
  the path fades from existence, or after you willingly 
  end this effect as a bonus action.  
  Object. As an action, you can bring a mundane 
  object into existence such as a weapon or tool. The 
  object cannot weigh more than 15 lbs. and must not 
  be longer than 10 feet on a side. Ranged weapons 
  created in this way appear with 10 pieces of the 
  appropriate ammunition. To paint this object, you 
  must have seen it before. An object vanishes after 1 
  minute or after taking 1 point of damage. 
  Structure. Through a 1-minute ritual, you can paint 
  a structure into an existence that fits into a 20-foot 
  cube, such as a tree or barrier. The structure has hit 
  points equal to your bard level and an AC of 15. 
   
  COLLEGE OF EROTICA 
  All mortals have needs. Bards of the College of 
  Erotica enthrall others with the beauty of their own 
  bodies and words—whether through dance, velvet 
  whispers, or a night of passion. They find themselves 
  at home in burlesque theaters and brothels, plying 
  their seductive trade. Once the heart is racing, these 
  opportunists capitalize on their patron’s lowered 
  guard to fish out secrets or snatch possessions. 
  Promises and blackmail are just two instruments in 
  these bards’ repertoire. It’s for this reason that these 
  seducers are recruited as spies by governments and 
  other far-reaching agencies. 
  While not often, religion can sometimes influence 
  a bard to pursue this path. Of those that do, many 
  dedicate their craft to gods and goddesses of love or 
  trickery. Others simply worship themselves and the 
  fruits of their unscrupulous labor. 
   
  
   
  9 
   
  A THING OF BEAUTY 
  At 3rd level, when you choose this college, you can 
  harness the beauty of your own body to act as a 
  spellcasting focus for your bard spells.  
   
  TEMPTATION 
  Yours is a talent the can slip past suspicion and logic 
  to appeal to that slavering beast hungering within all 
  mortals. At 3rd level, you can expend one use of your 
  Bardic Inspiration to invoke a glamour. For the next 
  minute, humanoids that can see you and are within 
  60 feet of you must make a Charisma saving throw 
  or be distracted by you for the duration. During that 
  time, these creatures have disadvantage on Wisdom 
  (Perception) checks to detect creatures other than 
  you. This effect ends should you or your companions 
  do anything directly harmful to these creatures.  
   
  PILLOW TALK 
  Starting at 6th level, while a creature is charmed by 
  you, you can trick it into confiding to you secrets it 
  would only tell a lover or dear friend. Whenever the 
  creature would lie or hold something back, it must 
  make a Charisma saving throw. On a failure, it must 
  tell the truth. Armed with this magic, you never 
  forget any secret told to you by a creature that 
  revealed it in this manner. After the charm ends, it 
  does not remember what it told you.  
  Additionally, while the creature is charmed, you 
  can expend one bard spell slot to lull that creature to 
  sleep. It must make a Constitution saving throw or 
  fall asleep. The duration of this slumber is 
  determined by the level of spell slot you expend, 
  starting at 1 hour for a 1st level spell and increasing 
  by 1 hour for every spell slot above first, up to a 
  maximum of 9 hours. The creature wakes if it is takes 
  1 point of damage or after another creature uses an 
  action to wake it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HEART ATTACK 
  At 14th level, your magic can incite the heart into a 
  storm doomed to die. As an action, choose one 
  creature within 60 feet of you that you can see. It 
  must make a Charisma saving throw. On a failure, its 
  heart races and its blood pounds. For the next minute, 
  the target is charmed by you, its movement speed is 
  increased by 10, and it makes Strength saving throws 
  and Strength checks with advantage. Wisdom saving 
  throws it makes suffer disadvantage.  
  Once during this time, you can choose to stop the 
  creature’s heart. As a bonus action on your turn, you 
  force the creature to make a Constitution saving 
  throw, taking 10d10 necrotic damage. On a success, 
  it takes half damage. If this damage does not kill the 
  target but reduces it below half health, it becomes 
  incapacitated until the start of its next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  CLERIC 
  Life is an unending struggle that carves a hole in 
  every man’s heart—and Vice seeks to fill that void. 
  In the cityscape, nearly every imaginable vice is 
  within reach if one has enough coin or desperation. 
  The masses will drown in that madness without 
  guidance, and so clerics in the cityscape take on the 
  responsibility of guiding the drugged, addled sheep 
  into the light, to convince even the most wayward 
  man that he can fill the hole in his heart with the 
  warmth of faith.  
  Just as Vice can rule a city, so too can one deity 
  emerge from the cosmopolitan madness as the 
  dominant faith. Such influence can be wielded to 
  great or terrible ends. When creating your urban 
  cleric, ask yourself what faith dominates your city 
  and to what end has it been wielded. 
   
  DOMINANT RELIGION 
  d6 Influence 
  1 
  The city is at war and religious fervor has swept 
  through the commoners. Effigies to a god of war can 
  be seen everywhere and, in the taverns, men speak of 
  traitors in their midst.  
  2 
  Money truly makes the world go round and this city is 
  frenzied with the scent of trade. Merchants flock to the 
  city, all praying to the gods of commerce for favor and 
  fortuitous circumstances.  
  3 
  The city is one of splendor: no pursuit is held in higher 
  regard than the arts. Gods of light are honored at every 
  gala and festival as artists of all stripes compete the 
  city’s greatest masterpiece yet.  
  4 
  Knowledge is power, and education a bridge to a better 
  tomorrow and a stronger nation. Thousands flock to 
  your city every year to secure themselves an education 
  at one of your city’s renowned universities.  
  5 
  Only the ambitious prosper. Only those with cunning 
  and guile. To that end, trickster deities dominate the 
  city’s faith as shrewd merchants and politicians battle 
  for power and influence.  
  6 
  Devotion to a god of the forge has cultivated scores of 
  legendary smiths. All over the region, merchants and 
  militaries clamor for your city’s steel. Every pauper 
  and second son are sent to the forge, but few reach the 
  upper echelon of blacksmithing guilds. 
  DIVINE DOMAINS 
  In the euphoric rat race that is the cityscape, two 
  pursuits drive men: greed and love (or lust, say the 
  cynics). Acting as a mediator between the two is the 
  domain of law.  
  The following options are offered to cleric 
  characters at 1st level, in addition to divine domains 
  found in other published material. 
   
  COMMERCE DOMAIN 
  Gods of commerce promote ambition and self-
  improvement. Some clerics beholden to these gods 
  believe that healthy trade benefits all people, even 
  the most downtrodden; others believe that wealth is 
  a symbol of piety in itself, often spouting 
  "wealthiness is close to godliness." While many 
  good-aligned gods of commerce espouse lawful 
  transaction and moral practices, many neutral or evil 
  gods reward guile and cunning with favor and 
  fortune. 
  Deities of this domain include Waukeen, goddess 
  of trade, Vergadain of the dwarven pantheon, and 
  Hermes himself from the Greek pantheon. Gods of 
  good fortune are often honored as well, or even seen 
  as belonging to the Commerce domain. 
   
  COMMERCE DOMAIN SPELLS 
  Cleric Level Spells 
  1st 
  alarm, identify 
  3rd 
  conjure porter*, locate object 
  5th 
  glyph of warding, sending 
  7th 
  leomund’s secret chest, thief’s bane* 
  9th 
  animate objects, commune 
   
  MERCHANT’S SUSPICION 
  At 1st level, you learn two additional languages of 
  your choice, and gain proficiency in both the 
  Perception and Insight skills if you hadn’t already. 
   
  DIVINE APPRAISAL 
  At a glance, you can determine the correct worth of 
  any object you can see within 10 feet of you.  
  Additionally, you can peer at one creature within 
  10 feet of you, subjecting it to a Wisdom saving 
  throw. On a success, you gain insight into that 
  creature’s heart and determine whether they covet 
  that object and whether they would willingly pay 
  above or below its worth.  
   
   
  
   
  11 
   
  CHANNEL DIVINITY: MERCHANT’S MAN 
  Every merchant needs a man to watch his back. At 
  2nd level, you can use your Channel Divinity to 
  summon a guardian from your deity to protect you 
  and your wares on this perilous road. 
  As an action, you present your holy symbol and 
  summon a spirit with the statistics of a guard, except 
  that it counts as undead and has additional hit points 
  equal to your Wisdom modifier + your cleric level. It 
  also has darkvision out to a range of 60 feet and 
  doesn’t require food, drink, or sleep. Additionally, it 
  uses your proficiency bonus for calculating Wisdom 
  (Perception) checks and its passive Perception score.  
  The spirit is intelligent, understands you, and obeys 
  you. In combat, it acts on its own initiative. The spirit 
  is corporeal, and its flesh melts away when slain. It 
  exists on this plane until slain or until you finish a 
  long rest.  
  The statistics of this guardian changes as you gain 
  levels in this class: to a thug at 3rd level, to a 
  berserker at 5th level, to a bandit captain at 7th level, 
  and a veteran at 9th level. 
   
  RISK AND REWARD 
  Gods of commerce reward ambition and daring and 
  at 6th level, you have earned your deity’s favor to 
  recoup on your investments in battle. 
  Whenever you cast a spell of 1st level or higher that 
  restores hit points to a creature other than yourself, 
  you can provide additional healing by sacrificing 
  your own hit points. When you do so, you can choose 
  to expend half your current hit points (rounded 
  down), increasing the spell’s restoration by twice 
  your proficiency bonus. At the end of your next turn, 
  you regain those lost hit points and gain temporary 
  hit points equal to twice your proficiency bonus, 
  which last for up to 1 hour or until depleted.  
  You can augment these spells in this manner a 
  number of times equal to your Wisdom modifier, 
  regaining all expended uses after finishing a long 
  rest.  
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.  
   
  BLOOD DEBT 
  Vengeance is an investment like no other. Starting at 
  17th level, whenever you take damage, you can 
  capture an essence of that pain and malice to wreak 
  havoc on your foes. 
  Whenever you take damage from an attack from a 
  creature you can see within 30 feet of you, you can 
  use your reaction to deal radiant damage equal to 
  twice your proficiency modifier to that creature.  
  Alternatively, you can store this energy, allowing 
  it to compound, concentrating on it as if it were a 
  spell. With every passing round, you add 1 + your 
  proficiency bonus to the initial damage. You must 
  use a bonus action to unleash this power, dealing 
  radiant damage to that creature if it is within 60 feet 
  of you and you can see it. If you lose concentration, 
  or do not unleash this power within 1 minute, all 
  bonus damage is lost.  
   
  LAW DOMAIN 
  Without law, men are cursed to descend into a rabid 
  nightmare from which there is no escape. The 
  domain of Law exists to act as a mediator of all 
  primal instincts. Gods of law are rarely concerned 
  with right or wrong, only that a creed is created and 
  enforced at all costs. Clerics that serve these gods act 
  as unbiased investigators for transgressions against 
  both natural and positive law. They pledge complete 
  faith to a creed or the law, rejecting blinding 
  emotions or loyalty to a single individual. Like their 
  deities, right and wrong are not theirs to worry about.  
  Some states and theocracies in the world employ 
  these clerics as judges, prosecutors, and public 
  defenders, 
  while 
  more 
  nefarious 
  religious 
  organizations might turn them loose during an 
  Inquisition to ensure adherence to canon.  
  Deities of this domain include Helm, Asmodeus, 
  Bane, Tyr, Zeus, Athena, and Anubis. 
   
  LAW DOMAIN SPELLS 
  Cleric Level Spells 
  1st 
  command, cite law* 
  3rd 
  hold person, zone of truth 
  5th 
  dispel magic, sending 
  7th 
  compulsion, locate creature  
  9th 
  commune, wall of force 
   
  BONUS PROFICIENCIES 
  At 1st level, you gain proficiency in heavy armor and 
  martial weapons. You also gain proficiency in the 
  History skill.  
   
  LAW AND ORDER 
  Society has no place for those that cannot adhere to 
  decency and order. At 1st level, you can use a bonus 
  action to determine a creature’s alignment in regard 
  to the lawful-chaotic spectrum. You must be able to 
  see the creature and it must be within 30 feet of you. 
  An unwilling creature must make a Wisdom saving 
  throw against your cleric spell save DC.  
  
   
  12 
   
  Within the next minute, you can use a bonus action 
  to invoke divine magic determined by that creature’s 
  alignment, as described below. You can invoke this 
  magic a number of times equal to your Wisdom 
  modifier (a minimum of once), regaining all 
  expended uses after finishing a long rest.  
  Lawful. When you restore hit points to that 
  creature with a spell of 1st level or higher, it gains 
  additional hit points equal to your Wisdom modifier. 
  Neutral. For middling the road, you can punish that 
  creature with indecision. It must make a Constitution 
  saving throw or become paralyzed until the start of 
  its next turn or until it takes 1 point of damage.  
  Chaotic. When you hit that creature with a melee 
  weapon attack, you can punish it for its 
  incorrigibility and lack of respect to law, inflicting an 
  additional 1d8 force damage.  
   
  CHANNEL DIVINITY: BLOOD OATH 
  A man’s word is his bond. At 2nd level, you can use 
  your Channel Divinity to invoke a blood oath 
  between you and other creatures. This oath can take 
  the form of a promise, deal or contract.  
  As an action, you present your holy symbol and a 
  shapeless spirit appears within 10 feet of you as if 
  cast by the unseen servant spell. The spirit writes and 
  finalizes a contract that defines the terms of the oath. 
  If all parties willingly sign, the contract burns from 
  being and the spirit disappears. Copies of the contract 
  materialize in the hands of the consignees or amongst 
  their belongings.  
  The blood oath lasts for up to 1 year or until all 
  terms of the contract have been met, or any clauses 
  written allow the contract to be peaceably dissolved 
  have been invoked. If you or another party break the 
  oath, all other consignees knows instantly so long as 
  any of you are on the same plane of existence. The 
  party that broke the oath immediately must make a 
  Constitution saving throw, taking force damage 
  equal to 2d10 + twice your cleric level + your 
  Wisdom modifier. On a success, the creature takes 
  half damage.  
   
  CHANNEL DIVINITY: OATH OF HOSPITALITY 
  At 6th level, you can use your Channel Divinity to 
  invoke an oath of hospitality. The oath of hospitality 
  is simple and ancient: no intentional harm shall come 
  to a guest under a host’s roof, and no guest shall 
  betray the laws of their host. Legends abound of 
  treacherous lords betraying the oath of hospitality 
  only to live cursed, mewling lives after a god of law 
  has brought that cur to justice.  
  Whenever you accept a creature into your camp or 
  abode or you enter a host’s home, you can use an 
  action to present your holy symbol to invoke your 
  god and the oath. The host and all guests involved 
  must willingly agree to this oath, otherwise they gain 
  no benefit and risk no divine punishment. As a 
  servant of your god, you gain additional benefits 
  determined by your role, just as you incur additional 
  punishment should you violate the oath.  
  Host. While you act as the host for your guests, 
  your proficiency bonus is doubled for any ability 
  check using the Perception or Investigation skill, and 
  you can cast detect poison and disease as if you had 
  it prepared without expending a spell slot.  
  Guest. While you are a guest in another creature’s 
  abode, you and up to five creatures of your choice 
  (that swore to the oath) are under the effects of a 
  sanctuary spell. This spell is broken for all creatures 
  if you or your companions make an attack roll 
  against the host, and his or her companions or guests. 
  When a creature violates the oath of hospitality 
  through a harmful act (such as by attacking, or 
  poisoning someone), your god delivers its wrath 
  upon them. All violators must make a Charisma 
  saving throw or take 3d10 force damage. If you 
  personally violate the oath, you take 5d10 radiant 
  damage. On a success, a creature takes half damage. 
  On a failure, its speed is halved, and it can’t take 
  reactions until the start of its next turn in combat.  
  These effects last for 24 hours, after which the oath 
  must be renewed or abandoned.  
   
  DIVINE STRIKE 
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each of 
  your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 1d8 
  force damage to the target. When you reach 14th 
  level, the extra damage increases to 2d8.  
   
  DIVINE JUDGMENT 
  At 17th level, you have earned your place at your 
  deity’s side and act as an arbiter of the law.  
  During combat, you can use this divine authority to 
  punish the wicked and recalcitrant or spare those that 
  have earned mercy or redemption. You can target 
  one creature, choosing from one of the options 
  below: 
  Execution. Using your action, a golden noose 
  materializes around the creature’s throat, forcing it to 
  make a Charisma saving throw or take 2d8 force 
  damage. On a success, it takes half damage. On a 
  
   
  13 
   
  failure, it begins to suffocate until the creature uses 
  its action to tear off the noose, or until your 
  concentration is broken (as if you were concentrating 
  on a spell). Once a creature has torn off this noose, it 
  becomes immune to this feature for 24 hours.  
  Stay of Execution. You spare a creature within 60 
  feet from certain death, using a bonus action to 
  instantly stabilizing the creature. While that creature 
  is unconscious, it is warded by divine magic that lasts 
  for up to 1 minute or until your concentration is 
  broken (as if you were concentrating on a spell). 
  Whenever another creature makes an attack roll 
  against your target, you can use your reaction to 
  subject it to a Strength saving throw. On a failure, it’s 
  immediately knocked back by 10 feet and takes 3d10 
  force damage.  
   
  LOVE DOMAIN 
  Love governs the mortal heart. Love nourishes it, 
  strengthens it, provides refuge in times of tragedy 
  and warmth in a brutal winter. Love is primal, just. 
  Mortals cannot but hunger for that warmth, that 
  purpose. Gods of love espouse joy and laughter, 
  daring and commitment. They look to mortals to 
  prove their worth, for love is the only thing worth 
  having. Love itself is divine, and in this pursuit can 
  mortal men and women become more than the sum 
  of their parts. 
  Clerics that devote themselves to deities of love—
  such as Sune, Lliira, and Aphrodite—often bring 
  light to dark places. They seek to inspire others, 
  mend division, and quell hate. They often serve as 
  officiators in weddings and even spirit away eloping 
  couples (sometimes to the displeasure of some lord 
  that had different plans for his child). These clerics, 
  however, must be cautious: far too many have gone 
  astray, believing they know better than a lover's 
  heart, wielding their power for ill rather than good. 
   
  LOVE DOMAIN SPELLS 
  Cleric Level Spells 
  1st 
  charm person, heroism 
  3rd 
  enthrall, suggestion 
  5th 
  beacon of hope, hypnotic pattern 
  7th 
  charm monster, compulsion  
  9th 
  dominate person, hold monster 
   
  BONUS CANTRIP 
  When you choose this domain at 1st level, you learn 
  the friends cantrip if you don’t already know it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HEART’S DESIRE 
  At a glance, you can steal the secrets of the heart. As 
  a bonus action, you can force a humanoid you can 
  see within 30 feet to a Wisdom saving throw. On a 
  failure, you learn the names of for whom it yearns for 
  and for whom it hates.  
  Acquiring this information allows you to pull at the 
  heartstrings, momentarily infusing that creature with 
  intense emotion. The creature has disadvantage on 
  the next saving throw you subject it to within the next 
  minute.  
  You may use this feature a number of times equal 
  to your Wisdom modifier, regaining all expended 
  uses after finishing a long rest.  
  Constructs, undead, and creatures shielded from 
  divination magic are unaffected by this feature.  
   
  CHANNEL DIVINITY: STAR-CROSSED LOVERS 
  Starting at 2nd level, you can use your Channel 
  Divinity to imbue two individuals with an undeniable 
  desire for love or friendship. Theirs becomes a quest 
  to be reunited at long last. So sharp are these 
  emotions that a span of seconds feels like lifetimes 
  apart.  
  As an action, choose two willing creatures within 
  60 feet that you can see; they must be at minimum 20 
  feet apart and at most 100 feet apart. Until they are 
  adjacent to one another, they gain the following 
  benefits: 
  • Their movement speed is increased by 10 feet so 
  long as they move toward each other. 
  • When up to three creatures within 30 feet hits one 
  of the lovers with a weapon attack, that lover can 
  use their reaction to inflict 2d6 radiant damage. 
  The creature must make a Strength saving throw 
  equal to your cleric spell save DC. On a success, 
  the creature takes half damage; on a failure, it is 
  also pushed 10 feet away from the lover.  
  
   
  14 
   
  When the two lovers become adjacent to one 
  another, they both regain hit points equal to your 
  cleric level + your Wisdom modifier + 1 for every 10 
  feet they were apart at the casting of your Channel 
  Divinity, up to a maximum distance of 100 feet.  
  This amount of healing increases as you gain levels 
  in this class: to 2 hit points for every 10 feet at 5th 
  level, 3 at 11th level, and 4 at 17th level.  
  These benefits last for up to 1 minute or until one 
  lover has died; if the lovers never reach each other in 
  that time, they gain no hit points. 
   
  SPREAD THE LOVE 
  At 6th level, whenever you regain hit points from a 
  spell of 1st level or higher, you can instead divide 
  them evenly (rounded down) with creatures of your 
  choice within 30 feet of you.  
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.  
   
  HOPE FOR ALL HEARTS 
  Starting at 17th level, hope blooms in the hearts of 
  those that witness the lovers’ reunification. When the 
  participants of your Star-Crossed Lovers feature 
  reach each other, up to five creatures of your choice, 
  other than the lovers, gain temporary hit points equal 
  to half the hit points granted by your Star-Crossed 
  Lovers feature. These creatures must be able to see 
  the participants and be within 60 feet of the point of 
  reunification.  
  These temporary hit points last for up to 10 minutes 
  or until depleted.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  15 
   
  DRUID 
  Life takes on a strange new meaning in the cityscape. 
  Civilization and nature often collide in a violent 
  clash, for one can only be carved from another. Thus, 
  the responsibility to cultivate life in concrete jungles 
  fall to druids. Beauty can still be found in the 
  smallest of things, and life is ever persistent.  
  Though few could guess, most cities are watched 
  over (or inhabited) by a druidic circle, no matter how 
  small. What, you should ask, is the nature of the one 
  inhabiting yours? 
   
  RESIDENTIAL URBAN DRUIDIC CIRCLE 
  d6 Urban Druidic Circle 
  1 The circle maintains a vigil over the site of an ancient 
  site or relic of the Old Way or an ancient evil. 
  2 The circle maintains the local park and waterways, 
  never allowing pollution to scour such life away.  
  3 
  The circle plots the destruction of the city. While the 
  law will call them “eco-terrorists” these druids see 
  themselves as the last line in the defense of Nature.  
  4 
  The circle act as silent mediators in a perilous balance 
  of power between several factions, often delivering 
  anonymous intelligence or intercepting shipments to 
  preserve the peace.  
  5 
  For the pursuit of wealth and “innovation” countless 
  beasts have suffered at the hands of industrialists and 
  so-called scientists. The circle will not abide such 
  wanton cruelty.  
  6 
  Fey prowl the streets, hiding amongst men. Beguiling 
  them, enslaving them. The circle hunts down these 
  creatures and hurls them back to the Feywild.  
   
  DRUID CIRCLES 
  The following options are offered to druid characters 
  at 2nd level, in addition to druid circles offered in 
  other published material.  
   
  CIRCLE OF SICKNESS 
  Illness is a natural part of the cycle of life, but 
  rampant plagues that threaten to wipe out the 
  population warrant special attention, especially if 
  any are arcane or unnatural in origin. Just as a druid 
  would contain a raging forest fire—yet still let it run 
  its natural course—so too do some urban druids need 
  to act as mediators of disease.  
  Often mistaken by the masses as “plague doctors,” 
  druids that find themselves in the Circle of Sickness 
  embrace this grotesque responsibility and learn to 
  harness the power of plagues—for one cannot 
  contain a fire if they do not know how fire hungers.  
   
  CIRCLE OF SICKNESS SPELLS 
  Your mystical connection to the tiniest, most 
  murderous form of life infuses you with the ability to 
  cast certain spells. At 3rd, 5th, 7th, and 9th level you 
  gain access to the Circle of the Sickness spells. Once 
  you gain access to one of these spells, you always 
  have it prepared, and it doesn't count against the 
  number of spells you can prepare each day. If you 
  gain access to a spell that doesn't appear on the druid 
  spell list, the spell is nonetheless a druid spell for 
  you. 
   
  CIRCLE OF SICKNESS SPELLS 
  Spell Level Spells 
  1st 
  detect poison and disease, ray of sickness 
  2nd 
  lesser restoration, ray of enfeeblement 
  3rd 
  befoul food and drink*, stinking cloud 
  4th 
  aura of purity, blight 
  5th 
  contagion, insect plague 
   
  CREATURES OF THE CITY 
  You master the forms of creatures that go unnoticed 
  by men, such as cats and rodents. Starting at 2nd 
  level, when you use your Wild Shape to transform 
  into a CR 0 creature without a flying speed, you do 
  not expend a charge. 
   
  PLAGUE-BEARER’S TOUCH 
  At 2nd level, your touch can incite a raging disease 
  or trace its origin. When you use this feature, choose 
  one option below: 
  Infection. You make a melee spell attack against 
  one creature. On a hit, you deal 2d8 poison damage 
  and the creature must make a Constitution saving 
  throw against your druid spell save DC at the end of 
  
   
  16 
   
  its turns to resist the disease until it has succeeded 
  twice or 1 minute has passed. For each failure, it 
  gains one level of exhaustion.  
  Trace Plague. You touch a diseased creature and 
  instantly understand the nature of the disease 
  afflicting them. You determine whether it is magical 
  or mundane in origin, how it spreads, how that 
  creature 
  was 
  infected 
  and 
  by 
  whom, 
  and 
  approximately how long ago it occurred, as well as 
  any other properties of it not hidden by magic.  
  Once you use this feature, you cannot again until 
  you finish a short or long rest.  
   
  FROM DEATH, LIFE 
  Starting at 6th level, you can turn the inherent death 
  of disease into life. When a creature within 30 feet of 
  you is dealt poison or necrotic damage, you can use 
  your reaction to provide that target—or yourself—
  temporary hit points equal to your Wisdom modifier.  
  You can use this feature a number of times equal to 
  your Wisdom modifier, regaining all expended uses 
  after finishing a long rest.  
   
  IMMUNIZED 
  At 10th level, you become immune to disease. While 
  you’re conscious, you also radiate an aura that wards 
  against the disease. Friendly creatures that remain 
  within 30 feet of you cannot be infected by disease. 
  Creatures infected with nonfatal diseases that enter 
  your aura find themselves in a brief respite from the 
  pain and symptoms of their disease.  
   
  QUARANTINE 
  When a plague has hungered for far too much life, 
  far more than its deserved, far more than what's 
  natural, you now act as the ultimate mediator. At 
  14th level, you can magically quarantine a disease. 
  You must have become familiar with the disease 
  through your Plague-bearer's Touch feature to 
  quarantine it and choose it through this ritual. 
  Through an hour-long ritual, you may designate an 
  area of up to three-square miles as the quarantine 
  zone. Creatures infected with that disease must make 
  a Charisma saving throw to willingly cross the 
  boundary. On a failure, they are magically barred and 
  feel a sudden urge to turn back. 
  Likewise, creatures uninfected must make a 
  Charisma saving throw to willingly enter the 
  quarantine zone. On a failure, they too get the sudden 
  urge to turn back. You can designate any number of 
  creatures within 60 feet of you when you finish this 
  ritual as immune to this feature.  
  If the disease is airborne, you also seal its infected 
  air within the quarantine zone. Creatures that are 
  about to enter the zone smell a foul stench in the air 
  and instinctively know that plagued lands lie ahead. 
  The quarantine and its magic last for up to 12 
  hours, after which it must be renewed or abandoned. 
  If you cast this ritual every day for a year, the 
  quarantine becomes permanent against that disease. 
   
  CIRCLE OF THE STREETS 
  Life in the city is vast, and rife with power. The 
  ambitions, hopes, and fears of men bleed a silent 
  power that swills together into one well of spiritual 
  energy. Druids that belong to the Circle of the Streets 
  embrace the vibrant life of the city and harness its 
  collective power in its defense—for all life is sacred, 
  even that of a mere man’s. Just as a druid in the wild 
  would protect the wildlife from unnecessary, 
  unnatural destruction, so too do these urban druids 
  act as guardians to this flock of fools and dreamers. 
  These druids excel as spies and messengers, 
  preferring the forms of cats, mice, and other minute 
  creatures ignored by men. When the city’s wellbeing 
  is imperiled, these druids intervene by unraveling 
  insidious plots or shifting the balance of power back 
  to its sedentary norm. Often, however, merely 
  delaying the inevitable conflict is not enough, and 
  street-druids must throw themselves into the breach. 
   
  CIRCLE OF THE STREETS SPELLS 
  Your mystical connection to the city infuses you with 
  the ability to cast certain spells. At 3rd, 5th, 7th, and 
  9th level you gain access to the Circle of the Streets 
  spells. Once you gain access to one of these spells, 
  you always have it prepared, and it doesn't count 
  against the number of spells you can prepare each 
  day. If you gain access to a spell that doesn't appear 
  on the druid spell list, the spell is nonetheless a druid 
  spell for you. 
   
  CIRCLE OF THE STREETS SPELLS 
  Spell Level Spells 
  1st 
  comprehend languages, feather fall 
  2nd 
  alter self, animal messenger 
  3rd 
  meld into stone, plant growth 
  4th 
  fabricate, grasping vine 
  5th 
  commune with nature, passwall 
   
   
   
   
   
   
   
   
   
   
  
   
  17 
   
  CREATURES OF THE CITY 
  You master the forms of creatures that go unnoticed 
  by men, such as cats and rodents. Starting at 2nd 
  level, when you use your Wild Shape to transform 
  into a CR 0 creature without a flying speed, you do 
  not expend a charge. 
   
  URBAN CHAMELEON 
  Starting at 2nd level, while you are in urban terrain, 
  you can use your action to blend in with your 
  surroundings, becoming invisible for up to 1 minute 
  or until immediately after you attack or cast a spell. 
  Once you use this feature, you cannot again until 
  you finish a short or long rest.  
   
  NETWORK OF SPIES 
  At 6th level, you can project your consciousness into 
  that of the city's lowest creatures: rats, bats, birds, 
  cats, and dogs. Through a 10-minute ritual, you 
  project your consciousness into the animals of these 
  types within 1 mile, simultaneously seeing through 
  all their eyes and accessing all memories within the 
  last 8 hours. Though a creature may not understand 
  what it witnessed, you review what it saw all in the 
  span of the ritual. 
  Once you use this feature, you cannot again until 
  you finish a long rest. 
   
  HEART OF CIVILIZATION 
  By 10th level, you have tuned yourself to the heart of 
  the city itself. When you cast commune with nature, 
  you can instead consult the city instead, and can also 
  learn the following:  
  • The existence and location of major sources of 
  pollution, plagues, fires, and floods. 
  • Sites of major traffic congestion, fear and panic 
  from the masses, and the locations of mobs. 
  • The approximate location of one creature which 
  you are intimately familiar with, such as a lover or 
  nemesis. The location can be pinpointed down to 
  an area of 1 mile.  
  A WISP OF LIGHT 
  The city is truly beautiful—thousands, millions, of 
  individual lights swimming together in one confused 
  sea, determined to carve out a decent life. Their 
  hopes and dreams and worries and joys all blend 
  together into one font of power that you can tap into. 
  Starting at 14th level, you can use your Wild Shape 
  to become a wisp, warm with the glow of the city’s 
  energy. 
  While in this form, you have an AC of 13 + your 
  Wisdom modifier, hit points equal to your druid 
  level, immunity to nonmagical attacks, and 
  resistance to magical damage. You also gain a flying 
  speed of 60 feet, and always hover. Additionally, you 
  are incorporeal and can move through other creatures 
  and objects as if they were difficult terrain. You take 
  1d10 force damage if you end your turn inside an 
  object.  
  While you are in the form of a wisp, you cannot 
  attack, interact with objects, or cast any spell but the 
  tree stride spell, as if you had it prepared. When you 
  cast it in this manner, you can use it to instead enter 
  sign posts, light poles, chimneys, wells, market 
  stalls, and other urban landmarks similar to a tree.  
  You can remain in this form for up to 10 minutes, 
  after which you revert to your true form. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  18 
   
  FIGHTER 
  The city offers no shortage of callings for a fighter. 
  Guardsmen, enforcers, thugs, bouncers, brawlers—
  name the profession and a fighter can be found 
  nearby to offer their strength. 
  Such men and women breed curiosity, suspicion 
  and fear wherever they tread for sheep naturally look 
  for wolves to hide from. The flock gawks at these 
  warriors. They shiver. They mewl. They spread 
  rumors, never realizing that it only serves to torture 
  themselves.  
  When creating an urban fighter character, ask 
  yourself what reputation you’ve cultivated, either 
  justifiably or not.  
   
  REPUTATION 
  d6 Reputation 
  1 Men know you as a paragon in the community, a 
  source of quiet strength to be called upon.  
  2 Men know you as a bastard that wields strength as a 
  weapon to thunder his way through society.  
  3 You did a brief stint in jail, and are seen as a thug, a 
  murderer, or worse. The truth? Busted for littering. 
  4 You served a tour in the military, and others have 
  dramatically overblown your record and deeds.  
  5 If there’s a fight, your name is always on the people’s 
  lips as either the instigator or the ender.  
  6 
  Rumors abound of your martial prowess. All wonder 
  who you are and by what education you’ve learned to 
  fight so well. For every hint of a truth there’s also a 
  tall-tale they’ve spun.  
   
  MARTIAL ARCHETYPES 
  The following options are offered to fighter 
  characters at 3rd level, in addition to martial 
  archetypes offered in other published material.  
   
  BRIGAND 
  Brigands embody cruelty and malice, both in their 
  tactics and persona. Fighters of this archetype are 
  sought after by crime syndicates or militant city 
  watches to serve as enforcers of whatever operations 
  and laws (or lack thereof) that organization follows. 
  Strong and quick, they can trade blow for blow and 
  terrorize others.  
   
  MOMENTUM 
  When you choose this martial archetype at 3rd level, 
  your reflexes quicken. While you are not wearing 
  heavy armor, your movement speed increases by 10 
  feet, and whenever you take damage from a weapon 
  attack made by a creature you can see, you can roll a 
  d8 and either reduce the damage taken by that 
  amount or add it to your next weapon attack made 
  against that target.  
  You must make this weapon attack before the end 
  of your next turn otherwise the momentum and extra 
  damage is lost.  
  At 7th level, the die used for your Momentum 
  feature becomes a d10 and a d12 at 10th level. 
   
  ON YOUR KNEES, WHELP 
  Starting at 7th level, once per turn when you hit a 
  Medium-sized creature with a weapon that has the 
  heavy or two-handed property, or that deals 
  bludgeoning damage, you can force that creature to 
  make a Strength saving throw (DC 8 + your Strength 
  modifier + your proficiency bonus) or it is knocked 
  to its knees. The creature counts as prone for melee 
  attacks, but not ranged attacks, and it must use all its 
  movement to stand up.  
  You can use this feature a number of times equal to 
  your Strength modifier, regaining all expended uses 
  after finishing a long rest.  
   
  INFAMY 
  Deep in your black heart the beast has always 
  slumbered. Now is the time to truly wake it. At 10th 
  level, when you score a critical hit against a creature 
  or reduce it to 0 hit points, you can use a bonus action 
  on your turn to strike fear into the hearts of men with 
  a show of abject cruelty or a shout of rich malice. 
  Humanoids within 10 feet that can see and hear you 
  must make a Wisdom saving throw (DC 8 + Strength 
  modifier + your proficiency bonus) or become 
  frightened of you until the end of their next turn.  
  Once you use this feature you cannot again until 
  you finish a long rest.  
   
  RIDE THE WIND 
  At 15th level, when you use your Action Surge, your 
  speed is doubled and opportunity attacks against you 
  are made with disadvantage. 
   
  THEY’LL NEVER SEE IT COMIN’ 
  At 18th level, you revel in unexpected violence. 
  While you’re not wearing heavy armor, you have a 
  bonus to Dexterity (Stealth) checks equal to your 
  Constitution modifier. Additionally, on the first 
  round of combat, when you hit a creature, your first 
  attack against that creature is a critical hit.  
   
   
  
   
  19 
   
  GLADIATOR 
  The roar of the crowd. The thrill of battle. The envy 
  of your rivals. The last, sour breath of a worthy 
  opponent. These are what a gladiator lives for.  
  A fighter that embodies the gladiator archetype 
  fights not for justice but for coin and glory, for the 
  thrill of going toe-to-toe with another warrior. These 
  fighters are just as much entertainers as they are 
  warriors and cannot ever quench the thirst to please 
  the crowd—and that vain demon festering in their 
  heart. 
   
  WORK THE CROWD 
  At 3rd level, you gain proficiency in the Performance 
  skill if you hadn't already. Your proficiency bonus is 
  doubled for any ability check you make using that 
  skill.  
   
  NEMESIS 
  Starting at 3rd level, your hunger for fame and glory 
  lends extra strength to your attacks against rivals. 
  You may name one creature that you can see as your 
  nemesis for the next 10 minutes. Once per turn, when 
  you hit your nemesis with a weapon attack, you deal 
  an extra 2d6 damage of the weapon's type. 
  Additionally, you have advantage on all ability 
  checks to find and track your nemesis. 
  You can only have one nemesis at a time and 
  cannot name another until you finish a long rest.  
   
  A LITTLE THING CALLED “DRAMA” 
  Starting at 7th level, when you miss with an attack, 
  if the difference between the target's AC and your 
  attack roll equals your Charisma modifier, you can 
  add it as a bonus to your attack roll (with a minimum 
  bonus of +1). 
  You can use this feature three times and regain all 
  expended uses after finishing a short or long rest.  
   
  FORCE OF PERSONALITY 
  Starting at 10th level, on the turn you use your Action 
  Surge, you add your Charisma modifier to the 
  damage rolls of your weapon attacks (a minimum 
  bonus of +1). 
   
  ONWARD TO GLORY 
  At 15th level, whenever you move in the direction of 
  your nemesis, your movement speed is increased by 
  10 feet, and your first two attack rolls against your 
  nemesis on that turn are made with advantage.  
   
   
   
   
   
   
   
   
   
   
   
   
  FROM THE JAWS OF DEFEAT, VICTORY 
  When all that stands between you and victory is the 
  tip of the spear, it matters not if it runs you through. 
  The only way forward is through the haft.  
  At 18th level, when an attack made by your 
  nemesis reduces you to 0 hit points, but doesn’t kill 
  you outright, you enter a state of mindless, desperate 
  battle. You do not fall unconscious but continue 
  fighting for a number of turns equal to your Charisma 
  modifier (a minimum of one), regaining 1 hit point at 
  the start of each of your turns so long as your nemesis 
  yet lives. Taking damage in this state, before you 
  regain 1 hit point, causes death saving throws as 
  normal, and three death saving throws can still kill 
  you.  
  While in this state, you cannot willingly move 
  away from your nemesis, and attack rolls made 
  against targets other than your nemesis have 
  disadvantage. Should your nemesis die, this mindless 
  state immediately ends. If you are at 0 hit points at 
  that time, you fall unconscious and begin to die as 
  normal. 
  Once you use this feature you cannot again until 
  you finish a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
   
  MONK 
  While the excitement and noise of the city offers a 
  buffet of distractions, there are still those that seek to 
  look inwardly. Not all men seek clarity in their lives, 
  but those that do venture through the boroughs to 
  find it. Often, it ends at a bar or brothel. Sometimes, 
  if a man is lucky, it ends at an overlooked monastery 
  crammed into a corner of the city, whose monks 
  welcome this new guest with open arms.  
  When creating your urban monk character, ask 
  yourself of the nature of your monastery. How has it 
  adapted to the industrial rampage? Has it thrived? 
  Does it remain out of the public eye? 
   
  MONASTERY IN THE CITYSCAPE  
  d6 Monastery 
  1 Your monastery predates the city’s growth and 
  maintains a vigil over some ancient site or artifact.  
  2 
  Your monastery’s location and its membership remain 
  closely guarded secrets. Hardly any know it even 
  exists.  
  3 Your monastery is an attaché of a church or other 
  religious organization.  
  4 
  Your monastery’s founder was once a criminal fleeing 
  from the law. While hiding in plain sight with other 
  monks, peace and wisdom transformed him. Years 
  later he founded your monastery in the city to offer the 
  same opportunities to others.  
  5 
  Your monastery holds silent but tremendous political 
  sway and the consent of its grandmaster or council is 
  required for certain political successions.  
  6 
  Your monastery is an asylum for reformed criminals. 
  Rather than face jail time or execution, the monastery 
  accepts responsibility for these new acolytes, sparing 
  them from the harsh consequences of the law.  
   
  MONASTIC TRADITIONS 
  The following options are offered to monk characters 
  at 3rd level, in addition to monastic traditions offered 
  in other published material.  
   
  WAY OF THUNDERING JUSTICE 
  Those that cannot sit idly by while corruption and 
  violence fester in the streets instead abandon their 
  monastery for the Way of Thundering Justice. These 
  monks are pariahs, and, while they draw upon their 
  experiences at the monastery, are mainly self-taught. 
  Only if they are so fortunate to find another soul 
  devoted to justice will they have a mentor.  
  No matter their origin, these monks prowl the 
  alleyways and rooftops, always committed to 
  fighting crime and overturning injustice.  
  MASTER OF DISGUISE 
  At 3rd level when you choose this monastic tradition, 
  you gain proficiency with the disguise kit. 
   
  ROOFTOP VIGIL 
  Also at 3rd level, you gain the following benefits: 
  • You gain darkvision with a range of 60 feet. If you 
  already have darkvision, its range is increased by 
  60 feet. 
  • On your turn, you can expend 1 ki point to perform 
  stunning acrobatics, effectively harnessing the 
  power of flight, no action required. For the next 
  minute, when you move, you can instead fly in two 
  short bursts equal to half your movement speed. 
  You must end each movement on a solid object or 
  creature, otherwise you fall, and your movement 
  speed becomes 0 for the remainder of your turn. 
   
  AVENGING ANGEL 
  Starting at 6th level, whenever you use your Slow 
  Fall feature, you can also make a single unarmed 
  strike against a creature within range as part of that 
  reaction. The momentum of your fall adds a bonus 
  to the unarmed strike's damage roll equal to +1 for 
  every 10 feet you fell, up to a bonus of +10. 
   
  BACK ALLEY JUSTICE 
  At 11th level, whenever you strike a creature with 
  your Flurry of Blows, it must succeed on a 
  Constitution saving throw. On a failure, it cannot 
  take reactions, its speed is halved until the end of its 
  next turn, and its next attack roll is made with 
  disadvantage. 
   
  HEROES NEVER DIE 
  At 17th level, your devotion to justice allows you to 
  reverse the tides of death itself. If you die, you can 
  expend 5 ki points as a reaction to return to life with 
  1 hit point at the start of your next turn. 
  Until you finish a long rest, the cost to use this 
  feature increases by 3 ki points each time, after which 
  the ki cost resets to 5. 
  This reversal does not restore missing body parts. 
   
   
  
   
  21 
   
  WAY OF THE WEAVE SEEKER 
  Organizations and entities devoted to policing, or 
  even eradicating, the practice of arcane magic often 
  train weave seekers. At the cost of their earthly sight, 
  these monks permanently behold the Weave of 
  Magic—making them the perfect blood hounds to 
  hunt down magi.  
  Weave seekers are often paired with warden 
  wizards or templar paladins to root out magi, though 
  their partnership, historically speaking, devolves 
  between that of a dog and its master.  
   
  SIGHT OF THE SEEKER 
  At 3rd level, when you adopt this monastic tradition, 
  you commit to an indelible ritual. At its zenith, you 
  carve out your eyes and open up your mind to the 
  Weave of Magic. You gain blindsight up to a radius 
  of 120 feet and are always under the effects of a 
  detect magic spell, with an increased range of 60 feet. 
   
  SPELLS OF THE SEEKER 
  Also at 3rd level, you can use your ki to replicate the 
  effects of certain spells. By expending 1 ki point you 
  can cast bane or identify; for 2 ki points, you can cast 
  silence and zone of truth; and starting at 5th level, 
  you can expend 3 ki points to cast counterspell. 
   
  FEEDBACK 
  Beginning at 6th level, whenever you are targeted by 
  a spell cast within 60 feet of you, you may use your 
  reaction to psychically strike out at the spellcaster. 
  The spell must only target one target to trigger this. 
  The creature must make an Intelligence saving 
  throw; on a failure it takes 2d6 psychic damage, plus 
  an additional 1d6 for each spell level beyond 1st 
  level that the spell was cast at.  
  Once you use this feature, you cannot again until 
  you finish a long rest. 
  TRUTH OF THE THIRD EYE 
  Your mind opens, and a third eye blossoms. Starting 
  at 11th level, you gain truesight out to a radius of 30 
  feet. 
   
  SEVERING THE WEAVE 
  At 17th level, when you hit a creature with your 
  Flurry of Blows, and the creature is a spellcaster, you 
  can implode its magical energy. The creature must 
  make an Intelligence saving throw. On a failure, it 
  takes psychic damage equal to 5 x its highest level 
  spell slot. On a success, the creature takes half 
  damage. On a failure, it also it cannot cast spells until 
  the end of its next turn. 
  Once a creature has been subjected to this feature, 
  it cannot again for 24 hours. 
   
   
  
   
  22 
   
  PALADIN 
  Those of righteousness find no shortage of causes to 
  champions or sleights to avenge in the cityscape. So 
  immense are populations that venturing through the 
  streets can be just as harrowing as a quest across the 
  wilderness. Men are naturally wicked, just as they 
  have a natural capacity for good—if shown the right 
  way. Paladins in the city find themselves burdened 
  with by a cloud of apathy and hopelessness. A cloud, 
  as every paladin learns, that has poisoned the 
  citizenry’s hearts and darkened their outlooks. So 
  worn down by incremental injustice and distracted 
  they are by wanton vice that these people condemn 
  the very folk seeking to help them. With such a cloud 
  hanging over their heads, it’s easy for a paladin to 
  lose faith or fall from grace… And yet more always 
  rise, for there is always hope for a better tomorrow. 
  For every urban paladin, there is one cause that 
  opened the floodgates—one cause that shattered 
  years of willful disregard or acceptance of squalor 
  and injustice facing the citizens of the city. What, 
  then, is the one that finally spurred your urban 
  paladin character to action? 
   
  CAUSES IN THE CITYSCAPE 
  d6 Cause 
  1 
  The disparity between the high folk and smallfolk is at 
  its peak, and only with compassion and diligence 
  might the Common Man find the means to survive. 
  2 
  Crime is so rampant that the City Watch cannot handle 
  it all, and so it falls to good men and women to mete 
  out justice against those that would torment the weak. 
  3 
  Sinners, all of them. Sinners and accomplices… But 
  they can yet still be redeemed. They must be 
  redeemed, and you alone can spur them to that path. 
  4 
  The law has become a joke. The city guard are thieves 
  with tabards. The lords are as impotent as greybeards. 
  The rule of law must be reestablished.  
  5 
  The high lords and cartels care only for their games 
  with no regard for the commoners caught in the 
  crossfire. There’s blood in these streets but the only 
  red hands belong to the privileged bluebloods. Their 
  reckoning is long overdue.  
  6 
  The city’s legacy has been poisoned by vice and greed. 
  Someone must show the people who they once were 
  and who they can be again.  
   
  SACRED OATHS 
  The following options are offered to paladin 
  characters at 3rd level, in addition to sacred oaths 
  offered in other published material.  
   
  OATH OF THE INQUISITION 
  Time and again, unfettered use of arcane magic has 
  brought the world to the edge of ruin. Without 
  accountability, magi run amok: twisting the minds of 
  men, changing godly-given forms to things of 
  nightmare, and conjuring demons into the world. 
  Religious organizations that dedicate themselves to 
  policing the use of arcane magic—or eradicating it—
  often raise a chapter of templars. These mage-slayers 
  excel at shattering magic and bringing justice to 
  those that would abuse power. Theirs is an eternal 
  crusade, this Inquisition, and only the most valiant of 
  warriors are willing to brave the dark. 
  In the cityscape, arcane maleficence threatens 
  countless innocent souls. There in the shadowed 
  alleyways and forgotten cloisters witches practice 
  their dark art—and so too in that darkness walks the 
  templar to hurl these monsters into the light.  
   
  TENETS OF THE INQUISITION 
  The tenets of the Inquisition are highly codified and 
  rooted in the most sacrosanct of catechism. Those 
  that stray from the code are quickly tried for heresy. 
  Suffer Not a Witch to Live. Arcane magic is a 
  blight upon the world. It tempts men into diabolical 
  acts from which there can be no return. If left 
  unchecked, it will end in some black future where 
  magi are slaves only to the demons with which they 
  consort—and all the world will live under that 
  blasphemous rule.  
  Suffer Not a Heretic to Lie. Those that would dare 
  seed doubt in the devout must be silenced at all costs. 
  Their words are a disease upon men’s souls. The 
  innocent infected by his lies must be corrected before 
  the disease roots in the soul and forevermore casts 
  that wayward lamb into the abyss.  
  Suffer Not a Deviant to Propagate. Those that do 
  not obey catechism are a threat to the order of 
  society. These ungodly fools know perfectly well 
  what they do. Those that will not repent their sins 
  must be taught the error of their ways.  
  Suffer Not a Wretch to Walk. Those that succumb 
  to vice and villainy must be put down for their own 
  good. The world itself stands to be poisoned by their 
  debauchery.  
  Suffer not a Demon to Rise. The evils of this world 
  and the next cannot be allowed to prosper. They must 
  be scoured well before their stain taints the world and 
  begets more of their devilish kin.  
   
  
   
  23 
   
  OATH SPELLS 
  You gain the oath spells at the paladin levels listed.  
   
  OATH OF THE INQUISITION SPELLS 
  Paladin Level Spells 
  3rd 
  detect magic, hunter’s mark 
  5th 
  see invisibility, zone of truth 
  9th 
  counterspell, protection from energy 
  13th 
  locate creature, freedom of movement 
  17th 
  modify memory, scrying 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.  
  Sever the Spell. As an action, you present your 
  holy symbol and target one spellcaster within 30 feet 
  of you that you can see. If the creature is 
  concentrating on a spell, you can force it to make a 
  Constitution saving throw with disadvantage. On a 
  failure, its concentration is broken, and it takes 1d4 
  psychic per level of the spell it was concentrating on.  
  Suppression. As an action, you present your holy 
  symbol and disrupt all magic but your own within 15 
  feet of you. You make an ability check with your 
  spellcasting ability, the DC of which equals 10 + the 
  spell’s level. On a success, all spells within range are 
  suppressed until the start of your next turn.  
   
  JUGGERNAUT 
  At 7th level, when you finish a long rest you can 
  summon a reserve of divine power to ward you from 
  magic. After a long rest, roll 2d10 + your Charisma 
  modifier + your paladin level. This divine ward acts 
  as hit points that can be spent to absorb magical 
  damage and status effects wrought by spells. These 
  hit points last until depleted or until you finish 
  another long rest. If this damage reduces the ward to 
  0 hit points, you take any remaining damage. 
  A status effect, such as being charmed or 
  frightened, depletes a number of hit points equal to 5 
  + the spell’s level. For example, polymorph is a 4th 
  level spell; therefore, it consumes 9 hit points from 
  the ward. 
   
  SCOURING THE BLIGHT 
  At 15th level, whenever you strike a spellcaster with 
  your Divine Smite, you can add another 2d8 to the 
  damage roll.  
  SCOURGE OF THE ARCANE 
  At 20th level, you can sever the world around you 
  from the Weave of Magic. As an action, you begin to 
  radiate an aura of anti-magic, acting as if it were a 
  spell of antimagic field. Once the aura is created, it 
  lasts for up to 1 minute or until you lose 
  concentration (as if you were concentrating on a 
  spell), no further actions are required. The aura has a 
  radius of 10 feet, and you can continue to cast your 
  paladin spells and features while the aura is active 
  and magic items on your person remain magical. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  OATH OF POVERTY 
  Paladins that swear an oath of poverty resign 
  themselves to bearing the brunt of society's 
  disregard. They walk among beggars and thieves not 
  in shining armor but tattered robes that hardly 
  conceal their thin ribs. These paladins go without; 
  they fast—how can they eat when so many go 
  hungry? How can they enjoy life's finer things when 
  society has abandoned so many to the streets? 
  These “needy knights” as they’re sometimes 
  belittled, are disdained by those in power. Once a 
  needy knight has arrived, a lord knows to expect the 
  threat of revolution, or disruption at the very least. 
  That voice—that damned voice that demands better 
  conditions, a better future—is quickly carried on by 
  the masses who have waited so long for someone 
  brave enough to preach of their plight.  
   
  TENETS OF POVERTY 
  The tenets of the Oath of Poverty are simple and 
  spoken in one universal language: sympathy.  
  Charity. The love of money is the root of all evil. I 
  will keep no earthly possessions and hunger for no 
  wealth. Through my deeds and charitable acts, I can 
  lessen the burdens in others’ lives.  
  Selflessness. Never may I take from or neglect 
  others for my own gain. Never may I steal unless it 
  is for the righteous, desperate need of another.  
  Go Without. So long as others hunger, I cannot go 
  well-fed. So long as there are those without beds or 
  warmth, I cannot partake in either. I can only allow 
  myself the bare minimum.  
  Egalitarian Justice. All men and women deserve 
  equality. All deserve life, liberty and the chance at 
  happiness. Lords exist to lead, not rule, and those that 
  would abuse their authority must be corrected or 
  deposed—even by violence, if necessary.  
   
  
   
  24 
   
  OATH SPELLS 
  You gain the oath spells at the paladin levels listed.  
   
  OATH OF POVERTY SPELLS 
  Paladin Level Spells 
  3rd 
  guiding bolt, sanctuary 
  5th 
  calm emotions, prayer of healing 
  9th 
  aura of vitality, create food and water 
  13th 
  aura of purity, freedom of movement 
  17th 
  greater restoration, wall of force 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you gain the 
  following Channel Divinity options. 
  Feed the Poor. As an action, you present your holy 
  symbol to conjure rations for up to ten creatures, 
  providing enough nourishment for the day. The 
  rations spoil after 24 hours.  
  Sacrifice. As a reaction, you present your holy 
  symbol and can magically heal a creature—other 
  than yourself—within 60 feet at the cost of your own 
  lifeforce. That creature regains hit points equal to 
  2d6 + your Charisma modifier and you take necrotic 
  damage equal to half that amount. This damage 
  cannot be reduced or prevented in any way.  
   
  BLEEDING HEART 
  Starting at 7th, whenever a creature within 30 feet of 
  you that you can see fails a Death saving throw, you 
  can use your reaction to accept that failure yourself. 
  The creature then instead succeeds on its Death 
  saving throw and has advantage on its next. 
  Regardless of your current hit points, if you 
  accumulate three Death saving failures, you die. 
  You can reduce the number of Death saving throws 
  you’ve accumulated in this way by expending 5 hit 
  points (per failed Death saving throw) from the pool 
  of healing of your Lay on Hands feature or by 
  finishing a long rest.  
   
  STRENGTH OF THE MASSES 
  At 15th level, you can bolster your allies at the cost 
  of your own protection. As an action, choose up to 
  five creatures that have a lower AC than yours. You 
  can lower your AC by up to 10, and divide that 
  number amongst those creatures, granting a bonus to 
  their AC, up to a maximum of 20.  
  This benefit lasts for up to 1 hour or until you use 
  a bonus action to end it, after which both you and 
  your allies’ AC are returned to their normal values.  
  SAINTHOOD 
  At 20th level you become an avatar of charity—a 
  saint. You gain the following benefits: 
  • You no longer need to eat or drink, but are cursed 
  to perpetual, ravenous thirst and hunger—so that 
  you never forget what the less fortunate face. Food 
  you do eat tastes like ash and water you drink tastes 
  foul and tepid.  
  • You can cast create food and water at will, without 
  expending a paladin spell slot, but must make a 
  Constitution saving throw with disadvantage each 
  time you do so in this manner. On a failure, you 
  gain one level of exhaustion. 
  • Your Lay on Hands feature gains a range of 30 feet.  
  • When you are reduced to 0 hit points but not killed 
  outright, instead of falling unconscious you can 
  enter a state of deathlessness that lasts until the end 
  of your next turn. While in this state, you cannot 
  die but can only use your action to use your Lay on 
  Hands feature or cast spells that restore hit points. 
  Neither of these can target you, only other 
  creatures. During this period, you continue begin 
  to make Death saving throws as normal and 
  accumulating three failures still kills you.  
  • If a creature that you can see, other than yourself, 
  dies within 60 feet of you, you can pay the ultimate 
  sacrifice and magically ward them death at the cost 
  of your own life. As a reaction, you restore a 
  number of hit points to that creature equal to twice 
  your paladin level and then immediately die. Once 
  you do this, you cannot again until you finish a 
  long rest, assuming you’re resurrected.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  25 
   
  RANGER 
  Rangers remain a mystery to many cityfolk and tall-
  tales abound: wild men charged with destiny; a rogue 
  force of moral law on the edge of civilization. Never 
  do they wonder that these same agents might roam 
  the concrete jungle to protect the flock from those 
  hidden wolves within and without. Urban rangers are 
  shadows in the dark, striking out against forces that 
  plot the city’s destruction or enslavement—and 
  almost never do they find recognition for these 
  deeds. Rarer too is the ranger that wants it.  
  The dark truth is that the cityscape is no safer than 
  the frontier. If not for the avarice of men, surely for 
  the creatures that hide amongst them: fiends, fey, oni, 
  vampires, and the like. Would if the flock ever 
  learned how many wolves truly lurk in the shadows 
  of the colossus. Would if they ever learned how often 
  disaster has been thwarted by a lone ranger. 
  No city is safe from these threats. Thus, when 
  designing your urban ranger, ask which otherworldly 
  or significant force threatens your city?  
   
  THREATS IN THE CITYSCAPE 
  d6 Threat 
  1 
  A sinuous plot threatens the city and inhabitants, 
  stretching far beyond mere political power or wealth. 
  Ancient or otherworldly forces are afoot, bringing 
  together a long-sought End to All Things.  
  2 
  The city is built upon an ancient site of elder evil: the 
  framework of an old portal, a dormant infestation, or a 
  cursed artifact. Sometimes it leaks its evil influence or 
  kin into the world where they prey upon the innocent. 
  3 
  The city has expanded into territories venerated by the 
  displaced natives of this land, and they do hunger from 
  the shadows to reclaim their ancestral throne… and no 
  cost is too great for this purpose. 
  4 A passageway from the Underdark provides ample 
  opportunity for nefarious forces to sneak into the city. 
  5 
  Cartels or other shadowy organizations threaten the 
  balance of power and the fair people of this city stand 
  to lose everything in this unlawful war.  
  6 
  Between insidious, otherworldly forces exists a 
  shadow war for the right of conquest over these 
  mortals’ lives and souls.  
   
  RANGER ARCHETYPE 
  The following option is offered to ranger characters 
  at 3rd level, in addition to ranger archetypes offered 
  in other published material.  
   
   
   
   
   
   
   
   
   
   
  BOUNTY HUNTER 
  Your prey is most-elusive: man. No matter where 
  they tread, you follow. Whether it’s for coin or to 
  fulfill a vendetta, bounty hunters are the shadows lost 
  in the darkness of these savage streets.  
  There’s an old adage: everybody’s looking for 
  someone. Bounty hunters can often find work 
  amongst the cartels, the courts, or even as private 
  investigators. Cheating spouses, run-away criminals, 
  vagrant 
  debtors, 
  madmen 
  and 
  murderers—
  everybody’s looking for someone. 
  Another adage: when your quarry goes to ground, 
  leave no ground for it to go. Bounty hunting is more 
  than delivering that crippling or fatal strike. It’s more 
  than going toe-to-toe with a foe. Bounty hunters 
  unravel a mystery: who is their quarry? Where would 
  it flee? What does it want and who does it fear? Thus, 
  a bounty hunter’s quest is to track, to prowl, to 
  apprehend—and the true mark of an expert is to 
  capture one’s prey without drawing a single blade.  
   
  BOUNTY HUNTER MAGIC 
  Starting at 3rd level, you learn an additional spell 
  when you reach certain levels in this class, as shown 
  in the Bounty Hunter Spells table. The spell counts 
  as a ranger spell for you, but it doesn’t count against 
  the number of ranger spells you know.  
   
  BOUNTY HUNTER SPELLS 
  Ranger Level Spells 
  3rd 
  charm person 
  5th 
  hold person 
  9th 
  clairvoyance 
  13th 
  greater invisibility 
  17th 
  scrying  
   
   
   
  
   
  26 
   
  STREETSMART 
  You can survive these savage streets like no other. 
  When you choose this archetype at 3rd level, you 
  gain blindsight out to a radius of 30 feet and cannot 
  be surprised while you’re conscious.  
  Additionally, you add urban terrain to your Natural 
  Explorer feature and learn Thieves' Cant. 
   
  THE SHAPE OF THINGS 
  Mysteries are yours to unravel. You gain a bonus to 
  your passive Perception score equal to your 
  Intelligence modifier. Additionally, you gain 
  proficiency in the Investigation skill if you hadn’t 
  already. Your proficiency bonus is doubled for any 
  ability check using this skill. 
   
  PARKOUR 
  At 7th level, you’re better able to navigate the urban 
  labyrinth and chase down prey. You gain the 
  following benefits: 
  • Your movement speed is increased by 10 feet. 
  • You gain a climbing speed equal to your walking 
  speed.  
  • Your jump distance is doubled, and you can use 
  your Dexterity score in determining how far you 
  jump instead of your Strength. 
  • When you take the Dash action, you can take a 
  bonus action to grapple a creature or use the Use 
  an Object action.  
   
  COME QUIETLY 
  Only amateurs need to draw blood in the hunt. At 
  11th level, you’ve mastered the art of beguiling and 
  demoralizing your foes. On the first round of combat, 
  attack rolls made against you by humanoids have 
  disadvantage and you have advantage on ability 
  checks 
  with 
  the 
  Persuasion, 
  Deception, 
  or 
  Intimidation skills.  
  Additionally, on that first round, until you make a 
  weapon attack against a creature, you can cast charm 
  person once without expending a ranger spell slot. 
  Once you cast charm person in this manner, you 
  cannot again until you finish a long rest.  
  WON’T BACK DOWN 
  Bounty hunting connects you with society’s worst, 
  but no threat or blade can force you to back down. At 
  15th level, you become immune to the frightened 
  condition, even against magical means.  
  Additionally, whenever you’re knocked prone, you 
  can use your reaction to stand up without expending 
  your movement and can make a single weapon attack 
  against the creature that knocked you prone.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  27 
   
  ROGUE 
  Rogues are as at home in the cityscape as fleas are in 
  a mutt’s fur. While none can deny that carnage grips 
  these streets and that commonfolk lead hopeless, 
  fruitless lives, rogues tend to be the truest of 
  witnesses to these truths. Bards might champion the 
  commonfolk and paladins might promise justice, but 
  rogues know the true struggle. Rogues know that the 
  common man will go to his grave with nothing to 
  show for it. Rogues know that the common man will 
  never escape that hopeless coil. Rogues know how it 
  feels to live a life with no meaning or control.  
  When creating an urban rogue character, you must 
  ask what motivation they had that led them to this 
  life? Why did they not remain honest, small folk? 
  Why play the game? 
   
  MOTIVATIONS FOR ROGUERY  
  d6 Motive 
  1 
  When wealth is no object, anything is possible. 
  Everything can be bought: friendship, loyalty, love, 
  satisfaction. 
  2 
  On these streets, it’s kill or be killed. Steal or be stolen 
  from. Rise above by any means or live forever under 
  heel. Only fools keep to their tiny, honest lives.  
  3 Gang warfare makes veterans and opportunists of us 
  all. There can be no peace, only business.  
  4 
  You come from nothing: an urchin, an orphan. You 
  could never hope to play a fair game when you started 
  without a full hand of cards.  
  5 
  It’s about the game, not the prize. You don’t need to 
  resort to a life of roguery but cannot find any 
  satisfaction otherwise. 
  6 
  No common man will ever leave his mark on this 
  world, but a thief? A scoundrel? Theirs is a legacy told 
  for decades, centuries, to come.  
   
  ROGUISH ARCHETYPES 
  The following options are offered to rogue characters 
  at 3rd level, in addition to roguish archetypes offered 
  in other published material.  
   
  GAMBLER 
  Some people just need a thrill—and you’re one of 
  them. There’s no satisfaction to be found in sure-fire 
  bets. To leave your luck up to the Fates and to wager 
  everything against their displeasure is what keeps 
  you going. Gamblers look for risks in every venture, 
  knowing that an even greater reward is possible—
  whether at the game table or on the battlefield.  
   
   
   
  THE WAY OF THE GAME 
  At 3rd level, when you choose this archetype, you 
  gain proficiency the Deception skill, and in all 
  gaming sets. 
   
  ROLL THE DICE 
  Starting at 3rd level, whenever you make an attack 
  roll or saving throw, you may add a calculated or 
  desperate flourish to turn potential failure into 
  success. You may roll 2d6, adding half the total 
  (rounded down) to the attack roll or saving throw; 
  however, if you roll snake eyes (two 1s) you instead 
  fail the roll. 
  You can use this feature after you make the initial 
  attack roll, skill or check or saving throw, but before 
  the outcome is determined. 
  You can use this feature a number of times equal to 
  your Charisma modifier (a minimum of once), 
  regaining all expended uses after finishing a short or 
  long rest.  
   
  LUCKY NUMBER SEVEN 
  Starting at 9th level, whenever you use your Roll the 
  Dice feature for an attack roll, if your roll results in 
  seven, you automatically hit with the attack, and it 
  becomes a critical hit. 
  Additionally, a result of seven restores one 
  expended use of your Roll the Dice feature.  
   
  POKER FACE 
  At 13th level, your inability to be read allows you to 
  qualify for your Sneak Attack even if no enemy of 
  the target is nearby, so long as you do not have 
  disadvantage on the roll. 
   
  IN IT TO WIN IT 
  In this world there are winners and there are losers. 
  You won’t be counted among the latter. At 17th 
  level, you gain the following benefits: 
  • Magic that would replace or numerically detract 
  from any attack roll, saving throw, or ability check 
  you make, such as a divination wizard’s Portent 
  feature or a spell of bane, instead fails. Fate is 
  yours alone to cast across the table. Conditions 
  inflicting disadvantage still apply.  
  • Your mind can’t be read by telepathy or other 
  means unless you will it.  
  • You can use your Roll the Dice feature to add a 
  bonus damage to your Sneak Attack; the result is 
  not halved. On a roll of snake eyes (two 1s) you 
  gain no benefit to the damage. 
  
   
  28 
   
  INQUISITOR 
  Where men gather, sins fester. Your work is not 
  pretty, but necessary. To root out heretics and 
  dissidents, to maintain canon, one must be willing to 
  sacrifice themselves to the darkness. Many churches 
  and religious organizations employ inquisitors to 
  quietly inspect officials and followers, to sort truth 
  from lies, and bring heretics to justice.  
   
  SPELLCASTING 
  At 3rd level, you gain the ability to cast spells. See 
  chapter 10 of the Player's Handbook for the general 
  rules of spellcasting and chapter 11 for the cleric 
  spell list. 
  Cantrips. You learn three cantrips of your choice 
  from the cleric spell list. You learn another cleric 
  cantrip of your choice at 10th level. 
  Spell Slots. The Inquisitor Spellcasting table shows 
  how many spell slots you have to cast your spells of 
  1st level and higher. To cast one of these spells you 
  must expend a spell slot of the spell's level or higher. 
  You regain all expended spell slots when you finish 
  a long rest. 
  For example, if you know the 1st-level spell bane 
  and have a 1st-level and a 2nd-level spell slot, you 
  can cast bane using either slot. 
  Preparing Spells. You prepare the list of cleric 
  spells that are available for you to cast, choosing 
  from the cleric spell list. When you do so, choose a 
  number of cleric spells equal to your Intelligence 
  modifier + your rogue level (minimum of one spell). 
  The spells must be of a level for which you have spell 
  slots. 
  For example, if you are a 3rd-level rogue with an 
  Intelligence of 16, your list of prepared spells can 
  include six spells.   
  Spellcasting Ability. While a cleric's power is 
  vested in their faith and wisdom, yours is vested in 
  determining truth from lie and quick-thinking. 
  Intelligence is your spellcasting ability for your 
  cleric spells. You use Intelligence whenever a spell 
  refers to your spellcasting ability. In addition, you 
  use your Intelligence modifier when setting the 
  saving throw DC for a cleric spell you cast and when 
  making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
   
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier 
   
   
   
  INQUISITOR SPELLCASTING 
   
  SECRETS OF THE SOUL 
  At 3rd level, your divine magic allows you to peer 
  into a creature’s soul and emerge with a random 
  secret. As a bonus action, choose one creature within 
  30 feet of you. It must contest its Charisma 
  (Deception) 
  check 
  against 
  your 
  Intelligence 
  (Investigation) check. If you succeed, you magically 
  learn one fact or secret about the creature. The 
  creature is none the wiser that this has occurred. 
  Creatures that are immune to being charmed 
  automatically succeed against you.  
  Once you use this feature, you cannot again until 
  you finish a short or long rest.  
   
  TELL ME… TELL ME EVERYTHING 
  At 9th level, you can curse a creature to fits of agony 
  whenever it lies. As an action, you can touch a 
  creature, which must make a Charisma saving throw. 
  On a failure, it is cursed for 1 minute. Whenever the 
  creature knowingly lies, it’s wracked with pain, 
  taking 1 or 1d6 psychic damage (your choice 
  whenever the creature lies). 
  If this damage would reduce a creature to 0 hit 
  points, you can use your reaction to instead show a 
  sliver of mercy, allowing it to drop to 1 hit point 
  instead. You can do this a number of times equal to 
  your Intelligence modifier (a minimum of once).  
  After the creature has suffered this damage three 
  times, it must make a Wisdom saving throw or 
  become frightened of you for the remaining duration. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  Rogue 
  Level 
  Cantrips 
  Known 
  Spell Slots per Spell Level 
  1st 
  2nd 
  3rd 
  4th 
  3 
  3 
  2 
  — 
  — 
  — 
  4 
  3 
  3 
  — 
  — 
  — 
  5 
  3 
  3 
  — 
  — 
  — 
  6 
  3 
  3 
  — 
  — 
  — 
  7 
  3 
  4 
  2 
  — 
  — 
  8 
  3 
  4 
  2 
  — 
  — 
  9 
  3 
  4 
  2 
  — 
  — 
  10 
  4 
  4 
  3 
  — 
  — 
  11 
  4 
  4 
  3 
  — 
  — 
  12 
  4 
  4 
  3 
  — 
  — 
  13 
  4 
  4 
  3 
  2 
  — 
  14 
  4 
  4 
  3 
  2 
  — 
  15 
  4 
  4 
  3 
  2 
  — 
  16 
  4 
  4 
  3 
  3 
  — 
  17 
  4 
  4 
  3 
  3 
  — 
  18 
  4 
  4 
  3 
  3 
  — 
  19 
  4 
  4 
  3 
  3 
  1 
  20 
  4 
  4 
  3 
  3 
  1 
  
   
  29 
   
   
  TORTUROUS TOUCH 
  At 13th level, you may torture your foes. Whenever 
  you hit a creature and successfully apply your Sneak 
  Attack feature, you can scrape, serrate, and slice that 
  creature in its most sensitive areas. For the next 
  minute, whenever the creature must make a 
  Dexterity, Wisdom or Constitution saving throw, 
  half of your proficiency bonus is added to the DC. 
   
  BEFORE THE EYES AND EARS OF GOD 
  Yours is more than a mission to separate truth from 
  lie and keep paupers on the path of the righteous. 
  Heresy is a blight upon the world, but the seed at its 
  dark heart is doubt.  
  At 17th level, your connection to the divine swells. 
  While your eyes are closed, you can cast detect 
  thoughts at will, without expending a spell slot or 
  using somatic, verbal, or material components. When 
  cast this way, the spell has a reduced range of 10 feet. 
  Whenever you subject a creature to a Wisdom saving 
  throw as part of that spell and it succeeds, its mind is 
  closed off to you for 24 hours. Opening your eyes 
  ends the spell immediately.  
   
  INVESTIGATOR 
  The world’s dark and full of questions. Rogues that 
  embody the Investigator archetype might be City 
  Watch officers, P.I.’s, or just concerned citizens. No 
  matter their background, these investigators rely on 
  true wit and grit to make it one more day in the 
  crucible that is this world.  
   
  INVESTIGATIVE SPECIALTY 
  At 3rd level, when you choose this archetype, you 
  gain proficiency in the Investigation skill.  
  Additionally, you focus on one investigative 
  specialty, choosing one of the options below. You 
  choose another specialty at 9th level.  
  Arson. Fire burns away all but the darkest secrets. 
  You’ve spent so long investigating arson, sometimes 
  while it yet smolders, yet rages, that you have 
  resistance to fire damage. Your proficiency bonus is 
  doubled for any ability checks you make to 
  determine the nature, origin, or effects of a fire, such 
  as how or when a house burned down.  
  Missing Persons. Folks go missing all the time. 
  Sometimes of their own accord. You excel at 
  tracking these individuals down. Whenever you’re in 
  urban terrain, you cannot become lost except by 
  magical means and you have advantage on Wisdom 
  (Survival) checks to track a creature.  
   
   
   
   
   
   
   
   
   
   
  Occultism. The world is rife with otherworldly 
  danger, and sometimes there ain’t no one standing up 
  for the little guy, so you’ll have to do. You learn a 
  language of your choice from Abyssal, Infernal, 
  Deep Speech, Primordial, or Sylvan. Additionally, 
  you gain advantage on saving throws against 
  madness and resistance to psychic damage.  
  Surveillance. You’re the eye in the dark; you see it 
  all. You gain darkvision with a range of 30 feet; if 
  you already had darkvision, its range is increased by 
  30 feet. Whenever you make a Dexterity (Stealth) or 
  Wisdom (Perception) check, you can treat a roll of 7 
  or below as an 8. You also can accurately recall 
  anything you’ve seen or heard in the last week.  
  Undercover Ops. There’s no identity you can’t pull 
  off. You can wade through noble courts and gang-
  infested streets with ease. You gain proficiency with 
  the disguise kit and whenever you make a Charisma 
  check with either the Deception or Performance skill 
  to pass yourself off as another person, you can treat 
  a roll of 7 or lower on the d20 as an 8.  
  Vice. Everybody’s got a penchant for something 
  they oughtn’t. Through sheer will, caution, or 
  perhaps a few experimental tastes, you’ve steeled 
  yourself against narcotics and harmful substances. 
  You gain proficiency in alchemists’ supplies, 
  resistance to poison damage and advantage on saving 
  throws 
  against 
  poison 
  and 
  other 
  addictive 
  substances, magical or otherwise.  
  Violence. You’re no stranger to death. You’ve seen 
  it all: gore splattered wallpaper, faces reduced to 
  ribbons… Your proficiency bonus is doubled for any 
  ability check you make to determine the nature of a 
  wound or cause of death of a creature. Additionally, 
  whenever you start your turn frightened, you can use 
  your Cunning Action to end that effect on yourself.  
   
   
  
   
  30 
   
   
  HARDBOILED 
  The world’s a dark place. Every time you think 
  you’ve seen it all, somehow it still surprises you. 
  How have you made it this far? Well, that’s a good 
  question. 
  At 3rd level, you pick one quality from the 
  following options, gaining its benefits. You pick 
  another option at 9th level.  
  Cynical. Nothing matters and everything’s a joke 
  just waiting to be cracked. You have advantage on 
  saving throws against being charmed, as well as 
  Charisma saving throws.  
  Evasive. They can’t ever seem to catch you. When 
  you aren’t wearing any armor, your AC equals 10 + 
  your Intelligence modifier + your Dexterity modifier.  
  Hopeful. The sun always rises. You can use your 
  Cunning Action to gain temporary hit points equal to 
  1d4 + your Intelligence modifier, which last until the 
  end of your next turn. These hit points increase as 
  you gain levels in this class: to 2d4 at 5th level, to 
  3d4 at 9th level and 4d4 at 11th level.  
  Paranoid. Your mind always searches for peril, 
  well beyond what the eye can see. You add your 
  Intelligence modifier to your initiative rolls and you 
  can’t be surprised while you’re conscious.  
  Skeptic. Nothing’s ever what it seems. If it’s too 
  good to be true, it isn’t. Whenever you make an 
  Intelligence (Investigation) to peer through an 
  illusion, or a Wisdom (Insight) check to discern a lie, 
  you have advantage on the check.  
  Tough. No part of you hasn’t got a scar. Your hit 
  point maximum increases by a number of hit points 
  equal to your rogue level when you choose this 
  option and increases by 1 whenever you gain a level 
  in this class.  
  Uncouth. There’s no such thing as a fair fight. You 
  learn two dirty tricks from the Thug archetype in the 
  rogue class of this supplement. If a dirty trick you use 
  requires your target to make a saving throw to resist 
  the trick’s effects, the saving throw DC equals 8 + 
  your proficiency bonus + your Strength or Dexterity 
  or Intelligence modifier (your choice). You gain one 
  trick die, which is a d6. This die is expended when 
  you use it, and you regain your expended die when 
  you finish a short or long rest.  
   
  DEDUCTIVE VIOLENCE 
  Starting at 9th level, you can use your Cunning 
  Action to deduce a creature’s tactics and weaknesses 
  and visualize a scenario of wanton violence. Choose 
  one creature you can see within 60 feet, contesting 
  your Intelligence (Investigation) check against a 
  creature’s Charisma (Deception) check. On a 
  success, the creature is vulnerable to the next weapon 
  attack you make against it before the end of your next 
  turn, unless the creature was already resistant or 
  immune to that attack. 
  You can use this feature a number of times equal to 
  your Intelligence modifier (a minimum of once), 
  regaining all expended uses after a long rest.  
   
  AIN’T NO GRAVE 
  You’ve fished up far too many secrets, aired far too 
  much dirty laundry. You’ve got foes for days, and 
  each of them would like nothing better than to put 
  you in the ground—but there’s no grave that can 
  keep your body down.  
  At 13th level, when you make a Death saving 
  throw, a roll of 18 or 19 is considered a critical 
  success and a roll of 1 is not considered a critical 
  failure, but a normal one. 
   
  TRUE DETECTIVE 
  Nothing can shake you from a case. Yours is a self-
  destructive obsession that drives you ever onward 
  despite all odds and all opportunities to leave this 
  hard-knock life for greener pastures. It’s your chain, 
  and one day you’ll wind up hanging yourself with 
  it—but until then? Nothing can stop you.  
  At 17th level, whenever you start your turn with 
  less than half your hit points, you can use an action 
  to regain hit points equal to 2d10 + your rogue level 
  + your Intelligence modifier. Until the start of your 
  next turn, you have advantage on Intelligence 
  (Investigation) checks and you don’t provoke 
  opportunity attacks.  
  Once you use this feature, you cannot until you 
  finish a long rest.  
  
   
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  PHYSICIAN 
  Everybody bleeds. No matter where a man goes in 
  life, he won’t make it far without needing a doctor. 
  Physicians that take to a life of travel and adventure, 
  even through these savage city streets, know just 
  what it takes to kill a man.  
   
  PHYSICIAN’S EXPERTISE 
  At 3rd level, when you choose this archetype, you 
  gain proficiency in the Medicine skill. Your 
  proficiency bonus is doubled for any ability check 
  using this skill. 
  Additionally, you can use your Cunning Action to 
  stabilize a creature within 5 feet of you. 
   
  URGENT CARE 
  At 3rd level, you master a battlefield technique to 
  wrench others away from the brink of death. As an 
  action, you can treat a creature within 5 feet of you, 
  restoring hit points equal to 1d6 + your Intelligence 
  modifier + your rogue level. 
  You can use this feature a number of times equal to 
  your Intelligence modifier (a minimum of once), 
  regaining all expended uses after finishing a long 
  rest.  
   
  QUICK OPERATION 
  At 3rd level, during a short rest, you can treat your 
  allies. Choose a number of characters equal to your 
  Intelligence modifier (a minimum of 1), choosing 
  one option below for each of them: 
  Treat Disease. You treat one illness or another 
  nonmagical, debilitating effect plaguing an ally. If 
  the ally is diseased, the symptoms of the disease are 
  suppressed for 1 hour after the short rest ends. If the 
  ally is suffering from exhaustion, you can reduce its 
  exhaustion level by one. 
  Treat Major Wounds. Throughout the short rest, 
  you staunch an ally’s critical wounds and reattach 
  limbs, provided such appendages can be salvaged.  
   
  RESUSCITATE 
  Starting at 9th level, your medical expertise allows 
  you to bring the recently dead back to life. As an 
  action you revive a creature that has died within the 
  last 10 minutes. This procedure takes 1 minute to 
  perform and stabilizes the creature at 0 hit points. It 
  cannot restore life to a creature that died to old age, 
  nor can it restore missing body parts. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
  FIRST RESPONDER 
  At 13th level, whenever a creature within 60 feet of 
  you drops to 0 hit points, you can use your reaction 
  to move up to half your movement speed towards 
  that creature. Attacks of opportunity against you 
  during this movement are made with disadvantage. If 
  you reach the creature, you can restore a number of 
  hit points equal to 2d6 + your Intelligence modifier. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  SURGICAL PRECISION 
  Starting at 17th level, you can use your Cunning 
  Action to analyze a creature’s anatomy and prepare 
  to strike at the most opportune spot within reach. 
  Once on that turn, when you hit that creature with a 
  weapon attack, you can turn that attack into a critical 
  hit.  
  You can use this feature a number of times equal to 
  your Intelligence modifier (a minimum of once), 
  regaining all expended uses after finishing a long 
  rest.  
   
  SCHOLAR 
  Not all academics confine themselves to the library. 
  Some force themselves out into the open world. 
  Others are forced out—often under the pretense of a 
  sabbatical. To escape the university is an opportunity 
  for the scholar, a chance to see the world not through 
  the lens of a book or beaker, but with their own eyes. 
  To not hear thirdhand accounts, but to provide their 
  own. To study that which has not been studied 
  outside of a lofty tower in decades.  
  While few could imagine these frail professors and 
  researchers to take to a life of roguery, this change is 
  one of necessity. Scholars quickly learn that in the 
  real world, you have to shape up or die. “Book 
  smarts” will only get them so far, or so the naysayers 
  jeer. But with a sharp mind and a trusty eye, these 
  unassuming men and women can make the greatest 
  of adventurers.  
   
  THE EXPANSIVE MIND 
  When you choose this archetype at 3rd level, you 
  learn to read, write, and understand three languages 
  of your choice. Additionally, you gain proficiency in 
  either Arcana, History, Investigation, Nature, or 
  Religion (your choice). Your proficiency bonus is 
  doubled for any ability check using that skill.  
   
   
  
   
  32 
   
  SCRUTINY OF THE SCHOLAR 
  At 3rd level, you may use your Cunning Action to 
  scrutinize a creature’s tactics and weaknesses, such 
  as if it favors a particular leg due to an old injury. 
  You must be able to see the creature and it must be 
  within 60 feet. Once per turn, when you hit the 
  creature with a weapon attack, you can add a bonus 
  to the damage roll equal to your Intelligence modifier 
  (a minimum bonus of +1).  
  This insight of the creature lasts until you finish a 
  short or long rest, or until you scrutinize another 
  creature.  
   
  INSIGHTS LOST TO THE UNEDUCATED EYE 
  At 9th level when you scrutinize a creature with your 
  Scrutiny of the Scholar feature, you also learn if it 
  has any condition immunities, and damage 
  immunities, resistances and vulnerabilities, if any.  
  Additionally, when you scrutinize a creature, you 
  can compare it to another creature within range, 
  learning which one of the two is superior or inferior, 
  or if equal, regarding: 
  • Strength score 
  • Dexterity score  
  • Constitution  
  • Intelligence scores. 
  • Movement speed 
  • Class levels (if any) 
   
  QUICK THINKING 
  At 13th level, you can add your Intelligence modifier 
  to your initiative rolls and Dexterity saving throws. 
  Additionally, even if you are surprised, you can still 
  use a reaction. However, this reaction can only be 
  used to add your Intelligence modifier to your AC. 
  This bonus lasts until the start of your next turn.  
   
  LAW OF AVERAGES 
  At 17th level, so sharp is your mind that you can 
  always shape lackluster results into tolerable ones. 
  Whenever you roll below an 8 on a Wisdom or 
  Intelligence saving throw, you can instead take a 
  result of 8 + your Intelligence modifier.  
  Additionally, whenever you deal Sneak Attack 
  damage to a creature that you’re currently 
  scrutinizing, and it totals less than 24 damage, you 
  can instead deal 24 damage.  
   
   
   
   
   
   
  THUG 
  Might makes right and it’s the right of the strong to 
  rule over the weak. Thugs come from all walks of life 
  and can find satisfaction in the smaller things in life 
  like lording over others. Rogues that embody the 
  thug archetype bully "inferior" creatures and wield 
  their authority with a sickening fascination.  
   
  A KICK TO THE HEAD 
  At 3rd level, when you choose this archetype, you 
  gain the following benefits: 
  • You gain proficiency in medium armor and 
  improvised weapons. 
  • Clubs, greatclubs, maces, and light hammers all 
  qualify for your Sneak Attack despite lacking the 
  finesse property. 
   
  DIRTY TRICKS 
  There’s no such thing as a fair fight. At 3rd level, you 
  learn a number of uncouth fighting techniques which 
  are fueled by special dice called trick dice. 
  Dirty Tricks. You learn three dirty tricks of your 
  choice, which are detailed under “Dirty Tricks” 
  below. You learn two additional dirty tricks at levels 
  9th, 13th, and 17th. Each time you learn a new dirty 
  trick, you can also replace one dirty trick you know 
  with a different one.  
  Trick Dice. You have four trick dice, which are 
  d8s. A trick die is expended when you use it. You 
  regain all expended trick dice after you finish a short 
  or long rest.  
  Unarmed Strikes. Some of your dirty tricks 
  include your fists and feet. When you hit with an 
  unarmed strike as part of a dirty trick, the damage 
  equals 1 + your Strength modifier + the result of the 
  trick die.  
  
   
  33 
   
  Saving Throws. Many dirty tricks require your 
  target to make a saving throw to resist the effects. 
  The saving throw DC is calculated as follows: 
   
  Dirty Trick DC = 8 + your proficiency bonus  
  + your Strength or Dexterity modifier (your choice) 
   
  ROLL WITH THE PUNCHES 
  At 9th level, you can draw upon a well of stamina to 
  shrug off blows using a bonus action. The stamina 
  has hit points equal to twice your rogue level + your 
  Strength modifier and lasts until depleted or 1 minute 
  has elapsed. Whenever you take damage, the stamina 
  takes it instead. If this damage reduces the stamina to 
  0 hit points, you take any remaining damage. 
  Once you use this feature, you cannot again until 
  you finish a short or long rest.  
   
  CHOKE-HOLD 
  At 13th level, while you’re grappling a creature you 
  can use a bonus action to choke the life from it. The 
  creature must make a Constitution saving throw 
  against your Dirty Trick save DC. On a failure it 
  begins to suffocate, and if the creature is 
  concentrating on a spell, its concentration is broken. 
   
  A BRUTE TO THE BONE 
  By 17th level, you’re always itching for a fight. You 
  gain the following benefits: 
  • Your unarmed strikes deal 1d8 + your Strength 
  modifier as bludgeoning damage.  
  • You cannot be surprised while you’re conscious. 
  • You can reroll a number of the dice for your Sneak 
  Attack damage equal to your Strength modifier. 
  You must use the new result.  
  • You can use your Cunning Action to grapple a 
  creature. 
   
  DIRTY TRICKS 
  The dirty tricks are presented in alphabetical order. 
  Bust Fingers. When you hit a creature with a 
  weapon attack, you can expend a trick die to crack 
  the creature’s fingers, provided it has any. You add 
  the trick die to the damage roll and the creature must 
  make a Constitution saving throw. On a failure, it 
  cannot use somatic components for spells until the 
  end of its next turn. 
  Bully. When a creature within 30 feet of you moves 
  away from you, you can use a reaction to expend a 
  trick die. You move up to half your movement speed 
  and make a single weapon attack against that 
  creature. On a hit, the creature's movement speed 
  becomes 0 until the start of its next turn. 
  Cheap Shot. When you hit a creature with a 
  weapon attack, you can also hit it with an unarmed 
  strike in a sensitive area, adding the trick die to the 
  damage. The creature must make a Constitution 
  saving throw. On a success, a creature takes half 
  damage. On a failure, it is also stunned until the start 
  of its next turn.  
  Clap. When you hit an eared creature with a 
  weapon attack, you can also hit it with an unarmed 
  strike, adding the trick die to the damage, and dazing 
  the creature by striking its ear. The creature must 
  make a Constitution saving throw. On a success, the 
  creature takes half damage. On a failure, the creature 
  is also deafened until the end of its next turn. 
  Cripple. When you hit a Medium-sized or smaller 
  creature with a weapon attack, you aim for either its 
  leg or arm, adding the trick die to the damage. The 
  creature must make a Constitution saving throw. On 
  a failure, if you aimed for its leg, its speed is halved 
  for 1 minute; if you aimed for its arm, it drops an 
  object it was holding in that hand. 
  Fish-Hook. While you’re grappling a creature, you 
  can fish-hook it by wrapping your fingers inside its 
  mouth. When you move, your speed is not halved, 
  for the creature risks tearing open its own mouth. If 
  the target moves or is moved more than 5 feet from 
  you, it must make a Constitution saving throw or take 
  the damage of your trick die. On a success, it takes 
  half damage. On a failure, its gums are torn open. For 
  the next minute, whenever the creature attempts to 
  cast a spell using a verbal component, it must repeat 
  the Constitution saving throw, or the spell fails. 
  Flip a Fool. As a bonus action while you’re 
  grappling or grappled by a Medium-sized creature, 
  you can subject it to a Strength saving throw. On a 
  failure, you flip the creature and knock it prone and 
  inflict bludgeoning damage equal to the trick die.  
  Gouge. While you are grappling or grappled by a 
  creature whose eyes are within 5 feet, you can use 
  your reaction to expend one trick die to gouge out its 
  eyes. You make an unarmed strike, adding the trick 
  die to the damage. The creature must make a 
  Dexterity saving throw. On a success, it takes half 
  damage. On a failure, it is blinded until the start of its 
  next turn. If the creature fails its saving throw by 8 or 
  more, you successfully gouge out one of its eyes, and 
  it permanently suffers disadvantage on Wisdom 
  (Perception) checks that rely on sight and ranged 
  attack rolls. A spell of greater restoration can restore 
  its missing eyeball, ending this effect. 
    
  
   
  34 
   
  Jeer. When you hit a creature with a melee weapon 
  attack, you can expend a trick die to jeer and taunt 
  the creature. The creature must make a Wisdom 
  saving throw. On a failure, it suffers disadvantage on 
  attacks made against creatures other than you while 
  its attacks against you are made with advantage. 
  These effects last up to 1 minute.  
  Seethe. When you miss a creature with a weapon 
  attack, you can expend one trick die to seethe with 
  rage. Alternatively, you can use a bonus action on 
  your turn. You gain temporary hit points equal to the 
  trick die + your Charisma modifier. These temporary 
  hit points last until depleted or 1 minute has passed.  
  Sucker Punch. You exploit a creature’s guard. 
  Using your Cunning Action, you can contest your 
  Charisma (Deception) check against its Wisdom 
  (Insight) check. On a success, you hit it with an 
  unarmed strike, adding the trick die to the damage 
  and triggering your Sneak Attack if it wasn’t already 
  used this turn.  
   
  Sweeping the Streets. Using your Cunning Action, 
  you can shove a creature or knock it prone, adding 
  the trick die to your Strength (Athletics) check.  
  Take It on the Chin. When you are hit with an 
  attack by a creature you can see, you can use your 
  reaction to expend one trick die, rolling it and adding 
  the number rolled to your AC. This bonus lasts until 
  the start of your next turn.  
  Terrify. When you hit a creature with a melee 
  weapon attack, you can expend a trick die to terrify 
  that creature, adding the trick die to the damage roll. 
  It must make a Wisdom saving throw. On a failure, 
  it is frightened of you until the end of your next turn. 
  Windpipe Strike. When you hit a Medium-sized or 
  smaller creature with a weapon attack, you can also 
  hit it with an unarmed strike in the throat, adding the 
  trick die to the damage. The creature must make a 
  Constitution saving throw, taking half damage on a 
  success. On a failure, it also cannot speak and spells 
  that require verbal components fail. At the end of its 
  subsequent turns, it can repeat this saving throw to 
  end these effects. If the creature was holding its 
  breath when struck with this dirty trick, it loses its 
  breath. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  35 
   
  SORCERER 
  Sorcerers are of great concern to all denizens of a 
  city—from the city planner to the city watch; from 
  high folk that lord over the land and to the smallfolk 
  that work it. The inherent, uncontrollable chaos a 
  sorcerer threatens is a perpetual thought of all 
  citizens. Children dream of a day when they wake to 
  their own flowering magic and adults worry for the 
  day a stray arcane fire burns down their livelihood.  
  It’s the concern of agencies tasked with policing 
  arcane magic to find blooming sorcerers and contain 
  their magic—whether by imprisonment, tutelage, or 
  outright execution. Their very freedoms are weighed 
  against public health.  
  What persecution, if any, has your sorcerer 
  character faced from their time in the cityscape? 
   
  SORCEROUS PERSECUTION 
  d6 Persecution 
  1 Your city routinely rounds up suspected sorcerers and 
  executes them for “the sake of the public.” 
  2 
  Your city discourages known families of arcane 
  heritage from breeding, perhaps with tax-incentivized 
  adoption, perhaps with prosecution or even castration.  
  3 A noble house or guild of tremendous sway protects 
  sorcerers, offering tutelage and legal representation.  
  4 
  The Church’s secret police—the templars—hunt 
  down any and all sorcerers, eradicating their 
  bloodlines and erasing their entire history from city 
  records.  
  5 Sorcerers are kept on a tight leash: one accident is 
  cause for exile. Those that return are executed. 
  6 Only those of a sorcerous bloodline can hold political 
  office in the city or be belong to the aristocracy. 
   
  SORCEROUS ORIGINS 
  The following options are offered to sorcerer 
  characters at 1st level, in addition to sorcerous 
  origins offered in other published material.  
   
  AWAKENED REINCARNATE 
  Time is truly a wheel and the souls of men are its 
  spokes, coming round and round again. Here in the 
  dense jungle of intersecting and fleeting lives that is 
  a city, it's as if a window has finally been opened. 
  You're finally aware of the truth: you've lived 
  countless lives before and see shades and shadows of 
  those moments in every decision you make, every 
  step you take, and at every fork in the road. 
  How else can you recognize streets you've never 
  walked? Names you've never heard? How else can 
  you recall boroughs that were leveled by fire or 
  plague generations before your family even came to 
  this place? How else can you explain those lucid 
  experiences that have never—could never—happen 
  in your life? 
  Perhaps one of your past selves was a powerful 
  spellcaster whose magic freed your soul from the 
  heavens. Perhaps you were disdained by both gods 
  and fiends. Perhaps merely unlocking this vault of 
  memories has granted you power. Regardless, the 
  present is yours to command just as the past and 
  future will be too. 
   
  ECHOES OF THE PAST 
  At 1st level, you connect with one of your past lives 
  to alter yourself in the present. Choose one of the 
  following options below. 
  Arcanist. You were once one of the magi, and 
  some spells you mastered have come back to you. 
  You learn the shield spell. At 3rd level, you learn 
  misty step. At 5th level, you learn dispel magic. 
  These spells do not count against your number of 
  sorcerer spells known. 
  Common Man. Several of your lives were spent 
  without notoriety, but their collective experiences 
  can aid you now. When you finish a short or long 
  rest, you can choose to become proficient in any 
  combination of two skills or tools, changing them 
  again after another rest.  
  Priest. You were once a man of the cloth. You 
  learn the bless spell. At 3rd level, you learn prayer of 
  healing. At 5th level, you learn spirit guardians. 
  These spells are sorcerer spells for you, but do not 
  count against your number of sorcerer spells known. 
  Urbanite. So many of your past lives have been 
  spent in cities that you’re capable of surviving even 
  the most savage streets. While conscious, you cannot 
  be surprised, you learn Thieves’ Cant, and gain 
  proficiency in thieves’ tools.  
  Warrior. Once in the past you were a mighty 
  warrior and can be again. You gain proficiency with 
  medium and heavy armor, simple and martial 
  weapons, and shields. Additionally, your hit point 
  maximum increases by 1 and increases by 1 
  whenever you gain a level in this class. 
   
   
  
   
  36 
   
  LESSONS OF YESTERYEAR 
  At 1st level, you once again draw upon the wisdom 
  and power of your past. Choose one of the options 
  below. You choose another at 6th level.  
  Diplomat. Many of your past lives have had an ear 
  for languages. Some may have even represented 
  entire tribes, gangs, or even nations. You gain 
  proficiency in the Persuasion skill if you hadn’t 
  already, and you can read, write, and understand all 
  languages.  
  Mystic. An ascetic life was once yours, and the 
  transcendence you achieved then cannot be so easily 
  lost. You become proficient with the Insight skill and 
  no longer need to eat, drink, or sleep.  
  Noble. You once belonged to noble stock and can 
  navigate the courts with ease. You gain proficiency 
  in the History skill. Additionally, you can cite any 
  law or custom of any city or nation that you know—
  so long as it was worthy of your past lives’ precious 
  attention.  
  Seaman. You gain a swimming speed of 30 feet 
  and proficiency with vehicles (water). Additionally, 
  your body embraces this lost strength, granting you 
  advantage on saving throws against being knocked 
  prone.  
  Soldier. Often in your past lives have you been 
  swept up into the tide of war. You can now draw 
  upon the collective endurance and wisdom of those 
  war years. You ignore the effects of the first level of 
  exhaustion and have advantage on saving throws 
  against exhaustion. 
  Wildling. You were once one of the savage folk 
  that prowl the wilderness. You gain proficiency in 
  the Survival skill. Additionally, when you finish a 
  long rest, you can choose to become resistant to 
  either fire, cold, or poison damage (your choice), 
  changing it again during another long rest, reflecting 
  one of the harsh environments you spent a life in.  
   
  DREAMS OF YORE 
  Beginning at 6th level, when you sleep (or enter a 
  trance) during a long rest, you're visited by visions of 
  your disparate past and glean wisdom from these 
  ancestral memories. Until you finish another long 
  rest, you can reroll one attack roll, saving throw, or 
  ability check. You can use this before or after the die 
  is cast but before the result is determined.  
   
   
   
   
   
   
   
   
   
  SAVIORS AND SCOURGE OF THE EARTH 
  At 14th level, you connect with one of your greatest 
  past selves, choosing from one of the options below: 
  Blasphemy. Few times in your many lives have 
  you been so desperate to consort with devils, and 
  how they have never secured your soul in the Nine 
  Hells, you might never know. Yet now, you can draw 
  upon that insidious power. As an action, you can 
  expend 2 sorcery points to become immune to fire or 
  cold damage (your choice). You radiate an aura of 
  immolation, burning all creatures of your choice 
  within 20 feet of you; when a creature starts its turn 
  in your aura, it takes fire or cold damage (determined 
  by your choice of damage immunity) equal to twice 
  your Charisma modifier. This aura lasts for 1 minute 
  or until you fall unconscious.  
  Martyrdom. Somewhere in the distant past, you 
  died for a cause much greater than the egos of men—
  and your death inspired countless souls to battle for 
  better days. When a creature within 30 feet of you 
  that you can see takes damage, you can expend 2 
  sorcery points and use your reaction to take that 
  damage instead. If this damage kills you, your corpse 
  is indefinitely preserved, as if by a gentle repose 
  spell. Should you die, your sacrifice emboldens your 
  allies: friendly creatures within 60 feet of you cannot 
  be charmed or frightened for up to 1 hour.  
  Voice of the King. You were once a lord of great 
  martial prowess. As an action can expend 2 sorcery 
  to rally your forces, choosing up to six creatures 
  within 100 feet that can hear you. These creatures 
  gain resistance to bludgeoning, piercing, and 
  slashing damage dealt by nonmagical attacks until 
  the end of your next turn, and they can use a reaction 
  to move up to half their movement speed the turn you 
  use this feature. 
   
  THE LEGION SOUL 
  At 18th level, echoes of your past lives can be rallied 
  into one great surge of power.  
  As an action on your turn, you can coalesce these 
  echoes of power into one. On both initiative count 20 
  and 1 of the next turn, you can take a full extra turn, 
  in addition to your normal turn in the initiative order. 
  At the end of that last turn, you receive two levels of 
  exhaustion.  
  Once you use this feature, you cannot again for 7 
  days. To draw upon that power again is to risk 
  sundering your very soul.  
   
   
   
  
   
  37 
   
  HEIR TO MISERY 
  Your power is owed to a to a family curse—perhaps 
  invoked by a hag’s black bargain, perhaps wrought 
  by a vengeful spirit, or perhaps inherited from an 
  artifact that was better left alone. The curse promises 
  ruin to all those around you and a bitter, lonely end 
  to your miserable existence. So has it been for 
  generations, and so shall it will be for any children 
  you might have. 
  The curse is sentient and sadistic. Just as it 
  promises you arcane power, so too does it promise 
  terrible vengeance against all you hold dear. From 
  your very blood it smiles, always privy to the secrets 
  of your heart, and eager to force you to witness the 
  demise of your loved ones.  
   
  CURSED 
  At 1st level, you are cursed forevermore. So deep in 
  your blood runs this curse that it can never be purged. 
  Spells of remove curse or greater restoration fail to 
  cleanse you of this curse.  
   
  CREEPING DOOM 
  Your curse delights in bringing suffering to others 
  and ensures that you live to witness their agony. At 
  1st level, you can harness your curse to promise 
  doom for your enemies.  
  As a bonus action, choose one creature within 60 
  feet of you that you can see; the creature must make 
  a Charisma saving throw against your spell save DC. 
  On a failure, the creature is cursed. For the next 
  minute, it takes 1d8 necrotic damage at the start of its 
  turn. Each time the creature takes this damage, you 
  gain temporary hit points equal to your sorcerer level 
  + twice your Charisma modifier.  
  This damage increases as you gain levels in this 
  class: to 2d8 at 5th level, 3d8 at 11th level, and 4d8 
  at 17th level. Once you use this feature, you cannot 
  again until you finish a long rest. 
   
  CHOIR OF THE DAMNED 
  Countless souls have been laid low to your curse—
  friends and foes from across many generations. At 
  6th level, you can harness their agony. 
  As an action, you can expend 3 sorcery points, 
  causing the damned to howl from beyond the grave. 
  All creatures within 10 feet of you must make a 
  Wisdom saving throw or take 3d10 psychic damage. 
  A creature takes half damage on a success. On a 
  failure, the creature is also frightened of you for up 
  to 1 minute and can make a Wisdom saving throw at 
  the end of its turns to overcome this fear.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AN ETERNITY OF DOOM 
  The curse has ensured that you will walk this earth 
  forevermore in self-imposed exile or as the eternal 
  witness to the ruin of others.  
  At 14th level, you cease to age, and you cannot be 
  magically aged. You no longer need to eat or drink 
  or breathe, and you gain resistance to necrotic 
  damage.  
  Additionally, if you are reduced to 0 hit points, but 
  not killed outright, the curse allows you to use your 
  reaction to spend 3 sorcery points to drop to 1 hit 
  point instead.  
   
  DOOMSAYER’S CARESS 
  Never has the curse gone so far in a single bearer’s 
  lifetime—and it delights in the opportunities you’ve 
  afforded it. At 18th level, the curse has found its 
  voice and can whisper sweet nothings to those 
  foolish enough to believe it.  
  Whenever you curse a target with your Creeping 
  Doom feature, you can also cast the suggestion spell 
  as part of that bonus action, without using a spell slot 
  or material components. If the creature fails its 
  saving throw, you can suggest it do things that are 
  indeed harmful to its health and even suicidal.  
  Should the afflicted creature prove successful in its 
  suicide, or at least harms itself in some manner (such 
  as by either dealing damage to itself, sealing off its 
  retreat, or harming an ally), the curse feeds off that 
  pain. You can then use your Creeping Doom feature 
  again on another target, up to a number of times 
  equal to your Charisma modifier within the next 10 
  minutes. Only one creature be affected by Creeping 
  Doom at a time. 
  Once you use this feature, you must finish a long 
  rest before using it again. 
   
   
   
  
   
  38 
   
  PLAGUEBORN 
  You are the sole survivor of an eldritch disease—and 
  while it left you with the gift of magic, it left 
  countless others dead. You are one with this 
  mysterious Plague. Perhaps its origin lies in the 
  forgotten past. Perhaps it was born from a god of 
  death's wrath. Or perhaps it was loosed by the raving 
  Rat King, that timeless entity of disease. 
  The Plague may have left you physically marred or 
  otherwise deranged. At your discretion, you can pick 
  from or roll on the Plagueborn Disfigurements table 
  below to create a disfigurement for your character. 
   
  PLAGUEBORN DISFIGUREMENT 
  d6 Disfigurement 
  1 Lesions mar your face, pulsating in times of peace and 
  popping in times of stress.  
  2 Your hand has become almost skeletal. Your flesh 
  hangs like a dirty curtain from the bone.  
  3 Your nose fell off. It just fell right off.  
  4 Your flesh flakes and sheds like a mutt's fur.  
  5 Insects roost in your boils, laying foul eggs.  
  6 Your blood is black and viscous.  
   
  ALL SHALL FALL 
  Your very blood festers with disease. At 1st level, 
  you are immune to disease and cannot suffer from the 
  poisoned condition. 
  Additionally, the arcane nature of your diseases 
  allow sorcerer spells you cast and sorcerer features 
  you use that deal poison damage to ignore resistance 
  immunity to poison damage—for all things are 
  doomed to fall one day, even creatures of stone and 
  metal. The Plague shall have its due. 
   
  PATIENT ZERO 
  Your body is but a vat from which that foul wine will 
  one day spill—and all will share in it. At 1st level, 
  you radiate a cloud of disease. Whenever a creature 
  enters within 5 feet of you, it must make a 
  Constitution saving throw. On a failure, the creature 
  is poisoned until the end of its current turn.  
  While a creature is poisoned by means of this 
  feature, you can use your reaction to deal poison 
  damage to it equal to your Charisma modifier.  
  Creatures that succeed on this saving throw are 
  immune to this feature for 24 hours, as are creatures 
  of your choice which you can specify, no action 
  required. Constructs and undead are unaffected by 
  this feature.  
   
   
   
   
   
   
   
   
   
  LEPER MESSIAH 
  By 6th level, flies cling to you as if you were some 
  leprous messiah and you can turn to these devotees 
  to spread your foul influence. As a bonus action, you 
  can expend 2 sorcery points to enchant a fly and 
  loose it towards a creature you can see within 60 feet. 
  Make a ranged a spell attack on behalf of the fly; on 
  a hit, the fly bites the creature for 2d4 piercing 
  damage and releases parasitic larvae into its blood 
  stream, provided the creature has one.  
  At the start of the creature’s next turn, the larvae 
  reach the creature’s brain. The creature must make a 
  Charisma saving throw. On a success, it is merely 
  poisoned until the end of its next turn. On a failure, 
  it is instead charmed by you, entering a fugue state 
  for up to 1 minute. It will protect you, even at its own 
  peril, though it will not do anything directly harmful 
  to itself, such as hurling itself off a cliff.  
  While the creature is charmed by you, you can use 
  a bonus action on your turn to inflict 2d10 necrotic 
  damage to the creature. The creature can then repeat 
  its Charisma saving throw, ending this effect on a 
  success. It may also repeat the saving throw if it takes 
  damage from you or your companions. 
  Constructs and undead are unaffected by this 
  feature.  
   
   
  
   
  39 
   
  THE SLOW DEATH 
  Your very body pulsates with disease, capable of 
  infecting all those you meet. Something as innocuous 
  as a handshake can guarantee a slow, mewling doom. 
  So pestilent are you that by 14th level, the Plague has 
  deadened your nerves and skin. You gain resistance 
  to bludgeoning, piercing, and slashing damage.  
  Additionally, whenever you touch a creature, you 
  can expend 1 sorcery point to infect that creature. 
  The creature must make a Constitution saving throw 
  or be infected with a mundane disease such as the 
  common cold. The symptoms manifest after 8 hours, 
  and after 7 days, the creature can repeat its 
  Constitution saving throw to become well again. On 
  a failure, it repeats the saving throw every 3 days, 
  with its hit point maximum reduced by your 
  proficiency bonus for each failure. This penalty is 
  cumulative and cannot be removed except by a long 
  rest after the creature has succeeded once on its 
  saving throw, or by a spell of greater restoration.  
  Constructs and undead are unaffected by this 
  feature. 
  AVATAR OF THE END 
  At 18th level, you become one with the Plague and 
  act as its avatar, a harbinger of doom. 
  Your diseased aura from the Patient Zero feature 
  increases to a range of 10 feet. When a creature fails 
  its Constitution saving throw, its hit point maximum 
  is reduced by your sorcerer level until it finishes a 
  long rest or is targeted by a spell of greater 
  restoration. The same creature cannot be subjected 
  to this effect again for another 24 hours.  
  Creatures that are outright slain by this become 
  hosts for the plague for the next 24 hours. Creatures 
  that touch a diseased corpse or spend 1 minute within 
  5 feet of it, must also make a Constitution saving 
  throw. On a failure, a creature's hit point maximum 
  is reduced by half your sorcerer level (rounded 
  down) until it finishes a long rest or is targeted by a 
  spell of greater restoration.  
  This process can repeat, causing a chain reaction. 
  The hit point maximum of tertiary victims of this 
  feature is reduced by a quarter of your sorcerer level 
  (rounded down), continuing until a future creature's 
  hit point maximum is reduced by 1. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  40 
   
  WARLOCK 
  There is no greater threat to civilization than those 
  desperate or foolish enough to consort with 
  otherworldly entities for power. Whether a pact is 
  struck out of ambition or altruism, it is always cursed 
  to bring ruin to others.  
  In the cityscape, no cry is worse to hear than 
  “witch!” A single word can whip men into a 
  murderous frenzy. Driven by fear and drunk on 
  “justice,” even the most tolerant men can become 
  grim arbiters. And while many a man has been sent 
  kicking and screaming to the gallows, the true 
  sinners watch from the shadows. For their own sake, 
  warlocks learn early on to conceal their dark gifts. 
  Secrets are, then, currency. No man is an island and 
  no witch is safe without a coven. Secret societies 
  form and fall every moon with the city none the 
  wiser. Even warlocks that tend to a flock of one find 
  themselves spotting the tell-tale signs of a society… 
  and to wield that information, to blackmail, is to buy 
  oneself safe harbor. For if the templars take you, 
  won’t you just sing? Wouldn’t you sing to save your 
  own skin, at the cost of others? 
  When creating your urban warlock character, ask 
  yourself what secret societies (successful or 
  otherwise) you’re aware inhabit your city.  
   
  SECRET SOCIETIES 
  d6 Society 
  1 Cultists have infiltrated the government and several 
  prominent guilds, quietly expanding their influence. 
  2 A coven of fiend-worshippers seeks to wreak havoc on 
  those that once scorned or betrayed them.  
  3 
  Among a museum’s exhibits lies an accursed artifact. 
  What began with one curious curator has bloated into 
  a cult that imports other ancient, magical artifacts in 
  from across the world to fuel their dark intentions.  
  4 
  A ship pulled into harbor four months ago, its crew 
  strangely mute and sober. Though it has been cleared 
  by the dockmaster, it has yet to leave. None know 
  why. None want to know either.  
  5 
  A chapter of a world-spanning society resides in the 
  city. It seeks no power, no influence. Its members only 
  watch and wait for “the sign.”  
  6 A “coven” meets every moon to funnel their emotions 
  into a demonic ritual. Really though, it’s just an orgy. 
   
  OTHERWORLDLY PATRONS 
  The following options are offered to warlock 
  characters at 1st level, in addition to otherworldly 
  patrons offered in other published material.  
  THE ARCHIVIST 
  There are secrets of the multiverse not meant for 
  even the mightiest of gods to know—and your 
  discovery of one has shattered your mind. Now 
  between the fractures in your sanity has bled power. 
  Raw power completely alien to the natural world. 
  You have no patron, only an ability to peer beyond 
  the very fabric of reality where madness rages.  
  No library can satisfy you—yet you comb through 
  them all the same. No secret gleaned, or discovery 
  made is enough to put your mind at rest. Alas, there’s 
  but one truth: the quest for knowledge has now 
  become your curse and cities are your banquet: 
  thousands, millions, of fools with wisdom and secrets 
  all yours to take. Perhaps in this feast you might find 
  that which will finally sate your hunger and restore 
  your sanity. Or not. 
   
  EXPANDED SPELLS 
  Your shattered psyche allows to choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the warlock 
  spell list for you.  
   
  ARCHIVIST EXPANDED SPELLS 
  Spell Level Spells 
  1st 
  identify, paper cut* 
  2nd 
  detect thoughts, printing press* 
  3rd 
  clairvoyance, etch in ink* 
  4th 
  arcane eye, phantasmal killer 
  5th 
  devour sanity*, legend lore 
   
  THE LUST FOR KNOWLEDGE 
  At 1st level, you can read at an alarmingly quick 
  pace. You can read anything at five times the pace so 
  long as you understand the language it is written in. 
  You never forget anything you read and can instantly 
  draw on that information.  
  Additionally, you gain proficiency in the Arcana or 
  History skill (your choice). Your proficiency bonus 
  is doubled for any ability check using that skill. 
   
   
   
   
   
   
   
   
   
   
  
   
  41 
   
  TURN THE TORN PAGE 
  The minds of others are but frayed tomes awaiting 
  your rapt study. At 1st level, you can use an action to 
  peer into another creature’s mind, forcing it to make 
  an Intelligence saving throw. You must be able to see 
  the creature and it must be within 30 feet of you. On 
  a failure, you gain insight to the creature’s logic, 
  emotional state, and the thoughts that loom large in 
  its mind such as worries, hatred, and love.  
  When you do this, you can use a bonus action to 
  attempt to deceive the creature into thinking it 
  believes one particular idea or that it’s in a particular 
  emotional state. You make a Charisma (Deception) 
  check contested by the creature’s Wisdom (Insight) 
  check. If you succeed, the target believes the 
  deception for 1 hour or until evidence of the lie is 
  presented to it.  
  The creature remains unaware of this invasion, if 
  fails its initial saving throw, or the Wisdom (Insight) 
  check. Beasts and constructs, are unaffected by this 
  feature. You must finish a long rest before using this 
  feature again.  
   
  COSMIC ENLIGHTENMENT 
  Madness gleams in your eye, and all that you see 
  know that yours is a mind better left untouched and 
  unprovoked. Starting at 6th level, when a creature of 
  your choice that can see your eyes starts its turn 
  within 30 feet of you, you can subject it to an 
  Intelligence saving throw as a reaction. You must not 
  be incapacitated and able to see the creature. On a 
  failure, the creature is stunned until the start of its 
  next turn as the Truth drowns its sanity.  
  Unless surprised, a creature can avert its eyes at the 
  start of its turn to avoid the saving throw. If so, it can't 
  see you until the start of its next turn when it can 
  avert its eyes again. If the creature ever looks at you 
  in the meantime, it must immediately make the save.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  THE VOICE AT THE CENTER OF MADNESS 
  At 10th level, your mind broadens into a telepathic 
  hub. You gain telepathy out to a range of 60 feet and 
  can initiate and maintain telepathic conversations 
  with up to ten creatures at a time. You can choose 
  which of these creatures can hear each other.  
  Once during this, you may cast mass suggestion 
  once as a 6th-level spell without expending a warlock 
  spell slot, targeting these creatures. Once you cast 
  this spell via this feature, you cannot again until you 
  finish a long rest. 
   
  DIVORCED FROM REALITY 
  Your wretched knowledge of the Truth has divorced 
  you from reality. You can no longer call yourself a 
  creature of this world.  
  Starting at 14th level, you no longer need to eat, 
  drink, or sleep (though you must still rest to reduce 
  exhaustion and benefit from a short or long rest) and 
  you cease to age. Magic that would age you instead 
  fails.  
  So far from natural law are you that you can defy 
  even death. If you die after three failed Death saving 
  throws, you can return to life 1 hit point. You choose 
  when this occurs: at the start of your next turn, 1 day 
  after your death, 1 month, or 1 year—for time means 
  nothing to a wretch like you. Only if your body is 
  incinerated or your brain destroyed can your strange 
  rebirth be prevented. This rebirth does not restore 
  missing body parts, nor does it restore your soul if it 
  was consumed or stolen by another entity or effect. 
  If you choose to return at the start of your next turn, 
  you cannot do so again until you finish a long rest. 
  For any other interval, you cannot use this feature to 
  return to life until the amount the same amount of 
  time passes. For example, if you return after a year, 
  you must wait another year before returning again. 
   
  THE RAT KING 
  In the shadowed depths of civilization, in the depths 
  of man’s very blood, rage diseases so hideous and 
  debauch to reduce the splendor of life into a mewling 
  wreck—and at the center of this madness dances the 
  Rat King. 
  The Rat King is the bearer of disease, the 
  cheapened specter of death. This malicious, sadistic 
  entity delights in twisting beauty into filth and is the 
  driver of the plagues that so voraciously besiege the 
  world. Ancient lore describes the Rat King as a 
  slighted priest that took to denouncing the goddess of 
  love and life he was once devoted to—and for his 
  apostasy he was cursed and twisted into the force of 
  nature he is today. Other tales describe him as a 
  father of original life on the Material Plane and 
  envies the gift the gods gave these worlds. Most 
  sages agree that the King is but a jester whose 
  greatest joke will be to wipe out all life.  
  The Rat King is by no means a miser and delights 
  in sharing his power with warlocks, turning them into 
  harbingers of foul plagues that he believes will one 
  day lead to the ruin of all civilization… And atop the 
  poisonous ashes, the Rat King intends to stake out his 
  new kingdom.  
   
  
   
  42 
   
  EXPANDED SPELLS 
  The Rat King lets you choose from an expanded list 
  of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.  
   
  RAT KING EXPANDED SPELLS 
  Spell Level Spells 
  1st 
  detect poison and disease, ray of sickness, 
  2nd 
  blindness/deafness, pass without trace  
  3rd 
  feign death, stinking cloud 
  4th 
  blood boil*, corpse explosion*,  
  5th 
  contagion, insect plague 
   
   
  WITNESS TO RUIN 
  At 1st level, the Rat King invites you into his harem, 
  forever ensuring that you will watch the inevitable 
  fall of civilization. You become immune to disease. 
   
  A RAT BY ANY OTHER NAME… 
  At 1st level, the Rat King gifts you with the inherent 
  knowledge to twist your form from beauty into filth. 
  You can use your action to polymorph into a rat or a 
  giant rat (your choice when you use this feature), the 
  statistics of which can be found in the Monster 
  Manual. While in this form, you abide by the 
  following conditions: 
  • Your Intelligence, Wisdom and Charisma scores, 
  along with your alignment, personality, and skill 
  and saving throw proficiencies remain the same. 
  All other statistics are replaced by the statistics of 
  that beast, except for your hit points and AC.  
  • Your AC equals 13 + your Charisma modifier.  
  • Your hit points in this form equal 10 + 3 x your 
  warlock level. Once these hit points are depleted, 
  you revert to your true form. Any excess damage is 
  carried over to your normal form.  
  • You cannot cast spells in this form, but you 
  maintain concentration on any spells cast 
  beforehand.  
  • You retain the benefit of any features from your 
  class, race, or other source and can use them if your 
  rat form is physically capable of doing so. Your 
  senses, however, are replaced by the rat’s.  
  • Your Bite attack, with which you are proficient, 
  deals additional poison damage equal to 1d6 + your 
  Charisma modifier and you can add your Charisma 
  modifier to the attack roll. 
  You can use a bonus action to revert to your normal 
  form. Once you use this feature, you cannot again 
  until you finish a short or long rest.  
   
   
   
   
  ROTTEN GIFTS 
  At 6th level, when you deal poison damage to a 
  creature through a warlock spell or a bite in your rat 
  or giant rat form, you can infect that creature with a 
  disease as a bonus action. The creature must make a 
  Constitution saving throw. On a failure, its hit point 
  maximum decreases by twice your proficiency 
  modifier and it suffers from the poisoned condition. 
  At the end of each of its turns, it repeats this saving 
  throw until it succeeds, suffering another decrease to 
  its hit point maximum for each failure. The creature 
  suffers from the poisoned condition for 1 hour, and 
  its hit point maximum is restored after a long rest. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  LONG LIVE THE KING 
  At 10th level, the Rat King has taught to sing of his 
  glory: you may summon bile straight from his 
  stomach to yours. Whenever a creature within 5 feet 
  of you makes an attack roll against you, you can use 
  your reaction to spew reeking bile upon it. The 
  creature must make a Dexterity saving throw or be 
  blinded, imposing disadvantage on the attack roll. It 
  must use an action to clear the bile from its eyes and 
  face, ending the blinded condition. The creature also 
  takes 3d8 acid damage at the start of its turns until it 
  has cleared away the bile.  
  You may use this feature a number of times equal 
  to your Charisma modifier, regaining all expended 
  uses after finishing a short or long rest.  
   
   
  
   
  43 
   
  DEATH AND DECAY 
  At 14th level, you can incite a cloud of decay. 
  Choose a point within 100 feet, creating a 5-foot 
  sphere. The area is blighted: plants wither and die 
  within the area. Creatures, other than yourself, that 
  start their turns or move through the area must make 
  a Constitution saving throw or take 3d10 necrotic 
  damage. On a success, a creature takes half damage. 
  On a failure, a creature becomes poisoned for 1 hour 
  and cannot take reactions until the start of their next 
  turn, instead retching uncontrollably.  
  While you are within this area, you have advantage 
  on saving throws. At the start of each of your turns, 
  the area grows by 5 feet in every direction, up to a 
  maximum of a 15-foot radius sphere.  
  These effects dissipate after 1 minute or until a 
  strong wind disperses the cloud. If dispersed, 
  creatures in the path of the strong wind that turn must 
  make a Constitution saving throw as if they were in 
  the cloud’s area. After this turn, the cloud dissipates. 
  Creatures of your choice that are subjected to the 
  cloud are also infected by a disease, becoming 
  violently ill after 48 hours, and suffers from the 
  poisoned condition. Every 7 days a creature can 
  repeat a Constitution saving throw, provided it 
  receives medical attention, ending its disease on a 
  success. After three failures, it dies an undignified 
  death and the Rat King rejoices.  
  The disease is transmissible through bodily fluids 
  and direct contact with these creatures. However, 
  secondhand infections are not nearly as deadly as 
  direct exposure to your Death and Decay cloud.  
  Creatures immune to disease are unaffected by this 
  feature. Once you use this feature, you cannot again 
  until you finish a long rest.  
   
  THE SLUMBERING TITAN 
  Your patron is the Slumbering Titan, that avatar of 
  mortal conscious that lies chained in the tenebrous 
  depths of the Black Vista. That realm of nightmare 
  quakes and roils, always threatening to wash over 
  this world and drown all mortal minds in madness.  
  Places in the world with hundreds of thousands of 
  mortal minds—like cities—become flashpoints in 
  the Titan's nightmarish assault. Countless worries 
  and woes swell the Black Vista—and every door 
  opens both ways, for on one ill night, your dreams 
  were hurled into that nightmarish maelstrom. 
  Somehow you have survived, but never again will 
  you be the same.  
  The nature of your Pact is simple: by tapping into 
  the power of the Black Vista, you bleed away the 
  Slumbering Titan's nightmare. By unleashing that 
  black power into the world, by consuming mortal 
  minds and sowing madness, you stave off that 
  apocalyptic awakening for yet another day. If the 
  Titan is aware of, or can even comprehend, this pact, 
  you’ll never know—and hopefully, it will never 
  know either.  
   
  EXPANDED SPELLS 
  The Slumbering Titans let you choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the warlock 
  spell list for you.  
   
  SLUMBERING TITAN EXPANDED SPELLS 
  Spell Level Spells 
  1st 
  dissonant whispers, sleep 
  2nd 
  detect thoughts, phantasmal force 
  3rd 
  nightmarish glance*, sending  
  4th 
  compulsion, phantasmal killer,  
  5th 
  devour sanity*, dominate person 
   
  BLACKENED DREAMS 
  At 1st level, your will can crash across a creature’s 
  mind, manipulating its dreams into nightmares. As 
  an action, target a creature within 60 feet, and choose 
  one of the following options. You can use a bonus 
  action on your turn to end any of these effects. 
  Dream. You lull a creature, including yourself, to 
  sleep, and gift it with pleasant dreams. An awake, 
  unwilling creature must make an Intelligence saving 
  throw or be lulled to sleep for up to 1 hour, or until it 
  takes 1 point of damage. An unconscious creature 
  fails automatically. If the creature slumbers for the 
  full hour, it receives the benefits of a short rest and 
  all hit dice spent in that time provide the maximum 
  amount of hit points, rather than being rolled.  
  Nightmare. You hurl a creature into raging depths 
  of nightmare. An awake, unwilling creature must 
  make an Intelligence saving throw or be rendered 
  unconscious for up to 1 minute. Each turn the 
  creature takes psychic damage equal to 2d6 + your 
  Charisma modifier. At the end of each of its turns, it 
  can attempt the saving throw to wake from the 
  nightmare. For its next turn, it has disadvantage on 
  all attack rolls and saving throws. What the creature 
  saw in this nightmare it will never forget. 
  Constructs and undead are unaffected by this 
  feature. Once you use this feature, you cannot again 
  until you finish a short or long rest. 
   
  
   
  44 
   
  PUPPET ON THE STRING 
  The slumbering mind is easily manipulated. At 6th 
  level, you can puppet a creature that has been 
  affected by your Blackened Dreams feature. As an 
  action on your turn, you can cause the creature to 
  move up to half its movement speed and take either 
  the Attack, Use an Object, or Dodge action.  
  You can continue to puppet the creature on 
  subsequent turns using a bonus action, up for a 
  maximum number of turns equal to your Charisma 
  modifier. While under your control, the creature has 
  advantage on all saving throws to wake itself up. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  ABYSMAL VISIONS 
  Those that wish to peer into your mind will soon 
  regret it as visions of the Black Vista tear at their 
  psyche. Starting at 10th level, when a creature deals 
  psychic damage to you, or reads your thoughts, or 
  communicates to you telepathically, you can use 
  your reaction to subject it to a Wisdom saving throw. 
  On a failure it takes 4d6 psychic damage. On a 
  success, the creature takes half damage.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  MADNESS WILL CONSUME YOU 
  At 14th level, while a creature is tortured by the 
  nightmare of your Blackened Dreams feature, you 
  can use an action on your turn to destroy its sanity. 
  The creature must make an Intelligence saving 
  throw. On a failure, if the creature currently has 
  fewer than 50 hit points, it dies. If it has more than 
  50 hit points, it takes psychic damage equal to your 
  Charisma modifier + twice your warlock level. On a 
  success, a creature takes half damage. 
  Whether a creature succeeds or fails its Intelligence 
  saving throw, it develops some form of madness, as 
  described in chapter 8 of the Dungeon Master’s 
  Guide. If the creature succeeded, it gains a form of 
  short-term madness. If the creature failed, it gains a 
  form of indefinite madness.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  YOUR PACT BOON 
  Each Pact Boon option produces a special creature or an 
  object representative of your patron’s nature.  
  Pact of the Chain. Your familiar reflects the nature of 
  your patron. As an Archivist your familiar might be in the 
  form of a raven while the Vampire Lord prefers bats. The 
  Rat King, of course, demands that your familiar represent 
  his beauty in that of a rodent or a diseased pigeon. The 
  Slumbering Titan cannot tell one form from another, for 
  all creatures suffer nightmares.  
  Pact of the Blade. If you serve the Vampire Lord, your 
  weapon may be a winged rapier bloodied by old foes. As 
  an Archivist, you might sport a quill that bleeds ink, 
  acting as a dagger. The Rat King prefers blades, holding 
  dear the belief that a single scratch will be the ruin of 
  civilization. As for the Slumbering Titan, perhaps your 
  weapon is a whip whose tail is the stuff of nightmares, 
  infecting struck foes with restless sleep. 
  Pact of the Tome. Your Book of Shadows might be a 
  scratched leather-bound book filled with lunatic ravings 
  if you’re an Archivist. It might be a regal book describing 
  the Vampire Lord’s lineage, including all those he has 
  damned to eternity as his vampire spawn. The Rat King 
  disdains the written word, preferring a tome of sigils 
  drawn on rotted paper. Those that snatch at the power of 
  the Slumbering Titan might have a glossy tome with a 
  single closed eye that weeps black tears and threatens to 
  open whenever they cast a spell. 
   
  THE VAMPIRE LORD 
  Never do the sheep realize that the wolf walks among 
  them, but even wolves cannot hunt everywhere. And 
  so, the Vampire Lord has turned to you as a minion 
  that can walk where his spawn cannot. Your power 
  is both a gift and a curse—for so long as you take 
  from the Vampire Lord, so does he take from you. 
  Never can you be satisfied; never can you be sated. 
  Ravenous power begets ravenous men, and it is with 
  a sick satisfaction that the vampire has infested you 
  with that thirst.  
   
  EXPANDED SPELLS 
  The Vampire Lord lets you choose from an expanded 
  list of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.  
   
  VAMPIRE LORD EXPANDED SPELLS 
  Spell Level Spells 
  1st 
  fog cloud, sleep 
  2nd 
  gust of wind, pass without trace 
  3rd 
  feign death, nondetection 
  4th 
  blood boil*, death ward 
  5th 
  dominate person, hallow  
   
  
   
  45 
   
  THE HUNTER IN THE DARK 
  Your face grows gaunt, pale and your senses sharpen. 
  At 1st level, by you gain darkvision with a range of 
  120 feet.  
   
  FANGS OF NIGHT 
  Within you rages a hunger that only blood can thirst. 
  Such is the dark gift your patron has blessed you 
  with. Never will the heavenly gates open for a wretch 
  like you... But will you ever see them? 
  At 1st level, your canines sharpen into fangs that 
  can draw blood. You gain a special melee spell attack 
  option you can use with the Attack action. You are 
  proficient in this attack and use it to bite a creature, 
  dealing 1d4 piercing damage and 1d4 necrotic 
  damage. The creature that you bite must have blood, 
  and either be grappled or charmed by you, willing, 
  incapacitated, or willing to be bitten. 
  Until the target finishes a long rest or is targeted by 
  a spell of greater restoration, its hit point maximum 
  is reduced by the amount of necrotic damage it takes. 
  Both this piercing and necrotic damage increase as 
  you gain levels in this class: to 2d4 at 5th level, 3d4 
  at 11th level, and 4d4 at 17th level.  
   
  SANGUINE POWER 
  There is immense power in blood, and at 1st level, 
  you can sacrifice it to fuel dark magics. You gain 
  access to Blood points and use them for various 
  abilities.  
  Gaining Blood. Whenever you use your Fangs of 
  Night on a blooded creature, you can use a bonus 
  action to convert the blood you draw for power, 
  gaining 1 Blood point. You can never have more than 
  3 Blood points, and Blood points that are not spent 
  before finishing your next long rest are lost.  
  Spending Blood. You can spend 1 Blood point on 
  the following options. Once you expend 5 Blood 
  points, you cannot spend more until you finish a long 
  rest.  
  • As an action, you cast charm person without 
  expending a warlock spell slot. Starting at 3rd 
  level, you cast spider climb on yourself as an 
  action, without expending a warlock spell slot.  
  • As a bonus action, you increase your AC by 2. This 
  benefit lasts until the end of your next turn, and you 
  take on a corpselike appearance while it is active.  
  • As an action, you regain hit points equal to your 
  warlock level + your Charisma modifier.  
  • As a bonus action, when you cast a warlock spell, 
  you can deal additional damage equal to your 
  Charisma modifier. 
  VAMPIRIC MIST 
  At 6th level, you can use your action to become a 
  cloud of vampiric mist, as if you were under a spell 
  of gaseous form, remaining in this form for up to 10 
  minutes or until your concentration is broken (as if 
  you were concentrating on a spell). 
  Once while in this form, you can use your action to 
  drain the life from those around you. All blooded 
  creatures (such as humanoids, but not undead or 
  constructs) within 10 feet of you must make a 
  Constitution saving throw or take 3d6 necrotic 
  damage. A creature takes half damage on a success. 
  You regain hit points equal to half the total damage 
  inflicted and gain 1 Blood point for each creature that 
  failed its Constitution saving throw, up to a 
  maximum of three points.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  THE MARK OF DEATH 
  You descend into a twilight state between life and 
  death—between mortality and vampirism—perhaps 
  at the behest of the Vampire Lord, or perhaps to its 
  growing alarm.  
  By 10th level you no longer need to eat or drink, so 
  long as you consume 1 pint of blood each day. 
  Neither do you need to sleep, although you still 
  require rest to reduce exhaustion and benefit from 
  finishing short and long rests. You also age at a 
  reduced rate of one year for every ten that pass.  
  Such a wretch you are that you also gain resistance 
  to necrotic damage and add your proficiency bonus 
  to Death saving throws.  
   
  THE CRIMSON FEAST 
  The flock is your banquet, your mewling feast. You 
  alone walk among them, finally a wolf in your own 
  right. At 14th level, when you reduce a blooded 
  creature to 0 hit points with your Fangs of Night 
  attack, you gain a surge of power. You gain hit points 
  equal to the necrotic damage inflicted, and you have 
  advantage on all saving throws until the end of your 
  next turn.  
  The life force of the creature you slew with this bite 
  screams as it slides into your gullet, bleeding to you 
  shards of its memories. You learn some fragment of 
  its past or personality, determined by the DM.  
   
   
  
   
  46 
   
  ELDRITCH INVOCATIONS 
  If an eldritch invocation has prerequisites, you must 
  meet them to learn it. You can learn the invocation 
  at the same time that you meet its prerequisites. 
   
  BLACK CLOUD 
  Prerequisite: 9th level Vampire Lord patron 
  You can cast gaseous form on yourself at will, 
  without expending a warlock spell slot.  
   
  CREATURE OF THE NIGHT 
  Prerequisite: 7th level Vampire Lord patron, Pact of the 
  Tome feature 
  You can cast the polymorph spell on yourself without 
  expending a warlock spell slot but must choose the 
  form of a bat, rat, or wolf. You retain your 
  personality and mental ability scores while in this 
  form. 
  Once you use this invocation, you cannot again 
  until you finish a long rest. 
   
  CLAWING BACK FROM THE GRAVE 
  Prerequisite: Vampire Lord patron, Pact of the Blade 
  feature 
  Your Pact of the Blade with the Vampire Lord 
  instead twists your fingernails into claws. Your pact 
  weapon manifests in this form, allowing you to make 
  unarmed strikes that deal 1d6 + your Strength or 
  Dexterity modifier (your choice) as slashing damage. 
  When you take the Attack action and make this 
  unarmed strike, you can use a bonus action to make 
  one additional unarmed strike.  
   
  THE HUNT FOR KNOWLEDGE 
  Prerequisite: Archivist patron 
  You can sense information as if it were a stark 
  mountain on a lonely vista. Through a 1-minute 
  ritual, you can sense if there is any significant 
  repository of knowledge, such as a library, within 1 
  mile of you and the direction it is in. Repositories 
  hidden from divination magic do not register to this 
  sense. 
  Once you use this invocation, you cannot again 
  until you finish a long rest.  
   
  MINIONS OF THE DAMNED 
  Prerequisite: 5th level, Vampire Lord patron, Pact of the 
  Chain feature 
  You can cast animate dead once without using a 
  warlock spell slot. Once you use this invocation, you 
  cannot again until you finish a long rest.  
   
   
   
   
  IN THE SHADOWS OF THE CITYSCAPE 
  Prerequisite: 9th level 
  You can cast passwall once using a warlock spell 
  slot. You can't do so again until you finish a long 
  rest. 
   
  SILKEN SECRETS 
  Prerequisite: Slumbering Titan patron 
  Your very touch allows you to navigate a sleeping 
  creature’s dreams. As an action, you glean from its 
  dreams some hideous secret, its most terrifying fear, 
  or its greatest desire, determined by the DM.  
   
  VERMINTIDE 
  Prerequisite: 5th level, Rat King patron, Pact of the Chain 
  feature 
  You can cast conjure animals once without 
  expending a warlock spell slot, but can only use it to 
  summon rats, giant rats, or swarms of rats. Once you 
  use this invocation, you cannot again until you finish 
  a long rest. 
   
  RAVINGS OF A LUNATIC 
  Prerequisite: Archivist patron, Pact of the Tome feature 
  When a creature enters within 5 feet of you, you can 
  use your reaction to cause your Book of Shadows to 
  levitate before it, its pages fluttering rapidly. If the 
  creature can see the book, it must make a Wisdom 
  saving throw as fragments of your madness feed on 
  its sanity. On a failure, it takes 1d6 psychic damage 
  and suffers disadvantage on its next attack roll made 
  against you before the end of its next turn. 
  You can use this invocation a number of times 
  equal to your Charisma modifier, regaining all 
  expended uses after finishing a long rest. 
   
  UNDER THE TEMPLAR'S GAZE 
  Prerequisite: 3rd level 
  You can cast nystul's magic aura at will without 
  expending a spell slot or material components, 
  targeting only objects or yourself. 
   
  WHISPERING WIND 
  Prerequisite: Archivist patron 
  As an action, you can sense the presence of creatures 
  within 60 feet of you that have an Intelligence score 
  of 4 or higher, hearing a psychic wind at play. You 
  can determine the Intelligence score of each creature 
  but nothing else. A creature protected by a mind 
  blank spell, a nondetection spell, or similar magic 
  can't be perceived in this matter. 
  Once you use this invocation, you cannot again 
  until you finish a long rest. 
   
  
   
  47 
   
   
   
   
  
   
  48 
   
  WIZARD 
  The Arcane can wreak havoc across civilization. 
  Lords can be bent to a mage's will. Lives can be 
  ruined with a single spell. Even the dead cannot help 
  but answer to a necromancer’s call. 
  Wizards, like other spellcasters, live under intense 
  scrutiny in the cityscape. Fools flock to them in vain 
  hope and bigots watch them for any sign of unlawful 
  magic. Always is there a mob—or a templar—ready 
  to sentence a wizard to the gallows. Worse yet, the 
  abuse of one mage can lead to the execution of 
  dozens more. 
  When creating your urban wizard character, ask 
  yourself what laws of magic have been enacted to 
  curb arcane abuse?  
   
  LAWS OF MAGIC 
  d6 Legalities 
  1 
  Magi are issued licenses by the government and are 
  often subject to surprise visits and inspections. Those 
  that operate without a license are executed if caught. 
  2 
  Magi are kept as servants and living weapons to 
  feuding lords (and cartel bosses). Those not lucky 
  enough to land such a position risk execution.  
  3 
  Most schools of magic are outlawed, unless 
  sanctioned by the reigning lord, and often only for 
  state business. Personal enrichment by the Arcane is 
  highly illegal. Some call it “white robe crime.” 
  4 
  The Church, a conglomeration of religious bodies, 
  police magi through agents such as templars and 
  inquisitors… And it’s guilty before proven innocent. 
  5 All known magi are drafted into the military or civil 
  service to act as weapons of war or tools of the State. 
  6 All but the study of the Arcane has been outlawed. 
  Those caught casting spells are punished accordingly.  
   
  ARCANE TRADITIONS 
  The following options are offered to wizard 
  characters at 2nd level, in addition to arcane 
  traditions offered in other published material.  
  ALCHEMIST 
  Everybody’s got to make a living. While other 
  wizards are off gallivanting around the world or 
  wasting their precious youth pouring over ancient 
  tomes, you’re out there making cold, hard cash. And 
  what better way is there than to harness the fabric of 
  magic and imbue a cocktail? 
   
  THE ALCHEMIST’S TOOLKIT 
  At 2nd level, you gain proficiency in the herbalism 
  kit and alchemists’ supplies.  
   
  POTION BREWING 
  Starting at 2nd level, you can brew potions even 
  while far away from your laboratory.  
  Potions. You know three potions that you can brew 
  in this manner, which are detailed under “Potions” 
  below. You learn two more potions at levels 6th, 
  10th, and 14th.  
  Brewing Potions. During a long rest, you can brew 
  a number of potions equal to your Intelligence 
  modifier, provided you have the sufficient materials 
  from your laboratory. These potions last until you 
  finish another long rest, after which they lose their 
  potency and become useless. 
  Using Potions. Potions require an action to be used 
  and can be administered to creatures within 5 feet of 
  you or tossed at creatures within 30 feet. When 
  thrown, you are proficient with this ranged attack.  
  Saving Throws. Some potions require creatures to 
  make saving throws. The saving throw DC is equal 
  to your wizard spell save DC. 
   
  QUICK FINGERS 
  At 6th level, so agile are you with your potions, you 
  can imbibe one as a reaction. Additionally, when 
  administering one to another creature, you can use a 
  bonus action instead of an action.  
   
  ELIXIR OF BORROWED LIFE 
  At 10th level, you learn to brew an elixir that can 
  bring life back to the recently deceased—at a cost. 
  When you brew this potion during a long rest, you or 
  another creature must willingly sacrifice blood, 
  reducing their hit point maximum by a tenth. This 
  reduction lasts until the creature finishes another 
  long rest. 
   
   
  
   
  49 
   
  When this elixir is administered to a creature that 
  has died within the last 10 minutes, it is resurrected 
  with an amount of hit points equal to twice the 
  amount lost by the sacrificing creature.  
  For example, a creature with 100 hit points that 
  sacrifices their blood would then create an elixir that 
  would restore 20 hit points to the deceased creature 
  the elixir is administered to. 
  This potion cannot restore life to a creature that 
  died to old age, nor can it replace any missing body 
  parts.  
  So intricate and time consuming is this recipe that 
  you can only brew one Elixir of Borrowed Life per 
  long rest. It does not count against the number of 
  potions you can brew during a long rest. 
   
  PHANTOM’S TEARS 
  At 14th level, you finally perfect a brew that can 
  separate one’s soul from their body. As an action, the 
  imbiber can drink the elixir. That turn, their soul flies 
  from their body. 
  Soul. The imbiber becomes incorporeal and can 
  move through other creatures and objects as if they 
  were difficult terrain. The imbiber takes 1d10 force 
  damage if it ends its turn inside an object. While in 
  this state, the imbiber has resistance to cold damage 
  and bludgeoning, piercing, and slashing damage 
  from nonmagical weapons. It can continue to cast 
  spells but any equipment it had is left with the body 
  and it cannot interact with solid objects.  
  Body. The imbiber’s body gains the statistics of a 
  zombie but can continue to attack with whatever 
  weapon it was holding. It cannot use features or cast 
  spells. It acts on the imbiber’s initiative and 
  telepathically obeys the imbiber’s commands. 
  While the imbiber’s soul and body inhabit the same 
  space, the imbiber can use their reaction to join the 
  two together, becoming whole again.  
  These effects last up to 1 minute. If the imbiber is 
  reduced to 0 hit points while in the soul state, its soul 
  is hurled back to the body, if within range. If not, it 
  moves using its full movement. While the soul 
  travels, the imbiber makes Death saving throws as 
  normal. If the imbiber fails three Death saving 
  throws before reaching its body, its soul is destroyed. 
  So intricate and time consuming is this recipe that 
  you can only brew one dose of Phantom’s Tears per 
  long rest. It does not count against the number of 
  potions you can brew during a long rest. 
   
   
   
  POTIONS 
  The potions are presented in alphabetical order. 
  Acid Rain. When shaken, this potion churns 
  violently enough to explode. With an action, a 
  creature can shake and toss the vial up to 30 feet 
  away where it shatters, creating a 10-foot-wide 
  cylinder of acid rain that lasts until the end of the 
  creature’s next turn. Creatures that start their turn in 
  or move through the rain must make a Constitution 
  saving throw or take 2d6 acid damage and creatures 
  wearing metallic armor suffer a -1 penalty to their 
  AC. This penalty is not cumulative. This damage and 
  AC penalty increase as you gain levels in this class, 
  as described in the Potion Advancement table. 
  Elixir of Get-Your-Ass-Up. This patent-pending, 
  vitamin-rich elixir allows an imbiber to reduce their 
  exhaustion by one level, up to the third level of 
  exhaustion. You haven’t figured out how to make it 
  work beyond that level of near-death. After 8 hours, 
  that level of exhaustion returns. You haven’t figured 
  that part out yet.  
  Elixir of Luck. This potion secretly does nothing 
  but is so famed is it in folklore that imbibers that 
  don’t yet know the truth gain a +1 bonus to saving 
  throws made within the next 10 minutes (or until they 
  learn the truth), so suffused they are with confidence 
  and bravado.  
  Elixir of Vanity. The imbiber of this potion 
  becomes as beautiful as reasonably possible. Years 
  are erased from their faces. Crow’s feet vanish. Bald 
  spots flourish with resurgent, resplendent hair. For 
  up to 1 hour, the creature has advantage on Charisma 
  (Persuasion) checks that rely on attraction and 
  beauty. This beauty comes at a price—for the next 
  hour, the imbiber’s looks deteriorate so violently, 
  one would think they have fallen victim to a plague.   
  Draught of Nightsight. The imbiber of this potion 
  can see through both mundane and magical darkness 
  for up to a range of 30 feet, lasting one minute. 
  However, they suffer from sensitivity to bright light 
  for the duration: attack rolls and ability checks that 
  rely on sight are made with disadvantage. 
  Draught of Hatred. This potion conceives undying 
  rage in its imbiber. The first creature that wounds the 
  imbiber sparks the hatred. For up to 1 minute, the 
  imbiber gains a +2 bonus to damage rolls against that 
  creature and its speed is increased by 10 feet when 
  moving toward that creature, but all attack rolls 
  against other targets suffer from disadvantage.  
  Hair of the Dog. The imbiber of this vitamin-rich 
  potion becomes immune to the poisoned condition 
  for 1 hour and gains resistance to poison damage.  
  
   
  50 
   
  Hunter’s Draught. The imbiber of this potion 
  suffers from pupil dilation and increased senses. For 
  up to 1 hour, it adds its proficiency bonus to ability 
  checks using the Perception skill. The imbiber can 
  also see up to 1 mile away without difficulty, 
  perceiving even the finest of details as if it was 
  looking at something no more than 100 feet away. 
  Additionally, dim light doesn’t impose disadvantage 
  on ability checks it makes using the Perception skill.  
  Lie Detector. The imbiber of this potion can detect 
  up to five lies uttered within 10 minutes from 
  creatures within 30 feet of it. 
  Liquid Sunshine. This potion must be kept in an 
  opaque vial. When uncorked, the liquid shines with 
  the intensity of the sun, creating a 5-foot-radius area 
  of sunlight that lasts until the end of the user’s next 
  turn. Creatures suffer disadvantage on attack rolls 
  and ability checks that rely on sight when facing this 
  area of sunlight.  
  Polycider Potion. This completely original potion 
  must be brewed with some body part of another 
  humanoid, such as a drop of blood or a lock of hair. 
  When imbibed, the imbiber’s appearance and voice 
  change to that of the target person, as if by a spell of 
  alter self. This transformation lasts for up to 1 hour, 
  after which the imbiber rapidly (and grotesquely) 
  reverts to their true form.  
  Potion of Healing. Everybody and their mother 
  knows how to make this potion. The imbiber regains 
  hit points equal to 2d4 + your Intelligence modifier. 
  These hit points increase as you gain levels in this 
  class, as described in the Potion Advancement table. 
  Potion of Shivering Defense. This potion must be 
  brewed with some body part of another humanoid, 
  such as a drop of blood or lock of hair. For 10 
  minutes, the imbiber suffers from intense anxiety 
  when not within 60 feet of the target creature and 
  feels an undeniable need to protect the creature. 
  Whenever the target creature is attacked by a melee 
  attack, and the imbiber is within 5 feet, the imbiber 
  can use their reaction to interpose themselves 
  between the attacker and the target. The attack 
  automatically hits the imbiber. This desperate effort 
  is often, surprisingly, accompanied by a shrill shout 
  of “Nooooo!” by the imbiber. 
  Potion of Trollblood. This potion emulates the 
  advanced regeneration of trolls. Limbs and digits and 
  broken bones can be restored in 1 round. This potion 
  does not restore any hit points, however. For up to 10 
  minutes, the imbiber is instantly stabilized whenever 
  it is dying.  
   
  POTION ADVANCEMENT 
  Potion 
  6th level 
  10th level 14th level 
  Acid Rain 
  3d6; -2 AC 4d6; -2 AC 5d6; -3 AC 
  Pot. of Healing 
  3d4 
  4d4 
  5d4 
  Ravenous Fire 
  3d10 
  4d10 
  5d10 
   
  Ravenous Fire. When this potion comes into 
  contact with air, it explodes into a storm of fire. The 
  fire spreads ravenously, igniting all flammable 
  objects. Creatures within 10 feet of the blast must 
  make a Dexterity saving throw or take fire damage 
  equal to 2d10 + your Intelligence modifier. This 
  damage increases as you gain levels in this class, as 
  described in the Potion Advancement table. 
  Truth Serum. The imbiber of this potion must 
  make a Charisma saving throw. On a failure, it is 
  forced to truthfully answer up to three questions or 
  until 10 minutes have elapsed. The creature swoons 
  and sweats profusely but is unaware of the effects of 
  the potion.  
  Wolfsbane. The imbiber of this potion is warded 
  against lycanthropic attacks and emits a foul stench 
  that only lycanthropes can perceive. For up to 10 
  minutes, attacks made by lycanthropes against the 
  imbiber suffer disadvantage. 
   
  WARDEN 
  Given the obscene havoc that can be wrought by 
  rogue spellcasters, many organizations arise that 
  dedicate themselves to policing—even eradicating—
  arcane magic. Those that would rather see 
  jurisdiction in the hands of fellow magi, and not 
  fanatics of “the Church,” train and employ wardens. 
  These wizards are detectives, diviners and abjurers. 
  They alone are charged with the responsibility of 
  curtailing abuse and bringing magi to justice—lest 
  all magi be swept up in the crusade against the 
  Arcane.  
  Wardens are often paired with weave seekers—
  monks that have sacrificed their earthly sight to 
  permanently behold magic—though often this 
  partnership is reduced to a hound master-and-hound 
  relationship. 
   
  AURA DETECTION 
  At 2nd level, when you choose this Arcane Tradition, 
  you add the detect magic spell to your spellbook. 
  You always have it prepared and can cast it at will. It 
  does not count against the number of wizard spells 
  you’ve prepared.  
   
  
   
  51 
   
  All spellcasters radiate a unique aura that’s left 
  behind in their spells—the “fingerprints” of their 
  magic, if you will. Whenever you come across the 
  trace of a spell cast within the last 24 hours, you can 
  spend 1 minute analyzing and recording it in your 
  spellbook. The aura does not reveal any information 
  about the creature, such as its name or race, only if it 
  was cast through divine magic (such as by druids and 
  clerics) or through arcane means (such as by wizards 
  or warlocks).  
  Once you learn a spellcaster’s aura, you instantly 
  recognize it again when you are capable of 
  perceiving magic, such as through the detect magic 
  spell, and can use it for divination spells such as 
  locate creature and scrying (as if it were a possession 
  or garment).  
   
  MIRRORED AEGIS 
  At 6th level, when you would take damage from a 
  spell that targets only one creature, you can use your 
  reaction to instead reflect it onto those around you. 
  All creatures within 10 feet take the damage you 
  would have from the spell. If you must make a saving 
  throw as part of the spell cast against you, you may 
  choose to reflect it after your saving throw is made 
  but before the outcome is determined. 
  Once you use this feature you cannot again until 
  you finish a long rest, or until you cast an abjuration 
  spell of 1st level or higher.  
   
  SPELLBREAKER 
  Starting at 10th level, you can use your action to 
  cause a spell within 60 feet to malfunction, such as 
  on an enchanted object or a spell afflicting a creature.  
  Creatures. Using your action, you can rupture a 
  spell afflicting a creature within 30 feet. The creature 
  must make an Intelligence saving throw; on a failure, 
  it takes 6d6 psychic damage, and the spell ends. On 
  a success, it takes half damage, but the spell survives. 
  Constructs. Creatures animated by magic, such as 
  flying swords and stone golems, can be rendered 
  temporarily inert. As an action, you focus on one 
  construct within 30 feet, subjecting it to an 
  Intelligence saving throw. On a failure, the construct 
  is incapacitated until the start of its next turn, after 
  which it can repeat this saving throw, ending this 
  incapacitation on a success.  
  Objects. By inserting one mistake into a spell’s 
  design, you can cause its entirety to come to a 
  screeching halt, even if only temporarily. As an 
  action, you focus on one object within 30 feet, 
  breaking any magic placed upon it. Examples include 
  magic items, enchantments on doorways or traps, 
  and spells of glyph of warding or arcane lock. Unless 
  you concentrate on this effect, the magic resumes at 
  the end of your next turn. If you instead concentrate 
  on it, you can keep the spell paralyzed for a number 
  of turns equal to your Intelligence modifier. 
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  JAILER OF THE ARCANE 
  At 14th level, you can jail a spellcaster for easy 
  sentencing. As an action, you can force one 
  spellcaster within 30 feet of you that you can see to a 
  Charisma saving throw. On a failure, the creature is 
  paralyzed and whatever spell it was concentrating on, 
  if any, ends. The creature remains paralyzed for up 
  to 1 hour or until it takes 1 point of damage. During 
  this time, the creature's connection to the Weave of 
  Magic is severed, as if it were afflicted by a spell of 
  antimagic field.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  52 
   
  APPENDIX A: SPELLS 
  This section provides several urban-themed spells, as 
  well as others to facilitate new subclasses that would 
  otherwise lack thematic or appropriate spells.  
   
  BARD SPELLS 
   
  CANTRIPS 
  Reek 
   
  1ST LEVEL 
  Cite Law 
  Conjure Mugger 
  Hail Cab 
  Paper Cut 
   
  2ND LEVEL 
  Animate Picture 
  Conjure Porter 
  Lawyer-Up 
   
  3RD LEVEL 
  Befoul Food and Drink 
  Etch in Ink 
  Nightmarish Glance 
   
  4TH LEVEL 
  Thief’s Bane 
   
  5TH LEVEL 
  Devour Sanity 
   
  DRUID SPELLS 
   
  CANTRIPS 
  Reek 
   
  6TH LEVEL 
  Red Tide 
   
  PALADIN SPELLS 
   
  1ST LEVEL 
  Cite Law 
   
  RANGER SPELLS 
   
  1ST LEVEL 
  Hail Cab 
   
  2ND LEVEL 
  Conjure Porter 
   
  3RD LEVEL 
  Befoul Food and Drink 
   
  SORCERER SPELLS 
   
  CANTRIPS 
  Reek 
   
  1ST LEVEL 
  Hail Cab 
  Paper Cut 
   
  2ND LEVEL 
  Animate Picture 
  Conjure Porter 
   
  3RD LEVEL 
  Befoul Food and Drink 
   
  4TH LEVEL 
  Blood Boil 
  Corpse Explosion 
   
  WARLOCK SPELLS 
   
  CANTRIPS 
  Reek 
   
  1ST LEVEL 
  Hail Cab 
   
  2ND LEVEL 
  Animate Picture 
  Conjure Porter 
   
  3RD LEVEL 
  Befoul Food and Drink 
   
   
  WIZARD SPELLS 
   
  CANTRIPS 
  Reek 
   
  1ST LEVEL 
  Cite Law 
  Conjure Mugger 
  Hail Cab 
  Paper Cut 
   
  2ND LEVEL 
  Animate Picture 
  Conjure Porter 
  Lawyer-Up 
  Printing Press 
   
  3RD LEVEL 
  Befoul Food and Drink 
  Etch in Ink 
  
   
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  Nightmarish Glance 
  Town Crier 
   
  4TH LEVEL 
  Blood Boil 
  Corpse Explosion 
  Thief’s Bane 
   
  5TH LEVEL 
  Devour Sanity 
   
  SPELL DESCRIPTIONS 
  The spells are presented in alphabetical order.  
   
  ANIMATE PICTURE 
  2nd-level illusion 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (paper, ink worth 25 gp, which 
  is consumed) 
  Duration: 10 Minutes 
   
  You enchant an image such as a portrait or sketch to 
  continue moving on its own accord for up to a 
  duration of 1 minute, portraying a sequence of 
  events. When you craft this illusion, you choose 
  whether 
  the 
  animated 
  picture 
  repeats 
  itself 
  indefinitely, a number of times, or simply grows still 
  after one playthrough. 
  You can also enchant the picture to only move at 
  the use of a command word, which you specify when 
  you cast this spell. A creature that speaks the 
  command word while within 30 feet of the image 
  causes it to animate.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level, the duration of the animated 
  picture increases to 10 minutes. When you cast it 
  with a 4th level spell slot, the duration is 1 hour, and 
  increases by another hour for each slot above 4th.  
   
  BEFOUL FOOD AND DRINK 
  3rd-level transmutation (ritual) 
   
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  Duration: Instantaneous 
   
  All nonmagical food and drink within a 5-foot radius 
  sphere centered on a point of your choice within 
  range spoils. You can also allow it to grow furry with 
  mold on either its surface or right below it. Creatures 
  must make a Wisdom (Perception) check against 
  your spell save DC to smell this foul presence.  
  Creatures that eat or drink the fouled items must 
  make a Constitution saving throw or become 
  poisoned for 8 hours. The symptoms of this illness 
  can manifest at 1d4 hours after consumption, or 
  immediately if you use a bonus action on your turn. 
  When the symptoms manifest, a creature’s 
  maximum hit points are reduced by twice your 
  spellcasting ability modifier, and it takes 2d6 poison 
  damage. It also makes Wisdom and Intelligence 
  saving throws with disadvantage while poisoned. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 2d6 for each spell slot above 3rd. 
   
  BLOOD BOIL 
  4th-level transmutation 
   
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a drop of dried blood) 
  Duration: Concentration, up to 1 minute 
   
  Your very gaze can cause a man's blood to boil in 
  fear. As an action, choose up to three creatures all 
  within a 15-foot sphere centered on a point within 
  range that you can see. Each creature must make a 
  Constitution saving throw or take 4d12 acid damage. 
  On a success, a creature takes half damage. If a 
  creature targeted by this spell is already suffering 
  from the poisoned, it is vulnerable to the acid damage 
  it takes.  
  For the remaining duration, you can use a bonus 
  action on your turn to inflict 2d12 acid damage to any 
  afflicted targets. While a creature is afflicted, it 
  makes Constitution saving throws to maintain 
  concentration on a spell with disadvantage. 
  An afflicted target can repeat its Constitution 
  saving throw at the end of its turn, ending these 
  effects on a success. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases 
  by 1d12 and you can target one additional creature 
  for each spell slot above 4th. 
   
  CITE LAW 
  1st-level divination (ritual) 
   
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a scrap of paper) 
  Duration: Instantaneous 
   
  You consult the laws and customs of a particular city, 
  ward, town, or village you name upon casting this 
  
   
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  spell, learning the laws of a particular issue you utter 
  when you cast this spell such as “traffic” or “bail.” 
   
  CONJURE MUGGER 
  1st-level conjuration 
   
  Casting Time: 1 minute 
  Range: 100 feet 
  Components: V, S, M (a dagger) 
  Duration: 10 minutes 
   
  You conjure a malicious spirit that assumes a 
  corporeal form to perform one last task on this earth: 
  a mugging. When you cast this spell, you designate a 
  10-foot cube to serve as the site of the mugging. 
  When the first creature other than yourself passes 
  through the area, the mugger steps from the shadows 
  (preferring to come from out of the creature’s 
  sightline) and demands an object that you specify 
  when you cast this spell, such “money” or “the key.”  
  The mugger has an AC of 10 and 1 hit point and it 
  can’t attack. If it drops to 0 hit points, the spell ends.  
  While it appears to be armed with a knife or other 
  weapon, the weapon is ephemeral and can inflict no 
  damage. The mugger can speak and understand the 
  languages that you do, and it accepts nothing short of 
  the demand you crafted for it.  
  As part of this spell, the triggering creature must 
  make a Wisdom saving throw or comply with the 
  mugger’s demand. The mugger takes the object and 
  walks out of the creature’s sightline, disappearing. If 
  there is no sight line to escape, the mugger merely 
  disappears. If you are within 100 feet when this 
  occurs, the object teleports to your hand or at your 
  feet. The spell then ends.  
   
  CONJURE PORTER 
  2nd-level conjuration (ritual) 
   
  Casting Time: 1 minute 
  Range: 60 feet 
  Components: V, S, M (5 cp, which is consumed) 
  Duration: 1 hour 
   
  You create a semi-visible, mindless, humanoid force 
  that performs the simple but laborious task of moving 
  objects at your command until the spell ends. The 
  porter materializes in an unoccupied space on the 
  ground within range. It has an AC of 10, 1 hit point, 
  and a Strength of 16, and it can't attack. If it drops to 
  0 hit points, the spell ends and whatever it was 
  holding clatters to the ground. 
  The porter can hold up to 240 pounds or push a cart 
  with a weight of 480 pounds. Once on each of your 
  turns as a bonus action, you can mentally command 
  the servant to move up to 30 feet and interact with an 
  object. It lacks the fine motor control to do anything 
  more than lift, push, drag, or carry an object. Once 
  you give the command, the servant performs the task 
  to the best of its ability until it completes the task, 
  then waits for your next command. 
  If you command the servant to perform a task that 
  would move it more than 120 feet away from you, 
  the spell ends. 
   
  CORPSE EXPLOSION 
  4th-level transmutation 
   
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a fistful of maggots) 
  Duration: Concentration, 10 minutes 
   
  You infuse a corpse you can see with a foul disease, 
  causing it to bloat. While you're concentrating on this 
  spell, you can use a bonus action to cause the 
  corpse’s innards to rupture. You do not need to see 
  the corpse to rupture it even if it’s beyond total cover. 
  Creatures within 10 feet must make a Dexterity 
  saving throw to avoid the bone and bile or take 4d6 
  bludgeoning damage and 4d6 acid damage. On a 
  success, a creature takes half damage. On a failure, 
  it’s also knocked prone from the blast.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the bludgeoning and 
  acid damage both increase by 1d6 for each spell slot 
  above 4th. 
   
  DEVOUR SANITY 
  5th-level enchantment 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
   
  You infiltrate a creature's mind and rip out its sanity 
  at the roots. Choose a creature that is currently 
  frightened or charmed, subjecting it to an 
  Intelligence saving throw as its mind squirms away 
  from your jaws. On a success, it takes 4d8 psychic 
  damage. On a failure, it takes 8d8 psychic damage.  
  Having gobbled up the creature’s sanity, you can 
  bolster your own. As a bonus action, you create a 
  psychic ward, which has its own hit points equal to 
  half the psychic damage you inflicted and lasts until 
  you finish a long rest or until you create another ward 
  through this spell. Whenever you take psychic 
  
   
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  damage, the ward takes that damage instead. 
  Alternatively, you can use half the hit points of the 
  ward to automatically succeed on a Wisdom, 
  Intelligence, or Charisma saving throw.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 1d8 for each spell slot above 5th.  
   
  ETCH IN INK 
  3rd-level enchantment 
   
  Casting Time: 10 minutes 
  Range: Self 
  Components: V, S, M (your blood, incense, a pinch 
  of talc, and a focus worth 100 gp) 
  Duration: 8 hours 
   
  You write down in blood the full name of a humanoid 
  with which you're familiar, cursing them from afar. 
  The target must be on the same plane of existence as 
  you and must make a Charisma saving throw. A 
  creature that succeeds on this saving throw is 
  immune to this spell for 7 days. On a failure, you 
  choose one of the following options. A creature 
  cannot be affected by more than one option at a time. 
  A spell of remove curse or greater restoration frees 
  the target, otherwise the curse dissipates after 8 
  hours. 
  Abrasion. The target takes 1 point of slashing 
  damage every hour, seemingly without origin or 
  cause. The wound often occurs between fingers or 
  toes, on the arm, or just below the eye. 
  Depression. The target begins to suffer from 
  depression, gradually at first until falling deep into 
  that pit. At the end of the spell's duration, it emerges, 
  seemingly without answer as to why it felt so low.  
  Ill-found Solace. To quiet its inner demons, the 
  target partakes in vices it normally would not, but has 
  been tempted to. If the target already has a vice, such 
  as drinking, it excessively dabbles in it for the 
  duration.  
  Paranoia. The target begins to suffer paranoia, 
  suspecting those around it of treacherous intentions 
  and finding danger in every shadow.  
  Phobia. You infect the target with an intense 
  phobia, such as spiders or commitment. It must make 
  a Charisma saving throw whenever it willingly tries 
  to confront or surpass its phobia.  
  Unfound Satisfaction. The target can no longer 
  find satisfaction in its usual habits and vices, seeking 
  it to experiment with new ones. Ultimately, it can 
  find none. Food and drink, likewise, taste bitter and 
  foul to the creature and sleep is always restless.  
  HAIL CAB 
  1st-level evocation (ritual) 
   
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S, M (a copper piece) 
  Duration: Instantaneous 
   
  You send out a silent plea for a pick up. The plea is 
  heard by the closest cab or wagon driver within 1 
  mile—any humanoid who is already inclined to offer 
  commercial transportation. The cab driver suddenly 
  intuits that fare can be found at your location and 
  speeds towards your location, taking the safest route 
  possible. The cab driver ignores other potential 
  passengers while in transit to your location but may 
  still turn back if it spots danger. 
   
  LAWYER-UP 
  2nd-level necromancy 
   
  Casting Time: 10 minutes (ritual) 
  Range: Self 
  Components: V, S, M (10 gp cast into a brazier, 
  which is consumed) 
  Duration: 1 hour 
   
  You summon the ghost of a lawyer to provide you 
  legal counsel. It appears within 10 feet of you, 
  provided you’re not on hallowed ground. When you 
  cast this spell, you can specify which lawyer’s spirit 
  you wish to summon, or you can pull from a pool of 
  spirits that practiced law in your current area, such as 
  a city or township, in years past.  
  Whenever the lawyer provides legal counsel to 
  you, there is a 10% chance that it is incorrect or 
  outdated in its information. The DM makes this roll 
  in secret.  
   
  NIGHTMARISH GLANCE 
  3th-level illusion 
   
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
   
  You enchant yourself with an insidious, invisible 
  guise that manifests as another’s worst fear. On the 
  surface, you appear normal until you use a bonus 
  action to activate the guise. The next creature that 
  looks at you must make a Wisdom saving throw or 
  become paralyzed, seeing you as its worst fear made 
  flesh. This paralysis lasts for up to 1 minute or until 
  the creature takes 1 point of damage (with exception 
  to psychic damage). At the end of each of the 
  
   
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  creature’s turns, it can repeat the Wisdom saving 
  throw, ending these effects on a success. 
  Unless surprised, a creature can avert its eyes at the 
  start of its turn to avoid the saving throw. If so, it can't 
  see you until the start of its next turn when it can 
  avert its eyes again. If the creature ever looks at you 
  in the meantime, it must immediately make the save.  
  Once one creature has been subjected to this spell, 
  the guise dissipates, whether that creature succeeds 
  or fails its saving throw and no more can be affected.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the number of 
  creatures that can be affected by the guise before it 
  dissipates increases by one for each slot above 3rd. 
   
  PAPER CUT 
  1st-level evocation 
   
  Casting Time: 1 action 
  Range: Self (20-foot cone) 
  Components: S, M (a knife, paper) 
  Duration: Instantaneous 
   
  Using the knife, you slice through paper and unleash 
  a crescent of energy before you. Creatures in a 20-
  foot cone in front of you must make a Dexterity 
  saving throw or take 3d8 magical slashing damage. 
  On a success, a creature takes half damage. On a 
  failure, it also begins to bleed profusely. For the next 
  minute, it has disadvantage on Constitution saving 
  throws. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 1d8 for each spell slot above 1st.  
   
  PRINTING PRESS 
  2nd-level transmutation (ritual) 
   
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (ink worth 10 gp, which is 
  consumed) 
  Duration: Instantaneous 
   
  As part of this spell, you touch a nonmagical 
  newspaper, book, or other form of paper, cloning it 
  for mass production. The first cloned copy appears 
  directly next to the original, and subsequent copies 
  appear neatly stacked on top of the first. You can 
  mass produce up to one hundred copies or 50 lbs. 
  worth of materials at a rate of six per one hundred 
  seconds.  
  If the object you are attempting to clone is magical 
  or contains written spells, such as a spell scroll or a 
  wizard’s spellbook, the production attempt instead 
  fails in a shower of caustic ink and disappointment. 
  Creatures within 10 feet of the original object must 
  make a Dexterity saving throw, taking 1d10 force 
  damage and 1d10 fire damage. On a success, a 
  creature takes half damage. You have disadvantage 
  on this saving throw.  
   
  RED TIDE 
  6th-level transmutation (ritual) 
   
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (a handful of fertilizer) 
  Duration: 24 hours 
   
  Standing before a natural body of water, you poison 
  the water with pollutants. At the zenith of this spell, 
  you touch the water, causing an algae bloom with a 
  radius of 500 feet. The algae produce toxins that 
  choke away the life of other organisms. Creatures 
  within the water or that drink from it must make a 
  Constitution saving throw every hour or take 3d8 
  poison damage. On a success, a creature takes half 
  damage. On a failure, it is also poisoned for 1 hour.  
  Creatures within half a mile of the polluted water 
  can smell it on the wind and must make a 
  Constitution saving throw every hour. After three 
  failures, a creature is poisoned for 1 hour and begins 
  to suffer respiratory issues. Creatures that are indoors 
  at the time of making this save gain a +5 bonus to 
  their roll. Creatures that succeed once on this saving 
  throw are immune to the airborne effects of this spell 
  for 1 hour.  
  For every consecutive day you cast this spell on the 
  same body of water, the algae bloom spreads by 
  another 500-foot radius. Casting this spell on the 
  same body of water for 7 days causes the algae to 
  spread on their own until destroyed.  
  An algae bloom can be destroyed with frigid 
  temperatures, such as winter, or by spells of 4th level 
  or higher that deal cold damage, after which the algae 
  and its effects dissipate over an hour within the 
  effected location.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th-level or higher, the damage increases 
  by 1d8 and the radius increases by 500 feet for each 
  spell slot above 3rd.  
   
   
   
   
   
  
   
  57 
   
  REEK 
  Transmutation cantrip 
   
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
   
  You force a creature you can see to sweat a foul 
  stench. An unwilling creature must make a 
  Constitution saving throw. On a failure, it takes 1d8 
  poison damage and for the next minute, creatures 
  within 60 feet have advantage on Wisdom 
  (Perception) checks reliant on smell to detect that 
  creature.  
  This spell’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), and 17th level 
  (4d8).  
   
  THIEF’S BANE 
  4th-level abjuration 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of salt, a copper bell) 
  Duration: 24 hours 
   
  Your ward an object or container, such as a trunk or 
  chest, from thieves for the duration. You specify 
  whether the warded object should not be removed 
  from your person, moved more than 30 feet from 
  you, or moved more than 5 feet from its current 
  location at the casting of this spell. If the object is a 
  container, you can also specify if it should not be 
  opened or its lock (if any) is tampered with. 
  A creature that breaks any of the boundaries set 
  forth must make a Charisma saving throw or take 4d8 
  force damage. On a success, it takes half damage. On 
  a failure, it also begins to shed bright light in a 10-
  foot radius and dim light for an additional 10 feet for 
  1 minute, making Dexterity (Stealth) checks with 
  disadvantage.  
  If you are within 10 miles when the spell is 
  triggered, you hear a mental ping that alerts you to 
  thief's tampering. This wakes you if you are sleeping. 
  When you cast this spell, you can specify a 
  command word that, when uttered within 5 feet of 
  the warded object, does not trigger the ward if taken. 
  If you cast this spell on the same object or container 
  for 30 days, the duration lasts until dispelled.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th-level or higher, the damage increases 
  by 1d8.  
   
  TOWN CRIER 
  3rd-level conjuration (ritual) 
   
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a copper bell) 
  Duration: 1 hour 
   
  You conjure a humanoid force and set it to blasting a 
  message throughout the streets. It has an AC of 10, 1 
  hit point, and a Strength of 2 and an Intelligence of 
  10. Its voice can be heard for 300 feet, and it has a 
  movement speed of 40 feet. If it drops to 0 hit points, 
  the spell ends. It can't attack or interact with objects.  
  The message it cries out must be twenty-five words 
  or less. The crier can also answer questions based off 
  what information you mentally draw upon when 
  casting this spell. For example, if you set the crier to 
  warn of a disease breaking out in a particular ward of 
  the city, it can also relay additional information such 
  as the symptoms, so long as you mentally included 
  that in the crier's knowledge.  
  The crier follows a set path you specify, otherwise 
  it travels as far as it can within the hour to spread its 
  message to as many individuals as possible.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyatt Trull/Urban Archetypes v3.0.pdf