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):
- Tag of Defiance. A creature that starts its turn within 10 feet of the tag has advantage on saving throws against being frightened or charmed until the end of its next turn.
- Tag of Motion. Allies who move through a space within 10 feet of the tag can move 5 feet farther on their turn without expending additional movement.
- Tag of Volume. When an ally within 10 feet casts a spell that deals thunder or psychic damage, they can reroll one damage die.
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:
- Distraction. The next creature to attack the target before the illusion ends gains advantage on the attack roll.
- Cover Art. The target gains half cover until the start of your next turn.
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):
- Mimics a weapon attack (1d8 + your Charisma modifier force damage)
- Echoes a phrase or lyric (each creature of your choice within 10 feet must make a Wisdom saving throw or be charmed until the end of their next turn)
- Splatters defensive paint (you or an ally within 10 feet gains temporary hit points equal to your Bard level)
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 Level | Spells |
| 3rd | grease, detect poison and disease |
| 5th | spike growth, web |
| 7th | giant insect, stinking cloud |
| 9th | insect plague, cloudkill |
Sewer Adaptation
2nd-level Circle of the Sewer feature
You’ve adapted to the harshest urban environments. You gain the following benefits:
- You have darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
- You gain resistance to poison damage and advantage on saving throws against being poisoned.
- You ignore difficult terrain caused by filth, slime, rubble, or sewage.
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 speak, and you retain your Intelligence, Wisdom, and Charisma scores.
- You gain advantage on Stealth checks in urban and underground environments.
- You can move through spaces as narrow as 1 inch wide without squeezing.
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:
- Reroll one damage die and use either result.
- Cause one creature that fails its saving throw to also become frightened of you until the start of your next turn.
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:
- You are immune to the poisoned condition and to disease.
- As an action, you can summon a swarm of sewer creatures (use swarm of rats or swarm of insects statistics) to fight beside you. The swarm appears in a space within 30 feet and follows your commands (no action required). It lasts for 1 minute, until reduced to 0 HP, or until you summon another. You can use this feature once per long rest, or by expending a 5th-level spell slot.
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:
- Smoke Drop. When you take the Disengage or Dash action, you can use a bonus action to drop a smoke pellet. Choose a 10-foot radius within 5 feet of you. That area is heavily obscured until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Intimidating Presence. When you hit a creature with a weapon attack, you may force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, it is frightened of you until the end of its next turn. Once a creature succeeds on this save, it is immune to this effect for 24 hours.
Urban Pursuer
10th-level Vigilante feature
You excel at hunting targets through tight alleys and rooftops. You gain the following benefits:
- You can move through nonmagical difficult terrain in urban environments without expending extra movement.
- You gain a climbing speed equal to your walking speed and do not take falling damage from falls of 20 feet or less if you land on your feet.
- While in dim light or darkness, opportunity attacks against you are made with disadvantage.
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:
- Creatures of your choice within 30 feet that can see you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the stance ends. Creatures frightened in this way can repeat the saving throw at the end of each of their turns.
- You can’t be surprised, and you have advantage on all initiative rolls.
- Once per turn, when you hit a frightened creature with a weapon attack, you deal an additional 2d8 damage.
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”:
- Lag Spike. The creature’s speed is halved until the end of its next turn.
- Crash Loop. The target cannot take reactions until the start of its next turn.
- Memory Leak. The next saving throw the target makes before the end of your next turn is made with disadvantage.
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:
- Activate or disable the device as if physically present.
- Attempt an Arcana or Thieves’ Tools check to bypass protections.
- Learn up to three functions or spells tied to the object.
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:
- The creature is charmed by you until the end of your next turn.
- One of the creature’s attacks (your choice) deals no damage and fizzles with sparks.
- The creature must reroll one attack or saving throw and use the lower result.
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:
- If a creature moves within 10 feet of the sigil.
- If a creature casts a spell within 30 feet of the sigil.
- If a specific keyword is spoken within 30 feet.
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:
- Regain a 1st-level spell slot.
- Add +1 to the attack roll or save DC of your next spell cast before the end of your next turn.
- Gain temporary hit points equal to your Intelligence modifier.
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:
- You have advantage on Dexterity saving throws.
- If a creature makes a melee attack against you and misses, you can spend 1 ki point to teleport to a space within 10 feet of it and make an unarmed strike as part of the same reaction.
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 know if it is concentrating on a spell.
- You gain +2 bonus to AC and saving throws against its attacks or spells.
- If it makes a melee weapon attack against you and misses, you can use your reaction to force it to repeat the same attack against a different target within range (of your choice).
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:
- Pulse. The target must succeed a Strength saving throw or be pushed 10 feet.
- Stagger. The target’s speed is halved until the start of your next turn.
- Snap. The target cannot take reactions until the end of its next turn.
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:
- The creature has disadvantage on attack rolls, ability checks, and saving throws until the end of your next turn.
- Any creature that takes an action other than Dodge, Disengage, or Help provokes an opportunity attack from you or one ally of your choice.
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.
- Ride or Die. Never abandon your crew. Not in the bar. Not in the alley. Not on the road.
- Respect the Patch. Your oath, your colors, your crew — that’s who you are. Represent them with pride.
- Freedom Is Sacred. No man, king, or law should chain the free. Fight tyranny in all forms.
- Revenge Is Justice. If someone spills crew blood, you don’t wait on a judge. You deliver the verdict.
Oath Spells
You gain oath spells at the paladin levels listed in the table.
| Paladin Level | Spells |
| 3rd | zephyr strike, compelled duel |
| 5th | find steed, heat metal |
| 9th | fear, thunder step |
| 13th | freedom of movement, fire shield |
| 17th | steel 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:
- Your Aura of Reprisal damage becomes 10 psychic damage.
- When you take the Attack action, you can make one additional attack as a bonus action.
- Enemies within 10 feet of you have disadvantage on saving throws against being frightened or restrained.
- While mounted, your steed becomes spectral, gains a fly speed of 60 ft., and is immune to damage.
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 Level | Spells |
| 3rd | disguise self, command |
| 5th | see invisibility, silence |
| 9th | nondetection, hypnotic pattern |
| 13th | greater invisibility, locate creature |
| 17th | mislead, 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 know the direction of any creature that moves within 60 feet of you, even if hidden or invisible.
- You gain tremorsense out to 10 feet.
- You and allies within 10 feet of you can’t be surprised.
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:
- The creature’s speed is halved until the start of your next turn.
- It can’t take the Dash action, and provokes opportunity attacks even if it takes the Disengage action.
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:
- You are always considered hidden for the purpose of surprise if you are not currently visible to the target.
- When you take the Hide action, you can make one weapon attack as part of the same action.
- Once per turn, when you hit a surprised or frightened creature with a weapon attack, it takes an additional 3d6 psychic damage.
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:
- Stunning Shot. The target must succeed a Constitution saving throw or be stunned until the end of your next turn.
- Phase Shot. The bullet passes through cover and half cover; it ignores all cover except total cover.
- Explosive Shot. Each creature within 5 feet of the target must make a Dexterity saving throw or take force damage equal to your Charisma modifier.
You can only apply one effect per shot.
Magnetic Curve
14th-level Bulletmancer feature
Your control of bullet trajectory reaches supernatural levels.
- You can now curve bullets around obstacles. Ranged firearm attacks you make ignore total cover if you’ve seen the target within the last round and there’s an unobstructed path to the target (e.g., open window, door gap).
- Once per turn, when you make a firearm attack, you can cause it to automatically hit a creature of your choice that is not in full cover and within 30 feet.
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:
- You can make two firearm attacks as a bonus action on each of your turns.
- You add your Charisma modifier to the damage of all firearm attacks (including spells cast through firearms).
- You score a critical hit on a 19–20 with firearm attacks.
- Ricochets from your Arcane Ricochet feature can now jump to two additional targets (each new target must be within 30 feet of the last).
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 Level | Spells |
| 1st | disguise self, command |
| 2nd | detect thoughts, silence |
| 3rd | nondetection, enemies abound |
| 4th | greater invisibility, compulsion |
| 5th | modify memory, dominate person |
Syndicate Contacts
1st-level Black Syndicate feature
Your patron grants you a criminal network of informants, fences, and shadow brokers.
- You gain proficiency in Deception and Thieves’ Tools. If you’re already proficient, you instead gain expertise.
- You can tap your Syndicate Contact once per long rest to ask a single question, as per the augury spell, flavored as encrypted message or insider whisper.
- When making a Charisma check to influence someone with criminal ties, you can add your proficiency bonus twice.
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.
- When you reduce a creature to 0 hit points, you can choose to leave no magical or mundane trace (no blood, aura, or sound), as if under the effects of pass without trace and nondetection.
- You can cast invisibility on yourself without expending a spell slot or material components once per long rest.
Whisper Network
10th-level Black Syndicate feature
The Syndicate speaks through shadowed paths and hidden marks.
- You can communicate telepathically with any creature you can see within 120 feet, but only in Thieves’ Cant or a language you both share.
- When a creature you’re telepathically linked to takes damage from an attack, you can use your reaction to grant them resistance to that damage type.
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:
- It has disadvantage on Charisma and Intelligence checks and saving throws.
- It cannot benefit from invisibility, illusions, or teleportation.
- When it takes damage from your spell, it takes an extra 2d10 psychic damage.
You can use this feature once per long rest, or again by expending a 5th-level spell slot.
