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By micalsuieot Rav Pree oer at PEA GUILDMASTERS GUIDE TORAVNICA CREDITS Lad Designee ames Wyst,remy Canto Be Letch, Ben Peizoy Mike Meat, Rober ). She hs aleh Managing Er: jrey Crowd lor Cnistogher Pers, Ken Mohan, Michele artes, Ps ‘han, ate Welch (Grape Designer: ish Yochur sonal Graph Design Er Ton ‘Addon! A Direction Jer Jars, remy Caner, Pela ‘sma Wale, Teflor ngarson, Dawn Mur, Cyr Sheppard ‘drow as Mark Wes cover usar Nagl Vileneve Intvrtlarratre Beruchere Niexander, ven Amunden, Steve ‘il, olan Bags, Ryan Burge Staron Sales, ho irk, Johan Bodin Zon Boros, Nosh Bradley, Jon Sever Brel, itp Bubora, Ornty Burk, ese Br Chat Carey, Grane Cha, Scart Chaturvedi, 2ezhow Chey ad {Chev Chippy, CH Chie, Sung Cho, onge Cho Jhan Choo, Danson Foran be Cencourt, tre Deschamp, Simon Domine, ‘Scot cher, Randy Colge, Lave Grater, Yoong s0 Han, osh Fass, Michal C Hayes, ey Tomaseedruszr, ame Jones igor ery Mathie Karon, es tone, Fa opie {ibe asad, Daniel uggren, Tedd Lochs, Tas Lure Howard jor, saworse Mana Seb MeXinen, Aaron Mie ‘Vitor Adame Mingus Peter Mohvoacher Wan Mur Seat ON THE cover ‘wizard ofthe zat League cuits ithe success of ernest ‘pertmert wf he acon raster of her gd lols on and fketackmet of Bores Lion angels hurries to ersure ne innocents ttehemed. atet Magahvlenewe has Been ping Mace inde dee 203 ce gti ct fertes ety Sareea c€ s20c3435000001 en TSQN:978.0-769-66502 Fst Proug November 218, 9e76saazt Marphy, Winona Nelson, Torte Nien, Kaa Ort, james Pal, ‘avid Plumb, Ryan Paces, Adm Paget Jung Pak arta ‘ice, pst, Lia ima, Chris Rak, acon Rana Cis, Bl, Dace Rapozs, Jew Ravenna, Wayne Seyalde, Crgore Rithows James yan, Oun Seat, rum Se Crag) Spex. Sania. Wie Tan, Vitor Titov, Rand Vare, Suet Vinay, Maga Viierewe johanes Voss, Kev Wale Tier Wale Jack ‘Wang Mankaroner, Renard Wright, Dare abrocks jan Zan ‘isten Zeng Markup CCaroyapherssonts De Ro, Oyson Logos amica World Design: Doug Beer, Sr Bure, jer Cranford, aly Bigger, Brady Dorenermat, Jenna ela, Coy H Herdon Jeremy Jarvis Kimber rine, Crs Lets Adame Le, Leitch, Alizon Lar, Shawn in Oawn Main, Richard Whites MarkWiters, ames Wyat Producer: Dan Tov Project anager at Waren Product Engineer: Cyn aly ‘Riera Deed Corsa Drape Speier Ouniap ‘tar O&D Team Member: Bart Casal Kate rin, christopher Lords Shall Mazzanoble Hilary Ross, irSOhuh, Nathan ‘Stat eg Teo ‘Sete am hve nee op en am ag i ted nyc Cg Leer (evens steepest ones pacers hee, CONTENTS Inder of Sint Blok nnn Welcome to Ravnics Cy of Guilds History of Raves. “The Guildpact [Precarious Ponce Lie inthe Big City Currency Zibs anil Zino. Comfort of Chilton ‘Languages. Chapter 1 Cinrater Creston Choosinu a Guild. Raven Minotasr.——-—— Simic Hybrid Vedalketerncronnmon {Classes by Gul Subelass Option (Clerc: Order Doms vom eee of Spore Dru (Chapter 2: Guilds of Ravaia Guild Speen Bonds ané Contacts n= Renown, Siyesof Membership. = Changing Guilds. ‘Azorus Senate. ene ‘Azorivs Characters Background: Azorive Fantionaty ‘Azories Guild Spel Boros Legion nme Boros Characters ‘Backarouini: Boros Lelonnaire. Boros Guild Spells House Dis Dimir Characters, ‘Background: Dinie Operative Dimir Gil Spells. = ‘Spall: Bncoe Thoughts... Golgai Swan ‘Golgari Characters. Background: Golgat Agent. Golgart Guald Spats Grol Clans. (Gruul Characters ‘ackgrouné: Grout Anarch, Grunt Guild Sets lage Leagie Tet Charset or Background: Let Engineer lzzet Gull Spats. ‘Spel: Chaos Belt. Orzhor Spit an ‘Orshov Characters. Boceground-Orzhow Reperacetatie Orshov Guild Spllsnm Cat oF Rak ann ‘Rakdos Characters nn ‘Buckavound: Rakdos Cult 8 Rakdos Guild Spells. 80, ‘Seleanya Conelaye nse 84 ‘Selesnya Characters Dscground: Selesnya Initiate ‘Sclesnya Gull Spall. ‘Simic Combine. ‘Simic Character, ‘Bockground: Simic Selenite Simic Guild Spells. Chapter 3: The Tenth District. ‘The Six Precincts Major Trade Ways Beneath the Stest, Gull Based Raventte Choosing Gul Involving the Characies, Complications Azortn Senate Boros Legion = House Dimir._. eae ise see aes Orzhov Syndicate omnes AT (Cal of Rakdotecn nnn 150 Selesnya Conca 1SS Simic Combine nnn 6 rent Way enn 160 Chapter Treasures... (Coin a Treaaue nnn Guild Charms. eet ee (Guilésand Magic hems 78 Gul Reyrune ners Guid Signet Msionia' Bracers. Mizium Apparatus. Miriam Armor Miriam Mortar Moodmark Paint Pariah Sie. Peregrine Mas. Pyroconverger. aldo Ritch nn Skyblinder Saf Spies Murmatann Senforger— Sword ofthe Parana. Veyater Staflnnen nm ‘Chapter 6: Friendsand Foes Creatures by Gilden Bestiary eornennr Stat Blocks by Creature Type =n 188 NPCS by Gl nnn D6 ‘Anotits NPCs vssmsnomn 6 Boros NPCs. Dimi NPCS Golgari NPCs Golgi Lars Gran NPCS. aset NPCs. Orehov NPCs. Redes NPCs nm Raledos Carnivalona Selesaya NPCS anu Simic NPC3 Sidebars Random Gui on Ravaia’s Calendat mmocooom Guild Tasigna, Rule Tipe Temporary Hic Points Tit St eT The Guldless.— ity Thre Copier 3 AProvd Mattia Tradiion cmon 38 Tale, Blade ofthe Lefton nen 2 Dak Elves of the Golgart 1 ching fora Fight nnn Inthe Name of Magis! Science! 64 Millenia Petr mcrenennnn 99 Random Nonplayer Character 127 Safe House War Guiles Vilainn Mitt crn Firemane Nevens. 190 Debts Paid ensrommme sD aE Winged Feidas. 199) Orato Spies aes Winged Kraul Warriors nn 213 Laila the Tune Viper non 222 ehe Capac 26 Nikon ofthe Old Was Master ChemisterGroutrox Mires ofthe [zmagnus, Teysa Karty. Jay the Scourge Diva ‘Emmara Tandri INDEX OF STaT BLOCKS — MONSTERS AND NPCs [Arehon ofthe Triumvirate Arclight Phoenix. ‘eli Batleforee Angel Bistereol Weird Blood Wich Bloodiray Giant. Borborygmos. Cache Category 1 Kris Category 2 Krai, Category 3 Krai. ‘Conmotroni Blastwecker (Counterfux Blatsecker Deathpact Angel Druid ofthe Old Ways Felidae Flix lasses Fhinchange. Flying Horror Galvanice Weird Guardian Giant Hornell. Hybrid Brute Hybrid Fier Hybrid Posoner 239 192 193 248, 200 238 21 20 202 191 199 231 202 208, 203, 209 215 236 201 253 Hybrid Shocker Hrd Spy. Indentured Spr Jarad Vod Sav. ‘Kraul Death Priest. Lawmage Lana Loading Rig Mind Mage NivixCyelops Obeedat Ghost Orzhov Giant 218 206 235 20 213 168, 228 232 170 m4 216 202 leo Lampooner Rakdos Performer Rebel Stalker Scorchbringer Guard Servtor Thrall Shadow Horror Sie of Insanity Skivering Horror Skyek Roc Sunder Shaman, Thought Spy Trost ndereiy Meda Winged Thrall. Worm. Zegna Listin ap, Living Gui et" ou think yeu hovew iO Ty atlct Retest ver 1 buy pl Bey hla ree you had the audacity laassume. Sow ot eee dew delicate thebalarce-it ameng Uheten OL pac onaguillinanter decides to mage play fer PRIA IESE TEE PRE Gita hove tl lap. Bacnasedfyen dent rtep ib it wilqron Djinn thee damt ely tara The eriginal Sueldpact toch lon devtincteuttures with thei nef ie il aystonss and natheily toate pt TD aging bs aed ftged ham inte nese Now, heiter nets the SuillpacTis yore Ml the magical crhanly tat hegp te quie Gadi anathess Been embodied in yor. Mats why Drepulled these metas teyethe Read them, Jeet, Math Pope foe online opp laipande re addont just rend. Cnet EGE tanctomt Teamong he people Cle: Wael tan De that len encugh, and ma someday gevll deserve Htlegoenh CA one Ptad for Kavncents aoke, Heep sag ‘WELCOME TO RAVNICA night suroys the pire-studded cyseape below, ‘As the morning/og dissipates under te chil au umn sun, the city spreads out as farasshe can see: lofty cathedrals, squat courthouses towering apartments, spravling tenements, cobblestone plazs, and broken ruins athere once-majestic buildings have crumbled to rubble ‘She imagines the teeming masses below her: humans, elves ‘edaiker, minotaurs goblins, axodons and other peoples, {some of them rise gree the morning and others retire ‘aftera hard night of work or ple. They are the reason she {shere: sworn to protect them. she leads fight of roc riders toward thefres raging in Precinct Thre. Solderson the ground wil put out the ames, while it's herjobtodeatwith ‘heir source: the dragon she can just make out, clinging to the spire ofa distant tower. Stand inher strups and rulsing er szord, she tumsher mount toward the dragon, ready ta battle once again for the sake of Revnica Ravnica is awhole new world for your DuNGrONS & Dracoxs campaign tocxplore. A vast, sprawling city ‘that covers the whole of the known world, Ravnica ‘teems with intrigue and adventure, driven by the con- ficts among the ten powerful guilds that rule the city. Ravnica originally appeared asa setting for the ‘Macic: Tue Garieninc trading card game. Ithas been the subject of eight card sets: 2008-6's Ravnica: City of Guilds, Guildpact, snd Dissension: 2012-13% Reva to Ravnica, Gatcerach, and Dragon's Maze; and 2018-10' Guilds of Ravnica and Ravnica Allegiance. Among fans ‘of Macic, Ravnica one ofthe most popular settings, in part because the worlds ten guilds strongly support the way players build Macte decks. ‘Asit turns out, Ravnica’ ten gulls also provide a sreat framework for a DUNGEONS & DRAGONS car paige. They offer character archetypes, competing factions that player characters ca jon, and abundant ‘opportunities to develop and drive a campaign driven by the guilds’ schemes and interactions. ‘This book, then s your point ofentry into Ravnica ‘asa setting for your D&D campaign Ke guldes you ‘through the process of creating characters and sven. tures set here. ‘Chapter 1s ll about building characters offers ‘new race and class options, reflecting the unique char actor of Ravnica as a MACIC setting and the creatures and characters sen oa MaciC cards. Youcan also use this material in any other D&D setting. Race and class are only the skeleon ofa character, though, and chapter 2 aimed at helping you add flesh to those bones in order to make a character who isan {integrated part of Ravnica’ tapestry of guilds. The ten guilds are detailed in chapter 2, and each section includes a background that reflects a character's mem- bership inthe guild. This chapter also describes oppor tunities for charecters to advance in rank and postion in ther guilds by acquiring renown, ‘The focus of chapter 3 onthe city itself—and par \icularlyon the Tenth Distriet, whieh isthe heart of Ravnica. The important precincis and neighborhoods ofthe district are deseribed in broad overview allowing you, a8 DM, plenty of leeway for developing the specifics of places and NPCs. ‘Chapter 4 is ll about sveatures in Ravnica, expand- jing on the material in the Dungeon Masters Guide with hundreds of seeds that can grow into fullledged adven- tures in the fertile ground of a DM's imagination. This chapter also includes a shor starting adventure you can. use to launch a Ravnica campaign, ‘Chapter § includes magic tems and other treasures for use ns rewards ina Ravnica eampaign. Many of these magic items are D&D interpretations of specific Macic artifact eatdsnot literal translations of thelr ‘mechanies from one rules system to the other. but game clements inspite bythe favor and abilities ofthe cards. ‘Chapter 6 presents new monsters and NPCs, again ‘reflecting the ereatures seen on MAGIC cards 36 wel as the nature of each guild. The guildmaster ofeach guilds detailed in this chapter, as are a variety of, fuild members City oF GuiLps In all hee aarastic diversity, the cosmapolitan citizens of Ravnica go about thei dally business busting mar= ats and shadowy back alleys Shamblng pack animals {mammals repiles, sects, and bizare hybrids alice) sy their loads trough the strets, while untamed rk things hark tn verdant greenbelt, rae strewn Tins, nd sewers And interwoven throughout all en fuilds vie fr power, wealth, and infence: Azorius Senate. The Azoris Senate functions asthe ‘overnment of Ravnica, bul onthe three cok of legislative. a ji, and an executive brane under {he leadership oflaperi, the ophine Supreme edge. Boros Legion. Let bythe angel Aurelia the Boros Le- ton purses the cause of ustice, not merely aw en- forcement Boros serves as Ravnica’ standing arm: House Dimir. Howse Dimiris nthe business of infor ‘motion, operating an espionage organization bead a facade of messengers, vestgntors and archivists Is enigmatic leader, Lazay wears many faces RaNboM GUILOS Sometimes you might want to choose a guld at random. Hire’ atable you cn ue in those stuabors 0 cull ‘ori Se Boros Legion House Dimir Gola Swarm ‘Grau Clans Irae League ‘Orzhov Syndieate alto Rokdos Selesnya Conclave Simic Combine Golgari Swarm. An clflich named Jarad guides the Golgari Swarms masses as they lurk in the underety, where they process the citys waste and see 1 the new. lie that emerges from death and decay. Gruul Clans. Raging against civilization and its defile~ ‘ment ofthe natural world, the loose allisnceof the Gru Clans sled by the eycions Borborygmos. eset League. Led ty the dragon Niv Mizzet, the L2zet ‘League is guild of scientists and engineers who ‘build and sustain Ravnica infrastructure while con- ducting wild experiments in magie-effertsthat wst- ally involve barely controlled elemental energy Orzhow Syndicate. sinister combination of church, ‘bank, and organized crime syndicate, the Orzhov Syn. dicate is controlled by the Obzedat, a eabal of ancient ‘pitts often called the Ghost Cours Calt of Rakdlos. The demonie Cal of Rakdos isthe jester in Ravnica’s culture, using satire and perfor- ‘mance to skewer the powerful and embolden the ‘weak, Butt isa cruel and bloodthirsty jester, inthe ‘manner of ts demonic leader, and it supplements par: ‘ody and levity wth blood and fire ‘Selesnya Conclave. The Selesnva Conclave i led by Trostani, three dryads who are fused together with ‘one another and with Mat'Selesnya,a manifestation of the soul ofthe work, The guild seeks to bring nature and the city into balance. ‘Simic Combine, Under the leadership of Prime Speaker Zegana, the biomancers ofthe Simie Com Dine apply magic to the ie seiences. Striving to create ‘a harmonious future where creatures of allkinds are perfcetly adapted o their ever-changing environment, the Simic magically hasten the process of evolution and adaptation of if, These tem guilds stand asthe foundation of power on Ravnica, Each maimains a distinctive identity and evic function, a dverse collection of creatures, and a su cilture ofits own. The guilds history is aweb of wars, Intrigue, and politcal machinations stretching over the millennia during which they have vied for control of the ‘world, Their roles were established thousands of years goin a magical treaty called the Guildpact, which not ‘only assigned each guild a function, but also enforced an ‘uneasy peace among them. History OF RAVNICA More than ten thousand years ayo, war tore arose the world of Ravnica Ten aries ttl for contra the work ina conf that ened withthe creation of ag ‘eal contract ofimmense power known asthe Guildpact. ‘The leaders of each ofthe ten armies ancient beings now as paruns-were the signatories othe Guild pact al they boar the rt gulldmasters of Ravnica “The text of the Guildpact spelled ot specie role for cach guild within the infrastracture of Ravnica, allow ing the city to grow while the gulls coexisted in lative peace. But the true power of the Gaiidpact was the Strength of ts magically binding force, which absolutely Prevented large-scale vilenee among the ids. For ten oie the oy grew and Hourished under this structure a the guilds evolved into anique and Powerful forces often venturing far from thee ori al parpose “The signing ofthe Guikpact marked the beginning cf the modern Ravnican calendar Years roe to that Pivotal event are denoted as Al Concordat.” or AC, and ‘ounted backward from TAC. Yesrsater the signing fre "Zal Concerdany” ZC. The current date 10.076 ZC, usually relerzedtoas 76 Tue Gurippact During the Decamilleanial Celebration of 10,000 ZC, ‘commemorating a monumental anniversary ofthe Guildpact’ signing, the pact was broken, the ancient balance was shattered, and Ravnica was throven into ‘chaos, I did't take long for wealthy power mongers to begin seizing control of elements the city, turoing the {ullds to ther service instead ofthe other Way around, Eventually the tenthousand-year-old guild culture and division of duties reasserted itself. The ten gills ‘eqained their dominant positions. bat without the ‘magically binding force ofthe Guildpact to mai ‘balance among them ‘Years later, in 1007S ZC, the Izzet guildmaster dis: ‘covered that Azor founder ofthe Azorias Senate, had ‘reated a contingency plan that would take effet ifthe ‘magi of the Guildpact were ever broken. An intricate network of ey lines sprawling across the districts of Ravnica, called the Implicit Maze, ofered a testto the {uildsif they could cooperate to solve the maze, they ‘would secure the power ofa new Guildpact. That power ‘was eventually bestowed-—incarnated, actualy in the person of ace Beleren, who became the Living Gul pact. His word became the binding law of Ravnica, Any law he verbally confirmed became magically unbreak- able, and the responsibility of keeping the guilds in bab ance fell oi A PRECARIOUS PEACE Jace is a Planeswalker, with the ability (travel from ‘world to world, and his attention newer remains focused fn Ravnica fr long. Thanks ois involvement with other Planeswalkers,he spends extended periods of ‘ime away from Raynica. During his absences, Ravnica thas to fend for itself, and that means tha the gulls re turn to their old habits of fighting wih each other er the Ravnica’s CALENDAR Ravnica year of 65 day it made up of sve month, ‘each of which hs the same umber of day as erpart inthe Gregorian calendar. The ear begins nth Sleszent hich eorreapond to March | Month Name Selesten (March) 2 Dhazo (April), 3 rahe (May) 4 Mokosh (une) 5 Payal yu) © eam (August) Teunerber (September) $ Gog (October 8 Qusegar November) 10 Xiastir (December) Gree Jarsar 12 Zwun February) The anual celebration of the Culpa begins on 28 Zan nd etends ovemight ino 1 Selesten, the smallest scraps of influence that could tltthe bal ance of power in their favor. Tle tonite crept in ‘guilds clash violently in the streets: Boros forces try to ‘quel Graul rots, Azorius aresters raid a Rados mur: der show, oF Selesnya forces come together to repel a Golgariineursion. More often, sinister plots unfold in se cre, through infiltration, sabotage, theft, and deception ‘Schemes are hidden beneath layers of other schemes, ‘making the intention behind them nearly impossible to discover. The guiidmasters are often the source of these plot, but sometimes subordinates attack other guilds to tgain more influence within thei own, In the absence of the Guildpact, some people believe that it’s only a matter of time until these schemes and skirmishes escalate ino allout war ona scale that Ravnica hast knowa for ten millennia, ‘With the precarious peace alway’ hanging inthe balance. opportunities abound for adventurers to serve thee guilds or advance their awn agendas. Whether delving imo the dungeons ofthe undercity, pursuing assassins through the basting streets, negotiating a Cords among the rich and powerful, oF sniing out eo. ruption inthe halls of law, the characters ia a Ravnica campaign have aworld of adventure to explore. stiches Scns LIFE IN THE Bic City Ravnica isa vast city, covering the entirety ofthe world inmany layers of consruction, from deep sewers and iacombs to sky-raking spires. No single map can en ‘compass the tremendous scope of its sprawi, and its bor. ders fit has any) are unknown, except possi to those ‘who live near the edges story of Ravnica focuses on its core. Sometimes called the city proper this core is divided ino ten di tects, each of which 6 ge urban environment in its ‘own right. The districts are named in simple numerical ‘order from the First othe Tenth, No correlation exist between the ten guilds and the ten districts: all ten guilds are active in alten disriets. The Tenth District, fn particular, isa hotbed of activity where all the guilds ‘maintain their primary headquarters. It isthe feeus of chapter 3 ‘huge avenve called the Transguild Promensde runs through allen districts, making ithe most notable landmark for navigation through the city’s heart. Lined with markets, small parks, and colonnades, the Prom: enade isa commercial thoroughfare used to transport Toads of cargo. On celebration days, it becomes the city’s ‘most popular parade route. Even when guild confits run hot, Ravnieans respect the sanctity ofthe Prome fade as neutral ge Beyond the core are an uncounted number other stricts, which originated as outlying cites that grad ally melded into the expanding metropolis, Well known districts outside the core include the Smelting District Trbitow the mausoleum district), and Jezer the lake district. Districts, whether in the city proper or beyond it, are the fundamental conBigsrations that define Ravnica ‘They are informally divided into various quarters, neigh bborhoods, and the like. Some ofthese areas extend across district houndaries, Deadbridge, for example, ‘existed a5 a welldefined neighbochood before Ravnica City was formally divided into ten districts, snd that dh vision was made without consideration of Deadbridge’s {informally acknowledged boundaries. Part of Dead. bridge, known as Deadbridge Chasm, occupies much ofthe Tenth District's Precinct Six, but it extends out into the neighboring area. Similar neighborhoods, both within and outside the ety proper, includ the Steam, bath Quarter. the Wrights’ Quarter, and Mahovna, the Haven of Moss Guutp Instone Members of Ravi’ ul tpi carry guild insignia wit them though in some cases (notably House ii) the insignia gh be cael ide. A replacement Insignia costs 5 gp ard avalabe oi to members of ‘the gud. Ary character can use the Insignia ofthe gute Sea epolceting focus, ae deserbed in ehaper 10 cf the Pye’ Handbook. Currency: Zins AND ZINOS ‘This book uses standard D&D coinage, as detailed in the Players Handbook, but in Ravnica, tizens refer to their money as zbs and zinos, with 100 nbs o 1 zino. ‘There is no central mint as coins are crested by the ‘Azorius, the Boros, and the Orzhov. The Ravnica Cur- ‘eney table surnma‘tzes the various gulls’ coinage and its value. RAVNICA CURRENCY Value Azoius Boros Onthow ep coppers — copper aims.cola Bep siver’52ib — = ep etectum 50. — = beoia ep goldzino —geldzmo Sep — sold Szinoesin — ep — Es platinun 102in0 “oin 10pp — = platinum 100: ComrorTs OF CIVILIZATION ‘Amixture of technologial advancement and sophist- cated magic offers amenities tothe people of Ravnica that would be extraordinary to folk in most DAD worlds fexeeptone like Eberron. The nicer neighborhoods ofthe ty enjoy central heating and plumbing (thanks to the ‘work ofthe I2zet League), elevators, and spacious apart- ‘ments. Even poorer neighborhoods boast clean and ‘smooth roads and sturdy construction. No one needs to go hungry in Ravnica, because the Golgari Swarm provides a bare minimum of sustenance to anyone who cean'tafford better food, though its best not to think too ‘much about where te thick gruel comes from. (In prac- tical terms, even a character who ean' afford more than wretched lifestyle doesnit need to go hungry.) The citizens of Ravnica enjoy plenty of leisuretime, ‘andthe city offers an sbursdance of ways t fil Ravnica features restaurants with extensive collections ‘offine wines, cafés serving coffee and tea, street ven: dors ofering portable meals and bakeries that sell ‘wide variety of breads and pastries. Travelers can say in hixury hotels or simple hostels, or they ean rely on their personal or quild-elated contacts find howsing. Diversions and entertainments abound, including rau- ‘cous street side theater (including the ercus ike spec- tacles ofthe Cult of Rak), operas and symphonies, illegal ight tubs, sporting events held ia vast arenas, throwaway popular novels, and great works of iteature. These things are shared by the iy diverse peoples, ‘who enjoy life adorned by a variety of species, gender ‘Mentiies, and sexual orientations, ‘Well cstablshed systems undengird society. largely through the efforts ofthe guilds. The Azorius Senate crafts, codifies, and enforces a comprehensive (some ‘would say oppressive) set of laws. The banks of the Oreher Syndicate offer seeure vaults and complicated financial arrangements, The Lzzet League maintains the citys infrastructure, and the Golgart Swarm ensures that wast is disposed of (or recycled, House Dimir eou- riers deliver messages and parcels across the cy, and the Simic Combine addresses ies of public health. Ravnica lacks any large-scale agriculture operations, las ctizens depending on food preduced in Selesnya gardens and underground Golgari rot farms. Few parts ff Ravnica could be considered wilderness: the rubble belts, areas where the ety has decayed and been re- claimed by natural force, are the only truly wild areas. COSMOPOLITAN CONVENIENCES. tem Cont Cup ofeofee 1aep Newspaper se Pendulum clock 100-250 gp Spectacles 259p Spreass 50-100 gp LANGUAGES Dozens of languages can be heard in any of Ravnica’s ‘marketplaces, and every tongue has dialects and re ‘gional variations. In order forthe guilds to function, the ‘Common language is essential. But other languages re ‘main widely used in homes and cla gatherings. STANDARD LANGUAGES Langiage ‘Typical Speakers Seipt Abyssal Demons, des Infernal Celesisl Angels Celestial Commen Humans Common Dracsnie Dragons Draconic ish ves ‘vah Giant Ogres, giants Minotaur obtin Cobsins Comtvon ea Kral ral Lowoton ——_Lovodons Flesh Nevo Merfok Merflk Minotaur Minotaues Minotaur Sohine Sphinses - Sivan Cemaurs, dyads Ebish Vedahen ——Vedaken Vedalhen A few seeret or exotic languages are used on Ravnica ‘9c well, Didic exists and allows a secret communica- ton among druids in different guilds, such as Selesnya ‘and Golgar, bu such communication i rare. Thieves! ‘cant is widely used among street gangs and occasionally ‘among rogues in House Dimir and the Golgari Swarm. CHAPTER 1: CHARACTER CREATION He Paven’s HAnDROOK FScRIMES A TEP. by-step process of character ereation. Whea you create a character fora Ravaica cam: aign youl go through the same steps, with the added step of choosing a guild. ‘Creating a character begins with imagining the per ‘sn you want to play. The ten guilds of Ravnica provide a ‘way to jump-start your imagination and steer you toward certain character archetypes that can guide the rest of, ‘the decisions you make for your character. CHoosING A GUILD ‘Chapter 2 describes the ten gulls of Ravnica in detail. ow do you decide what guild you want your character to belong to? You can choose one of these approaches + Look atthe questionnaire, “What's Important to Me?", in this chapter. Letts questions and your choice ofan swers direct you to a guild that appeals to you or that Sounds ikea fan character to ple. + Read the guild descriptions in chapter 2and choose one that appeals to you. + Read the descriptions of races and classes in this chapter Guild membership recommendations fare provided foreach race and class, should one atch your eye. + Ifyou have access to MAGIC: THE GATHERING cards {on a Ravaiea se, nd a card that appealsto you and build that character + Ifyoutre a Macte player and you already have afavor- ‘te guild, create a character fom that guild. To reflect your character's membership in aguil you can ehoose the background included in the guild's ‘description instead of a background from the Player's Handbook or some other source. Also make a note of your eontacts. (Gumpiess Cuaracrers ‘You ean playa character who isnt a member ofa guil Choose one of the character backgroundsin the Player's Handbook or another source instead of one of thes backgrounds in chapter 2. Your guildless character can beof any class, race, and alignment. At the DM's option, you might have contacts within gulls, or the DM can invent contacts for you that aren't assceiated withthe {uilds of Ravnica in anyway. you want your character tooin a guild at a later ‘ime, the same guidelines apply asi the person were changing guilds, as described in chapter 2 RAcE AND CLASS Each guild description in chapter 2 provides suggested ces and classes for characters belonging to that guild ‘Some races have strong traditions that direct them to- ward certain guilds, bu exceptions exist. Ifyou choose a lass ora race that’s not typical for your gui, you might hhave trouble fvding a role in the guild—or, more aces- ‘ately, your superiors might have trouble iguring ovt ‘what t do with youbut that challenge ean be an inter: testing facet of your character's development. An atypical choice can also motivate your charactor to adventure independently from the gui ‘This chapter describes new races you can choose from: centaurs, goblins, loxodons, minotaurs, Simic hy- ‘ids, and wedalken. Italoo presents wonew subclass ‘options: the clerie's Order Domain and the druid’s Circle ‘of Spores. Every subclass in the Player's Handbook also receives a mention in this chapter, indicating the guilds where characters of those subclasses might find a home. ‘Once youve chosen your race and clas and recorded the Benefits you get from them, you can proceed with the remaining stops of characer creation as described in the Player's Handbook. BUILDING 4 PARTY Ws possible to put together a diverse party of D&D characters drawn from a single guild. The gull de: ‘scriptions in chapter 2 offer suggestions for what such a party might lok like. Convereely, your party can include Inembers of diferent guilds united by alliances or com: ‘non principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard colle ‘lon of individuals thrown together by uaforeseen ci ‘cumstances. The Party Makeup table in this section of {ers suggestions for how you might compose your party. “The tables of contacts in chapter can also help you create connections among the characters in your party. ‘Those tables deseribe family relationships, current and {former romantic connections, random acquaintances, ‘pas rivals, and many other ies that form among peo- ple in different guild. Let these tables inspire you as {you think about the circumstances that bring your party together. “Aithough conflicts among the guilds drive much of the action ina Ravnica campaign, is important nto Jot tha tension cause too mach friction in a party ofa ‘venturers. The D&D game relies on cooperation among the players 0 it's helpful forthe player characters to find common ground that unites them despite their di ferences in guild afiliation, deals, and agendas. Eve though some guild leaders (especially the villainous ‘nes might talk about exterminating oF dominating other guilds, many guild members have family ov fers friends and acquaintances among other guilds. ‘Those postive associations ean bind an adventuring party together. “The DM caa also use the Common Cause table in this section to iad a way to bring together characters who {orit kaw or trust each other Parry Maccur 4s Paty Makeup 1 Qne-Guild Paty. Chooses guid and vefert ede scription in chapter 2 or suggestions on buling the party around it 2 Classi Party Boros or Selesny late (Life Do main), Azoris or Boros Fighter (Champion arch: ype), Dimi or Coat rogue (Thief archetype), Boros or nxt wizard (School ef Erocation) 3 Law and Order Paty. Boros cer, Azorius ger, ‘Azo war, Boros ranger 4 Mad Science Party Simic dai, tae fhe tet aad, Simic monk 5 Shalers Paty. olga druid, Colgs fighter or ‘arg, Dimi rogue of monk, Dini wizard 6 Chaos Party Gruul druid, Grul barbarian, Rakdos warlock, Rakdos rogue 7 Nature ary Selesryacrid, Gruul barbara Simic wizard or Slesnya bard, Colgarrogue 8 eneuclent Party. Selezya cere, Soro plain, ‘otis wizard, Seles bard Common Cause ‘ds Reasons for Cooperating 1 Gellmates. The characters te prisoners in an Azo- ius prison, a Gaul camp, ot a Rakdos cage 2 Greater Theat. the characters are Sghingcech other when 2 rampaging warm attacks 2 Sudden Dang. The characters re rapped to ether by asinthol opening abuldingcolapsing ‘ora laboratory exploding. 4 Dream Team. A sringe dream ends esch charac: ter tothe same destination 5 Lost Together. the characters are hopeless lst in an unfamiliar part of the cy. © Detots By order oftheir gui leaders, the characters must cooperateto complete x secret, 7 Common Foe. villinis 3 common enemy to a he characters. 5 Door Die. The characters ae al trying to avert the ‘eatatrophe ofan allout war among the gus RACES ‘The people of Ravnica include members of many differ: ent races. Aside from humans, elves, and a smattering of hal-eves, the races from the Player's Handbook are unknown on Ravnica, unless they'e visiting from other worlds This chapter provides information about the following, common races of Ravnica, as well as racial traits for all of them but humansand elves: Humans on Ravnica are like those found on other D&D ‘worlds: adaptable, ambitious, and wildly diverse Eves. in their three common subraces, are trong as sociated with nature, the quintessential merging of human and horse, savor freedom and champion nature's cause. Goblins aze small ferce, stealthy, and some times comical Loxodons resemble humanoid elephanis with powerful bodies, stoic natures, and serene wisdom, Minotaurs on Ravnica are sophisticated tacticlans a ‘well a strong and fierce warriors ‘Simic hybrids are the results of the Simic Combine’s Guardian Project, which magically infuses the adap: tive qualities of certain animal species into human, lf or vedalken volunteers. Vedatken are tall blue skinned, and ingenious, with in stable curiosity and a penchant for invention. Hercnt ap WEIGHT. You can rol for your character's height and weight on ‘te Random Height and Weight table, See the Player's -Handtookfor humans, eves, and half eves. RaNooM HeicHT AND WelcHT Base Height Base Weight Race Height Modifier Weight Maier Centaur 60" 1410001 aaa} Goblin 55" 2d SIT Sine a —s humanoid bate option — Lovedon 67" 32002951. 44) sa ad 75th (ade) Sa 2610 N01 (ad Height ~ Base Height « Height Modiferin inches ‘Weight = (Base Weigh Height Modifier in pounds) = Weight Modifer HUMAN Humans are a seant majority among the peoples of Ravnica, dominating some guilds and barely rope: sented in others. As on other worlds, they aze inno: ‘ators, achievers, and pioneers whose daring and adapcability make them capable of great things-and at falls Not one ofthe paruns ofthe ten guilds was human, although the Ghost Council ofthe Orzhow Syndieate is ‘ofhuman origin. Likewise, no curreat guildmaster is hhuman. But humans are leutenants, advisors, and stra ‘gists in many guilds. Their ambition and drive propel them toward the top, but the sheer might of beings such as ancient dragons, sphinxes, and demons keeps hi ‘mans one rng down from the pinnacle of power. ‘The humans of Ravnica arc noless physically diverse than those of other words, Similarly. they are varied in ther inclinations they alone are found in every guild Homan Nawes One particular human tongue has triumphed overall others to become Ravnica’ Common language, and its phonemes and traditions shape the names of mast of Ravnica's humans. Humans sometimes borrow names from other races, but they have arch pool of traditional names to draw from. ” NATURE AND SCIENCE QUESTIONNAIRE: WHAT'S IMPORTANT TO ME? LEARNING. OTHER PEOPLE's SECRETS AND. KEEPING MY OWN Soctery AND Communtry wouLD Wurre ‘YOU RATHER SPEND ‘YOUR TIME? Ween A compaenensive ATTITUDE TOWARD y RD | “svsTEM OF Laws IntHe LABORATORY IN NATURE WITH ‘THE GROWING Tuzy Limit oR FREEDOMS BY IWant A HAND IN ‘VISION, TINKERING WITH ‘TECHNOLOGICAL DEVICES Moprrving. LIFE FORNS To SUIT MY PEACEFUL. community IN HARNONY WITH NATURE AGAIN SMASHING STUFF RECYCLING THE WASTE OF SOCIETY INTO NEW GROWTH. Rrorous REVELS AND PERFORMANCES. EXxPLosive Science "nos Tanipestune | | esvanutna | (yay pa THE GOOD OF pERuAL 70. ‘ocr | | *TARUSH omen? Domo wnar? |) CuEAnINe pines or eivitizarion Maurrary sowatene | | | wiousin tae Burtoixe 4 can onow JUSTICE Contracts AND | OBLIGATIONS (CHANNELING MY ZEAL, "FOR JUSTICE INTO FIGHTING (CHAOS AND EVIL. EXPERIMENTS The use of family names seems to be a peculiarly bu ‘man custom. Family names are passed down tochikiren from either parent, a family names of bath ther parent, For example, Micyl ‘Savod Zunieh was the son of Fonn Zunich and Jara YYod Savo. When other races use family names, they are ‘usually derived from some connection (ot necessarily a ‘Blood ie) ta a human family. Mate Human Names: Agmand, Agosto, Bell, Brey, ars, Dobromir. Dravin, Evern, Gorey, los, Janik Juri, Lannos, Lucian, Micas, Nikos, Obez, Otek, Osidar, Rogad, Sern, Sirsa, Tibor Trigor, Tear, Uazric, Valen, Vennick, Vict, Vorimir, Vuley,Zuntk Female Human Names: Ariss, Aszala, Bets, Bri, Briska, Dablya, Geetra, old, Jozia, Lavinia, Luda, Lyzolda, Milana, Miotri, Nefara, Pala, Pel, Ruba, Strava, Sli, Vina, Voka, Zia Family Names: Andon, Hara, Heir, Brea, Capobar Forenzad, Gerava, Gharti, Glozar, Gostok, Grezar, Helsk,Javya, Karlaus, Kirescu, Koba, Kos, Macav, Migellic, Ner,Nodov, Pelerine, Piha, Raina, Ringor Rokiric, Sav, Shon, Suseat, Tandris, Trl, Tyler, Yalenco, Vas, Vinloskaraa, Wenslauy, Yaszen ELr The elves of Ravnica areas mac at home inthe mar: kets of vy Lane and the inns of Oak Street as their kin fn ather worlds are in ancient forests and fey castle. They seale the spires of cathedrals and meditate in gar dens and greenblts. They are partof the city, contribut Jing ts ibrant life and sprawling growth while ens ing it never strays too fat from its roots in the earth Eves are associated with the principles and magic of nature, growth, and stability. Striving to live in harmony ‘wit both nature and the community of Ravnica, they are drawn to guilds tha share those ideals, particularly ‘Selesnya, Golgat, and Simic. The Grual Clans revere nature but set themselves in opposition to civilization, 0 the don't hold mich appeal forthe typieal et. ‘Ravniea's elves don't share the unearthly, haunting presence of their kin on other worlds, perhaps beeause Of the extent to which the city has rubbed off on them, They can easily be mistaken for human from certain angles particlary ifthe long, pointed ears and their ‘delicate facial features aren't apparent. Er Supraces. ‘As on other D&D words, Ravnica’ eves can be catego tized as high elves, wood eles, and dark eves, though there i litle physical difference among the thee sub- ‘aces here. Eies share the traits described in the Pla fer’ Handbook for their race and sabrace High Etves. The high elves of Ravniea have been subsumed into the Simie Combine and have lost their original tribal name, They are more slender than other elves, and they tend tohave angular features and pale kin that often verges toward greenish hues Wood Etves. The wood elves of Ravnica, called the Sihana, are strongly associated with the Selesny Conclave. Most guildless elves can also trace thet an cestry tothe Sithana. Their coloration covers the whole human range, and sometimes extends to green- or cop percolored hair Dark Elves. The word “row” in’ used on Ravnica, but the Devkatia elves are sometimes called the elves ofshadow. They are closely connected tothe Gelgash ‘Swarm, and because they generally ne underground they share other dark elves sensitivity to sunlight, Un like the drow of other worlds, their coloration is much the same as that of wood elves, though their hair is us ally dark brown or black Eur Names he tradition of using child names for young elves, as described in the Phyyer’s Handbook, was ever prac ticed on Ravnica, ithas long since died aat. Some traditional Elvish names remain in se, often modified by the influence of human names. Most elves dont use family names, Mate Names Alcarus, Aramin, Beryan, Carte, Ezoc, Gurras, Immeral, Jarad, Laucian, Mihas, Mandor, Mo, lander, Peren, Suniel Theren, Varis Female Names: Arin, ethrynns. Cevraya, Dainya Drusilia,Elga, Emimara, Fonn,leleny, eta, Karissa, Kirce, Meriele, Nayine, Niseka, Svania, Veszka, Yeva, CenTAUR Inthe sprawling city of Ravnien, where “open road seems like s contradiction and “open plain” is sheer honsense, centaurs nevertheless retain a love of| ‘wide spaces and the freedom to travel. As much as they can, centaurs run-in wide plazas, spacious parks, and expaases of rubble and ruin. They race the wind, hooves thundering and tail streaming behind them, until the next wall looms in thee path and brings them toa stop. Nature's CavaLey Centaurs have the upper oes, down tothe waist ‘of muscular humans, deplaying al the human ‘riery of skin tones and features. Their earsare slightly pointed, but their faces are wider and ‘squarer than those of elves. Below the waist they Ihave the bodies of small horses, with «similar ange of coloration from various shades of chest ‘nut or bay todappled or even zebratke striped patterns, Most centaure style ther hair and their tals ina similar way. Selesnya centaurs favo long, flowing hair. Gaul centaurs cut ther hair in rough, spiky styles. "The upper bodies of centaurs are comparable to human torsos in size, and thei lower equine bodies average about 4 fee tall atthe withers. Though they fre smaller than a human rider mounted on a horse, they il similar roles as cavalry warriors, messen ers, outriders, and scouts ArrinrTy For NATURE Centaurs have an afnity for the natural world, Among, the guilds that share that affinty,centaurs favor the rubbjebelts ofthe Grut Clans and the wie plazas of the Selesnya Conclave ove the undercity tunnels ofthe Golgari and the laboratories of the Simic. Centaurs celebrate life and growth, and the birth of ‘foal is always ease for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving ald ways and keeping alive the legends of ancestral heroes. They fee a close kinship with wild animals, pechaps because oftheir own horse like bodies, and delight in the feling of running along side herds and packs of other beasts. CLANS AND ComMmuNrTY Centaurs sense the interconnectedness ofthe natural world. Thus, they eelebrate family and community as ‘microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to ther individual eommuni- ties as well asthe uild as a whole. Theie love of history ‘and tradition also means that centaurs are more likely than most other Ravnians to join the same guild that their parents di, Cantar Names Centaurs given names are passed down through family lines. The name bestowed on anew foals typically the name ofthe most recently deceased family member ofthe same gender, keeping alive the memory—and, the centaurs believe, some shard of the spit ofthe ‘departed. Centaurs don't use family names, but they wear symbols tha represent there family membership. These symbols might include graphical representations of plants or animals, printed motoes, braids and beads ‘worn in the hair nd tail, or even specific patterns of ‘woven fabric. Mate Names: Bond, Roruvo, Choi, Drazan, Kozim, Milosh, Ninos, Oleks, Orval, Radovas, Radom, Rosts, ‘Sretyos, Tomisy Trio, Voim, Vladim, Yarog Female Names: Daa, Dunja, Einaya, Galisy, Iriya, otal Lala, Liisi, Madya, Mira, Ned, Niky (stan, Pinya, Rada, Raia, Stasoya, Tatna, Zhe doya,Zoria Centaur Tarts ‘Your centaur character has the following racial traits. These traits are also suitable forthe centaurs of other worlds where there are centaurs of fe origin. These Centaurs are smaller than the nonfey centaur that foam in some realms Ability Score Increase. Yous Seng score in creases by 2, nd your Wisdom score increases by 1 “Age. Centaurs mature and age at about the same rate 1s humans. ‘Alignment, Centaurs ae ioclined toward neutrality “Those who join the Selesnya are more often neutral good, while those who join the Geuul are typically c tie neat ‘Size. Centaurs stand between 6 and 7 fet tll, with their equine bodies eaching about 4 feet atthe withers Your sizes Medium. ‘Speed. Your base walking speed is 40 feet, Fey. Your creature type ise, rather than humanoid. (Charge. Ifyou move at least 30 fet straight toward a ‘target and then bit twit a meee weapon attack on the same tan, you ean immediately follow that attack with 3 bonus action, making one attack against the target with your hooves. ‘Hooves. Your hooves are natural melee weapons, which you can use to make wnarmed strikes. Ifyou hit ‘with them, you deal bludgeoning damage equal to Ldd + your Strength modiber, instead ofthe Bladgeoning dar ‘age normal for an unarmed strike ‘Equine Build. You count as one size larger when de termining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands snd fet is especialy difleul for you because of your equine legs. When you make such a elim, each foot of movement costs you 4 extra fee, instead ofthe normal I extra foot. ‘Survivor. You have proficiency in one of the following sullsofyour choice: Animal Handling, Medicine, Na ture, or Sarva ‘Languages. You can speak, read, an write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, fortis rich in vocabulary to deseribe natural phenomena and spiritual forces, GosLin ‘Whether sniveling in fear, cackling with mad laughter, for snarling ina fury, goblins are wretched and inconse ‘quentialat least in the eyes of most of Ravnica’s other {otk In thee own minds, though, they are content to hark Jn the shadows only until they fully come into thei own and receive the recognition they believe they deserve ‘They are entitled to some creat for their tenacity, ag crafty ingenuity, and dumb lack, all of which has abled them to survive in a world overrun with creatures larger and more powerful than they are SMALL AND Winy ‘Standing around 3 feet all and covered in warty green ‘or red skin. goblins have huge noses and ears Their wiry bodies are surprisingly strong, and their mouths are fall sharp, crooked teeth, Most goblins are bald, either by heredity or by choice, buta few boast shocks of re or black ait. Their arms and legs are elongated in proportion to their small bod ies, and their fingers and toes are also long and slender. “Many goblins prefer to go unshod to leave posed for climbing, Unrerrerep EMOTION Creatures of raw impulse, goblins are found among guilds thar walue that quality, particulary the Izzet (where they ypicaly serve as attendants for research rs), the Gruul (in camps that form hapless bles between the clans and civilized regions), the Rakos (putting their love of explosions to good use), and occa sionally the Boros if they discover a well of discipline And courage within themselves, or find themsenes unable to resist the ahininess of Boros weapons and ar ‘mor). Many goblins are guildless and make their way as members ofstrect gangs. Somes driven by wild mood swings, goblins have _sn inclination toward destruction, which can take a play ful form buts often anything but. Some goblins clobber things, others lke to light them on fire, and many lve to bow things up. Goblins have an outrageous sense of humor, usually expressed through mischievous pranks, The malicious among them find pleasure in the misfortune of others and tend to cackle maniacaly whenever theyre amused. ‘They ean act with apparent randomness, sometimes jus toconfuse and befuddle others, Gostin NAMES The Goblin language is fond of certain sounds, and gob- lin names tendo repeat those sounds to form what ean ‘sound like nonsense words. A gobln's name gives no Indication of gender, Goblin Names: Azzinax, Babolax, Blisanix, Crisiix, Dazzaz, Estris, Finzi, Juzba, Kaluzan, Lyzaxa, Miesi, Myznae, Nisipix, Paxizar, Ravixiz, Stix ‘Sunnix, Tzinox, Uxivoz, Vazozav, Wexiny,Zizix. Gost Tears You goblin character has the following racial traits. “Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score in- creases by L ‘Age. Goblins reach adulthood around age 8. They age noticeably fester than humans and though few gob. is live {0 old age, the most cautious rarely live longer than 60 years ‘Alléament. Most ofthe goblins of Ravnica are chaotic, with no inclination toward good or evil. ‘Size. Goblins are between 3and 4 fet all and weigh between 40 and 80 pounds. Your size is Smal. ‘Speed. Your base walking speed is 30 fet, Darkvision, You can see in dim light within 60 feet ‘of you aif t were bright ight and in darkness as iit were dim light. You can't discer color in darkness, only shades of gray Fury of the Small. When you damage a creature with an attack ora spell and the creature's size is larger than ‘yours, you ean cause the atack or spell to deal extra damage tothe creature. The extra damage equals your level, Once you use this trait, you eant use i again until you finish a short or long res. "Nimble Escape. You can take the Disengage or Hide action asa bontis action on each of your turns. Languages. You can speak, read and write Common ‘and Goblin, In Ravnica, Goblin i a simplistic language ‘ith a limited vocabulary and fui rules of grammar, Lunsuited for any sophisticated conversation Loxovon ‘The humanoid elephants called loxodons are often ‘oases of calm in the busy streets of Ravnica. They fhum or chant in sonorous tones and move slowly oF sitin perfect stillness, If provoked to action, loxodons are true terrors-bellowing with rage, trampeting and flapping their ears: Their serene wisdom, ferce loyalty and unwavering conviction are tremendous assets 0 their guilds. Lumnerine G1anrs LLoxodons tower above most ether humanoids, standing cover 7 feet tall. They have the heads—trunks, tusks, fears, and faces—of elephants, and hulking bipedal bod: tes covered by thick, leathery skin. Each of their hands has four thick digits, and their fet aze the Nat bottomed, ‘oval shaped fet of elephants. Tike that of an elephant, aloxodors trunk is a useful appendage. In adtton to providing a keen sease of smell, the trunk can be used to lift and carry even heavy ‘objects, The trunk can be used to carry both food and liquid to the mouth and can even acts a snorkel Girrep SroneworkeRs LLoxodons are tireless, patient artisans with an unri- valed intuition about their craft. Although they make rurturing spiritual leaders, their gift for stonework is ingrained that they are often at aloss when they try to impart that knowledge to others. Among the Selesaya, it primarily falls to loxodons to build the gis magni cent, eathedralike arboretum structures. RELENTLESSLY LOvAL LLoxodons believe inthe value of community and life and thus are most often found inthe Selestya Conclave. Some find fulillment in the cause of order by joining the Orahov Syndicate or the Azorius Senate LLoxodons belive thatthe members ofa group have a responsibilty to look ou for eachother. Once they have Joined a guild or bonded with other individuals in any ca pacity, losodons devote themselves fo maintaining that bond. They coordinate their efforts and are often willing ce themselves for the sake ofthe group. They ‘expect reciprocal loyalty and commitment from the ‘other members oftheir communities and can be severe intheir disappointment when thei trusts betrayed. The primary difference between loxadons who join diferent guilds is their sense ofthe sie ofthe comma nity they belong to. Fr ioxodons in the Selesnya Con: clave, ther community isthe world and all living beings init—everything valuable, meant to ive i harmony, and inerdependent, For Azorius loxodons, community pr- ‘marily means a society of diferent peoples who need ad- erence to law and order so they ean function together, For those in the Orzhov Syndicate, community means the syndicate alone, with is interests taking priority ‘over those of any other group. Loxopon Names ‘Aloxcdon's name includes subile tones, produced ina Joxodon's resonant nasal chambers that indicate status, family connection, and community role, Since most non-lexodons can't distinguish these underlying tones, letalone produce them, loxodons often translate them Into ties, such as Hierarch, Revered, Grandmother, Healer of Saint, when interacting with other races, Male Names: Bayul, Berov, Broo, Chesdumoy, Dobrun, Droosh, Gelomoy, Hen, lromoy, Kel. Nikoom, On- dros, Radomon, Svetel, Tomy), Throom, Vasool Female Names: Aj, Boja, Dancy, Dooia, Ely, Fa- noo, Ini Jeson, Katrun, Lyooda, Maya, Radu, Shula, Soolya. Totoor Vel. Vesmova, Yooin, Zari, Zooria Loxovon Trarrs ‘Yur loxodon character has the following racial traits Ability Score Increase. Your Constittion sore in creases by 2. and your Wisdom score increases by 1 ‘Ade. Loxodons physically mature athe same rate ashumans, bat they ive about 430 years, They highly value the weight of wisdom and experience and are con- sidered young until they reach the age of 60. Alignment. Most loxodons az lal, believing in the value ofa peaceful, ordered life, They also tend toward good. ‘Size. Loxovions stand between 7 and 8 fet tall. Theie massive bodies weigh between 300 and 400 pounds, Your size is Medium. Pomerful Build. You count as one siz larger when determining your carrying capacity and the weight you ‘can push, dag. or lift ‘Speed. Your base walking speed is 30 feet, Loxodon Serenity. Yos have advantage on saving throws against being charmed or frightened. ‘Natural Armor. You have thick, leathery skin, When you aren't wearing armor, your AC is 12 + your Con: Mitution modifier. You can use your natural armor to Rute Tip: AC CarcutaTions Don't Stack ‘When the game gives you mar than one way to calculate your Arar Clas, ou can use only ane of them, You ‘Shoose the one to use. For erample you have the ot ‘edor's Natural Armor tral and the monks Unarmored Defense fete, you Sort mx then together Instead, you choose which ae determines your AC. determine your AC if the armor you wear would leave you with alower AC. A shields benefits spply 1s normal while you use your navural armor. Trank. You can grasp things with your teank, and you can use it as snorkel. It has a reach ofS fet, and itean lift a number of pounds equal to five times your Strength score, You ean use io do the following simple tasks: if, drop, bold, push, or pull an abject ora creature; ‘open orclose a door or a container; grapple someone: ‘ormakean unarmed strike. Your DM might allow other simple tasks tobe added to that ist of options. ‘Your trunk cant wield weapons or shields or do any: thing that requires manual precision, such as using tools or magic items or performing the somati compo nents ofa set ‘Keen Smell, Thaniss to your sensitive trunk, you have advantage on Wisdom (Perception). Wisdom (Gurvival, and Intelligence (Investigation) checks that involve smell ‘Languages. You can speak, rea, nd write Common and Laxodo. MINOTAUR ‘The minotaurs of Ravnica are strongin body, dedica- tion, and courage. They are at home on the battled, willing to fight for their various causes. They combine « burning: fury in battle with keen tactics that make them ‘excellent commanders as well as valuable shock troops, Horns axp Hooves ‘Minotaurs are harrel-chested humanoids with heads re sembling those of halls. Theis horns range in size from about 1 foot long to great, curing weapons easily three times that length, They often ornament their horns with ‘metal rings or sheathe them in metal to protect them from damage Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males ave long tufts of hait on their chins and checks. Thee legs end in heavy, cloxen hooves. Minotaurs are born with long. tuted tails, but notaurs ofthe Ordrwun clan (and some others) have thir tails docked as part ofa coming ofage ceremony: ‘they find the heavy armor ofthe Boros legion much ‘more comfortable without a lng til in the way. STRENOTH AND ZEAL ‘Minotaurs are zealous an love battle. They are found among the Gruul Cans, bu the minotaurs ofthe Ordruun family ine, long associated withthe Boros Legion, are mach better known and respected, Boros Iminotaurs choose the precision ofthe legion over the fury ofthe pack, ‘Minotaurs tend to vent thelr outrage through violence, ‘but they arent generally quick to anger. They ae pas ionate, loving their friends and partners reel. and they laugh loud and lon at good jokes. Famuty anp GuiLp “Minotaur legends deseribe a small pantheon of heroes — perhaps they were ance thought of as gods—who estab- ished the minotaurs' place in the world. Every minotaur in Revnica claims descent irom one ofthese heroes. ‘The Ordruun line isthe most prominent, with thou ‘sands of members descended from an ancient hero who is said to have taught minotaurs the ars of war. Other important family lines include the Kharran line (prim: ilyassociated with the Gruul Scab cla), the Drendaa line ound seattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number inthe Rakdos as wel), Since each family ine has so many members, mi rovatirs don't usually find it helpful to connect the ‘name ofthe line to their personal namest even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordraaa line, be ‘would never call himself Grozdan Ordruun the way a human would Minotaur Names, ‘The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those ofthe revainers allies, overs, servants, enemies, and others ‘who played roles, however smal, in the lives of the he rors, Almost every minotaur name is drawn from that Jong lis of minor characters oflegend, so that those folk are never forgotten. Mate Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmnir, Drazhan, Grozdan, Kalazmir, Klatic, Me lislek, Nirikow, Prezhlek, Radolak, Rugitar, Sarovnek Searakov, Trovik, Vraslak, Yarvem Female Names: Akra, Bolsa, Ciea, Dakks, Drakisla, leska, Enka, lenaya,Jaska, Katka, Makla, Noraks, Pesha, Raisha, Sokal, Takyst, Vokya, Veska, Yelka Zarka, Zoka Minotaur Tratts Your minotaur character has the fellowing racial traits These traits are also suitable for minotaurs in other DAD worlds where these people have avoided the de ‘monic influence of Baphomet Ability Score Increase. Your Strength score increases by 2, and your Constitution score in creases by 1. ‘Alignment. Most minotaurs who join the Boros Legian lean toward laveful ligaments, while those associated with the Cult of Rakdos or the Gruul Cans tend toward chaotic alignments ‘Size. Minotaurs average over 6 fect in height, and they have stocky builds. Your size is Medium. ‘Speed. Your base walking speed is 30 feet. Horns. Your horas are natural melee weapons, which you can use to make unarmed strikes. Ifyou bit with them, you deal piercing damage equal to 16+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike ‘Goring Rush. Immediately after you use the Dash action on your turn and move atleast 20 feet, you ‘an make one melee attack with your horns as a bo “Hammering Horns. immediately sfter you hit crea ture with a melee altack as part ofthe Attack action ‘on our tur, you ean wea hens aetion to atempt toshove that target with your horns. The target must bbe no more than one size larger than you and within 5 feet ofyou. Unless t succeeds on a Strength saving throw against a DC equal 10 8+ your proficiency bo nus + your Strength modifier you push it up to 10 feet away from you. “Imposing Presence. You have proficiency in one of the following sills of your choice Intimidation or Persuasion, ‘Languages. You can speak, read, and write Common and Minotaue Simic Hysrip ee The Simic Combine uses magic to fuse diferent ie forms together In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals nto humans, elves, and vedalken. The goal ofthe Guardian Projects to build a Simic army of soldiers perfectly adapted 104 variety of combat situations. These hyper evolved spec: {mens are called Simic hybrid, though they sometimes refer to themselves as guardians, EXTENSIVE ADAPTATION Alybrid’s biologial enhancements can change its ap pearance drastically though most hybrids retain their basic physical form. All are augmented with character. istics of nimals, mostly aquatic, repiian, or amphibian creatures, These include erab claws, squid tentacles, ‘wings or fins like those of manta rays transhicent ‘or camouiaged skin, or sharklike maws filed with sharp teeth. Hybrids are the product of Sime magi. I's not i possible fora hybrid to leave the Simic Combine and join another guild, but the Sime wos! consider the in ividval a deserter. And the new guild might never fully weleamea hybrid who could easily be a Simic sy. Snic Hyarip Nawes A nybrid usually bears the name given by their human, ‘ello vedalken parents. Some hybrids assume a new name after their transformation a name chosen per sonally or by those who transformed them. Smaic Heri Trarrs Your hybrid character has the following racial traits, Ability Scare Increase. Your Constitution score in creases ty 2, and one other ability seare of your choice increases by 1 ‘Age. Hybrids begin their lives as adult humans, elves, lorvedallen. They age ata slightly accelerated rate, 80 their maximum lfespans are probably reduced some- what. The Guardian Project has not been operating long enough to observe the fall effect of this phenomenon Alignment. Most hybrids share the generally neutral outlook ofthe Simic Combine. They are more interested inscientific research andthe standing of thei guild than in moral or ethical questions. Those who leave the Combine, however; often do se because their philosoph ieal outlook and alignment are more inline with a diffe. cent guild's ‘Size. Your size is Medium, within the normal range of your humanoid base rae. ‘Speed. Your base walking speed is 30 fet Darkvision. You can see in din light within 60 feet lofyou asifitwerebrigh light, and in darkness as fit ‘were dim light. You cant discern color in darkness, only shades of gray Languages. You can speak, read, and wr and your choice of Elbish or Vedalken, ‘Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhance ment a 5h level At Istlevel, choose one of the following options: Common Manta Glide. You have rake fins that you can use as ‘wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 fee from the fall when calculating falling damage, and you can move up 10 2 feet horizontally for every I foot you descead [Nimble Climber. You have a climbing speed equal to ‘yur walking speed Underwater Adaptation. You can breathe air and wat ter, and you have a swimming speed equal o your walking speed. At Sth level your body evolves further, developing new ‘characteristics. Choose one of the options you didnt take at Ist level, or one ofthe following options: Grappling Appendages. You have (wo special append: ‘ages growing alongside your arms. Choose whether ‘theyre both claws or tentacles. As an action you can use one of them try to grapple ereature. Each one is also. natural weapon, which you can use to make an unarmed strike. Ifyou hit with if the target takes hludgeoning damage equal to 146 + your Strength ‘modifier, instead of the bludgeoning damage normal foran unarmed strike. Immediately after biting, oa can iro arapple the target asa bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized ‘Carapace. Your skin in places is covered by a thice shell You gain a +1 bonus to AC when you're not wear ing heavy armor. ‘Acid Spit. Asan action, you can spray aid from glands ‘in your mouth targeting one creature or object you can sce within 30 feet of you. The target takes 2410 facid damage unless it succeeds on a Dexterity saving throw against DC equal t0 8+ your Constitution modifier + your proficiency bonus. This damage i {reases by 1d10 when you reach 11th level 3410) nd 17eh level (110), You can se this trata number of times enual to your Consitution modifier (minimum of once), and you regain all expended uses of it when you Finish slong rest VEDALKEN Nothing is perfect. Vedalken not only believe this fact, they ejlce int. Every imperfection isa chance for im- provement, and progress isan endless march toward a State of perfection that can ever be reached. This view Point leads vedalkes to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by ‘every opportunity for improvement. Vedalken are tl and slender, standing almost a head tallerthan humans on sverage but weighing about the same, Their hairless skin comes in arange of shades of blie. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and lat, and they are partially amphibious. Coot RaTionaLiry Despite being talkative, vedaken keep their personal lives private-and they tend to engage more with ideas than with people, They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them. "To members of other races, vedalken often seem cold even emotionless. That assessment ist fair—they fel motion every bit as intensely as othe folk do, but they fare skilled af no displaying it. Cool rationality guides their actions, they make and fellow careful plans, and they ae patient enough o do nothing when the ideal ‘otcome relies on such inaction. REASONING TOWARD PERFECTION Their curious intellects and rational minds inline vedalken toward membership inthe Azorius Senate, the Simic Combine, and (less often) the Izzet League. What rer their guild afliation, they put ther inteligence to tse in crafting and improving things, whether those things are laws, procedures, or magical sciences. fedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, ‘careful deiheration, and controlled experimentation rect their energy toward perfecting themsehes, whether by means of Simic bioengineering ‘or through extensive studs and others concentra perfecting society through the careful drafting and ap plication of laws. VEDALKEN NaMes Vedalken are given names at birth, bt usually choose new names for themselves as part of their transition into adulthood. They rarely use fanily names. Mate Names: Aglar, Belli, Dall, Fiellan, Kavin ‘Koplony, Lomar, Mathvan, Moda, Nebun, Nhillosh, [itt Otrovae, Ovlan, Plener, ill Trivaz, Ulin Yolov,Zataz Female Names: Axi Barvisa, Brazia, Deel Fainn, riya, Hallia, Katie, Kovel Lilla, Mirela, Mori Nedress, Oseya, Plerenn, Roya, Sestr, Tvel, Uzana, Yarauhiya, Ziovol Vepacken TRAITS Your vedallen character has the following racial traits “Ability Score Increase. You Intelligence score in creases by 2, and your Wisdom score increases by 1 "Age. Vedalken mature slower than humans do, reac ‘maturity around age 40. Ther ie span is typically ‘350 years, with some living to the age of 500. “ligament. Vedalken ace usually awl and noweevi ‘Sie. Tall and slender, Vedalken stand 6 © 6! feet tallon average and usually weigh less than 200 pounds Your size is Medium. ‘Speed. Your base walking sped is 30 feet, Vedalken Dispassion. You have alvantage on all In teligence, Wisdom, and Charisma saving throws. Tireless Preeiaion, You are proficient inane ofthe following skills of your choice: Areana, History, Loves gation, Medicine, Performance, or Sleight of Hand, You fre also proficient with one tool of your choice, ‘Whenever you make an ability check with the chosen skill or tool, roll ad and add the number rolled tothe check’ total ‘Partially Amphibious. By absorbing oxygen through your skin, you ean breathe underwater for up 1 1 hou ‘Once youve reached that Limit, you cant se this trait again until you nish a loageest ‘Languages. You can speak, read, and write Common, \Vedalken, and one other language of your choice. CLASSES BY GUILD Your character can have any lass that appears inthe Player's Handbook (or other sources, with your DM's permission) Certain classes and subelasses are espe Cally appropriate for particular guilds, electing the traditions and traning of those guilds. This section can help you choose a guild if you already know what elas you waat to play. Bal " you want to playa barbarian, your most likely auild home isthe Gruul Clans, but you could also put Your rage to work in the wild spectaces ofthe Cult of Rak. Gruul barbarians ofthe Zhur-Taa clan often choose the path of the Totem Warrior and a boar totem spirit The effects are the same as fora bear spirit ARIAN BARBARIAN, subelss cuit ath ofthe Ancestral Gardian® ou Dathf the Berserker ru, Rakes Path ofthe Storm Herald rad Path of the Totem Warir ru Path ofthe Zealt® Boro, Rakde Appears in Xanathor’s Guide to Everything Bano Sh ea Say aoe ae Baro Subclass cuits College of amour College of tore Selesnya ‘zou, Slesnyt Collegeof Swords* aidos Collegeof valor akdos College of whispers Dimie Appears Xonethar's Guide to Everything CueRic “Though the worship of gods isn't wide spread in Ravnica, clerics dedicated to more abstract principles do exist, primarily within the Azorius Senate, the Boros Legion, the Gruul Cans, the Orzhow Syndicate, and the Selesnya Conclave. They most often use their guild insignia as holy symbols Currie Subclass ui Forge Domain Boros Knowledge Domain ‘Azores Lie Domain Boros, Selesnya Light Domain Boros Nature Domain Selesrya Order Domain== sors, Orzhor Tempest Domain rut War Domain Boros shppears in Xenothar’s Guide to Everything sNppears in this chapter Drurp Druid characters are typically associated with the Gol ari Swarm, the Gruul Clans, the Selesnya Conclave, find the Simic Combine, Druid circles do not cross guild bow 1 fact that a Golgari druid and a Selesaya ‘rid both belong tothe Circle ofthe Land does not nee ‘essary reate common ground between them. Dru Subclass ui CGicleof Oresmes ——Selesnya GicleofSporese® —Goigart Subclass cuts Circe ofthe Land olga forest, swamp, Under dar) Selesrya (foes. grassland), Simic (coast forest) ice ofthe Moon Gruul Gicle ofthe Shepherd Slesrya “Appears in Xanathor’s Guide to Everything ‘= Appess inthis chapter FIGHTER Fighiere are common in almost every guild with Dimi asthe notable exception. Ina world where constant tension among the guilds often blooms into physical vo: lence. fighters are the core of most guilds defenses, Ficnrer Subclns itd ‘Arcane aicher® Seley Bate Master Arorue, Bors, Orshow Seesnys Cavalier Asorus, Boroe champion ‘Azo, Boros, Gogu, Grus ‘Orshow Rakdos,Slesnya, Simic Eldrech knight Azorus, Brae, fae, Rakdos “Appears in Xonathr’s Guide to Evenshing Monk Unarmed fighting styles lke those practiced by monks sre uncommon on Ravnica, but a few uilds—House Di mir, the Selesnya Conclave, and the Simic Combine —do have contemplative traditions that include chanaeling magic inthe form of ki Monk Subse cuit Way of Shadow ns Way ofthe Four Elements Simic focus on water and tirelated dacipnes) Way ofthe Open Hand Selesnya, Simic Way ofthe Sun Soult Boros *Appearsin Xonathors Guide to Eventing PALADIN ‘The lyaly of paladin is appreciated most by those guilds that value oaths of service, namely the Azorius ‘Senate, the Boros Legion, and the Selesnya Conclave, Pavaoin, Subclass cut (OxthofConquest* Orzhow sth of Devetion Boros Oth of Redemption® Selesnya Osthofthe Ancients selesnya ‘athe vengeance ‘Aorss “Appears in Xonathors Guide to Everhing RANGER ‘Standing as a bastion between clilization and the wit

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