A man and a beautiful human woman dance in a sewers. She
is dressed in a tattered dress, and her bare feet swish through the water as they dance to the unheard hum of the city above Prince of Cobblestones them. The man is dressed in a coat the color of bricks, and Proficiency his shoes do not disturb the muddy water as they weave back Level Bonus Features and forth. Looking down form the rooftops upon a group of thugs, a 1st +2 Diplomat of Alleyways tiefling flexes his hands, green blood veins standing and out 2nd +2 The City's hum half an inch from his skin. Silent as the plague, he slips down 3rd +2 City State and where his fingers touch, sickness follows. With a defiant roar at a red dragon, a burly dwarf wielding 4th +2 Ability Score Improvement, Hustle two shields defends a palisade around a small town. The and Bustle dragon spews fire, but the shields become imposing slabs of 5th +3 The Library's Whisper, City State metal, protecting the dwarf from the dragon's fiery breath. feature Princes of Cobblestones speak with the avatars of cities 6th +3 Helter Skelter themselves, the personality that every city has. Drawing from the force of hundreds of gathered people, the city infuses a 7th +3 City State feature prince of cobblestones with strength and willpower. 8th +3 Ability Score Improvement Frequently orphans growing up alone on the streets, a Prince 9th +4 Whispers of Cobblestones might think themselves self sufficiant, but a prince is connected to a city, and cannot live without the 10th +4 City State feature constant energy from the city's hum. 11th +4 City's Aid
Energetic, skillful, and Slightly 12th +4 Ability Score Improvement
Odd 13th +5 __ A Prince of Cobblestone's abilities come from the energies of 14th +5 City State feature living cities, imbuing them with adaptive skills and physical 15th +5 Whispers abilities. Frequently, the unique abilities of a Prince of 16th +5 Ability score improvement Cobblestones might imbue him with unique personality quirks. You may change your flaw to one of the following, or 17th +6 Rat King roll for it: 18th +6 City State feature Roll one 1d6 19th +6 Ability Score Improvement 1 You have a phobia of wide open spaces 20th +6 King of Cities 2 You cannot fall asleep without a light 3 You take in every stray animal you find 4 Your personal hygiene is somewhat lacking 5 Wild animals frighten you Creating a Prince of Cobblestones 6 You distrust police, or those in authority Princes of Cobblestones are born with a close connection with civilization. You might be an urchin born on the streets, who found that the eaves and corners always provided a Beholden to the City warm place, or a noble whose family has worked hard to A Prince of Cobblestones cannot be far away from civilization further the plans of the city itself. Perhaps you act as a for very long. If he is, his abilities fade and he grows weak. diplomat, going from city to city and fostering relationships and trade agreements between cities themselves. Perhaps you slip along the rooftops, protecting those of your city below from thugs and thieves. Or maybe you act as the guardian for a burgeoning frontier town, keeping watch against those that take advantage of its innocence. But you must always keep in mind the link between yourself and civilization. Roam to far for too long, and you might find yourself reeling. Quick Build The City's Hum You can make a prince quickly by following these suggestions. First, make Strength your highest ability score, Upon reaching 2nd level, the hum and purr of civilization if you want to take the Wall Keeper City State, or make infuses you with energy. Whenever you are in a settlement, Dexterity your highest score if you want to take the Heart of town, city, or heavily traveled piece of road, you may add half Mithridates your City State. Your next-highest score should your proficiency, rounded down, to any tool or skill check that be Constitution. Second, choose the Urchin background. doesn’t already have your proficiency. You also have darkvision up to 60 feet while in civilization.
Class Features City State
As a prince of cobblestones, you gain the following class At 3rd level, you choose an aspect of civilization to channel. features. Choose a City State subclass from below.
Hit Points Ability Score Improvement
Hit Dice: 1d8 per samurai level When you reach 4th level, and again at 8th, 12th, 16th, and Hit Points at 1st Level: 8 + your Constitution modifier 19th level, you can increase one ability score of your choice Hit Points at Higher Levels: 1d8 + your Constituion by 2, or you can increase two ability scores of your choice by modifier per samurai level after 1st 1. As normal, you can’t increase an ability score above 20 Proficiencies using this feature. Armor: Light armor Weapons: Simple weapons, light crossbows Library's Whispers Saving Throws: Dexterity, Wisdom The dusty archives hidden in the city's depths whisper arcane Skills: Choose three skills from Acrobatics, Athletics, secrets to you. Beginning at 5th level, you gain access to Deception, Insight, Investigation, Performance, several spells. You may cast Darkness and Knock. At 9th level Persuasion, Sleight of Hand, and Stealth. you may cast Pass without trace, and Stone shape without Equipment material components. At 15th level, you may cast You start with the following equipment, in addition to the Mordenkanen’s magnificent mansion and Forcecage. You can equipment granted by your background: cast these spells once per day, at their lowest levels, regaining their use at a long rest. (a) a handaxe, or (b) two daggers (a) a small crossbow and a quiver of 20 bolts, or (b) two Helter Skelter daggers leather armor and a burgler's pack You are the fleetest of foot while running through the streets. Beginning at 6th level, whenever you are in a town, city, Cord of Civilization settlement, or heavily traveled piece of road, you may ignore difficult terrain, 20 feet is added to your speed, and you have You are connected to civilization, like a child's umbilical cord advantage on Athletics or Acrobatics checks to maneuver connects it to its mother. When you are away from civilization around the city streets and rooftops. Also, once per short rest, for more than 24 hours, you gain one level of exhaustion, you may cast spider climb on yourself without somatic or which can be expelled through the means of magic such as material components. This spell disregards concentration. greater restoration or taking a long rest. 48 hours gives you a permanent level of exhaustion. 72 hours results in a loss of the abilities described below, although the skills granted by The City's Aid way of your City State remain. 96 hours results in a catatonic Starting at 11th level, you carry civilization upon your state. Catatonia and the permanent exhaustion can only be shoulders. When you take a long rest, you may spend those cleared by entering civilization, upon which time your eight hours meditating. At the end of the long rest, as long as abilities also return and your exhaustion is removed. there is at least one other person with you, a half-mile in a circle around you counts as civilization, for the sake of Diplomat of Alleyways granting your powers and warding off exhaustion. This effect lasts on the land for 24 hours, and you may only do this once A city's creaking and groaning was your first language. At 1st per day. level, you may speak with the avatars of cities and towns, the physical or psychic manifestation of that city's personality and drive. Depending on the personality of the city, you might Rat King strike the right chord, or the city might take a disliking to you. The squirmy denizens of the streets head your words. A city who likes you might aid you in times of trouble, or point Starting at 17th level, if you are in a city, town, settlement, or you in the direction of lost coins or items. A city who dislikes heavily traveled piece of road, you may summon 1d4 swarm you might confuse your steps, or lead thugs to your path. of rats, snakes, insects, quippers, ravens, or bats, whichever Each city will have its own personality and goals, just like any best applies to the civilization you are currently in, as a bonus person you might meet in the world. action. These creatures are under your control. You may do this once per short rest King of Cities Bastion You gain proficiancy in medium armor. At 20th level,you no longer become sick outside of civilization, At 3rd level, you magically manifest duel shields. When you ignoring the drawbacks of this class. make one attack with these shields, you may immediately make another with your bonus action. City States Your shields take a few forms. As a bonus action you may make them morph to one of the following forms: Princes of Cobblestones choose an aspect of civilization to emulate, be it protection of oneself or allies, or the spread Round shield: These shields give +1 AC each, and deal and use of poison and disease. 1d6+Str. Miniature kite: Strapped to the forearm with the points Heart of Mithridates pointed forward, these shields do not give any extra AC, Poison, disease, and blood flow through your veins in equal but they each do 1d8+Str piercing damage. measure. Drawing from the filth of the gutter, your bare hands drip with poison, and with a flash you may strike a Wall shield: The shields become massive and almost too creature and bring it choking to its knees. heavy to move. They add +2 AC each, and attacks against you have disadvantage. However, your speed is halved, and Dripping Palms you can only take the shove attack. At 3rd level, you become proficient with unarmed strikes, which deal 1d4+dex poison or bludgeoning damage, your Extra Attack choice. This changes to a d6 at 6th level, and a d8 at 14th. Beginning at 5th level, you may make two attacks when you When you make an attack action, you may immediately make take the Attack action. another unarmed attack. You also have advantage to save from poison and diseases. Changing of the Guard Twice per long rest, you may boost the amount of poison At 7th level, your shields offer you more options. flowing in your veins, which lasts for one minute. Your unarmed attacks do 1d8+dex poison or bludgeoning damage, You may throw your round shields, each having a range of and you are immune to poison and disease for the duration. 20/40 feet. This d8 changes to a d10 at 6th level, and a d12 at 14th. Your miniature kites become +1. Afterwards, you are poisoned for ten minutes. When you make a dexterity saving throw to dodge the Extra Attack effects of certain area attacks such as fireball, you may Starting at 5th level, you may make two attacks when you use instead use your reaction to make a strength saving throw an Attack action, instead of one. instead, manifesting your wall shields. If you succeed the throw, you instead take no damage, and you only take half Fanged Fingers damaged on a failed save. Starting at 7th level, when you hit a creature with an unarmed strike, you may make the creature make a constitution throw equal to 10 + your proficiency + your Imposing Wall At 10th level, when a creature you can see makes an attack Dexterity modifier. On a failed save, that creature is poisoned roll against a creature within five feet of you, you may use until the end of its next turn. You can do this a number of your reaction to impose disadvantage on that attack. times equal to your Constitution modifier (a minimum of once). You regain all uses at the end of a short or long rest. I Am Your Shield At 14th level, you become a shield for others. When a Hazy Shield creature near you takes damage, you may use your reaction At 10th level, when a creature makes a melee attack against to transfer the damage to you. The damage is reduced by your you, you may use your reaction to cause it to take 1d10 level + your proficiancy + your Constitution modifier. poison damage. If you are boosting, you may add your Dex modifier. Impervious Gates At 18th level, your shields offer even more flexibility: Inoculated Starting at 18th level, you can boost the level of poison in Your round shields have a range of 40/80 ft your blood twice per short rest, and are no longer poisoned afterwards. Miniature kites become +3 As an action, you can put up your wall shields. You take no Wall Keeper damage from the next attack made against you. Using magical shields reminescant of the great walls surrounding cities, you shield yourself and others from damage, and deal your own with ever shifting shields.