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Advanced 5th Edition: Ravnica

Supplement

Reworked and New Classes for D&D 5th Edition

by RLBK

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Forward
Here contains the guildmage, a guildmage variant specific for the Ravnica Setting. The class, special
features, and spells are defined within.

Contents
Forward ............................................................................................................................................................................................................................... 2
Contents ............................................................................................................................................................................................................................. 2
The Guildmage ................................................................................................................................................................................................................. 3
Simic Adaptations..........................................................................................................................................................................................................16
Guildmage Guild Specific Spells ...............................................................................................................................................................................20
Guild Familiars ................................................................................................................................................................................................................40

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The Guildmage
Proficiency Cantrips Spells Spell Slot
Level Bonus Features Known Known Slots Level Invocations
1 +2 Pact Magic, Guild Patron 2 2 1 1st —
2 +2 Guild Invocations 2 3 2 1st 2
3 +2 Pact Boon 2 4 2 2nd 2
4 +2 Ability Score Improvement 3 5 2 2nd 2
5 +3 Guild Influence 3 6 2 3rd 3
6 +3 Guild Patron feature 3 7 2 3rd 3
7 +3 Consumptive Power 3 8 2 4th 4
8 +3 Ability Score Improvement 3 9 2 4th 4
9 +4 Great Boon 3 10 2 5th 5
10 +4 Guild Patron feature 4 10 2 5th 5
11 +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12 +4 Ability Score Improvement 4 11 3 5th 6
13 +5 Mystic Arcanum (7th level 4 12 3 5th 6
14 +5 Guild Patron feature 4 12 3 5th 6
15 +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16 +5 Ability Score Improvement 4 13 3 5th 7
17 +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18 +6 Grand Boon 4 14 4 5th 8
19 +6 Ability Score Improvement 4 15 4 5th 8
20 +6 Summon Guild Champion 4 15 4 5th 8

Class Features
As a guildmage, you gain the following class features. Equipment
You start with the following equipment, in addition to
Hit Points the equipment granted by your background:
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
• (a) a light crossbow and 20 bolts or (b) any simple
Hit Points at Higher Levels: 1d8 (or 5) + your
weapon.
Constitution modifier per level after the first.
• (a) a component pouch or (b) an arcane focus
Proficiencies • (a) a scholar's pack or (b) a dungeoneer's pack
Armor: light armor • Leather armor, any simple weapon, and two daggers
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Deception, History,
Intimidation, Investigation, Nature, and Religion.

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Pact Magic
Spell save DC = 8 + your proficiency bonus + your
Your arcane research and the magic bestowed on you Charisma modifier
by your patron have given you facility with spells.
Spell attack modifier = your proficiency bonus + your
Cantrips Charisma modifier
You know two cantrips of your choice from the
guildmage spell list. You learn additional guildmage Spellcasting Focus
cantrips of your choice at higher levels, as shown in the You can use an arcane focus as a spellcasting focus for
Cantrips Known column of the Guildmage table. your guildmage spells.

Spell Slots Otherworldly Patron


The Guildmage table shows how many spell slots you
At 1st level, you have struck a bargain with an
have to cast your guildmage spells of 1st through 5th
otherworldly being chosen from the list of available
level. The table also shows what the level of those slots
patrons. Your choice grants you features at 1st level
is; all of your spell slots are the same level. To cast one
and again at 6th, 10th, and 14th level.
of your guildmage spells of 1st level or higher, you
must expend a spell slot. You regain all expended spell
slots when you finish a short or long rest. Guild Invocations
In your study of occult lore, you have unearthed
For example, when you are 5th level, you have two
eldritch invocations, fragments of forbidden knowledge
3rd-level spell slots. To cast the 1st-level spell witch
that imbue you with an abiding magical ability.
bolt, you must spend one of those slots, and you cast it
as a 3rd-level spell.
At 2nd level, you gain two eldritch invocations of your
choice. A list of the available options can be found on
Spells Known of 1st Level and Higher the Optional Features page. When you gain certain
At 1st level, you know two 1st-level spells of your guildmage levels, you gain additional invocations of
choice from the guildmage spell list. your choice, as shown in the Invocations Known
column of the Guildmage table.
The Spells Known column of the Guildmage table
shows when you learn more guildmage spells of your Additionally, when you gain a level in this class, you can
choice of 1st level and higher. A spell you choose must choose one of the invocations you know and replace it
be of a level no higher than what's shown in the table's with another invocation that you could learn at that
Slot Level column for your level. When you reach 6th level.
level, for example, you learn a new guildmage spell,
which can be 1st, 2nd, or 3rd level. If an eldritch invocation has prerequisites, you must
meet them to learn it. You can learn the invocation at
Additionally, when you gain a level in this class, you can the same time that you meet its prerequisites. A level
choose one of the guildmage spells you know and prerequisite refers to your level in this class.
replace it with another spell from the guildmage spell
list, which also must be of a level for which you have
spell slots.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift
Spellcasting Ability upon you for your loyal service. You gain one of the
Charisma is your spellcasting ability for your guildmage following features of your choice
spells, so you use your Charisma whenever a spell
refers to your spellcasting ability. In addition, you use Pact of the Blade
your Charisma modifier when setting the saving throw You can use your action to create a pact weapon in
DC for a guildmage spell you cast and when making an your empty hand. You can choose the form that this
attack roll with one. melee weapon takes each time you create it (see

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chapter 5 for weapon options). You are proficient with
it while you wield it. This weapon counts as magical for Guild Influence
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. At 5th level, you can tap into your inner master's
power to try to conjure success from failure. When you
Your pact weapon disappears if it is more than 5 feet make an ability check that fails, you can reroll the d20,
away from you for 1 minute or more. It also disappears and you must use the new roll, potentially turning the
if you use this feature again, if you dismiss the weapon failure into a success. You must take a short rest before
(no action required), or if you die. using this feature again.

You can transform one magic weapon into your pact Consumptive Power
weapon by performing a special ritual while you hold
the weapon. You perform the ritual over the course of At 5th level, you can draw on your own life force to
1 hour, which can be done during a short rest. You can recover a lost spell slot. As a bonus action, you can
then dismiss the weapon, shunting it into an recover a lost spell slot by expending a number of hit
extradimensional space, and it appears whenever you dice equal to the value of spell slot level regained in
create your pact weapon thereafter. You can't affect an this way.
artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you You must take a long rest before using this feature
perform the 1-hour ritual on a different weapon, or if again.
you use a 1-hour ritual to break your bond to it. The
weapon appears at your feet if it is in the Great Boon
extradimensional space when the bond breaks.
At 9th level, your boon becomes stronger:
Pact of the Chain
Great Pact Weapon
You learn the find familiar spell and can cast it as a
Your pact weapon deals an additional 2d6 force
ritual. The spell doesn't count against your number of
damage when you strike with it and has a reach of 10
spells known.
ft. You can also use it to make a ranged spell attack up
to 30 ft. If you hit, you deal 2d6 force damage.
When you cast the spell, you gain the familiar
associated with your guild. See table at the end of the
document. Great Familiar
Your familiar grows into a stronger form. See the
Additionally, when you take the Attack action, you can familiar table at the end of the document to see what
forgo one of your own attacks to allow your familiar to grand familiar each guild has.
use its reaction to make one attack of its own.
Great Tome
Pact of the Tome You learn four new spells and two cantrips of your
Your patron gives you a grimoire called a Book of choice from ANY spellcaster list. You gain the wizard's
Shadows. When you gain this feature, choose three arcane recovery feature.
cantrips from any class's spell list. The cantrips do not
need to be from the same spell list. While the book is Great Talisman
on your person, you can cast those cantrips at will. You can use your action to grant all willing creatures of
They don't count against your number of cantrips your choice that can see and hear you within 60 ft. a
known. Any cantrip you cast with this feature is d10 inspiration die. You must take a long rest before
considered a guildmage cantrip for you. If you lose using this feature again.
your Book of Shadows, you can perform a 1-hour
ceremony to receive a replacement from your patron. You can use your bonus action to grant yourself a d10
This ceremony can be performed during a short or long inspiration die. You can use this a number of times a
rest, and it destroys the previous book. The book turns
to ash when you die.

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day equal to your intelligence modifier before requiring • For the imp, it becomes your choice of a bearded
a long rest. devil, incubus, or succubus.
• For the quasit, it becomes your choice of a shadow
Mystic Arcanum demon, incubus, or succubus.
• For the lantern archon, it becomes a lesser unicorn
At 11th level, your patron bestows upon you a magical (No legendary actions or regional effects).
secret called an arcanum. Choose one 6th-level spell • For the sprite, it becomes a dryad spirit.
from the guildmage spell list as this arcanum. • For the Pseudodragon, it becomes a wyvern
(Reduced threat version, is medium instead of large)
You can cast your arcanum spell once without
expending a spell slot. You must finish a long rest
before you can do so again. Grand Tome
Choose a 6th, 7th, 8th, and 9th level guildmage spell to
At higher levels, you gain more guildmage spells of learn. You can choose either of the spells you know at
your choice that can be cast in this way: one 7th-level each level when you use your mystic arcana feature.
spell at 13th level, one 8th-level spell at 15th level, and
one 9th-level spell at 17th level. You regain all uses of You can cast an additional 6th and 7th level spell each
your Mystic Arcanum when you finish a long rest. day through mystic arcana (total of two slots for 6th
and 7th level spells)
Grand Boon
Grand Talisman
At 18th level, your boon becomes stronger: When you roll initiative, creatures of your choice start
the encounter with a d10 inspiration die. Other
Grand Witchblade creatures of your choice gain a d10 undermining die.
Your coven weapon deals an additional 2d6 force Creatures affected by this ability must be within 60 ft.
damage when you strike with it and has a reach of 10 that you can see.
ft. You can also use it to make a ranged spell attack up
to 30 ft. If you hit, you deal 2d6 force damage. While you gain an inspiration die, you gain temporary
hitpoints equal to your level. When you expend an
Grand Familiar inspiration die, you gain advantage on your next attack.
Your familiar grows into a Dire form. For example, if it
was a bat, it becomes a dire bat. Dire forms use the Summon Guild Champion
'Giant' stat block of the familiar creature it was based
of off and get the following benefits: At 20th level, your faithful service to your guild has
earned you the ability to summon their guild champion
in a time of great need. As an action, you open a
• They gain a bonus to their hitpoints equal to thrice
dimensional gate in any location you can see and has
your level.
enough space within 30 ft. Your guild champion
• They gain a bonus to proficiency equal to your
appears in that space on your next turn. Once
Charisma modifier (minimum 1).
summoned, your guild master acts on its own volition,
• Their attacks are considered magical for the purpose
separate from you. Use the guild champion Statblock
of overcoming resistance.
that matches.
• They gain the Magical Resistance feature.
• They gain Multiattack; can make three attacks each
turn with any attack options. Guild Patron
• They deal 1d8 additional force damage with their You have struck a bargain with an otherworldly being
attacks. chosen from the list of available patrons.

Instead of taking on a dire form, the special familiars Azorius Senate


transform into a new creature based on the form:

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You have made a pact with the Azorius Senate, which regain all expended uses of it when you finish a long
seeks to achieve absolute order through the perfection rest.
of the laws that govern Ravnica. Warlocks of the
Azorius are generally part of arcane police forces, with Binding Authority
some serving as bounty hunters. Others serve as At 10th level, you can use your power to exert an
eldritch bodyguards, making up a secret service to intimidating presence over others.
protect powerful members of the Senate.
As an action, you present your holy symbol, and each
Bonus Cantrips creature of your choice that can see or hear you within
At 1st level, you learn the search warrant cantrip. it 30 feet of you must succeed on a Wisdom saving throw
counts as guildmage cantrips for you, but it doesn’t or be restrained and frightened by you until the end of
count against your number of cantrips known. your next turn or until the restrained and frightened
creature takes any damage. You can also cause any of
Azorius Guildmage Expanded Spells the restrained and frightened creatures to drop what
they are holding when they fail the saving throw.
Spell Level Spells
1st Sentinel Beam, Command
2nd Deploy Aerolites, Zone of Truth You must take a short or long rest before using this
3rd Absorb, Clairvoyance feature again.
4th Depose, Arcane Eye
5th Supreme Verdict, Dominate Person Order’s Wrath
Starting at 14th level, enemies you designate for
Bonus Proficiencies destruction wilt under the combined efforts of you and
At 1st level, you gain proficiency with medium armor your allies. If you deal damage to a creature on your
and heavy armor. You may use Constitution instead of turn, you can curse that creature until the start of your
Strength for armor requirements. You also gain next turn. The next time one of your allies hits the
proficiency in the Intimidation or Persuasion skill (your cursed creature with an attack, the target also takes
choice). 2d8 psychic damage, and the curse ends. You can curse
a creature in this way only once per turn.
Voice of Authority
Starting at 1st level, you can invoke the power of law to Boros Legion
drive an ally to attack. If you cast a spell with a spell
slot of 1st level or higher and target an ally with the You have made a pact with the Boros Legion, which
spell, that ally can use their reaction immediately after seeks justice against all that would harm the citizens of
the spell to make one weapon attack against a creature Ravnica. In Ravnica, Boros warlocks call upon the magic
of your choice that you can see. of their Legion to lead the charge against their enemies
as blessed champions of battle. Their presence alone
If the spell targets more than one ally, you choose the bolsters allies with righteous power.
ally who can make the attack.
Bonus Cantrips
Embodiment of the Law At 1st level, you learn the withstand cantrip. it counts
At 6th level, you become remarkably adept at as guildmage cantrips for you, but it doesn’t count
channeling magical energy to compel others. against your number of cantrips known.

If you cast a spell of the enchantment school using a Boros Guildmage Expanded Spells
spell slot of 1st level or higher, you can change the Spell Level Spells
spell's casting time to 1 bonus action for this casting, 1st Response, Bless
provided the spell's casting time is normally 1 action. 2nd Intervention, Prayer of Healing
3rd Wear and Tear, Crusader’s Mantle
You can use this feature a number of times equal to 4th Resurgence, Aura of Purity
5th Brightflame, Banishing Smite
your Wisdom modifier (minimum of once), and you

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Bonus Proficiencies This feature’s effect increases to 30 ft. at 18th level.
At 1st level, you gain proficiency with longswords,
short swords, hand crossbows, heavy crossbows,
shields, medium armor, and heavy armor. You may use House Dimir
Constitution instead of Strength for armor
You have made a pact with House Dimir, which uses its
requirements.
expansive network of spies to manipulate every inch of
Ravnican society. House Dimir warlocks use magic
Battle Tactics subtlety and with discretion. Ideally, they prefer that
Starting at 1st level you gain a combat style and no one ever realize magic was involved at all.
combat maneuver of your choice. Every odd level
thereafter, you gain a combat maneuver of your
Bonus Cantrips
choice.
At 1st level, you learn the shadow of doubt cantrip. it
counts as guildmage cantrips for you, but it doesn’t
Legion’s Might
count against your number of cantrips known.
Beginning at 1st level you can push yourself beyond
your normal limits for a moment. On your turn, you
and creatures of your choice within 10 ft. can take one Dimir Guildmage Expanded Spells
additional action (they take the action during your Spell Level Spells
turn). 1st Dark Mark, Silent Image
2nd Psychic Drain, Pass Without Trace
3rd Syncopate, Blink
Once you use this feature, you must finish a short or
4th Dispersal, Phantasmal Killer
long rest before you can use it again. This feature’s 5th Stolen Identity, Passwall
effect increases to 30 ft. at 18th level.
Master of Intrigue
Extra Attack When you choose this archetype at 1st level, you gain
Beginning at 6th level, you can attack twice, instead of proficiency with the disguise kit, the forgery kit, stealth
once, whenever you take the Attack action on your (Dexterity) skill, and Sleight of Hand (Dexterity) skill.
turn. You also learn two languages of your choice.

Legion’s Vigor Additionally, you can unerringly mimic the speech


Beginning at 10th level you can restore the stamina of patterns and accent of a creature that you hear speak
your allies. On your turn, you can use a bonus action to for at least 1 minute, enabling you to pass yourself off
restore hit points equal to 1d10 + your guildmage level as a native speaker of a particular land, provided that
to all creatures of your choice within 10 ft. of your you know the language.
choice.
Master of Tactics
Once you use this feature, you must finish a short or Starting at 3rd level, you can use the Help action as a
long rest before you can use it again. This feature’s bonus action. Additionally, when you use the Help
effect increases to 30 ft. at 18th level. action to aid an ally in attacking a creature, the target
of that attack can be within 30 feet of you, rather than
within 5 feet of you, if the target can see or hear you.

Legion’s Protection Insightful Manipulator


Beginning at 14th level you can reroll a saving throw Starting at 6th level, if you spend at least 1 minute
that you fail. If you do so, you must use the new roll. observing or interacting with another creature outside
You can use this feature three times before requiring a combat, you can learn certain information about its
long rest. You can also grant a use of this feature to capabilities compared to your own. The DM tells you if
another creature of your choice within 10 ft. as a the creature is your equal, superior, or inferior in
reaction. regard to two of the following characteristics of your
choice:

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2nd Morbid Bloom, Blindness/Deafness
• Intelligence score 3rd Putrefy, Animate Dead
• Wisdom score 4th Deathsprout, Blight
5th Death Mutation, Raise Dead
• Charisma score
• Class levels (if any)
Halo of Spores
At the DM's option, you might also realize you know a Starting at 2nd level, you are surrounded by invisible,
piece of the creature's history or one of its personality necrotic spores that are harmless until you unleash
traits, if it has any. them on a creature nearby. When a creature you can
see moves into a space within 10 feet of you or starts
its turn there, you can use your reaction to deal 1d4
Misdirection necrotic damage to that creature unless it succeeds on
Beginning at 10th level, you can sometimes cause
a Constitution saving throw against your spell save DC.
another creature to suffer an attack meant for you.
The necrotic damage increases to 1d6 at 6th level, 1d8
When you are targeted by an attack while a creature
at 10th level, and 1d10 at 14th level.
within 5 feet of you is granting you cover against that
attack, you can use your reaction to have the attack
target that creature instead of you.
Symbiotic Entity
At 2nd level, you gain the ability to channel magic into
your spores. As an action, you can expend a use of your
Soul of Deceit Wild Shape feature to awaken those spores, rather
Starting at 14th level, your thoughts can't be read by
than transforming into a beast form, and you gain 4
telepathy or other means, unless you allow it. You can
temporary hit points for each level you have in this
present false thoughts by succeeding on a Charisma
class. While this feature is active, you gain the
(Deception) check contested by the mind reader's
following benefits:
Wisdom (Insight) check.
• When you deal your Halo of Spores damage, roll the
Additionally, no matter what you say, magic that would
damage die a second time and add it to the total.
determine if you are telling the truth indicates you are
• Your melee weapon attacks deal an extra 1d6
being truthful if you so choose, and you can't be
necrotic damage to any target they hit.
compelled to tell the truth by magic.
These benefits last for 10 minutes or until you lose all
Golgari Swarm these temporary hit points.
You have made a pact with the Golgari Swarm,
harvesting power from death and decay, and the Fungal Infestation
creatures that thrive with it. While the druids of Golgari At 6th level, your spores gain the ability to infest a
align with the fungal growths that support the corpse and animate it. If a beast or a humanoid that is
Ravnican Ecosystem, Golgari warlocks align themselves Small or Medium dies within 10 feet of you, you can
with insects and other vermin that inhabit the use your reaction to animate it, causing it to stand up
undercity, becoming their allies and infusing their immediately with 1 hit point. The creature uses the
magic with caustic essence. zombie stat block in the Monster Manual. It remains
animate for 1 hour, after which time it collapses and
dies.
Bonus Cantrips
At 1st level, you learn the undergrowth cantrip. it In combat, the zombie's turn comes immediately after
counts as guildmage cantrips for you, but it doesn’t yours. It obeys your mental commands, and the only
count against your number of cantrips known. action it can take is the Attack action, making one
melee attack.
Golgari Guildmage Expanded Spells You can use this feature a number of times equal to
Spell Level Spells your Wisdom modifier (minimum of once), and you
1st Abrupt Decay, False Life

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regain all expended uses of it when you finish a long Unarmored Defense
rest. While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
Spreading Spores modifier. You can use a shield and still gain this benefit.
At 10th level, you gain the ability to seed an area with
deadly spores. As a bonus action while your Symbiotic Reckless Assault
Entity feature is active, you can hurl spores up to 30 Starting at 1st level, you can throw aside all concern for
feet away, where they swirl in a 10-foot cube for 1 defense to attack with fierce desperation. When you
minute. The spores disappear early if you use this make your first attack on your turn, you can encourage
feature again, if you dismiss them as a bonus action, or your allies to attack recklessly. Doing so gives you and
if your Symbiotic Entity feature is no longer active. creatures of your choice within 10 ft. advantage on
melee weapon attack rolls using Strength during this
Whenever a creature moves into the cube or starts its turn, but attack rolls against you have advantage until
turn there, that creature takes your Halo of Spores your next turn.
damage, unless the creature succeeds on a
Constitution saving throw against your spell save DC. A The range of this ability increases to 30 ft. at 18th level.
creature can take this damage no more than once per Creatures affected by your pandemonium that can see
turn. and hear you (regardless of distance) are also affected
by this feature.
While the cube of spores persists, you can't use your
Halo of Spores reaction.
Danger Sense
At 1st level, you gain an uncanny sense of when things
Fungal Body nearby aren't as they should be, giving you an edge
At 14th level, the fungal spores in your body alter you: when you dodge away from danger. You have
you can't be blinded, deafened, frightened, or advantage on Dexterity saving throws against effects
poisoned, and any critical hit against you counts as a that you can see, such as traps and spells. To gain this
normal hit instead, unless you're incapacitated. benefit, you can't be blinded, deafened, or
incapacitated.
Gruul Clans
You have made a pact with the Gruul Clans, an alliance
Fast Movement
of anarchist groups that seek to restore Ravnica to its Starting at 6th level, your speed increases by 10 feet
natural state through the destruction of industrialized while you aren't wearing heavy armor.
society. Gruul warlocks harness primal elemental magic
to gain an advantage against the other guilds of Feral Instinct
Ravnica. At 6th your instincts are so honed that you have
advantage on initiative rolls.
Bonus Cantrips
At 1st level, you learn the savage surge cantrip. it Pandemonium
counts as guildmage cantrips for you, but it doesn’t At 10th level, you can incite those around you into a
count against your number of cantrips known. rage. As a bonus action, you can incite pandemonium.
Each creature of your choice that is within 120 feet of
Gruul Guildmage Expanded Spells you and aware of you must make a Wisdom saving
throw against a DC equal to 8 + your proficiency bonus
Spell Level Spells
+ your Charisma modifier. A creature that fails enters a
1st Cindervines, Animal Friendship
rage for 1 minute. The creature can repeat the saving
2nd Artifact Mutation, Barkskin
3rd Storm Strike, Conjure Animals throw at the end of each of its turns, ending the effect
4th Rhythm of the Wild, Dominate Beast on itself on a success.
5th Firespout, Wrath of Nature

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Once you use this ability a number of times equal to Spell Level Spells
your proficiency bonus, you can't use it again until you 1st Chemister's Trick, Identify
finish a long rest. 2nd Teleportal, Locate Object
3rd Turn, Lightning Bolt
4th Role Reversal, Fabricate
Rage 5th Invoke the Firemind, Wall of Force
While raging, you gain the following benefits if you
aren't wearing heavy armor:
Overload
Starting at 1st level, you can overload a spell when you
• You have advantage on Strength checks and Strength
cast it. You can only overload spells that do damage.
saving throws.
When you overload a spell, you must roll a d4. On a 2,
• When you make a melee weapon attack using
3, or 4, your spell rolls 50% more damage dice
Strength, you gain a +2 bonus to the damage roll.
(rounded down). If you roll a 1, you roll half your spells
This bonus increases as you level.
damage dice specified (Rounded up) and take that
• You have resistance to bludgeoning, piercing, and damage (your spell does not affect your target or area
slashing damage. of choice). You can overload a spell once per turn.
If you are able to cast spells, you can't cast them or
concentrate on them while raging.
Creativity
Starting at 1st level, you can innovate your way around
a problem to gain advantage on one attack roll, ability
Rage lasts for 1 minute. It ends early if you are knocked
check, or saving throw. Once you do so, you must finish
unconscious or if your turn ends and you haven't
a long rest before you can use this feature again.
attacked a hostile creature since your last turn or taken
damage since then. Creatures must make the saving
throw to end the rage otherwise. Controlled Variables
Starting at 6th level, you have the ability to twist fate
Brute using your experimental magic. When another creature
you can see makes an attack roll, an ability check, or a
At 14th level, a melee weapon deals one extra die of its
saving throw, you can use your reaction to roll 1d4 and
damage when the you hit with it.
apply the number rolled as a bonus or penalty (your
choice) to the creature's roll. You can do so after the
Aggressive creature rolls but before any effects of the roll occur.
Beginning at 14th level, as a bonus action, you can
move up to your speed toward a hostile creature that You can use this feature a number of times equal to
you can see. your charisma modifier before requiring a long rest.

Izzet League Controlled Chaos


You have made a pact with the Izzet League, a At 10th level, you gain a modicum of control over the
collective of over-ambitious technomancers, inventors, surges of your overloaded magic. Whenever you roll
and scholars who believe innovation lies in the place your overload die, you can roll twice and use either
where magic and technology meet. In Ravnica, Izzet number.
league warlocks make up the magical enhanced
security unit that protects the League’s most top secret
or dangerous experiments.
Spell Bombardment
Bonus Cantrips Beginning at 14th level, the harmful energy of your
At 1st level, you learn the frostfire jolt cantrip. it counts spells intensifies. When you roll damage for a spell and
as guildmage cantrips for you, but it doesn’t count roll the highest number possible on any of the dice,
against your number of cantrips known. choose one of those dice, roll it again and add that roll
to the damage. You can use the feature only once per
turn.
Izzet Guildmage Expanded Spells

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Orzhov Syndicate you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit
You have made a pact with the Orzhov Syndicate, a creature with a weapon attack, you can cause the
which seeks to monopolize the afterlife to leverage attack to deal an extra 1d8 radiant or necrotic damage
advantage for the guild. In Ravnica, Syndicate Warlocks to the target. When you reach 18th level, the extra
control spirits to tax their enemies' resolve and damage increases to 2d8.
steal secrets from the dead.
In addition, you add your Wisdom modifier to the
Bonus Cantrips damage you deal with any cleric cantrip.
At 1st level, you learn the tithe cantrip. it counts as
guildmage cantrips for you, but it doesn’t count against Greater Necromancy
your number of cantrips known. At 14th level, when you cast a Necromancy spell of 1st
through 5th-level that targets only one creature, the
Orzhov Guildmage Expanded Spells spell can instead target two creatures within range and
Spell Level Spells within 5 feet of each other. If the spell consumes its
1st Ethereal Absolution, Inflict Wounds material components, you must provide them for each
2nd Purge the Profane, Gentle Repose target.
3rd Castigate, Clairvoyance
4th Mortify, Death Ward In addition, when you would normally roll one or more
5th Death Grasp, Antilife Shell dice to restore hit points with a spell, you instead use
the highest number possible for each die.
Touch of Death
Beginning at 1st level, When the you a creature with a Cult of Rakdos
melee attack, you can deal extra necrotic damage to
the target. The damage equals 5 + twice your level. You have made a pact with the Cult of Rakdos, which
worships the eponymous demon and looks to mock the
You must take a short or long rest before using this rest of Ravnican society at every turn. Warlocks of the
feature again. cult are in the heart of district-wide brawls, spreading
terror in service to blood witches, and as elite guards
Touch of life protecting their blood circuses from being shut down.
At 1st level, your blessed touch can heal wounds. You
have a pool of healing power that replenishes when Bonus Cantrips
you take a long rest. With that pool, you can restore a At 1st level, you learn the macabre mockery jolt
total number of hit points equal to your level × 5. cantrip. it counts as guildmage cantrips for you, but it
doesn’t count against your number of cantrips known.
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that Izzet Guildmage Expanded Spells
creature, up to the maximum amount remaining in Spell Level Spells
your pool. 1st Demonfire, Tasha’s Hideous Laughter
2nd Carnival Hellsteed, Scorching Ray
This feature has no effect on constructs. 3rd Hysteria, Bestow Curse
4th Wrecking Ball, Compulsion
Vim and Vigor 5th Act of Treason, Telekinesis
Necrotic damage dealt by your spells ignore resistance Dark One's Blessing
to necrotic damage. In addition, whenever you use a Starting at 1st level, when you reduce a hostile
spell of 1st level or higher to restore hit points to a creature to 0 hit points, you gain temporary hit points
creature, the creature regains additional hit points equal to your Charisma modifier + your warlock level
equal to 2 + the spell's level. (minimum of 1).

Potency Dark One's Own Luck

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Starting at 6th level, you can call on your patron to Gathered Swarm
alter fate in your favor. When you make an ability A swarm of intangible nature spirits has bonded itself
check or a saving throw, you can use this feature to to you and can assist you in battle. While you're alive,
add a d10 to your roll. You can do so after seeing the the swarm remains in your space, crawling on you or
initial roll but before any of the roll's effects occur. flying and skittering around you within your space. You
determine its appearance, or you generate its
Once you use this feature, you can't use it again until appearance by rolling on the Swarm Appearance table.
you finish a short or long rest.
Swarm Appearance
Fiendish Resilience d4 Appearance
Starting at 10th level, you can choose one damage type 1 Swarming insects
when you finish a short or long rest. You gain 2 Miniature twig blights
resistance to that damage type until you choose a 3 Fluttering birds
different one with this feature. Damage from magical 4 Playful pixies
weapons or silver weapons ignores this resistance.
Once on each of your turns, you can cause the swarm
Hurl Through Hell to assist you in one of the following ways, immediately
Starting at 14th level, when you hit a creature with an after you hit a creature with an attack:
attack, you can use this feature to instantly transport
the target through the lower planes. The creature • The attack's target takes 1d6 piercing damage from
disappears and hurtles through a nightmare landscape. the swarm.
• The attack's target must succeed on a Strength
At the end of your next turn, the target returns to the saving throw against your spell save DC or be
space it previously occupied, or the nearest moved by the swarm up to 15 feet horizontally in a
unoccupied space. If the target is not a fiend, it takes direction of your choice.
10d10 psychic damage as it reels from its horrific • You are moved by the swarm 5 feet horizontally in a
experience. direction of your choice.

Once you use this feature, you can't use it again until You learn the mage hand cantrip if you don't already
you finish a long rest. know it. When you cast it, the hand takes the form of
your swarming nature spirits.
Selesnya Conclave
Writhing Tide
You have made a pact with the Selesnya Conclave, At 6th level, you can condense part of your swarm into
which seeks peace through understanding and a focused mass that lifts you up. As a bonus action, you
cooperation. Their magic heals but can also harness the gain a flying speed of 10 feet and can hover. This effect
power of nature to defeat enemies with brute force. lasts for 1 minute or until you are incapacitated.

Bonus Cantrips You can use this feature a number of times equal to
At 1st level, you learn the pollination cantrip. it counts your proficiency bonus, and you regain all expended
as guildmage cantrips for you, but it doesn’t count uses when you finish a long rest.
against your number of cantrips known.

Selesnya Guildmage Expanded Spells Mighty Swarm


Spell Level Spells At 10th level, Your Gathered Swarm grows mightier in
1st Collective Blessing, Healing Word the following ways:
2nd Unity, Aid
3rd Pollenbright Wings, Mass Healing Word • The damage of Gathered Swarm increases to 1d8.
4th Aura Mutation, Guardian of Nature
5th Comraderie, Wrath of Nature

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• If a creature fails its saving throw against being 5th Regenesis, Mass Cure Wounds
moved by Gathered Swarm, you can also cause the
swarm to knock the creature prone. Cytoplast
• When you are moved by Gathered Swarm, it gives Starting at 1st level, you can create an exocellular mass
you half cover until the start of your next turn. that becomes part of your body. This is called a
cytoplast. When you cast a spell of 1st level or higher,
In addition, You can discorporate into your swarm, you can simultaneously use a strand of the spell's
avoiding danger. When you take damage, you can use magic to amplify this cytoplast and lasts until you finish
your reaction to give yourself resistance to that a long rest. The cytoplast has a hit point maximum
damage. You vanish into your swarm and then teleport equal to twice your level + your Constitution modifier.
to an unoccupied space that you can see within 30 feet Whenever you take damage, the cytoplast takes the
of you, where you reappear with the swarm. damage instead. If this damage reduces the cytoplast
to 0 hit points, you take any remaining damage.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended While the ward has 0 hit points, it can't absorb
uses when you finish a long rest. damage, but it remains. Whenever you cast a spell of
1st level or higher, the cytoplast regains a number of
Collective Blessing hit points equal to twice the level of the spell.
At 14th level, you and creatures of your choice gain
temporary hitpoints equal to your level whenever you Once you create the cytoplast, you can't create it again
take a short or long rest (these temporary hitpoints do until you finish a long rest. When you create a
not stack with itself). While creatures have these cytoplast, you can choose a minor adaptation trait to
temporary hitpoints, their weapon attacks deal an associate with it. You gain this minor adaptation while
additional 1d4 damage. the cytoplast has hitpoints.

Simic Combine Graft


Beginning at 6th level, when a creature that you can
You have made a pact with the Simic Combine, which see within 30 feet of you takes damage, you can use
seeks advancement through the manipulation of life, your reaction to cause your cytoplast to absorb that
using biomancy and the careful study of the natural damage. If this damage reduces the cytoplast to 0 hit
world to devise improvements to what already is. In points, the creature takes any remaining damage.
Ravnica, the mutagenic magic of combine warlocks is
unleashed through shapeshifting and other forms of You can also move your cytoplast to another creature
growth. They work in Simic facilities, running within 30 ft. as a bonus action, granting both the
experiments and taking notes, or are out and about in temporary hitpoints and minor adaptation to that
the city, observing natural life in its myriad forms, or creature while the cytoplast is attached to it. You can
performing errands for the Speakers. recall your cytoplast back to yourself as a bonus action.

Bonus Cantrips Vigean Intuition


At 1st level, you learn the applied biomancy cantrip. it Beginning at 10th level, when you cast a spell that
counts as guildmage cantrips for you, but it doesn’t requires you to make an ability check as a part of
count against your number of cantrips known. casting that spell (as in counterspell and dispel magic),
you add your proficiency bonus to that ability check.

Cytoplast Mastery
Simic Guildmage Expanded Spells Starting at 14th level, when create your cytoplast for
Spell Level Spells yourself, you can create up to two secondary
1st Shielding Plax, Cure Wounds cytoplasts (with the same minor adaptation trait as
2nd Biogenic Upgrade, Alter Self yours) for up to two willing creatures you can see
3rd Voidslime, Fly
4th Aether Mutation, Polymorph

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within 30 ft. of you. The secondary cytoplasts do not
regain hitpoints when you cast spells.

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Simic Adaptations
Minor and Major adaptations are listed below for Simic Guildmages for their cytoplasts and biomancy invocations.

MINOR ADAPTATIONS
As an action, you can spray acid from glands in your mouth, targeting one
creature or object you can see within 30 feet of you. The target must make a
Dexterity saving throw against a DC of 8 + your proficiency bonus + your
Acid Spit
Constitution modifier. The target takes 2D10 acid damage if they fail. The
damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this
up to your Constitution modifier's worth of times per long rest
The krasis can move through a space as narrow as 1 inch wide without
Amorphous Structure
squeezing
The krasis gains a swimming speed equal to its walking speed and can breathe
Aquatic
underwater.
At the start of each of its turns, the Krasis deals 5 (1d10) piercing damage to any
Barbed Hide
creature grappling it
Your skin in places is covered by a thick shell. You gain a +1 to your AC when not
Carapace
wearing heavy armor.
Climbing Speed The krasis gains a climbing speed equal to its walking speed.
The krasis can change color to match its surroundings. It has advantage on
Cryptic Skin
Dexterity (Stealth) checks made to hide.
The krasis can take the Dash, Disengage, or Hide action as a bonus action on
Escape
each of its turns
The krasis doesn't provoke opportunity attacks when it flies out of an enemy's
Flyby
reach
Hairy Skin Cold Resistance, Slashing Resistance
At the start of its turn, the krasis can choose to have disadvantage on all melee
Harden weapon attack rolls during that turn, but attack rolls against it have
disadvantage until the start of its next turn
The krasis can't be surprised, as a result of having sensitive barbels like a catfish,
Heightened Awareness stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a
lobster, or an array of several eyes.
Honed Instincts The krasis has advantage with initiative rolls
(Recharges after a Short or Long Rest). While underwater, the krasis can use a
bonus action to expel a cloud of ink and then move up to its speed. The ink
Ink Cloud cloud is stationary and fills a 20-foot-radius sphere centered on a point in the
krasis's space before it moves. The sphere is heavily obscured until the ink
disperses after 1 minute. A strong current also disperses the ink cloud.
The krasis has advantage on Wisdom (Perception) checks that rely on either one
Keen Senses
or a combination of sight, sound, or smell

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With or without a running start, the krasis's long jump is 20 feet (category 1), 30
Leaping Legs feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20
feet (category 2), or 30 feet (category 3).
You have ray-like fins that you use as wings to slow your fall or allow you to
glide. When you fall and are not incapacitated, you can subtract up to 100 feet
Manta Glide
from your fall when calculating your fall damage and can move horizontally 2
feet for every 1 foot you fall.
The krasis gains a 5 feet (category 1), 10 feet (category 2), or 15 feet (category
Quick
3) bonus to movement speed
Scaled Skin Fire Resistance, Piercing Resistance
The krasis has a serpentine body. As a result, it has advantage on Strength and
Serpentine
Dexterity saving throws made against effects that would knock it prone.
The krasis has advantage on ability checks and saving throws made to escape a
Slippery
grapple
The krasis has several crablike legs. As a result, it has advantage on Strength
Stabilizing Legs
and Dexterity saving throws made against effects that would knock it prone.
Thick Skin Electric Resistance, Bludgeoning Resistance
Even when the krasis is in plain sight, it takes a successful DC 15 Wisdom
(Perception) check to spot a krasis that has neither moved nor attacked. A
Transparent
creature that tries to enter the krasis's space while unaware of the krasis is
surprised by the krasis
While in contact with a web, the krasis knows the exact location of any other
Web Sense
creature in contact with the same web
Web Walker The krasis ignores movement restrictions caused by webbing.

MAJOR ADAPTATIONS
Any creature that touches the krasis or hits it with a melee attack while within 5
Acidic Skin feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category
2), or 6 (1d12) acid damage (category 3).
The krasis has better natural armor afforded by a shell or thick scales, increasing
Armored Hide
its Armor Class by 4.
The krasis has glowing patterns on its skin that take the shape of defensive
Bioluminescent
runes, granting it advantage on saving throws against spells and other magical
Markings
effects
Flight The krasis has wings and gains a flying speed equal to its walking speed.
When the krasis hits a creature with its claws, the target is grappled (escape DC
13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a
Grabber
specialized grasping appendage on the krasis. It can have only one creature
grappled in this way at a time.
(Recharge 5–6). As an action, the krasis makes a threatening display at group of
creatures. Each creature within 15 feet of it that can see it must succeed on a
Glare
Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for
category 3) or be stunned for 1 minute. The stunned creature can repeat the

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saving throw at the end of each of its turns, ending the effect on itself on a
success. A creature that succeeds on a saving throw against this effect becomes
immune to the Hypnotic Display of all krasis for 24 hours.
When the krasis hits a creature with its claws, the creature must succeed on a
Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC
18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3,
Venomous Sting
the creature is paralyzed while poisoned in this way. The poisoned creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success
The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a
Regeneration
category 3) at the start of each of its turns if it has at least 1 hit point
The krasis adheres to anything that touches it. A huge or smaller creature
Adhesive adhered to the krasis is also grappled by it (escape DC 13). Ability checks made
to escape this grapple have disadvantage
Any creature that grapples the krasis or otherwise comes into direct contact
with the krasis’s skin must succeed on a DC 12 Constitution saving throw or
Poisonous Skin become poisoned for 1 minute. A poisoned creature no longer in direct contact
with the krasis can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success
The krasis can shed its skin as a bonus action to free itself from a grapple,
Shed Skin shackles, or other restraints. If the krasis spends 1 minute eating its shed skin, it
regains hit points equal to half its hit point maximum.
The krasis makes one bite attack against a Small or smaller target it is grappling.
If the attack hits, the target is swallowed, and the grapple ends. The swallowed
target is blinded and restrained, it has total cover against attacks and other
Swallow effects outside the krasis, and it takes 5 (2d4) acid damage at the start of each
of the krasis's turns. The krasis can have only one target swallowed at a time. If
the krasis dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone
The Krasis has advantage on saving throws against spells, and any creature that
Spell-Resistant Carapace
makes a spell attack against the Krasis has disadvantage on the attack roll
Any time the Krasis is targeted by a magic missile spell, a line spell, or a spell
that requires a ranged attack roll, roll a d6. On a 1 to 5, the Krasis is unaffected.
Reflective Carapace
On a 6, the Krasis is unaffected, and the effect is reflected back at the caster as
though it originated from the Krasis, turning the caster into the target
The Krasis has resistance against non-magical bludgeoning, slashing, and
Hardened Carapace
piercing damage.
This Krasis has skin like that of an electric eel. Any creature that touches the
krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4)
lightning damage (category 1), 4 (1d8) lightning damage (category 2), or 6
Electrocuting Epidermis
(1d12) lightning damage (category 3). In addition, that creature must make a DC
10 Constitutoin saving throw. Failure results in being stunned until their next
turn.

Lightning Breath (Recharge 5–6) The krasis exhales a line of lightening that is 20 feet long and 5
feet wide. Each creature in that line must make a Dexterity saving throw, taking

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(6d6) lightning damage (category 1), (8d8) lightning damage (category 2), or
(10d10) lightning damage (category 3) on a failed save, or half as much damage
on a successful one.
The krasis is surrounded by a noxious stench. At the start of the krasis's turn,
Cloying Miasma any creature within 5 feet of it must succeed on a Constitution saving throw or
be poisoned until the start of the krasis's next turn
Each creature of the krasis's choice within 30 feet of it and aware of it must
succeed on a Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, with
Frightful Presence
disadvantage if the krasis is within line of sight, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the
creature is immune to the krasis's Frightful Presence for the next 24 hours
The krasis ignores difficult terrain, and magical effects can't reduce its speed or
Freedom of Movement cause it to be restrained. It can spend 5 feet of movement to escape from
nonmagical restraints or being grappled
An enemy that touches the krasis or hits it with a melee attack while within 5 ft
Heated Body of it takes 2 (1d4) fire damage (category 1), 4 (1d8) fire damage (category 2), or
6 (1d12) fire damage (category 3). In
(Recharge 5–6) The krasis exhales a line of lightening that is 20 feet long and 5
feet wide. Each creature in that line must make a Dexterity saving throw, taking
Fire Breath (6d6) fire damage (category 1), (8d8) fire damage (category 2), or (10d10) fire
damage (category 3) on a failed save, or half as much damage on a successful
one.
Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.
Hit: The target is restrained by webbing. As an action, the restrained target can
make a DC 10 (category 1), 14 (category 2), or 18 (category 3) Strength check,
Web
bursting the webbing on a success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

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Guildmage Guild Specific Spells
A BRUPT D ECAY
1st-level necromancy
Casting Time: 1 action
Range: touch
Components: V,S
Duration: instant
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. OR
Choose one object within range. For common or uncommon items, make an ability check using your spellcasting ability.
The DC equals 14 for common and 18 for uncommon items. Rare and legendary are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.

A BSORB
3rd-level abjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S
Duration: instant
You attempt to interrupt a creature in the process of casting a spell or use an ability. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s level. The ability DC equal 10 + the creature's proficiency bonus. On a
success, the creature’s spell or ability fails and has no effect. In addition, you regain a number of hitpoints equal to your
level.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used. You regain 1 additional hitpoints for each level beyond
a 3rd level slot.

A CT OF T REASON
5th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 minute, Concentration
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving
throw. While the target is charmed, it becomes hostile to everyone. When you first succeed in charming the target it gets
a free attack of opportunity, and an additional attack of opportunity during each of your turns.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes.
When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
higher, the duration is concentration, up to 8 hours.

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A ETHER M UTATION
4th-level transmutation
Casting Time: 1 action
Range: touch
Components: S
Duration: 1 minute, Concentration
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. OR
Choose one object within range. For common or uncommon items, make an ability check using your spellcasting ability.
The DC equals 14 for common and 18 for uncommon items. Rare and legendary are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.

A PPLIED B IOMANCY
Cantrip, transmutation
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: 1 minute
You touch another willing creature. It gains a minor mutation trait of your choice OR two random minor mutation traits
for up to a minute. You may only affect 1 creature at a time with this spell.

A RTIFACT M UTATION
2nd-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary). On a successful check, the object is broken. If it is destroyed, you summon 2d4 saprolings that last up to a
minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more damage to objects
and spawn d4 more saprolings on its destruction.

A URA M UTATION
1st-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one creature, object, or magical effect within range. Any spell of 4th level or lower on the target ends. For each
spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the
spell’s level. On a successful check, the spell ends. When a magical effect is ended in this way, create 4d4 saprolings that
last up to a minute.

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At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you automatically end the effects of a
spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. You also spawn an
additional d4 saprolings.

B IOGENIC U PGRADE
1st-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 8 hours
Your spell augments your allies with unique biomass. Choose up to three creatures within range. Each target’s hit point
maximum and current hit points increase by 5 for the duration. They also gain a minor adaptation trait of your choice for
the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an
additional 5 for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, an additional
minor mutation trait is gained for each two slot levels above 2nd.

B RIGHTFLAME
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,
40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. You heal a number of
hitpoints equal to half the value rolled rounded down as long as you hit at least two targets.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant
damage (your choice) increases by 1d6 for each slot level above 5th.

C ARNIVAL H ELLSTEED
2nd-level conjuration
Casting Time: 1 action
Range: touch
Components: V,S
Duration: 10 minutes
You summon a portal that brings forth a nightmarish steed wrought with anger and hate. it appears in an unoccupied
space near the portal. The steed has the statistics of the Carnival Hellsteed.

Your steed requires animal handling to control and mount it. If you cannot control it, it will act on its own will. If you can
control it, it becomes bonded to you and becomes subservient for the rest of its existence. While mounted on your steed,
you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You cannot dismiss your steed. You
can’t have more than one steed bonded by this spell at a time.

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C ASTIGATE
3rd-level divination
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. OR
Choose one object within range. For common or uncommon items, make an ability check using your spellcasting ability.
The DC equals 14 for common and 18 for uncommon items. Rare and legendary are unaffected by this spell.
At Higher Levels. You peer into the soul of a vulnerable humanoid. The target must succeed on a Wisdom saving throw
or you get to see their list of prepared or innate spells. In addition, target failing this save allows you to choose one spell
from among them. That spell cannot be used for 24 hours. This spell only affects humanoids.

C HEMISTER ' S T RICK


1st-level enchantment
Casting Time: 1 action
Range: 30 ft.
Components: V
Duration: 1 minute, Concentration
You attempt to compel a creature into attacking you. One creature that you can see within range must make a Wisdom
saving throw. On a failed save, the creature is drawn to you, compelled by your mind magic. For the duration, it has
disadvantage on attack rolls, and must make a Wisdom saving throw each time it attempts to move into a space that is
more than 30 feet away from you; if it succeeds on this saving throw, the spell doesn’t restrict the target’s movement for
that turn. The spell ends if you end your turn more than 30 feet away from the target.

C INDERVINES
1st-level necromancy
Casting Time: 1 action
Range: 90 ft.
Components: V,S
Duration: 1 minute, Concentration
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration,
these plants turn the ground in the area into difficult terrain. Creatures beginning their turn or moving through a space
occupied by cindervines take 1d4 fire damage. A creature in the area when you cast the spell must succeed on a Strength
saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its
action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured
plants wilt away.

C OLLECTIVE B LESSING
1st-level enchantment
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration

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You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Those
creatures gain a 1d4 bonus to weapon attacks and 1d8 temporary hitpoints while they are blessed.

C OMRADERIE
5th-level abjuration
Casting Time: 1 action
Range: self
Components: V,S,M
Duration: instant
For each creature that is friendly towards you, all friendly creatures within 30 ft. gain the following benefits:

1) 1d4 life per friendly creature.


1) a first level spell slot per friendly creature.
1) +2 Strength and Constitution

The extra spell slots and attribute bonuses last for up to a minute.

D ARK M ARK
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 ft.
Components: V,S
Duration: 1 hour, Concentration
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage
to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen ability. You and any Dimir guild mages have advantage on any
Wisdom (Perception) or Wisdom (Survival) check you make to find it - the mark being only visible to them.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse
a new creature.

A remove curse cast on the target ends this spell early.


At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on
the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the
spell for up to 24 hours.

D EATH G RASP
5th-level necromancy
Casting Time: 1 action
Range: touch
Components: V,S
Duration: 1 minute, Concentration
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell
attack against a creature within your reach. The target must make a Dexterity saving throw. On a successful save, the
target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage and is

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paralyzed for the duration. Until the spell ends, you can use your action on each of your turns to automatically deal 4d8
necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the
spell’s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the
target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each
slot level above 5th.

D EATH M UTATION
5th-level necromancy
Casting Time: 1 bonus action
Range: self
Components: V,S,M
Duration: 1 minute, Concentration
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with death and
undeath, and the attack deals an extra 5d10 necrotic damage to the target. Additionally, if this attack reduces the target
to 50 hit points or fewer, the following happens:
1) A number of saprolings equal to the CR/Level of the creature spawn from its decaying body. Each saproling deals 1d4
damage to the creature.
2) If the creature dies from this attack, you animate a ghast from its corpse.

D EATHSPROUT
4th-level evocation
Casting Time: 1 minute
Range: 10 ft.
Components: V,S,M
Duration: instant
This spell creates two undead servants. Choose a pile of bones or a corpse of a Medium or Small humanoid within range.
Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if
you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). For Each undead servant
you raise in this way, you also bring life to two saprolings. Saprolings last for 10 minutes.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the
creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time,
issuing the same command to each one). You decide what action the creature will take and where it will move during its
next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no
commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain
control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell,
rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over
three additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse
or pile of bones.

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D EMONFIRE
1st-level evocation
Casting Time: 1 action or 1 reaction, which you take in response to being damaged by a creature within 60 feet of you
that you can see.
Range: cast as an action, self. Cast as a reaction, 60 ft.
Components: V,S
Duration: instant
If you cast this spell as an action, make a melee spell attack against a creature you can reach. On a hit, the target takes
3d10 necrotic or fire damage.

If you cast this spell as a reaction, you point your finger, and the creature that damaged you is momentarily surrounded
by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 necrotic or fire damage on a failed save,
or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.

D EPLOY A EROLITES
2nd-level conjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 hour, Concentration
You create two thopters within range that hover in the for the duration. You mentally receive visual information from
them, which has normal vision and darkvision out to 30 feet. They can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the thopters
can move, but it can’t enter another plane of existence. A solid barrier blocks their movement, but the thopters can pass
through an opening as small as 6 inches in diameter.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional thopter for
every two slot levels above the 2nd.

D EPOSE
4th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: 1 minute
Choose up to four humanoids that you can see within range. The targets must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its turns, the targets can make another Wisdom saving throw. On a
success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional
humanoid for each slot level above 4th. The humanoids must be within 30 feet of each other when you target them.

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D ISPERSAL
4th-level abjuration
Casting Time: 1 action
Range: 60 ft.
Components: S
Duration: 1 minute, Concentration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed
on a Charisma saving throw or be banished. It also loses a random spell slot on a failure.

If the target is native to the plane of existence you are on, you banish the target to a harmless demiplane. While there,
the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space
it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you are on, the target is banished with a faint popping
noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or
in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you disperse an additional random
spell slot for every two slot levels above the 2nd.

E THEREAL A BSOLUTION
1st-level enchantment
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target
that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and
subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional
creature for each effect for each slot level above 1st.

F IRESPOUT
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,
40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 force damage on a failed save, or half as much damage on a successful one.

Creatures within 20 ft. of the Firespout must also make a dexterity saving throw. Failure results in being drawn into the
outer edge of the firespout and taking half the damage.

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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant
damage (your choice) increases by 1d6 for each slot level above 5th.

F ROSTFIRE J OLT
Cantrip, evocation
Casting Time: 1 action
Range: 90 ft.
Components: V,S
Duration: instant
You crack an elemental blast at a creature or object within range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 lightning or cold damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The
target's speed is reduced by 10 feet until the start of your next turn.

H YSTERIA
3rd-level enchantment
Casting Time: 1 action
Range: 120 ft.
Components: V,S
Duration: 1 minute, Concentration
Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw as you reach into
their minds. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the
ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the
target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among
the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity
attack from the affected creature, the creature must make that attack if it is able to.

I NTERVENTION
2nd-level conjuration
Casting Time: 1 bonus action
Range: self
Components: V,S,M
Duration: instant
Briefly surrounded by divine lightning, you teleport up to 30 feet to an unoccupied space that you can see. If you move
adjacent to an allied willing creature, it gains 10 temporary hitpoints that are lost after a minute. If you move adjacent to
a hostile creature, you deal 2d10 lighting damage if that creature fails a Dexterity saving throw against your spellcasting
DC.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, allied creatures gain 5 temporary
hitpoints and hostile creatures take 1d10 additional lightning damage for each slot level above 3rd.

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I NVOKE THE F IREMIND
5th-level conjuration
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,
40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
OR
You gain access to all possible class spells up to 5th level. You may cast one without requirements.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant
damage (your choice) increases by 1d6 for each slot level above 5th.

M ACABRE M OCKERY
Cantrip, enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
You unleash a string of insults laced with demonic power at a creature you can see within range. If the target can hear you
(though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and the next
attack against it has advantage until your next turn.

if there is an adjacent corpse near the target, it rises for this turn and makes an attack against it. It decays onto the
ground after. The corpse stats are taken from a zombie, regardless of its original form.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4). The corpse lasts for an additional turn at 5th, 11th, and 17th levels.

M ORBID B LOOM
2nd-level necromancy ritual
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: instant
You touch a corpse or other remains. The corpse rots away, unable to be used for anything. A number of saprolings equal
to the CR/Level of the creature spawn from its decaying body.

M ORTIFY
4th-level necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose between one of two effects:

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Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each
spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the
spell’s level. On a successful check, the spell ends.
OR
The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much
damage on a successful one. The spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you automatically end the effects of a
spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.

P OLLENBRIGHT W INGS
3rd-level conjuration
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: 10 minutes, Concentration
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target
falls if it is still aloft, unless it can stop the fall. Whenever a creature affected by this spell hits with an attack, a saproling is
spawned adjacent to that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature
for each slot level above 3rd.

P OLLINATION
Cantrip, conjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: instant
If you have a saproling under your control, you can spawn a saproling adjacent to it. It lasts for a minute.

P SYCHIC D RAIN
5th-level divination
Casting Time: 1 action
Range: self
Components: V,S,M
Duration: 1 minute
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking
3d4 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also cause the
target to lose a total of 2 spell slots of any combination or less if the target does not have enough slots available. You gain
1d4 life for each spell slot consumed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the
total spell slots lost increases by 2 for each slot level above 2nd.

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P URGE THE P ROFANE
2nd-level divination
Casting Time: 1 action
Range: self
Components: V,S,M
Duration: 1 minute, Concentration
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn
until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature
you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can
either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If
you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its
emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). You also
force the target to lose two spell slots, starting at 1st level slots. If it succeeds, the spell ends. Either way, the target knows
that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can
use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly
effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see.
When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell
can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You
can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described
above, even if you can’t see it, but it must still be within range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you purge an additional spell slot for
every two slot levels above the 2nd.

P UTREFY
3rd-level necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one creature within range. The target must make a Constitution saving throw. The target takes 6d6 necrotic
damage on a failed save, or half as much damage on a successful one. The spell can affect undead and constructs.
OR
Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the
total spell slots lost increases by 2 for each slot level above 2nd.

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R EGENESIS
5th-level transmutation
Casting Time: 1 hour
Range: 60 ft.
Components: V,S,M
Duration: instant
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul
is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

The creature is returned to life with random mutations. It takes on two permanent minor adaptation traits, chosen at
random from the minor adaptation trait list.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This
spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting
the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wound and restores missing body parts. However, If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature returned to life gains
another random minor adaptation trait.

R ESPONSE
1st-level evocation
Casting Time: 1 reaction
Range: 60 ft.
Components: V,S
Duration: instant
You point your finger, and the creature that damaged you or an ally within 30 ft. is momentarily surrounded by righteous
flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much
damage on a successful one.

R ESURGENCE
4th-level evocation
Casting Time: 1 bonus action
Range: 30 ft.
Components: V,S
Duration: instant
Choose up to 3 creatures that can see and hear you within 30 ft. You and those creatures get an additional action on their
upcoming turns.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, choose an additional creature for
every spell slot levels above the 5th.

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R HYTHM OF THE W ILD
4th-level abjuration
Casting Time: 1 bonus action
Range: self
Components: V,S
Duration: 10 minutes, Concentration
Natural energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered
on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and
has advantage on saving throws against affects that cause any of the following conditions: blinded, charmed, deafened,
frightened, paralyzed, poisoned and stunned. Creatures within the aura deal an extra d4 damage with weapon attacks
and gain d4 temporary hitpoints at the beginning of each of your turns (temporary hitpoints last a turn).

R OLE R EVERSAL
4th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 minute, Concentration
You attempt to swap the minds of two creatures, targets must be alive. The DC for this spell is doubled, and the targets
add their saving throws together. They must succeed on a Wisdom saving throw or be charmed by you for the duration. If
you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. If successful, each creature's
mind is in the other creature's body. They act accordingly.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes.
When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
higher, the duration is concentration, up to 8 hours.

S AVAGE S URGE
Cantrip, transmutation
Casting Time: 1 action
Range: self
Components: S
Duration: instant
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee
spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the
attack, your teeth or fingernails return to normal.

Your body grows in bulk, you gain 1d4 extra damage on hit and 1d4 temporary hitpoints that lasts until your next turn.
At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10). At 11th level, this feature gains multiattack, allowing you to attack twice instead of once.

S EARCH W ARRANT
Cantrip, divination
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant

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You peer into the mind of a suspicious person. The target must succeed on a Wisdom saving throw or you get to see their
list of prepared or innate spells.

S ENTINEL B EAM
1st-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a
hit, the target takes 4d6 radiant damage, and attack rolls made against this target before the end of your next turn have
advantage, thanks to the mystical light glittering on the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
slot level above 1st.

S HADOW OF D OUBT
Cantrip, enchantment
Casting Time: 1 action
Range: 30 ft.
Components: S
Duration: instant
The target must succeed on a Wisdom saving throw or, it has disadvantage on all Wisdom checks and is amnesiac toward
you or a creature of your choice. An amnesiac creature forgets its agenda and select details towards the creature of
choice When the spell ends, the creature realizes that you have used magic to influence its mind and becomes hostile
toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the
DM’s discretion), depending on the nature of your interaction with it.

S HIELDING P LAX
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with
an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, this creature has advantage with
saving throws and attacks against it are made with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional creature for
every two slot levels above the 1st.

S TOLEN I DENTITY
5th-level transmutation
Casting Time: 1 hour
Range: touch
Components: V,S,M
Duration: instant

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While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that
can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming
them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. It takes on
the appearance of a humanoid you are familiar with (must have interacted with the humanoid, not just see it). It gains the
clothing, weapons, abilities (of the class only, not archetype - if a player character is chosen), and cantrips of the creature.
It does not gain any magical equipment or spell slots. It cannot gain spell slots in any way. The homunculus lasts for 24
hours before it decays into nothing.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

S TORM S TRIKE
3rd-level evocation
Casting Time: 1 reaction
Range: self
Components: V
Duration: 1 minute, Concentration
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright
light, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a
Constitution saving throw or be stunned until your next turn or until the creature's next turn, whichever is longer.

If you were to make an attack of opportunity with a reaction, you can instead cast this spell and still make that attack of
opportunity.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage
increases by 1d8 for each slot level above 3rd.

S UPREME V ERDICT
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine lightning roars down from the heavens in a location you specify. Each creature in a 10-foot
radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6
lightning damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

This spell cannot be countered.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Lightning damage or the radiant
damage (your choice) increases by 1d6 for each slot level above 5th.

S YNCOPATE
3rd-level abjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S
Duration: instant

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You attempt to interrupt a creature in the process of casting a spell or use an ability. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s level. The ability DC equal 10 + the creature's proficiency bonus. On a
success, the creature’s spell or ability fails and has no effect.

A spell countered in this way is unable to be cast for 24 hours by target creature. Target creature can opt to sacrifice an
equivalent spell slot to prevent this spell's effect; this choice is made before the saving throw is rolled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used.

T ELEPORTAL
2nd-level conjuration
Casting Time: 1 bonus action
Range: self
Components: V,S
Duration: instant
Briefly surrounded by fire and frost, you teleport up to 30 feet to an unoccupied space that you can see. You gain
advantage with your next weapon or spell attack roll.

T ITHE
Cantrip, necromancy
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
Choose up to four humanoids that you can see within range. The targets must succeed on a Constitution saving throw or
lose 1d4 hitpoints. You gain 1d4 hitpoints. You must strike at least one target to regain hitpoints in this way.
At Higher Levels. This spell’s damage and regained hitpoints increase by 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4). You can target an additional humanoid at 5th level (up to 5), 11th level (up to 6), and 17th
level (up to 7).

T URN AND B URN


3rd-level transmutation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: 1 hour, Concentration
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a
Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. A
creature that fails the saving throw also takes 2d12 fire damage.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any Weird
whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The
target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen Weird. It retains its
alignment and personality.

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The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number
of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries
over to its normal form.

As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The
creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any
other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its
equipment.

U NDERGROWTH
Cantrip, necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Whispering to the spirits of nature, you create one of the following effects within range:

• Target a corpse or plant matter. You create a saproling from the undergrowth that last for a minute. You must
take a short rest before using this feature again.
• You instantly make a flower wither, a seed pod die off, or a leaf bud wither.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small
animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
At Higher Levels. You create 2 saprolings at 5th level, 3 saprolings at 11th level, and 4 saprolings at 17th level.

U NITY
2nd-level abjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit
point maximum and current hit points increase by 5 for the duration. Those creatures also gain +2 Strength and +2
Constitution for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an
additional 5 for each slot level above 2nd.

V OIDSLIME
3rd-level conjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S,M
Duration: instant
You attempt to interrupt a creature in the process of casting a spell or use an ability. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your

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spellcasting ability. The DC equals 10 + the spell’s level. The ability DC equal 10 + the creature's proficiency bonus. On a
success, the creature’s spell or ability fails and has no effect.

In addition, you create a voidslime ooze creature adjacent to the creature whose spell or ability you attempted to
counter.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used.

W EAR AND T EAR


3rd-level abjuration
Casting Time: 1 action
Range: 120 ft.
Components: V,S
Duration: instant
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each
spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the
spell’s level. On a successful check, the spell ends.

Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a
spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Uncommon objects are automatically broken when cast at 6th level or higher. Rare items are automatically broken when
cast at 9th level.

W ITHSTAND
Cantrip, abjuration
Casting Time: 1 action
Range: touch.
Components: V,S
Duration: instant
You or a willing creature you touch gains 5 temporary hitpoints and resistance against the next source of damage that
would affect you or that creature. This effect is lost when you take damage or upon your next turn.

W RECKING B ALL
4th-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V,S,M
Duration: instant
A dark streak flashes from your pointing finger to a point you choose within range and then grows a flaming magma ball.
Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6
fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that
fail the saving throw are also knocked prone

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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At Higher Levels. When you cast this spell using a spell slot of 5th level of higher, the fire damage increases by 1d6 for
each slot level above 4th. When you cast this spell using a spell slot of 6rd level or higher, area of effect radius increases
by 10 ft. for every two slot levels above the 4th.

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Guild Familiars
Azorius Owl Griffin
Flying Platinum Angel (Reduced Threat
Dimir
Sword Helmed Horror)
Rakdos Shadow Doppelganger
Gruul Vegepygmy Vegepygmy Chief
Selesnya Boar Giant Boar
Galvanice
Orzhov Blistercoil Weird
Weird
Izzet Bat Gargoyle
Golgari Cackler Hell Hound
Boros Pixie Dryad
Simic Bag Jelly Ochre Jelly

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