Menu

Codex Urbana I – Subclasses

30 Giugno 2025 - Compendium, Subclasses

11 new subclasses inspired by the urban environment

Barbarian – Path of the Pugilist

While many barbarians wield brutal axes and massive hammers, those who follow the Path of the Pugilist turn their bodies into living weapons. Honing their fists, footwork, and fury in the alleys, arenas, and backroom brawls of the city, pugilists thrive in raw, unarmed combat. They are the champions of underground fight clubs and neighborhood protectors who fight with skill, not steel.

Urban Champions

Pugilists are more than simple brawlers. They are masters of controlling the ring — be it cobblestone alley or tavern floor — using speed, grit, and clever blows to keep opponents on the defensive.

Bare-Knuckle Rage

3rd-level Path of the Pugilist feature

While raging, you may use your fists as deadly weapons. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. This damage increases to 1d8 at 10th level and 1d10 at 14th level.

Additionally, while you are not wearing armor or wielding a weapon, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Counterpunch

3rd-level Path of the Pugilist feature

While raging, when a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

Blood and Bone

6th-level Path of the Pugilist feature

Your body hardens from endless training and bruising. While raging, you gain resistance to force damage and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Additionally, when you hit with an unarmed strike, you may choose to attempt to stun your opponent. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier per long rest.

Dance of the Street King

10th-level Path of the Pugilist feature

You’ve learned to read an opponent’s rhythm. When a creature misses you with a melee attack, you may move up to 10 feet without provoking opportunity attacks.

Additionally, while unarmed and raging, you gain a +2 bonus to initiative rolls and Dexterity saving throws.

Iron Chin

14th-level Path of the Pugilist feature

Your sheer toughness keeps you on your feet. When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. You can use this feature once per long rest.

Additionally, while raging, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns.

Bard – College of Graffiti

“The wall is our stage, the spray our voice.”

Bards of the College of Graffiti are urban poets and rebellious artists, turning city walls into sprawling scrolls of magic-infused paint. They reject traditional forms of performance and use their medium — graffiti — to inspire, empower, and protect. Whether tagging messages of revolution or sketching sigils in luminous ink, they blur the line between street art and spellcraft.

These bards often operate in secret, their murals glowing under moonlight or bursting to life during protest and celebration. They are guerrilla storytellers and arcane vandals, weaving their art into the architecture of the city itself.

Bonus Proficiencies

3rd-level College of Graffiti feature

When you join the College of Graffiti, you gain proficiency with painter’s supplies and your choice of either Sleight of Hand or Stealth.

In addition, you learn the prestidigitation cantrip, which does not count against your number of cantrips known. When you use it to create visual effects, their size or intensity can be doubled at your discretion.

Arcane Tag

3rd-level College of Graffiti feature

As an action, you can magically tag a surface or object within 30 feet with a glowing glyph, symbol, or piece of artwork using your painter’s supplies or a magically conjured cantrip-like spray. This mark lasts for 1 hour and grants one of the following benefits (you choose when you create the tag):

You can maintain a number of Arcane Tags equal to your Charisma modifier (minimum 1). Recasting a tag beyond this number causes the oldest tag to vanish.

Spray and Flow

6th-level College of Graffiti feature

You’ve mastered the fluid rhythm of creation and chaos. When you use your Bardic Inspiration, you can choose to create a temporary visual illusion — a burst of paint, color, or design — around the target. This illusion lasts until the start of your next turn and provides one of the following benefits:

Additionally, when you use your Bardic Inspiration on an ally, you regain the use of the prestidigitation cantrip if you have cast it since the end of your last turn.

Living Mural

14th-level College of Graffiti feature

Your creations come to life in full motion and magic. As an action, you can cause one of your Arcane Tags to animate into a semi-sentient construct of graffiti for 1 minute.

Choose a creature or object the mural depicts. For the duration, a spectral, magical version of that figure appears in the tag’s space. The figure acts on your initiative and performs one of the following effects on each of your turns (no action required):

You can use this feature once per long rest, or you can expend a 5th-level spell slot to use it again.

Druid – Circle of the Sewer

“Beneath your feet lies another world — one of rot, resilience, and forgotten wisdom.”

Druids of the Circle of the Sewer make their homes in the fetid underbelly of cities. Where others see filth, these druids see a hidden ecosystem teeming with life, from the lowliest rat to the thriving fungal colonies. They are the stewards of the sewers — maintaining the delicate balance of decay and renewal that keeps urban life functioning above.

These druids are tough, cunning, and resourceful. They thrive where others dare not tread, calling upon the power of slime, scavengers, and sewage to defend the forgotten places of the world. Their magic is gritty, grimy, and often underestimated — until it’s too late.

Circle Spells

2nd-level Circle of the Sewer feature

Your connection to the decaying and subterranean ecosystems grants you access to certain spells. You always have these spells prepared, and they don’t count against the number of druid spells you can prepare.

Druid LevelSpells
3rdgrease, detect poison and disease
5thspike growth, web
7thgiant insect, stinking cloud
9thinsect plague, cloudkill

Sewer Adaptation

2nd-level Circle of the Sewer feature

You’ve adapted to the harshest urban environments. You gain the following benefits:

Vermin Form

2nd-level Circle of the Sewer feature

When you use your Wild Shape, you can transform into a Tiny beast (such as a rat, spider, or centipede) that normally wouldn’t be available due to CR limitations. While in this form:

You can use this special Wild Shape a number of times equal to your proficiency bonus per long rest.

Plague Channeling

6th-level Circle of the Sewer feature

You can channel the rot and life of the sewer to empower your magic. When you cast a spell that deals poison or necrotic damage, or causes the poisoned condition, you can choose to:

You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all uses after a long rest.

Toxic Aura

10th-level Circle of the Sewer feature

A noxious aura surrounds you in battle. While you are not incapacitated, any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC equal to your spell save DC) or be poisoned until the start of its next turn.

While you are in Wild Shape, this aura extends to 10 feet.

You can suppress or reactivate this aura as a bonus action on your turn.

Lord of Waste

14th-level Circle of the Sewer feature

You have become one with the sewer’s cycle of death and decay. You gain the following benefits:

Martial Archetype: Vigilante

“By day I am no one. By night, I am the answer.”

The Vigilante walks the line between justice and vengeance. Operating in the shadowed streets of the city, they are protectors, hunters, and figures of myth — faceless warriors who enforce their own code when the law is powerless or corrupt. Most vigilantes live double lives, concealing their identity behind masks and silence, striking with precision and fear rather than brute force.

Vigilantes specialize in mobility, misdirection, and taking down foes before they can react. Whether through brutal efficiency or theatrical intimidation, their presence in the city’s underworld is undeniable.

Bonus Proficiencies

3rd-level Vigilante feature

You gain proficiency in Stealth and one of the following: Acrobatics or Investigation.

If you are already proficient in either skill, you may choose another from the fighter class list. You also gain proficiency with disguise kits and one type of artisan’s tools (typically associated with your day job or cover identity).

Ambush Style

3rd-level Vigilante feature

You’ve mastered the art of striking from the shadows. When you take the Attack action against a creature that has not yet taken a turn in combat or is surprised, you may make one additional weapon attack as part of that action.

In addition, when you make an attack against a creature you are hidden from, you deal additional damage equal to your fighter level once per turn.

Smoke and Fear

7th-level Vigilante feature

Your reputation and tactics sow dread. You gain the following benefits:

Urban Pursuer

10th-level Vigilante feature

You excel at hunting targets through tight alleys and rooftops. You gain the following benefits:

Ghost in the Streets

15th-level Vigilante feature

You are nearly impossible to pin down. When a creature you can see misses you with an attack or fails a saving throw caused by one of your effects, you can immediately move up to half your movement without provoking opportunity attacks.

Additionally, while you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks and saving throws against spells or abilities that target only you.

Icon of Justice

18th-level Vigilante feature

Your legend instills fear in the hearts of your enemies. As a bonus action, you may enter your vigilante stance for 1 minute. While in this stance:

You can use this feature once per long rest, or by expending a 5th-level spell slot.

Roguish Archetype: Hacker

“It’s not about breaking in. It’s about understanding the system better than the ones who built it.”

Not all thieves pick locks or climb rooftops. Hackers specialize in penetrating encrypted arcane systems, decoding magical barriers, and rerouting power through magical-technological interfaces — known as “circuits,” “sigil stacks,” or “weaves.” Whether through arcane terminals, scroll-screens, or whispered passwords, hackers bypass defenses and manipulate complex systems with surgical precision.

In modern cities where wards, surveillance scryers, and administrative glyphs run the world, hackers are the true infiltrators.

Digital Intrusion

3rd-level Hacker feature

You gain proficiency in Arcana and with tinker’s tools (or one type of artisan’s tools of your choice if already proficient).

You also gain advantage on Intelligence (Investigation) checks made to analyze magical or techno-magical systems (such as arcane locks, automated defenses, magical databases, or enchanted constructs).

You can also interface with magical interfaces using a focus or toolkit (e.g., tapping a glyph-screen with a wand stylus). When you do so, you can use thieves’ tools to attempt to bypass magical locks and wards that would normally require dispel magic or knock.

Exploit Protocol

3rd-level Hacker feature

You learn how to inject chaos into arcane systems. When you hit a creature or magical construct with a Sneak Attack, you can trigger an “exploit”:

You can use an exploit a number of times equal to your Intelligence modifier (minimum once), regaining all uses after a long rest.

Remote Access

9th-level Hacker feature

You can project your consciousness into a magical interface remotely. As an action, you can interface with any magical device, construct, or glyph-based system within 60 feet that you can see or are familiar with. This allows you to:

While remotely interfacing, your body is unaware of surroundings but not unconscious. This state lasts up to 1 minute and can be ended early as a bonus action.

Firewall Evasion

13th-level Hacker feature

Your mind can dodge digital and arcane backlash. When you are targeted by a spell or magical effect that requires a saving throw, you can use your reaction to gain advantage on the save.

If you succeed the save, and the effect is from a construct or magical object (like a glyph trap or magical turret), you can immediately disable it for 1 minute (no action required). During this time, it cannot affect you.

You can use this feature a number of times equal to your proficiency bonus per long rest.

System Overwrite

17th-level Hacker feature

You can rewrite the magical code of a creature or construct. As an action, you target one creature or magical construct within 30 feet that you can see. That creature must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier).

On a failed save, for 1 minute the creature is considered hacked, and you choose one effect each round as a bonus action:

This feature can be used once per long rest, or again by expending a 4th-level spell scroll or spell slot (if available).

Wizard – School of Cryptomancy

“In code we trust.”

Cryptomancers are arcane scholars who harness the mystical power of ledgers, sigils, and autonomous enchantments. Where other wizards trust in ancient grimoires or elemental pacts, cryptomancers encode their spells into arcane chains of logic, woven into networks of autonomous magical constructs called “nodes.”

The School of Cryptomancy rose from guild mages and anarchic scribes seeking to remove arcane power from the hands of the few and spread it through secure, traceable networks. Their magic is decentralized, resilient, and often impossible to tamper with — and their influence is growing.

Distributed Ledger

2nd-level Cryptomancy feature

You’ve developed a magical system to record spells and transactions in a tamper-proof arcane ledger. When you finish a long rest, choose one 1st-level spell you know that has a duration of “Instantaneous” and does not require concentration. You inscribe this spell into your distributed ledger.

Once per turn, when you cast this spell, you can cause its effects to repeat through your ledger at the start of your next turn without expending a spell slot, as if it had been “validated.” This repeat casting does not require components.

You can have one spell “logged” in this way at a time. At 6th level, you can inscribe a 2nd-level spell; at 10th, a 3rd-level one.

Arcane Hashing

2nd-level Cryptomancy feature

You learn to encode your spells through arcane hashes to resist disruption. When a creature succeeds on a saving throw against one of your spells, you can force them to reroll it. They must use the new roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all uses when you finish a long rest.

Smart Sigil

6th-level Cryptomancy feature

You can bind magical conditions into floating runes called smart sigils. As an action, you can inscribe a sigil on a surface or creature within 30 feet. The sigil lasts for 1 minute or until triggered. Choose one of the following conditions:

When the condition is met, the sigil releases one cantrip you know (no action required) as if cast from the sigil’s location.

You can have a number of smart sigils active equal to your proficiency bonus. Casting a new one beyond this limit removes the oldest.

Proof of Power

10th-level Cryptomancy feature

Your spells leave a cryptographic trace in the Weave. Whenever a creature succeeds on a saving throw against your spell or resists its effects, you gain “proof” — a burst of encoded feedback energy.

As a reaction, you may consume this proof to:

You can store only one proof at a time.

Decentralized Arcana

14th-level Cryptomancy feature

Your magic becomes nearly impossible to suppress. When you cast a spell of 1st level or higher that targets only yourself, you may “decentralize” it: if you are incapacitated or killed before the spell ends, one creature of your choice within 60 feet of you gains the remaining duration and effects of that spell.

Additionally, you become immune to counterspell and dispel magic if the spell you’re casting was recorded in your ledger via your Distributed Ledger feature.

Way of the Rhythm

“Listen closely. Everything fights to a beat.”

Monks of the Way of the Rhythm perceive the world as a symphony of movement and intent. To them, every enemy has a tempo, every strike a beat, every dodge a rest. By tuning into these patterns — whether in battle, music, or subtle motion — they manipulate combat like choreography, countering enemies with precise flow and anticipating actions before they happen.

These monks often train through dance, call-and-response drills, or rhythmic breathing exercises. Their bodies move like instruments — graceful, deliberate, unstoppable.

Combat Tempo

3rd-level Way of the Rhythm feature

You’ve learned to read and mirror the rhythm of the fight. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against it. If the attack hits, the target has disadvantage on its next attack roll before the end of its next turn.

Additionally, if you reduce a creature to 0 hit points on your turn, you can immediately move up to 10 feet without provoking opportunity attacks. This movement must end closer to another enemy.

Echo Step

3rd-level Way of the Rhythm feature

Your body moves in sync with the flow of battle. When you use your Step of the Wind or spend 1 ki point to Disengage or Dash, you leave behind a flickering afterimage of motion until the start of your next turn.

While this echo is present:

Read the Rhythm

6th-level Way of the Rhythm feature

You can sense the tempo of a creature’s body and mind. As a bonus action, you may choose one creature you can see within 60 feet. For 1 minute, you gain the following benefits against that creature:

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a long rest.

Rhythmic Flow

11th-level Way of the Rhythm feature

Your motion becomes effortless and continuous. When you use your Flurry of Blows, you can choose to apply one of the following tempo effects to each attack:

You may apply a different effect for each strike in the same Flurry.

Master of the Beat

17th-level Way of the Rhythm feature

You’ve become a conductor of combat. As an action, you can unleash a wave of rhythmic ki that resonates across the battlefield. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save:

You can use this feature once per long rest, or by spending 5 ki points.

Oath of the Gang

“The road is holy. The brotherhood is law.”

Paladins who swear the Oath of the Gang dedicate themselves to a code of loyalty, freedom, and fierce protection of their chosen family — their crew. These are not knights in shining armor, but leather-clad warriors of the open road. Their steeds are bikes. Their banners are patches. Their sanctuaries are dive bars and long highways. Justice for them isn’t a court decision — it’s a revving engine, a clenched fist, and a righteous code backed by tire tracks and scars.

Though some see gangs as criminals, paladins of the Gang see themselves as holy rebels — the only thing standing between tyranny and those who can’t fight back.

Tenets of the Gang

The Oath of the Gang emphasizes loyalty, freedom, and defending your own. Members might come from all walks of life, but once you’re patched in, you’re family.

Oath Spells

You gain oath spells at the paladin levels listed in the table.

Paladin LevelSpells
3rdzephyr strike, compelled duel
5thfind steed, heat metal
9thfear, thunder step
13thfreedom of movement, fire shield
17thsteel wind strike, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Ride Hard.
As a bonus action, you call on the spirit of the open road. For 1 minute, your movement speed increases by 10 feet, you ignore difficult terrain, and opportunity attacks against you have disadvantage. While mounted, your mount gains these benefits as well.

Patch Brotherhood.
As an action, you shout your crew’s rallying call. Each ally within 30 feet who can hear you gains temporary hit points equal to your paladin level and has advantage on the next attack roll or saving throw it makes before the start of your next turn.

Aura of Reprisal

7th-level Oath of the Gang feature

Your loyalty-fueled rage lashes out when your brothers are harmed. When an ally within 10 feet of you takes damage, the attacker takes psychic damage equal to your Charisma modifier (minimum 1).

At 18th level, this aura extends to 30 feet.

Biker’s Vow

15th-level Oath of the Gang feature

Your bond with your crew protects you even through flames and lead. While you are mounted or within 5 feet of at least one ally, you gain resistance to fire and bludgeoning, piercing, and slashing damage from nonmagical weapons.

Also, you cannot be charmed or frightened while you’re in combat and an ally is conscious within 30 feet of you.

Ganglord Ascendant

20th-level Oath of the Gang feature

You become a living legend of rebellion and wrath. As an action, you can become a mythic gang leader for 1 minute. You gain the following benefits:

Once you use this feature, you can’t use it again until you finish a long rest.

Ranger Conclave: Urban Stalker

“I know these streets better than their architects. I hear the city breathe.”

The Urban Stalker thrives in the sprawling maze of stone, steel, and shadow. These rangers have traded wild terrain for concrete jungles and neon-lit corridors. Trained to hunt targets through alleys, rooftops, and sewers, they excel at tracking humanoid prey, gathering intel, and eliminating threats before they spread.

Often working alone or as ghost operatives for secret orders, Urban Stalkers understand one truth: in the city, predators don’t growl — they whisper.

Urban Stalker Magic

3rd-level Urban Stalker feature

You gain ranger spells at the ranger levels listed.

Ranger LevelSpells
3rddisguise self, command
5thsee invisibility, silence
9thnondetection, hypnotic pattern
13thgreater invisibility, locate creature
17thmislead, wall of force

These spells are always prepared and don’t count against your number of ranger spells prepared.

Streetwise Predator

3rd-level Urban Stalker feature

You gain proficiency in your choice of Stealth, Investigation, or Deception. If you are already proficient, you instead gain expertise in that skill.

Additionally, you gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.

While in an urban environment (cities, sewers, ruins, etc.), you ignore nonmagical difficult terrain, and you have advantage on Survival checks to track creatures.

Ambush Instincts

3rd-level Urban Stalker feature

You’ve honed your reactions to strike before others move. You gain a bonus to initiative rolls equal to your Wisdom modifier.

Also, on the first turn of combat, you have advantage on attack rolls against creatures that have not yet acted, and your weapon attacks deal an extra 1d6 damage to them.

Stalk the Pulse

7th-level Urban Stalker feature

While in a city or structure, you can use an action to attune yourself to the ambient noise and movement. For 1 minute:

You can use this feature once per short or long rest.

Cornered Quarry

11th-level Urban Stalker feature

You specialize in locking down prey with relentless pressure. When you hit a creature with a weapon attack, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save:

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a long rest.

Apex in the Shadows

15th-level Urban Stalker feature

You are the apex predator of your territory. While in dim light or darkness:

Sorcerous Origin: Bulletmancer

“Every shot is a spell. Every ricochet is a signature.”

Your magic manifests not through bloodlines of dragons or ancient chaos, but through an innate bond with metal, motion, and gunpowder. Perhaps you were born amidst a thunderous firefight, or struck by an enchanted bullet that fused with your soul. Regardless, your sorcery bends physics to your will, controlling trajectories, manipulating momentum, and transforming firearms into conduits of arcane force.

Bulletmancers are feared and respected as living weapons — gunslingers who don’t miss, and if they do, it was on purpose.

Gunslinger’s Bond

1st-level Bulletmancer feature

You gain proficiency with firearms (as defined by your setting or DM) and one type of artisan’s tools: tinker’s tools or gunsmith’s kit (DM’s discretion).

When wielding a firearm, you can use your Charisma modifier instead of Dexterity for attack and damage rolls. The firearm is considered a spellcasting focus for your sorcerer spells.

In addition, you can ignore the loading property of firearms you are proficient with.

Arcane Ricochet

1st-level Bulletmancer feature

Your bullets bend and bounce unnaturally. When you make a ranged weapon attack with a firearm and miss, you can reroll the attack against another creature within 30 feet of the original target, using the same attack roll.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a long rest.

Sorcerous Ammunition

6th-level Bulletmancer feature

You can infuse your shots with sorcerous effects. When you hit a creature with a firearm attack, you can spend 1 sorcery point to apply one of the following effects:

You can only apply one effect per shot.

Magnetic Curve

14th-level Bulletmancer feature

Your control of bullet trajectory reaches supernatural levels.

You can use the automatic hit feature a number of times equal to your Charisma modifier per long rest.

Bulletstorm

18th-level Bulletmancer feature

You become a walking storm of gunfire and spellcraft. As an action, you can expend 5 sorcery points to enter a Bulletstorm for 1 minute. While active:

Once you use this feature, you must finish a long rest to use it again.

Warlock Patron – The Black Syndicate

“You don’t sign a contract. You take an oath, spill some blood, and disappear from the system.”

Your patron is not a single being, but an ancient, faceless criminal consortium. The Black Syndicate is older than any city and deeper than any vault — a hidden network of secrets, blood-debts, and pacts written in encrypted tongues. It has eyes in every alley, hands in every vault, and knives behind every throne. You are their agent, their tool, and one day — if you survive — you might become something more.

Warlocks who serve the Black Syndicate walk a razor’s edge. They gain influence, power, and protection, but must always honor their loyalty to the Family — or be silenced.

Expanded Spell List

The Black Syndicate lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell LevelSpells
1stdisguise self, command
2nddetect thoughts, silence
3rdnondetection, enemies abound
4thgreater invisibility, compulsion
5thmodify memory, dominate person

Syndicate Contacts

1st-level Black Syndicate feature

Your patron grants you a criminal network of informants, fences, and shadow brokers.

Underworld Enforcer

1st-level Black Syndicate feature

You channel the ruthless authority of the Syndicate. Once per turn, when you hit a creature with a warlock cantrip, you can force it to make a Wisdom saving throw against your warlock spell save DC. On a failed save, it becomes frightened of you until the start of your next turn.

This effect can only affect a creature once per turn.

Clean Work

6th-level Black Syndicate feature

You’ve learned to erase traces like a professional.

Whisper Network

10th-level Black Syndicate feature

The Syndicate speaks through shadowed paths and hidden marks.

You can use this reaction a number of times equal to your Charisma modifier per long rest.

Executor of the Pact

14th-level Black Syndicate feature

You become an enforcer of the Syndicate’s most feared decrees.

As an action, choose a creature you can see within 60 feet. It must make a Charisma saving throw against your warlock spell save DC. On a failure, the target is cursed for 1 minute. While cursed:

You can use this feature once per long rest, or again by expending a 5th-level spell slot.

Lascia un commento

Il tuo indirizzo email non sarà pubblicato. I campi obbligatori sono contrassegnati *