You are on page 1of 7

AnI

nit
iat
e’sGui
det
otheGui
lds
An Initiate’s Guide to the Guilds

The Orzhov Syndicate

Credits
Designers Editor
Alex Riggs, Joshua Zaback Rosa Gibbons

Necromancers of the Northwest, LLC


8302 2nd St NE
Lake Stevens, WA, 98258
www.necromancers-online.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permis-
sion under the Community Content Agreement for Dungeon Masters Guild.

All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express
permission of the creator. Some artwork copyright Fil Kearney - http://www.FilKearney.com/ - used with permission. Necromancers
of the Northwest, LLC claims no special rights or privileges to any art presented herein. All other original material in this work is copy-
right 2019 by Necromancers of the Northwest, LLC, and published under the Community Content Agreement for Dungeon Masters
Guild.
Introduction rest or comfort. Naturally, this soul-crushing existence can
have a deleterious effect on those spirits, causing them to
The world-city of Ravnica is an exciting place, and one that quickly lose their memories and sense of self. Those spirits
can be confusing and dangerous to the uninitiated. While the who forget who they are change physically, as well, with
city may stretch over the entire plane, it would be a mistake their lifelike features fading as their bodies take on more
to assume that every part of it is civilized, or even that the abstract shapes. Although rare, some indentured spirits do
civilized parts are particularly safe. At the heart of Ravnica, escape their servitude, and others are eventually released
the one ever-present factor is the city’s ten guilds, which after their term of service is up, although by then they
constantly jockey with one another for dominance. It’s only often lack any semblance of their former selves. In very rare
natural to want to align yourself with one of these guilds, and cases, particularly skilled spirits may be drafted for more
those who insist on remaining “guildless” do so at their own specialized missions on behalf of the guild, allowing them
peril. But what does it mean to belong to a guild, and, more greater freedom.
importantly, what can your guild do for you?

This book presents a number of new options for player The Great Beyond
characters aligned with the cunning and unscrupulous Although a spirit can, in theory, live forever—especially
Orzhov Syndicate. Included are a new race for a species spirits such as those on the famous Ghost Council of
closely aligned with the guild, two new archetypes that Orzhova, who live afterlives of luxury, pursuing plots and
represent the powers and abilities of archetypal paragons of schemes, instead of the toil that most spirits enjoy—an
the guild, and a selection of four new feats that represent the eternal existence is not guaranteed. Spirits can still be slain
training, philosophy, and abilities common to members of by violence, sending their souls to the same afterlife that
the guild. those not raised as spirits enjoy. Spirits who completely lose
their sense of self, whether through hard labor for the church
or simply over unimaginable stretches of time, eventually
fade away into nothingness. It is believed that such spirits are
New Race truly destroyed, rather than moving on to the afterlife, and
The following race is closely associated with the Orzhov cannot be resurrected or contacted via magic, but because
Syndicate, and is suitable for player characters. such spirits almost never leave loved ones behind, this theory
is rarely tested.
Spirit Spirit Names
The ghosts of the dead often remain amongst the living Most spirits keep the same name that they had in life.
in Ravnica, especially in the Church of Orzhov. Spirits are Only in the most severe cases does a spirit’s ennui and the
the souls of the departed, animated and given new undead crushing decades of its time as a ghost leave it incapable of
existence through the paradoxically profane and sacrosanct remembering its own name. In these cases, oblivion usually
magic of the guild. follows shortly, but those spirits who reach this point before
finding a renewed purpose and zest for life often choose
Ghosts of the Deceased new names for themselves. Some example names for spirits
Before taking on their current, spectral form, each spirit who have forgotten their mortal lives include: Aerel, Bitter
was once a living, breathing, intelligent creature. Whether Warden, Devi, Myst, Remane, Playful Shepherd, Sweet
through a deliberate contract signed with the Church of Dancer, Unwanted Guest, Yuto, and Zion.
Orzhov, indenturing their spirit to servitude after death in
exchange for more immediate favors and benefits, or through Spirit Traits
quirks in Ravnica’s planar structure, such as the ghost-realm Your spirit character has the following traits.
of Agyrem, a spirit’s soul takes on a life of its own after Ability Score Increase. Your Wisdom score increases by 2,
death, forming a spectral body that resembles that of the and your Dexterity score increases by 1.
physical one left behind. When first formed, a spirit retains Age. Spirits with firm memories of their past lives typically
all the memories of its former life, although with time, these count their age beginning from when they were born, rather
memories begin to fade. For many newly-formed spirits, it than when they became spirits. In theory, a spirit can “live”
is much as though they never died at all, simply transitioned indefinitely, and, indeed, some of the most powerful and
from a physical body to an incorporeal one. The longer that influential spirits, such as the ghosts of the Obzedat, have
the spirit remains in its ghostly existence, however, the more been around for centuries or even millennia. Those spirits
likely that it begins to change and adapt. who are indentured to servitude, however, can eventually
succumb to a sort of ennui that erodes their minds along with
Bleak Existence their spectral bodies, eventually consigning them to oblivion.
Most spirits have little to look forward to in their afterlives. Alignment. Spirits often have the same alignment that they
The majority of new spirits are formed due to contracts with did when they were alive. Of course, in the same way that life
the Church of Orzhov when they were still living, in which experiences can change a living creature’s outlook, so too can
they promised to serve as indentured laborers in the afterlife spirits grow and change, although as a rule, change tends to
in exchange for gold, services, or other favors while they are be more difficult for spirits than it is for the living. Because
alive. These contracts are almost universally predatory in of the way that many Ravnicans, especially the Orzhov
nature, with the indentured servitude lasting for decades, Syndicate, enslave and use spirits, they are more likely to turn
centuries, or, in some cases, even indefinitely. Not known for to evil and law over time, but this is far from an inevitable
their compassion, the church treats these indentured spirits process.
little better than livestock or equipment, forcing them to Size. Most spirits physically resemble the appearance they
toil away constantly at the same monotonous tasks without had when they were alive, and even those that have more
2
abstract features are about the same size as an average living
person. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a flying
speed of 30 feet. You can’t use your flying speed while you
wear medium or heavy armor. (If your campaign uses the
variant rule for encumbrance, you can’t use your flying speed
if you are encumbered.)
Languages. You can speak, read, and write Common.
Draining Touch. As an action, you can make a melee attack
against a living creature. If you hit, the target suffers 1d6
necrotic damage, and you heal a number of hit points equal
to the damage dealt in this way. This ability has no effect on
creatures that are immune to or healed by necrotic damage.
Once you have used this ability three times, you cannot use it
again until you complete a short or long rest.
Phase Lurch.You have a limited ability to move through
creatures and objects. As a bonus action, you can make
yourself incorporeal, allowing you to pass through creatures
and objects as though they were difficult terrain. You cannot
end your movement in a space you could not occupy while
corporeal. While incorporeal, your attacks deal minimum
damage, except for your draining touch. Additionally, while
incorporeal, you gain resistance to bludgeoning, piercing,
and slashing damage from non-magical attacks. You remain
incorporeal until the beginning of your next turn. Once you
have used this ability a number of times equal to 3 + 1/2 your
level, you cannot use it again until you have completed a long
rest.
Resilient. As a being made of pure spiritual energy, you are Binding Contract
particularly difficult to kill. When at 0 hit points, you can Starting at 3rd level, you gain the ability to create contracts
choose after each death saving throw you make whether to that are backed by the power of potent law magic, ensuring
make your next death saving throw in 1 round or 1 minute. that those who willingly sign them are forced to live up to the
Additionally, rather than dying after your third failure, you strict letter of the document. The amount of time required
die after your fifth failure. to create the contract varies depending on its complexity, but
Revenant. You are not truly an undead creature, but are even the simplest such contact takes at least 1 hour to draft.
treated as undead in many ways. Spells and abilities that The contract has no special properties until it is signed by at
specifically affect undead, or affect them differently from least two parties, one of which can (but does not have to be)
other creatures, treat you as though you were undead. you.

Any creature that signs the contract is bound by its tenets.


The creature must succeed on a Wisdom saving throw (DC 8
Alternate Class Features + your proficiency bonus + your Charisma modifier) in order
The following section presents a number of archetypes and to willingly break the tenets laid out in the contract, and
alternate class features for members of the Orzhov Syndicate. if this saving throw is failed, cannot try again for 24 hours.
Additionally, even if the creature succeeds on its saving
throw, it suffers 2d10 necrotic damage, plus an additional 1d10
New Bard College necrotic damage for every 3 bard levels you possess beyond
Advokist’s College (Bard) 3rd.
Although many choose to focus on the many priests and
pontiffs in the Church of Orzhov, much of the church’s power Destroying every physical copy of the original contract frees
comes from its advokists, who manipulate and bend Ravnica’s an affected creature from its effects. Otherwise, the effect
legal system to suit the needs of the rich and powerful. lasts for as long as the terms of the contract stipulate. A wish
Advokists work long hours in a ruthless, cutthroat profession, spell can also free a creature from the effects of a binding
always competing with one another and always in search contract. There is no limit to how often you can create these
of a bigger score, but the promise of potentially joining the contracts, or the nature of the terms they include, but the
Obzedat is more than reward enough for those few who contract must be signed willingly (not under duress or
manage to claw their way to the top. magical compulsion), or the magic fails.

Legal Training Righteous Injunction


When you join the Advokist’s College at 3rd level, you gain Starting at 6th level, as an action, you can place a magical
proficiency in your choice of any two of the following: injunction on a single creature within 60 feet, barring it
Deception, History, Insight, Intimidation, Investigation, from performing an action you specify, such as casting
or Persuasion. Additionally, you gain advantage on any spells, making attacks, speaking, moving from their current
skill checks made as part of official legal proceedings or location, and so on. The action you forbid must be something
courtroom business. that can clearly be communicated in 5 words or less. The

3
target is entitled to a Wisdom saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) to resist the
New Cleric Domain
injunction. If it fails this saving throw, then each time it Wealth (Cleric)
performs the forbidden action, it suffers 4d10 radiant damage Perhaps the worst-kept secret in all of Ravnica is that the one
(no more than once per round). The injunction lasts for a and only thing that the Church of Orzhov truly worships is
number of rounds equal to your Charisma modifier. Once you cold, hard, currency. Clerics with the wealth domain concern
have used this ability, you cannot use it again until you have themselves with amassing worldly goods and possessions,
completed a short or long rest. because they understand that in a very real way, wealth is
power, both here and in the hereafter.
SPIRIT LAW
Starting at 14th level, you become an expert in the esoteric Wealth Domain Spells
field of spiritual law. Depending on the type of spiritual
law you choose to practice in, you gain one of the following
Cleric Level Spells
benefits: 1st alarm, unseen servant
3rd arcane lock, knock
• Spirit Labor Contracts: You can create a contract 5th create food and water, nondetection
that will necromantically animate a signatory’s spirit
after their death, and force it to serve you. As with
7th divination, stone shape
your binding contract feature, the creature must sign 9th creation, legend lore
the contract willingly, or it has no effect, and if the
contract is destroyed before the creature’s death, or Bonus Proficiencies
you fail to live up to any obligations you agreed to in Beginning at 1st level, you gain proficiency in any two of
the following skills of your choice: Deception, Insight,
the contract, then the contract has no effect. In the
Intimidation, Persuasion, or Sleight of Hand.
event of the creature’s death, its spirit is animated as
a shadow, except that its strength drain attack does
Shrewd Merchant
not reduce the target’s Strength score, and it cannot Beginning at 1st level, you have a knack for making deals and
create new shadows (it still deals necrotic damage, pocketing a profit. You have advantage on all checks made
as normal). The shadow travels to you, at which to barter or haggle, as well as on checks made to appraise
point you are able to control it as though you had the worth of an object, spot counterfeit merchandise, and
created it with an animate dead spell. Unlike animate so on. Additionally, by succeeding on a DC 20 Deception or
dead, you do not need to reestablish control over the Persuasion check, you can increase the sale price of anything
shadow periodically. Instead, the maximum number you sell by 10% (typically this gives you 60% value for armor,
of shadows you can control in this fashion is equal to weapons, and other gear, and 110% value for gems, art objects,
1/4 your bard level. and trade goods).
• Soul Insurance: You become an expert in helping
the wealthy and powerful usher their souls into a Channel Divinity: Compel Tithes
Beginning at 2nd level, you may use your Channel Divinity
comfortable afterlife as spirits. While you are limited
to compel a creature to give you a gift. As an action, you
in your ability to make such arrangements without present your holy symbol and force a single creature of your
the involvement of other members of the Church choice within 30 feet to succeed on a Wisdom saving throw
of Orzhov, you are able to secure your own spiritual or be compelled to give you a gift. A creature that fails its
resurrection. If you die as a member of any race other saving throw must spend an action on its next turn to give
than spirit, you return to life 1d10 minutes later, a gift to you, either by handing it to you (if adjacent) or
changing your race to spirit (presented earlier in this tossing it to you (if they are further away). The creature may
book). As long as you remain a spirit, any spell used choose to move to you in order to hand the gift to you, rather
to return you to life (such as raise dead, reincarnate, than throw it, but is not required to do so. The creature
and so on) does not require the normal costly determines the nature of the gift, which must be an item in
material components, and any restrictions in the their possession to which they ascribe a relatively high value.
You can request a particular item in their possession, but
spell’s description relating to how long the body has
they are not required to give it to you. Common examples of
been dead are doubled. If your body is returned to appropriate gifts include the target’s coin purse (but typically
life, you cease to exist as a spirit, and are resurrected not individual coins in the coin purse), a treasured family
by the spell as though you had never been a spirit. heirloom (regardless of its actual monetary value), or a magic
item in the target’s possession. Once the gift has been given,
the target is free to attempt to recover it. A creature that
succeeds on its saving throw is immune to this effect for 24
hours.

Celestial Vault
Beginning at 6th level, you gain access to a heavenly (or
infernal) vault in which to store your wealth. By performing
a 10-minute ritual and inscribing a magic circle on the

4
ground, you can transport any number of non-magical, bonus + your Charisma modifier) or suffer
non-living objects you own within the circle to your celestial disadvantage on ability checks, attack rolls, and
vault, or recall objects you had sent to the vault previously. damage rolls. Because your spirit is busy maligning
Additionally, at the end of each month, a number of gold the affected creature, you suffer disadvantage on
coins is added to the inventory of your celestial vault equal to death saving throws. This penalty lasts until you
1% of the value of all the objects stored within the vault.
die, you are restored to 1 or more hit points, or the
Although your celestial vault is very secure, it is not distance between you and the affected creature
completely impenetrable, and can potentially be accessed becomes 120 feet or greater.
by creatures capable of reaching the plane it’s on. While
such incursions are incredibly rare, and the stringent
security discourages attempts to do so, if unique items of Life Tithe
great importance are stored there, and powerful creatures Each spell you cast drains a tiny amount of life energy from
are sufficiently motivated to breach the vault, the DM may your victim. You gain the following benefit:
determine that they succeed. The custodians of the vault will • Whenever you cast a spell that targets a single
naturally reimburse you for lost wealth in such events, but creature, the spell deals 1 additional necrotic
they are unable to reproduce any unique items whose value is damage, in addition to its normal effects. If the spell
not measured in gold. allows a saving throw, then the target does not suffer
this additional damage in the event of a successful
Gilded Shield save. As long as the target suffers the damage, you
Beginning at 8th level, you can use the power of your wealth
to protect you from harm. Whenever you would suffer any also heal 1 hit point.
amount of damage, as a reaction, you can choose to reduce
some or all of that damage. For each point of damage negated
in this fashion, you lose 1 gp per level from the items stored Paradoxical Faith
in your celestial vault (for example, at 8th level, to negate 5 Prerequisites: Charisma or Wisdom 15 or higher.
points of damage, you would need to spend 40 gp). If you You are a conflicted duality, both righteous and corrupt at the
do not have enough wealth stored in your celestial vault, the same time. You gain the following benefits:
attempt fails, and you suffer the full damage, but lose nothing • You gain resistance to your choice of either necrotic
from your celestial vault. All damage to be prevented must be or radiant damage. Once per day, by performing a
from a single attack, spell, or effect. 10-minute ritual, you can swap your resistance from
one of these damage types to the other. This change
Liquidating Touch is permanent, but can be reversed by performing the
Beginning at 17th level, as an action, you can touch a single ritual again another day.
object, and transform it into a number of gold coins whose
• Whenever you would deal necrotic damage, you can
total value is equal to 90% of the value of the touched item.
If the object is in the possession of an unwilling creature, choose to deal an equal amount of radiant damage,
you must succeed on an attack roll to touch the item, and instead. Similarly, whenever you would deal radiant
the creature holding the object may make a Wisdom saving damage, you can choose to deal an equal amount of
throw to resist the effect. If the item in question is magical, necrotic damage, instead.
the creature gains advantage on this saving throw. The • You are immune to effects that would alter your
transformation is instantaneous, and the resulting coins alignment.
are non-magical in nature, although at the DM’s discretion,
using this ability on powerful or cursed magical items may
result in unintended side effects. If the object in question was
worn or held, the resulting coins drop to the floor, and may
Sanctified Necromancy
Prerequisites: Must be a member of the Church of Orzhov.
cause one or more squares to be treated as difficult terrain You are licensed and sanctioned by the church to create and
until they are collected, at the DM’s discretion. Once you control the undead, and those undead you do create are
have used this ability three times, you cannot use it again empowered with holy magic. You gain the following benefits:
until you have completed a long rest.
• Undead creatures you create via spells such as
animate dead gain resistance to necrotic and radiant
damage.
New Feats • Whenever an undead creature you created is
The following section presents a number of feats for destroyed, it explodes in a burst of energy, dealing
members of the Church of Orzhov. 1d8 radiant and necrotic damage to each creature
within 5 feet.
Haunting Presence • When casting animate dead, or a similar spell, to
Your lingering malice punishes those who overcome you in reassert your control over existing undead creatures,
combat. You gain the following benefit: you can reassert control over one additional creature
• Whenever you are reduced to 0 hit points, you may per casting of the spell.
have some part of your spirit haunt the creature who
last damaged you. That creature must succeed on
a Wisdom saving throw (DC 8 + your proficiency

5
Wo
rshi
patt
heAl
taro
fGr
eed!
Thewo rld-ci
tyo fRavnicai sa ne xciti
ngpl ace,ando netha tc anbe
confusinga ndda ngeroustot heuni nit
iat
e d.W hi lethec i
tyma y
str
etcho verthee ntir
epl ane,itwo uldbeami st
aket oa s s
umet hat
everypa rtofitisc i
vili
zed,o re vent hatthec ivi
lize dpa rtsa re
part
icularlysafe.Att hehe arto fRa vnica,theo nee ve r-presentf ac
toris
thecity’steng ui
lds,whi c
hc o ns t
ant l
yjocke ywi tho nea nothe rfor
domi nanc e
. I
t’
so nlyna t
ur a
lt owa nttoa li
g nyo urselfwi tho neo f
thes
eg uilds,andt hosewhoi ns i
sto nrema i
ning“ guildless”dos oat
thei
ro wnpe ri
l.Butwha tdo e sitme antobe longt oag uild, and,mo r
e
impo rt
ant l
y,wha tcanyo urg ui lddof oryo u?Thi sbo okpr e sentsa
numbe ro fne wo pti
onsf orpla yerc harac
te rsali
g nedwi tht he
unscrupul o
usOr zhovSyndi ca te.Wi thint hisboo k, youwi llfind:

•Anewc ha
r a
cte
rrac
e ,
thespi
ri
t,r
epr
ese
nti
ngthespect
ralde
niz
ens
tha
tse
rve(andrul
e)thepowerf
ulOrz
hovSyndic
ate.

•Thea dvokis
t’sc
olle
g e
,anewbardcol
leg
ethatuse
se ve
ryl
egalt
ric
k
andconnivanceattheOr z
hov’
sdis
posa
l,al
lowi
ngyo utodr
aftmagi
-
cal
lybindingcontr
actsandeve
nindent
uresoul
s.

•Thewe a
lthdo
ma i
n,forc
ler
ics,
whi c
hnotonl
yhelpsyoubri
ngi
n
ext
rago
ld,butal
sohel
psyoulevera
geyourwea
lthbeca
use,
aft
era
ll,
moneyispower
.

•Fo
urne
wfe
atsi
nspi
redbyt
heOr
zho
vSyndi
cat
e.

Decl
areyo
ural
legi
ancet
oda
y,a
ndl
etyo
urc
har
act
err
eapt
her
ewa
rds
ofg
uildmembe
rship!

You might also like