Time to Drop Knowledge To do list. Ixnay loss of abilities outside of civilization Helter skelter needs to be higher for multiclassing

Denizen A human woman walks barefoot through the stacks of an old and forgotten library. Her feet leave tracks in the dust as she skips to one tall shelf and examins the books that lie there. She smiles in satisfaction as she grabs the tome, and a mote of magical light sparks from her eyes. Looking down form the rooftops upon a group of thugs, a tiefling flexes his hands, green blood-veins standing and out half an inch from his skin. Silent as the plague, he slips down and where his fingers touch, sickness follows. With a defiant roar at a huge red dragon, a burly dwarf wielding two shields defends a palisade around a small town. The dragon spews fire, but the shields become imposing walls of metal, protecting the dwarf from the dragon's fiery breath. Drawing from the force of hundreds of gathered people, a Denizen uses civilization's cumulative life force to enhance their natural abilities. Frequently orphans growing up alone on the streets, Denizens feel most at home while walking the streets and alleyways of a city. Energetic, skillful, and Slightly Odd A Denizen's abilities come from the energies of living cities, imbuing them with adaptive skills and physical abilities. Frequently, the unique abilities of a Denizen might imbue him with unique personality quirks. You may change your flaw to one of the following, or roll for it: Roll one 1d6 1 You have a phobia of wide open spaces 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 6 You distrust police, or those in authority Cord of Civilization Civilization encapsulates gathering places of humans, such as cities, steelements, towns, or heavilly traveled pieces of road. The power of civilization constantly flows through a denizen, but they are their strongest and fleetest of foot when in civilization. Denizen Level Proficiency Bonus Features 1st +2 Like the Back of My Hand 2nd +2 The City's Hum 3rd +2 City State 4th +2 Ability Score Improvement, Hustle and Bustle 5th +3 City State feature 6th +3 Helter Skelter 7th +3 City State feature 8th +3 Ability Score Improvement 9th +4 Whispers 10th +4 City State feature 11th +4 City's Aid 12th +4 Ability Score Improvement 13th +5 __ 14th +5 City State feature 15th +5 Self Control 16th +5 Ability score improvement 17th +6 Rat King 18th +6 City State feature 19th +6 Ability Score Improvement 20th +6 King of Cities Creating a Denizen Denizens 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 warm place, or a noble whose family has worked hard to further the plans of the city itself. Perhaps you act as a 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 home 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.

Quick Build You can make a Denizen quickly by following these suggestions. First, make Strength your highest ability score, if you want to take the Wall Keeper City State, make Dexterity your highest score if you want to take the Poison Heart your City State, or Intelligence if you wish to take the Archivist subclass. Your next-highest score should be Constitution. Second, choose the Urchin background. Class Features As a Denizen, you gain the following class features. Hit Points Hit Dice: 1d8 per Denizen level

1d8 per Denizen level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Denizen level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: Two Artisan's Tools of your choice

Two Artisan's Tools of your choice Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a handaxe, or (b) two daggers

(a) a light crossbow and a quiver of 20 bolts, or (b) two daggers

leather armor and a burgler's pack Like The Back Of My Hand... You grew up on the streets, and you have come to know a City's twists and turns. At 1st level, when you are in civilization, which includes a city, town, settlement, or heavilly traveled piece of road, you gain the following benefits: • You have advantage on Intelligence (History) checks for information about the piece of civilization you are currently in. • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have

advantage on attack rolls against creatures

that have not yet acted. You also gain the following benefits while moving through civilization: • Difficult terrain doesn’t slow your group’s

travel. • Your group can’t become lost except by

magical means. • Even when you are engaged in another activity

while traveling (such as foraging, navigating,

or tracking), you remain alert to danger. • If you are traveling alone, you can move

stealthily at a normal pace. The City's Hum Upon reaching 2nd level, the hum and purr of civilization infuses you with energy. You may can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Also, while you're in civilization, you have darkvision up to 60 feet. City State At 3rd level, you choose an aspect of civilization to channel. Choose a City State subclass from below. Hustle and Bustle Also at 3rd level, you gain expertise, adding double your proficiancy bonus, to two skills or tools you are proficiant in. For these two expertises, you may spend one hour in meditation while within civilization to change the two skills or tools you have expertise in, losing the expertise in the previously chosen skills and gaining it two others. You gain two more malleable expertises at 6th level, adding your proficiancy bonus to any two skills or tools. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Helter Skelter You are fleet of foot while running through the streets. Beginning at 6th level, whenever you are in a town, city, settlement, or on a heavily traveled piece of road, your movement speed increases by 20 feet, and you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to maneuver around the streets and rooftops of civilization. Additionally, you can climb difficult surfaces, including upside down on ceilings, without making and ability check. The City's Aid Starting at 11th level, you carry civilization upon your shoulders. When you take a long rest, you may spend those eight hours meditating. At the end of the long rest, as long as there is at least one other friendly creature with you, a half-mile of land in a sphere around you counts as civilization, for the sake of granting your powers. This effect lasts on the land for 24 hours, and you may only do this once per day.

Self-control A city's face changes every day, and now so does yours. At 15th level, you can cast Alter Self at will, without expending a spell slot. Rat King The squirmy creepy crawlers of the streets heed your words. Starting at 17th level, if you are in civilization, a city, town, settlement, or heavily traveled piece of road, you may use your bonus action to summon 1d4 swarm of rats, snakes, insects, quippers, ravens, or bats, whichever best applies to the civilization you are currently in. These creatures are under your control, and act directly after you in the initiative order. Once you use this feature, you must finish a long rest to do so again. King of Cities At 20th level, as an action you may increase the flow of civilization's power through you. For one minute, you may add your proficiancy bonus to any skill or tool check you do not have expertise in. You also gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons for the duration. You may do this once per long rest. City States Denizens choose an aspect of civilization to emulate, be it protection of oneself or allies, or the spread and use of poison and disease. Poison Heart Poison, disease, and blood flow through your veins in equal measure. Drawing from the filth of the gutter, your bare hands drip with poison, and with a flash you may strike a creature and bring it choking to its knees. Dripping Palms At 3rd level, you become proficient with unarmed strikes, which deal 1d4 + your Dexterity modifier, poison or bludgeoning damage, your choice. This changes to a d6 at 6th level, and a d8 at 14th. When you make an attack action, you may immediately make another unarmed attack. You also have advantage to save from poison and diseases. Twice per long rest, you may boost the amount of poison flowing in your veins, which lasts for one minute. Your unarmed attacks do 1d8 + Dex poison or bludgeoning damage, and you are immune to poison and disease for the duration. This d8 changes to a d10 at 6th level, and a d12 at 14th. Afterwards, you are poisoned for ten minutes. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fanged Fingers Starting at 7th level, when you hit a creature with an unarmed strike, you can force the creature to succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned until the end of your next turn. You can do this a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. Hazy Shield At 10th level, when a creature makes a melee attack against you, you may use your reaction to deal 1d10 poison damage to it. If you are have activated youdripping palms boost, you may add your Constitution modifier to damage done. Lingering Poison Starting at 14th level, when a creature has been poisoned by your Fanged Fingers, at the beginning of its turn it must make a Constitution saving throw (8 + your proficiancy bonus + your Constitution modifier). On a failed save, it takes 1d4 poison damage. Inoculated Starting at 18th level, you can boost the level of poison in your blood twice per short rest, and are no longer poisoned afterwards. Archivist "Learn to Cast Spells in Five Easy Steps" The metropolatin nature of your home city has allowed you to learn from any book, letting you to read any writing. Your familiarity with books gives you advantage on any checks to search for information in literature. One book in particular caught your eye, a how-to published by a powerful mage, and you soon learned to channel your city's power. Spellcasting When you reach level 3, you gain the ability to cast spells, choosing from the Wizard spell list. See Chapter 10 of the Players Handbook for Spellcasting rules, and Chapter 11 for the Wizard spell list Cantrips. You prepare three cantrips from the wizard spell list. You can prepare another when you reach 7th level, and another at 15th. Preparing and Casting Spells. The Archivist table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability Intelligence is your spellcasting ability for your Archivist spells, since you learn your spells through dedicated study and memorization of old forgotten books. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence m odifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier Ritual Caster You can cast any spell you know as a ritual if that spell has the ritual tag. Archivist Spellcasting Denizen Level Cantrips Prepared Spells Known Spell Slots Spell level 3rd 3 4 2 2nd 4th 3 5 2 2nd 5th 3 6 2 3rd 6th 3 7 2 3rd 7th 4 8 2 4th 8th 4 9 2 4th 9th 4 10 2 5th 10th 4 10 2 5th 11th 4 11 3 5th 12th 4 11 3 5th 13th 4 12 3 5th 14th 4 12 3 5th 15th 5 13 3 5th 16th 5 13 4 5th 17th 5 14 4 5th 18th 5 14 4 5th 19th 5 15 4 5th 20th 5 15 4 5th "Spell Scrolls and You" Starting at 5th level, you may use a spell scroll regardless of whether or not the spell described is part of your spell list. Also, if the spell scroll is of a level you can cast, you may cast the spell using a spell slot, and the scroll does not disappear. "Magical Writings 101" Your expertise with the written word allows you to bend it to your will. At 7th level, you gain proficiancy with the Forgery Kit, and can unerringly mimic another person's handwriting. You can also unfailingly create false paper identities for yourself. You must spend seven days and 25 gp to establish the paper history, profession, and affilitations for an identity. For example you may forge or acquire letters of introduction and official looking certificates that mark you as a professor of a university from a remote city, so you can insinuate yourself into the library of a famed collector who owns a rare manuscript. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given a reason not to. "The Art of Lore" At 10th level, you may cast the spell Legend Lore without expending material components. You may do this once per long rest. At 11th level, you may choose one 6th level spell from the wizard list. You may cast this spell without expending a spell slot once per long rest. At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all of your Art of Lore spell uses when you take a long rest. "Plagairism, and Other Words to Make Your Own" At 14th level you may copy any spell scroll you have in your possession. This takes 250 gold and 8 hours per level of the spell being copied. Also, the time and amoney required to craft a spell scroll is halved for you. "How to Win Duels and Influence the Weave" At 18th level, you gain the ability to steal a spell from another spellcaster. Immediately after a creature casts a spell that targets you, you can use your reaction to force the creature to make a saving throw with its spellcasting modifier against your spell save DC. On a failed save, you negate the spell's effect against you. Also, at any time before your next long rest, you may use your action to return the spell, casting it at a level equal to the spell slot used against you without using one of your own spell slots. You may use this ability once per short rest.