Urban Empath
Prerequisite: Unfinished Business feat, proficient in Persuasion and Insight, character level 7th
Features
Hit Dice: 1d6 per urban empath level.
Hit Points: 1d6 (or 4) + your Constitution modifier per urban empath level.
Spellcasting. Add the following spells to all of your classes’ spell lists: conjure elemental , dissonant whispers, knock , locate creature , message , tiny hut (takes the appearance of a small house). Whenever you gain a level in this class, it grants or advances your choice of bard , cleric , druid , sorcerer , or wizard spellcasting , or warlock Pact Magic. This advancement includes spell slots, spells prepared, and spells known.
Every Building a Welcoming Home (1st level). As a bonus action, you can ask a city to let you through. Until the end of your turn, you can move through manmade structures as if they weren’t there. After using this ability you cannot use it again until you take a short or long rest .
Urban Bond (1st level). While in an urban environment (defined generally as a bounded area with a population density of at least 1000 people per square mile), you need neither food nor drink, and you gain a +2 bonus to Acrobatics, Athletics, and Perception checks.These effects generally extend as long as you’re within 3 miles of the
border of an urban area.
The City Comes Alive (1st level). As an action you can call upon the city to strike an enemy and possibly trap it in a maw of bricks and cobblestones. Make a melee spell attack with a range of 30 feet; the target must be within 5 feet of a manmade structure, even just a wall or street.
If the attack hits, the target takes 2d12 damage, and if the creature is Large or smaller you may knock it prone , but if you do, it has cover while prone. This damage increases to 3d12 at 11th level, and 4d12 at 17th level.
The City Whispers (2nd level). You can listen to the spirit of the city to learn what it hears and sees. This communion functions similar to the commune with nature ritual, granting you knowledge of three facts the city can share. Sample “facts” include:
The general state of every publicly accessible location within 3 miles.
Disturbances in private locations if they could be seen or heard from a public area.
Choose a creature or small group that the city can identify through some physical means. You learn whether it is in the area and where, unless it entered a private area in which case you learn when it entered.
Gain intuitive understanding of all publicly traversable terrain in the area, allowing you to navigate perfectly.
For the purpose of this, “private” generally means somewhere legally owned and off-limits to outsiders. While a museum is owned, the public can access it, and while the sewers are not normal thoroughfares, usually there is no personal ownership of a sewer.
The city doesn’t have precise recollection, and cannot convey conversations or subtle actions, but could share details of a broadly witnessed speech. This power functions to a distance of three miles in an urban environment, but only to 300 feet outside an urban area.
After using this ability you cannot use it again until you take a short or long rest .
Every Window an Eye (2nd level). You gain tremorsense out to 60 feet in an urban environment, and can sense the presence and location of creatures that have concealment or cover as long as they are hidden by manmade structures.
The City Marches to War (3rd level): You can call upon a city in your time of dire need, causing walls, streets, and gates to move at your command.
As an action, you cause the terrain in a 40-foot-radius burst within 100 feet of you to rise up and hinder your foes. Enemies that enter that area or end their turn there take 2d6 bludgeoning damage. As a bonus action, you can cause up to six 5-foot cubes of terrain in the area to move up to 30 feet, or to extrude into the area from an existing wall or floor, or to withdraw into an existing wall or floor. This moving terrain can only enter unoccupied spaces, and it is generally composed of whatever the prevailing building materials in the area are. The area lasts for five minutes or until dismissed.
Outside an urban area, instead you can affect a 10-foot-radius burst within 50 feet of you.
After using this ability you cannot use it again until you take a short or long rest .