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Prince of Cobblestones

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.

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