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Urban Warriors

Art Citations
Barbarian Artist Website
Path of the Emissary (Primal Path) Karla Ortiz http://karlaortizart.blogspot.com.ar/
Barbarians who follow the Path of the Emissary pledge to Leonardo Black http://dleoblack.deviantart.com/
travel far and wide to serve as envoys or messengers for their Igor Ivanovic http://igorivart.deviantart.com/
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 Might Makes Right
10th Truth to Power
14th The Thicker the Hay

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 learn how to use unassuming weaponry to
exploit your enemy's defenses. When you score a critical hit
with a melee simple weapon using Strength, you can roll one
additional weapon damage die when determining the extra
damage, and you can make a additional melee attack with
that weapon as a bonus action.
Might Makes Right
At 6th level, you are emboldened by your passion and ferocity.
When making an Intimidate or Persuasion check to persuade
or gain favor from an authority or a crowd, you add your rage
damage bonus to that check, even if you are not raging.
Additionally, you add your proficiency bonus to Charisma
saving throws.
Truth to Power
By 10th level, you've developed a brutal pragmatism that
allows you to see past facades and pleasantries. You gain
advantage on Insight checks and on saving throws against
illusions.
Additionally, you learn a bonus language of your choice.
The Thicker the Hay
Starting at 14th level, your determination bolsters your
endurance even in the face of unsurmountable odds. You gain
the following benefits:
While raging, if you have no more than half of your total
hit points left, you gain resistance against all types of
damage and your Reckless Attack feature no longer grants
advantage on attacks made against you.
It takes twice the amount of time before you suffer the
effects of starvation, thirst or lack of sleep.
Art Citations
Showstopper
Fighter By 3rd level, it's become clear to you that all audiences love a
Pit Fighter (Martial Archetype) thrilling spectable. Whenever you use your Action Surge
feature, you gain one of the following benefits depending on
Any good pit fighter will tell you, it doesn't matter how well the type of action you make with your additional action:
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 Attack: Attacks made this way are made with advantage.
your time in the pit, make sure the people get their blood, and Dash: Opportunity attacks made against you are made
lots of it. If you're lucky enough, the audience will be on your with disadvantage.
side, you'll feel the roar of the crowd pounding in your chest, Disengage: You may make a weapon attack against an
and nothing can stop you. enemy before, during or after your movement.
Dodge: You gain resistance to bludgeoning, piercing and
Pit Fighter Features slashing damage until your next turn.
Fighter Level Feature
3rd Crowd Pleaser, Showstopper
Unbearable Ham
By 7th level, you become irrepressible due to your sheer force
7th Unbearable Ham of personality. You gain proficiency in Charisma saving
10th Insult to Injury throws.
Additionally, you gain proficiency in any one of the
15th Cheap Shot following skills: Acrobatics, Animal Handling, Athletics,
18th Victory Rush Deception, Intimidation or Sleight of Hand.
Crowd Pleaser Insult to Injury
At 3rd level, you know what makes for a good show. You gain By 10th level, you resort to all sorts of underhanded tactics to
proficiency in the Performance skill. obtain victory. Once per round, if you hit an enemy with a
If you are already proficient with that skill, you gain weapon attack made with advantage, you may impose one of
proficiency in any one of the following skills instead: the following penalties on that enemy until your next turn:
Acrobatics, Animal Handling, Athletics, Deception, Cripple: That foe's speed is halved and cannot take the
Intimidation or Sleight of Hand. Dash or Disengage actions.
Disorient: That foe cannot take reactions and has
disadvantage on all concentration checks.
Cheap Shot
Starting at 15th level, you've mastered hitting an enemy when
they guard is low. Opportunity attacks you make are always
made with advantage and deal an additional 1d6 damage.
Additionally, whenever an enemy within 5 feet of you casts
a spell, you may use your reaction to make an attack of
opportunity against that creature.
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 1d10 + your fighter level.
Ranger
Revised Ranger
Watcher (Ranger Conclave) If using the revised Ranger class published in
Rangers of the Watcher's Conclave are vigilant keepers, Unearthed Arcana, the Watcher's Conclave also
gathering information from the shadows to find and vanquish grants the following ability:
the threats to the lands they keep in their custody.
Extra Attack
Watchers' Conclave Features Beginning at 5th level, you can attack twice,
Ranger Level Feature instead of once, whenever you take the Attack
3rd Hidden Mythos, Covert Action, Secret Lore action on your turn.

7th Enigma
11th Active Measures
Enigma
15th Hard Target By 7th level, your own thoughts become coded, becoming
hard to decipher. You gain advantage on contested
Hidden Mythos Intelligence checks, and you are immune to magic that allows
As you enter this Conclave at 3rd level, you become initiated other creatures to read your thoughts, determine whether you
in closely guarded mysteries. Choose one of the following are lying, know your alignment, or know your creature type.
skills and gain proficiency in that skill: Arcana, History, Creatures can telepathically communicate with you only if
Nature or Religion. you allow it.
Covert Action Active Measures
At 3rd level, you become an expert in performing furtive By 11th level, you become implacable in taking out your mark
dispatchs. When you use hunter's mark on a target, you gain once you find it. When you use hunter's mark on a target, you
the following benefits: gain the following benefits:
The target of your hunter's mark makes any Intelligence You automatically succeed on all concentration checks to
(Investigation), Wisdom (Insight), Wisdom (Perception) maintain your hunter's mark.
and Wisdom (Survival) checks to detect or investigate you Whenever the creature affected by your hunter's mark
with disadvantage. attempts a saving throw against one of your spells, roll
You deal an additional 2d6 damage, rather than 1d6, with 1d6 and substract the result from that creature's saving
weapon attacks to the target of your hunter's mark. throw.
Secret Lore Hard Target
You develop magical abilities to keep constant vigilance and Starting at 15th level, you can preempt and foil enemy
maintain your secrets under wraps. You learn new spells at attacks. Whenever an enemy within your reach makes an
3rd, 5th, 9th, 13th and 17th levels. They do not count against attack, you may use your reaction to impose disadvantage on
the number of spells you know, and are treated as Ranger that attack.
spells for you. If that attack hits regardless, roll 1d6 and substract the
result from the total damage dealt.
Watcher Spells
Ranger Level Spells
3rd illusory script
5th detect thoughts
9th spirit guardians
13th banishment
17th modify memory

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