Urban Warriors
Barbarian
Path of the Emissary (Primal Path)
Barbarians who follow the Path of the Emissary pledge to travel far and wide to serve as envoys or messengers for their tribes. They take effort to master the intrigues of noble courts and the whispers of dark rumors... and to be ready for betrayal at any time.
Path of the Emissary Features
Barbarian Level | Feature |
---|---|
3rd | Speak Softly, Carry a Big Stick |
6th | Truth to Power |
10th | Roving Commission |
14th | Ultimatum |
Speak Softly
As you enter this path at 3rd level, you become able to address others with imposing bearing. Choose one of the following skills and gain proficiency in that skill: Insight, Intimidation, or Persuasion. Alternatively, you may learn a bonus language of your choice.
Carry a Big Stick
At 3rd level, you know that diplomacy can turn violent at any moment – so you learn to use unassuming weaponry with sudden force. You gain proficiency with improvised weapons.
Additionally, when you make a melee attack with an improvised or simple weapon using Strength, you deal an additional 1d6 damage.
Truth to Power
By 6th level, your brutal pragmatism allows you to assert yourself and to see past facades and pleasantries. You add your rage damage bonus to Intimidation, Persuasion and Insight checks you make, even while you aren't raging.
Roving Commission
By 10th level, you have become innured to long and arduous travel to foreign lands. You may cast comprehend languages, but only as a ritual.
Additionally, moving through difficult terrain costs you no extra movement.
Ultimatum
By 14th level, you can issue a roaring denouncement of an enemy. When you enter a rage or at the beginning of your turn if you are raging, you may designate a creature you can see as your foe. For the duration of your rage, using your Reckless Assault feature does not grant that creature advantage on attacks made against you. Additionally, for the duration of your rage, you may take the Dash action as a bonus action, but only to move towards that enemy.
You may use this feature a number of times equal to your Charisma modifier (a minimum of once). You must finish a long or short rest before you can use this feature again.
Art Citations
Artist | Website |
---|---|
Karla Ortiz | http://karlaortizart.blogspot.com.ar/ |
Leonardo Black | http://dleoblack.deviantart.com/ |
Igor Ivanovic | http://igorivart.deviantart.com/ |
Fighter
Pit Fighter (Martial Archetype)
Any good pit fighter will tell you, it doesn't matter how well you fight — all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.
Pit Fighter Features
Fighter Level | Feature |
---|---|
3rd | Crowd Pleaser, Showstopper |
7th | Unbearable Ham |
10th | Insult to Injury |
15th | Cheap Shot |
18th | Victory Rush |
Crowd Pleaser
At 3rd level, you know what makes for a good show. You gain proficiency in the Performance skill.
If you are already proficient with that skill, you gain proficiency in any one of the following skills instead: Acrobatics, Animal Handling, Athletics, Deception, Intimidation or Sleight of Hand.
Showstopper
By 3rd level, it's become clear to you that all audiences love a thrilling spectable. Whenever you use your Action Surge feature, you gain one of the following benefits depending on the type of action you make with your additional action:
- Attack: Attacks made this way are made with advantage.
- Dash or Disengage: You may make an attack at any point of your movement.
- Dodge: Until your next turn, if a enemy within your reach misses you with an attack, you may make a melee attack against that enemy as a reaction.
- Help: If you use this action to aid an ally in attacking a creature and that ally's attack hits, you may make a melee attack against that enemy as a reaction.
Unbearable Ham
By 7th level, your sheer force of personality becomes impossible to contain. You gain proficiency in Charisma saving throws.
Additionally, you gain advantage in Performance checks to goad, insult or celebrate, and on Deception and Intimidation checks made to boast or grandstand.
Insult to Injury
By 10th level, you resort to all sorts of underhanded tactics to obtain victory. Once per round, if you hit an enemy with a weapon attack made with advantage, you may impose one of the following penalties on that enemy until your next turn:
- Cripple: That foe's speed is halved and cannot take the Dash or Disengage actions.
- Hinder: That foe cannot take reactions and has disadvantage on Strength and Dexterity checks.
- Taunt: If that enemy makes an attack against any other creature, that attack is made with disadvantage. This has no effect if that enemy cannot be frightened.
Cheap Shot
Starting at 15th level, you've mastered hitting an enemy when their guard is low. Attacks you make as a reaction are always made with advantage.
Victory Rush
At 18th level, you get exhilarated by a daring comeback. Once per turn, when you score a critical hit with a weapon attack, you regain hit points equal to twice your fighter level.
Ranger
Shadow Watcher (Ranger Conclave)
Rangers of the Shadow Watcher's Conclave are vigilant keepers, gathering information from the shadows to find and vanquish the threats to the lands they keep in their custody.
Shadow Watcher's Conclave Features
Ranger Level | Feature |
---|---|
3rd | Shrouded in Mystery, Secret Lore |
7th | Enigma, Hidden Mythos |
11th | Blackout |
15th | Under Cover of Darkness |
Secret Lore
You develop magical abilities to keep your secrets hidden and your operations undercover. You learn new spells at 3rd, 5th, 9th, 13th and 17th levels. They do not count against the number of spells you know, and are treated as Ranger spells for you.
Shadow Watcher Spells
Ranger Level | Spells |
---|---|
3rd | silent image |
5th | detect thoughts |
9th | major image |
13th | phantasmal killer |
17th | modify memory |
Shrouded in Mystery
At 3rd level, you become an expert in performing furtive dispatchs. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals your spell save DC. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you can’t do so again for 1 minute.
Additionally, you gain the following benefits:
- Swift: While this sanctuary is active, you gain a +10 bonus to your speed.
- Focused: While this sanctuary is not active, you gain advantage on all concentration checks to maintain your Ranger spells.
- Deadly: Whenever you take the Attack action while this sanctuary is active and cancel its effect, you can make one additional attack.
Revised Ranger
If using the revised Ranger class published in Unearthed Arcana, the Shadow Watcher's Conclave also grants the following ability:
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hidden Mythos
At 7th level, you become initiated in closely guarded mysteries. You gain proficiency in one of the following skills: Arcana, History, Nature or Religion.
When you make any of these checks, you may add your Wisdom modifier in addition to your Intelligence modifier to the result.
Enigma
By 7th level, your secretive ways make you indecipherable. You gain proficiency in Intelligence saving throws, you have advantage on contested Intelligence checks, and enemies have disadvantage on any Intelligence (Investigation) check they make to detect illusions you create.
Blackout
By 11th level, your abilities are empowered by the cover of darkness. While an enemy is unaware of your presence, that enemy has disadvantage on saving throws against your spells.
Under Cover of Darkness
Starting at 15th level, you can quickly resume your shadowy protection. As a reaction, you can cast the sanctuary spell of your Shrouded in Mystery feature, even if you have cast it in the past minute.
Once you use this ability, you cannot use it again until you finish a short or long rest.