The City-Warlock Patron

You can hear the whisperes from the walls, the clatter of stone is your first language. Gargoyles bow their heads as you pass, the rats speak secrets into your ear, the detritus of the gutter is your friend. The cities of the world speak to you, and you speak back. You are the master of bricks, the god of cobblestones.

The City

You have the ability to speak with cities and towns as if they were people, and each city has its won personality. Some might be a bustling metropolis, happy and jovial, another might be a dark slum, brooding and chaotic. You walk between these pieces of civilization, drawing strength from their cumulative life force.

To the Dungeon Master You might make a character for the piece of civilization that your player might be in. It may be the barest hint of a psychic touch, or a fully formed avatar with a personality and goals. The city may be suspicious of a warlock, or glad to have someone to talk to. If the warlock is on good terms with the city being, he may find it hard to get lost, or he may stumble upon a few lost gold coins. If they are on bad terms, the warlock may find the streets and alleys to be confusing, and he may stumble upon more bandits than usual.

The City Pact

The City 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.

City Expanded Spells

Spell Level Spells 1st healing word, unseen servant 2nd knock, pass without trace 3rd dispel magic, daylight 4th stone shape, Mordenkain's private sanctum 5th contagion, animate objects

The City's Hum

The City's bustling nature infuses you with virality. At 1st level, whenever you are in civilization such as a settlement, town, city, or heavily traveled piece of road, you may add half your proficiency, rounded down, to any tool or skill check that doesn’t already have your proficiency. You also have darkvision up to 60 feet while in civilization.

When you spend 24 hours outside of civilization, you lose these abilities.

Helter Skelter

At 6th level, whenever you are in a town, city, settlement, or heavily traveled piece of road, you may ignore difficult terrain, 20 feet is added to your speed, and you have advantage on Athletics or Acrobatics checks to maneuver around the city streets and rooftops. Also, once per short rest, you may cast spider climb on yourself without somatic or material components. This spell does not require concentration.

As before, if you spend 24 hours outside of civilization, these abilities fade.

Hustle and Bustle

At 10th level: When you spend up to one hour meditating in a city or town, you may gain proficiancy in any two skills or tools. Additionally, you may pick one skill or tool you are proficiant in, and double your proficiancy in that skill or tool.

This ability fades when you spend 24 hours outside of civilization. You must dismiss these perks and take a short rest to select new ones.

God of Cities

At 14th level, once per short rest, if you are in a city, town, settlement, or heavily traveled piece of road, you may summon 1d4 swarm of rats, snakes, insects, quippers, ravens, or bats as a bonus action, whichever best applies to the civilization you are currently in. These creatures are under your control.

You carry civilization with you. 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 person with you, a half-mile in a circle 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.