A blog about the peoples and places of the fictional D & D world of Sublanarya during the Tytanyan Age.
Showing posts with label city. Show all posts
Showing posts with label city. Show all posts
Thursday, January 18, 2018
Naryan Class Options: The Urban Ranger
Rangers are often found guarding the barriers between civilization and wilderness: they are masters of their terrain, their senses are superhuman and have learned skills that allow them to be the best hunters in the world. They are warriors of the wilderness, independent and adventurous, but what if they were to make the rooftops, alleys and sewers of a city their domain?
The urban ranger is a mix of mercenary and vigilante, often working for the highest bidder or the city guard, and supplement their survival skills with street smarts. Urban rangers have mastered the skills to blend into any city's background,
The Urban Ranger is assumed to work in conjunction with the Revised Ranger.
Sewer Immunity
You move through a sewer with the confidence that most move through an empty hallway.
Starting at 3rsd level, you are immune to poison and disease.
Parkour Master
Your finger and toe tips manage to find every nook and cranny in the masonry of the city and you are extremely apt at finding your footing. This allows you to chase your prey through the rooftops and back alleys with impressive speed and agility.
Starting at 3rd level, when you are prone, standing up only used up 5 feet of your movement. Also, your movement speed is not halved when climbing and you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Also, you can move through your allies squares at full movement speed and you can move through enemy squares at half speed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
"I've Seen **** You Wouldn't Believe!"
There are horrors in cities that they have witnessed: crime scenes, monstrous mutants and cruelty only imaginable in humanoid minds.
Starting at 7th level, you gain proficiency in Wisdom saving throws.
City Sentinel
You blend into the city masonry like a gargoyle and can slip out of sight in the blink of an eye.
Starting at 11th level, you can use a Hide as a bonus action on your turn. Also, you gain double advantage* on Stealth checks while hiding in dim light or darkness.
*When you have double advantage, you roll three times and use the highest result.
"This Is My City!"
You can claim a city as your territory. It is your city. There are many cities, but this one is under your protection.
Starting at 15th level, you claim a city as your domain. When you do so, you create a permanent teleportation circle in a safe location in that city as if casting the teleportation circle spell. You can open a portal to this location as an action and keep this portal open for up to 1 minute. To open another portal, you must first take a short rest.
To claim a new city as your domain you must first spend 24 hours in the city.
While in your city, you have advantage on all ability checks, attack rolls or saving throws in the city.
Thursday, October 19, 2017
Naryan Class Options: The Circle of the City Druid and (Bonus: Garden Expanded Spell List)
Generally, druids reject civilization. The man-made towns and cities are, to them, often built upon the desecration of nature. They exist to create a balance between natural forces and the unnatural that would corrupt nature. Some druids, though, find nature everywhere and even in the densest cities in all of Sublanarya. This druids are often outcasts. They are rejected by other druids and often seen as eccentric by city-dwellers. But, to them, the urban environment is as natural as a forest or desert. To them, the urban environment, the man-made jungle of cobble streets and bricked buildings, are the natural evolution of an animal shaping their environment. To them a city is no different than an ant hill or a beaver dam.
To these city druids, the city speaks to them and they feel tasked with protecting them, restoring balances, and showing the beauty of nature even in the dingiest, dirtiest and dankest of ditches by the road side.
The Circle of the City is a fantastic archetype for urban fantasy campaigns with flavorful abilities that help them survive in the cityscape.
Street Fighter
You are used to scrapping in taverns and in alleyways with would-be punks.
When you choose this circle at 2nd level, you gain the Shillelagh cantrip.
Sewer Immunity
The plague-cured beggars are your friends and you are the shepherd of the city's sewers.
Starting at 2nd level, you are immune to poison and disease.
Crowd-Walker
In the urban environment, personal space is a premium resource and you generally ignore it. You have places to be.
Starting at 2nd level, you can move through your allies squares at full movement speed and you can move through enemy squares at half speed.
Seen but Unseen
Survival in the city is about knowing how to be ignored and how to notice those who are also trying to be ignored.
At 2nd level, you gain the Stealth and Perception skills.
Urban Shape
Each city you visit has a unique personality with different fashions and population diversity. You intend to blend into every city and often lose yourself in your personas.
Starting at 6th level, when you first enter a city you gain a new Urban Shape. You can take an action, upon entering a city, to transform into the Urban Shape. Your appearance magically transforms to match that of a unique humanoid. However, your statistics and your equipment does not change with you. If you die, you revert to your natural appearance.
When you take on the town's or city's unique Urban Shape, you and your GM decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can shift in size between Small and Medium. You can also change your clothes into a unique outfit that is paired with Urban Shape but if you revert to your normal form, they do as well. After you creature an Urban Shape for a city, at any time, you can take an action to transform into this form or back into your normal form.
While in your Urban Shape, you can add your proficiency bonus to all Intelligence checks that test your knowledge of the city and all Charisma checks to interact with citizens of the city.
Inanimate Chameleon
A bear or vulture stands out in a cityscape, but a pile of refuse does not.
Starting at 10th level, you gain the ability to, as an action, transform into a Medium sized inaminate object. This can be anything from a wagon wheel to a barrel to a potted plant. While in this shape, you must maintain concentration to remain in this shape. If another creature touches you, you must make a concentration check. While in this form, you do not need to breathe, eat or sleep. You cannot move and are indistinguishable from an ordinary object. You can stay in this shape for up to 1 hour.
You regain this ability on short or long rests.
Keeper of City Secrets
You are a citizen of every city in the world. Even cities that have ceased to exist or have yet to be.
Starting at 14th level, you can speak, read, write and understand all languages.
The Circle of the Land druid picks a land to draw bonus spells from. Some druids aren't drawn to the wild but instead use their nature magic to creature beautiful gardens. For such druids, such as the Royal Gardeners of Saesun, they can choose the Garden environment which focused on spells that would help them to cultivate and control a garden.
Garden Expanded Spells
3 Create or Destroy Water, Spike Growth
5 Plant Growth, Meld into Stone
7 Stone Shape, Control Water
9 Wall of Stone, Passwall
To these city druids, the city speaks to them and they feel tasked with protecting them, restoring balances, and showing the beauty of nature even in the dingiest, dirtiest and dankest of ditches by the road side.
The Circle of the City is a fantastic archetype for urban fantasy campaigns with flavorful abilities that help them survive in the cityscape.
Street Fighter
You are used to scrapping in taverns and in alleyways with would-be punks.
When you choose this circle at 2nd level, you gain the Shillelagh cantrip.
Sewer Immunity
The plague-cured beggars are your friends and you are the shepherd of the city's sewers.
Starting at 2nd level, you are immune to poison and disease.
Crowd-Walker
In the urban environment, personal space is a premium resource and you generally ignore it. You have places to be.
Starting at 2nd level, you can move through your allies squares at full movement speed and you can move through enemy squares at half speed.
Seen but Unseen
Survival in the city is about knowing how to be ignored and how to notice those who are also trying to be ignored.
At 2nd level, you gain the Stealth and Perception skills.
Urban Shape
Each city you visit has a unique personality with different fashions and population diversity. You intend to blend into every city and often lose yourself in your personas.
Starting at 6th level, when you first enter a city you gain a new Urban Shape. You can take an action, upon entering a city, to transform into the Urban Shape. Your appearance magically transforms to match that of a unique humanoid. However, your statistics and your equipment does not change with you. If you die, you revert to your natural appearance.
When you take on the town's or city's unique Urban Shape, you and your GM decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can shift in size between Small and Medium. You can also change your clothes into a unique outfit that is paired with Urban Shape but if you revert to your normal form, they do as well. After you creature an Urban Shape for a city, at any time, you can take an action to transform into this form or back into your normal form.
While in your Urban Shape, you can add your proficiency bonus to all Intelligence checks that test your knowledge of the city and all Charisma checks to interact with citizens of the city.
Inanimate Chameleon
A bear or vulture stands out in a cityscape, but a pile of refuse does not.
Starting at 10th level, you gain the ability to, as an action, transform into a Medium sized inaminate object. This can be anything from a wagon wheel to a barrel to a potted plant. While in this shape, you must maintain concentration to remain in this shape. If another creature touches you, you must make a concentration check. While in this form, you do not need to breathe, eat or sleep. You cannot move and are indistinguishable from an ordinary object. You can stay in this shape for up to 1 hour.
You regain this ability on short or long rests.
Keeper of City Secrets
You are a citizen of every city in the world. Even cities that have ceased to exist or have yet to be.
Starting at 14th level, you can speak, read, write and understand all languages.
BONUS: GARDEN
The Circle of the Land druid picks a land to draw bonus spells from. Some druids aren't drawn to the wild but instead use their nature magic to creature beautiful gardens. For such druids, such as the Royal Gardeners of Saesun, they can choose the Garden environment which focused on spells that would help them to cultivate and control a garden.
Garden Expanded Spells
3 Create or Destroy Water, Spike Growth
5 Plant Growth, Meld into Stone
7 Stone Shape, Control Water
9 Wall of Stone, Passwall
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