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Credits
Lead Designer:
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Cover Art: A huge thank you to the supporters who make this project
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Content Resources: PDF Link
The MTG Wiki Click here to download the PDF
Guildmaster's Guide to Ravnica
A Planeswalker's Guide to Return to Ravnica, Parts 1 and 2 Changelog
A Planeswalker's Guide to Gatecrash, Parts 1 and 2 Version 2.0
A Planeswalker's Guide to Murders at Karlov Manor Added 9 more stat blocks
Magic: the Gathering cards from the following card sets: Added rules for NPC creation using new races
Dissension, Dragon's Maze, Gatecrash, Guildpact, Guilds Redone Table of Contents
of Ravnica, Ravnica Allegiance, Ravnica, City of Guilds, Fixed art credits
Return to Ravnica, and War of the Spark. Added notes for homunculus "sign language"
Technical Resources: Minor fixes and template adjustments
Detect Balance Spreadsheet for Custom Races by u/jwbjerk Hotfix 1.1
D&D Watercolor Stains by Jared Ondricek Fixed PDF link
Deepwater Wyrm Caper style for the Homebrewery by Fixed supporter list
u/Kaiburr_Kath-Hound and u/5e_cleric, adapted to Version 1.0
GMBinder Patreon Release
Other Planeshifted Guides:
Eldraine, inspired by fairy tales and legends
New Capenna, inspired by 1920s noir and mobster films
Kamigawa, inspired by cyberpunk and Japanese culture
Unfinity, inspired by retro sci-fi
Phyrexia, inspired by biomechanical horror
Kaldheim, inspired by Norse mythology
Tarkir, inspired by dragons and east asian cultures
Ikoria, a mutation monster manual
Amonkhet, inspired by ancient Egypt
Ixalan, inspired by pirates and mesoamerica
Innistrad, inspired by gothic horror
Lorwyn-Shadowmoor, inspired by celtic mythology

A Planeshifted Return to the Guilds of Ravnica is unofficial Fan Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content
within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by
those said interested parties or by others with legal, written consent by said parties. 2
Contents
About .................................................................................................. 4
Ch. 1: Races ..................................................................................... 5
Angel ................................................................................................... 6
Centaur ...............................................................................................7
Demon ................................................................................................ 8
Devil .................................................................................................... 9
Devkarin ...........................................................................................10
Dryad ................................................................................................ 11
Faerie ................................................................................................12
Gargoyle ...........................................................................................13
Goblin ...............................................................................................14
Gorgon ..............................................................................................15
Homunculus ....................................................................................16
Human ..............................................................................................17
Kraul .................................................................................................18
Loxodon ........................................................................................... 19
Merfolk .............................................................................................20
Minotaur .......................................................................................... 21
Mole .................................................................................................. 22
Ogre .................................................................................................. 23
Ooze ..................................................................................................24
Shapeshifter ....................................................................................25
Silhana ............................................................................................. 26
Simic Hybrid ...................................................................................27
Sphinx .............................................................................................. 28
Spirit .................................................................................................29
Troll ...................................................................................................30
Vampire ............................................................................................31
Vedalken ...........................................................................................32
Viashino ........................................................................................... 33
Ch. 2: Classes ................................................................................34
Classes by Guild .............................................................................34
Ch. 3: Factions .............................................................................. 35
Ravnican Ageny of Magicological Investigationsn ..................35
Background: Detective ............................................................. 36
Detective Spells ..........................................................................37
Contacts .......................................................................................37
R.A.M.I. Party ............................................................................. 37
Rank and Renown ..................................................................... 37
Ch. 4: Magic ...................................................................................39
Spells ................................................................................................39
Magic Items .....................................................................................40
Ch. 5: Friends & Foes .................................................................42
Bestiary ............................................................................................ 42
Creating Ravnican NPCs ............................................................. 42

constantin marin
3 TABLE OF CONTENTS
leon tukker

About this Book

T
his book is a supplemental guide to be used
with Guildmaster's Guide to Ravnica, which Ravnica at a Glance
provides rules and options for playing
Dungeons & Dragons 5th edition in the Ravnica Ravnica is a worldwide urban cityscape; an ecumenopolis
setting from Magic: the Gathering, a plane consisting of a patchwork of grand halls, decrepit slums, and
composed of a single sprawling city of intrigue, ancient ruins, with layer upon layer of stonework. It is one of
mystery, and faction conflict. This book the most densely populated planes in the Multiverse. Law
provides updated rules for running adventures and magic and the metaphysics of hierarchy are deeply woven
campaigns in this setting, inspired by the lore and events that into the very fabric of the plane, preventing any one of the
have transpired there during the new Murders at Karlov city-plane's ten guilds from dominating the others.
Manor card set.
Chapter 1 provides rules for creating Ravnican characters. The Phyrexian Invasion
This includes updated races from the Player's Handbook and In 10,079 Z.C., the Phyrexians invaded various planes of the
Guildmaster's Guide to Ravnica, along with unique new multiverse, including Ravnica. These biomechanical horrors
options for a total of 29 carefully designed races. This sought to spread their infection to every plane and dominate
chapter also includes a section that outlines how to use the it, but were ultimately defeated by cooperation between the
new artificer class from Tasha's Cauldron of Everything in a guilds and the various other planes of the multiverse.
Ravnica adventure or campaign.
Chapter 2 provides details on a new faction introduced in
the Murders at Karlov Manor card set, the Ravnican Agency Murders at Karlov Manor
of Magicological Investigations. Now, a year after the invasion, the guilds are still struggling to
Chapter 3 presents a small collection of 4 new spells and find a new equilibrium. Relationships between the guilds
5 new magic items inspired by cards from Murders at Karlov have fractured, leading to disagreements and struggles that
Manor. test the fragile state of the plane. This tension comes to a
Chapter 4 includes 20 new monster stat blocks inspired by head with the assassination of the Simic Combine
curious characters and creatures depicted on cards from guildmaster, Zegana, during a celebration at Karlov Manor.
Murders at Karlov Manor. This chapter also include rules for You can read the Magic Story to learn more about the
creating NPCs using the new races in this guide as mysterious events surrounding the assassination.
templates, as detailed in the Monster Manual.

ABOUT 4
lie setiawan

Races

A
t 1st level, you choose your character's race. Creature Type
This section presents updated playable races
for this setting. When you create a character for Every creature in D&D, including every player character, has
a campaign or adventure set on the plane of a special tag in the rules that identifies the type of creature
Ravnica, you choose from one of the race they are. Most player characters are of the Humanoid type. A
options presented here, and follow these race in this section tells you what your creature type is.
additional rules during character creation. These types don’t have rules themselves, but some rules in
the game affect creatures of certain types in different ways.
Ability Score Increases For example, the cure wounds spell doesn’t work on a
When determining your ability scores, you increase one of Construct or an Undead.
those scores by 2 and increase a different score by 1, or you
increase three different scores by 1. You follow this rule Age
regardless of the method you use to determine the scores, The typical life span of a player character in the D&D
such as rolling or point buy. multiverse is about a century, assuming the character doesn’t
Your class's "Quick Build" section offers suggestions on meet a violent end on an adventure.
which scores to increase. You're free to follow those
suggestions or to ignore them. Whichever scores you decide Height and Weight
to increase, none of the scores can be raised above 20.
Player characters, regardless of race, typically fall into the
Languages same ranges of height and weight that humans have in our
world. If you’d like to determine your character’s height or
Your character can speak, read, and write Common and one weight randomly, consult the Random Height and Weight
other language that you and your DM agree is appropriate for table in the Player’s Handbook, and choose the row in the
the character. The languages spoken in Ravnica are found in table that best represents the build you imagine for your
Guildmaster's Guide to Ravnica. character.
This guide introduces a new secret language for Ravnica,
Sign Language. Ravnican homunculi can't speak, but they
can communicate through this sign language, which is also
known to some members of the Azorius Senate and the
Simic Combine.

5 CHAPTER 1 | RACES
victor adame minguez

Angel Traits
Angel You have the following racial traits.
Creature Type. You are a Celestial.
All Ravnican angels trace their lineage back to Razia, a Size. You are Medium.
construct of red and white mana and incarnation of justice Speed. Your walking speed is 30 feet.
and revenge, the first parun of the Boros Legion at the Life Span. You are immune to the effects of aging and
signing of the guildpact. After Razia's death, her replacement can't be aged magically.
Feather formed the current lineage of angels in her own Angelic Nature. You don't need to eat, drink, or breathe.
image. Celestial Revelation. Starting at 3rd level, you can use a
Angels view themselves as the embodiments of what their bonus action to unleash the celestial energy within yourself.
creator intended. They are fierce warriors devoted to justice Your revelation lasts for 1 minute or until you end it as a
and dedicated to protecting the weak against evil and bonus action.
oppression. They are commanders, advisors, strategists, and When you unleash your revelation, creatures other than
soldiers. Their presence in battle inspires the mortal soldiers your allies within 10 feet of you that can see you must
of the legion with righteous zeal. succeed on a Charisma saving throw against a DC equal to 8
Most assume that angels are paragons of goodness, + your proficiency bonus + your Charisma modifier or have
wisdom, and mercy. The reality is that angels aren't immune your choice of either the blinded or frightened condition.
to the temptations of corruption, and the necessities of Until the revelation ends, once on each of your turns, you can
political machination can compromise the best of them. deal extra damage to one target when you deal damage to it
When cynicism takes root in an angel's heart, when questions with an attack or a spell. The extra damage equals your
undermine devotion to the cause of justice, when strength proficiency bonus.
becomes a tool to lord over the weak, the Orzhov Syndicate is Once you use this trait, you can't do so again until you
there to welcome the angel with open arms, offering status, finish a long rest.
respect, and power. Flight. Because of your wings, you have a flying speed
equal to your walking speed. You can't use this flying speed if
you're wearing medium or heavy armor.

CHAPTER 1 | RACES 6
andreia ugrai

Centaur Traits
You have the following racial traits.
Creature Type. You are a Fey.
Centaur Size. You are Medium.
Centaurs have the upper bodies, down to the waist, of Speed. Your walking speed is 30 feet.
muscular humans, displaying all the human variety of skin Charge. If you move at least 30 feet straight toward a
tones and features. Their ears are slightly pointed, but their target and then hit it with a melee weapon attack on the same
faces are wider and squarer than those of elves. Below the turn, you can immediately follow that attack with a bonus
waist, they have the bodies of small horses, with a similar action, making one attack against the target with your
range of coloration—from various shades of chestnut or bay Hooves.
to dappled or even zebra-like striped patterns. Hooves. You have hooves that you can use to make
Centaurs have an affinity for the natural world. They feel a unarmed strikes. When you hit with them, the strike deals
close kinship with wild animals, perhaps because of their 1d6 + your Strength modifier bludgeoning damage, instead of
own horse-like bodies, and delight in the feeling of running the bludgeoning damage normal for an unarmed strike.
alongside herds and packs of other beasts. As much as they Equine Build. You count as one size larger when
can, centaurs run—in wide plazas, spacious parks, and determining your carrying capacity, the weight you can push,
expanses of rubble and ruin. They race the wind, hooves drag or lift, and whether you can serve as a mount.
thundering and tails streaming behind them, until the next In addition, any climb that requires hands and feet is
wall looms in their path and brings them to a stop. especially difficult for you because of your equine legs. When
you make such a climb, each foot of movement costs you 4
extra feet instead of the normal 1 extra foot.
Equine Talent. You have proficiency in one of the following
skills of your choice: Animal Handling, Athletics, Perception,
or Survival.

7 CHAPTER 1 | RACES
jason a. engle

Demon Traits
You have the following racial traits.
Creature Type. You are a Fiend.
Demon Size. You are Medium.
Just as angels are incarnations of the ideals of justice, Speed. Your walking speed is 30 feet.
demons embody depraved impulses: selfishness, cruelty, Life Span. You are immune to the effects of aging and
hatred, greed, and lust for power. Demons are strongly can't be aged magically.
associated with the Cult of Rakdos; in fact, the demons of Darkvision. You can see in dim light within 60 feet of you
Ravnica might have been created by Rakdos in the same way as if it were bright light, and in darkness as if it were dim
that angels were created by the Boros Legion's founder. As a light. You can't discern color in darkness, only shades of gray.
demon lord who has chosen to live in Ravnica, Rakdos claims Fiendish Nature. You have resistance to fire damage, and
authority over all the demons of this world-even if some of you don't need to eat, drink, or breathe.
them, ambitious and headstrong as demons are, rebel against Legacy of Rakdos. You can cast the charm person and
his authority. hellish rebuke spells with this trait. Once you cast either of
these spells with this trait, you can't cast that spell with it
again until you finish a long rest. You can also cast these
spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).

CHAPTER 1 | RACES 8
justine cruz

Devil Traits
You have the following racial traits.
Creature Type. You are a Fiend. You are also considered a
demon for any prerequisite or effect that requires you to be a
demon.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Devil Life Span. You are immune to the effects of aging and
can't be aged magically.
The creatures called "devils" in Ravnica are actually minor Darkvision. You can see in dim light within 60 feet of you
demons, similar to quasits found on other planes. While the as if it were bright light and in darkness as if it were in dim
larger demons embody evil qualities such as blood lust and light. You discern colors in that darkness only as shades of
torment, these lesser demons reflect the whimsical and gray.
chaotic side of Rakdos and his cult. Their mischievous antics Cackler. You can cast the hideous laughter spell with this
cause disorder and destruction out of proportion to the trait, without requiring a material component. Once you cast
demons' small size. it with this trait, you can't do so again until you finish a long
rest. You can also cast it using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for this spell when you cast it with this trait (choose
when you select this race).
Fiendish Nature. You have resistance to fire damage, and
you don't need to eat, drink, or breathe.
Mimicry. You can accurately mimic sounds you have heard,
including voices. A creature that hears the sounds you make
can tell they are imitations only with a successful Wisdom
(Insight) check against a DC of 8 + your proficiency bonus +
your Charisma modifier.

9 CHAPTER 1 | RACES
bram sels

Devkarin Traits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also
considered an elf for any prerequisite or effect that requires
you to be an elf.
Size. You are Medium.
Devkarin Speed. Your walking speed is 30 feet.
The devkarin tribe of elves are closely connected to the Erstwhile Ancestry. You have advantage on saving throws
Golgari Swarm, and they generally live underground. Unlike you make to avoid or end the charmed condition on yourself.
the dark elves of other worlds, their coloration is much the Magic can't put you to sleep.
same as that of wood elves, though their hair is usually dark Keen Senses. You have proficiency in the Perception skill.
brown or black. The Devkarin are adept spellcasters, Devkarin Magic. You know the dancing lights cantrip.
counting most of the Golgari's shamans among their Starting at 3rd level, you can cast the faerie fire spell with this
numbers. Some of the Devkarin wear Moodmarks, which are trait. Starting at 5th level, you can also cast the darkness spell
minor enchantments that appear as spots or markings on with this trait. Once you cast faerie fire or darkness with this
their foreheads and around their eyes, usually resembling trait, you can't cast that spell with it again until you finish a
insect eyes. long rest. You can also cast either of those spells using any
spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Necrotic Resistance. You have resistance to necrotic
damage.
Superior Darkvision. You can see in dim light within 120
feet of yourself as if it were bright light, and in darkness as if
it were dim light. You discern colors in that darkness only as
shades of gray.

CHAPTER 1 | RACES 10
julia metzger

Dryad Traits
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Dryad Magic. You know the druidcraft cantrip. Starting at
Dryad 3rd level, you can cast the entangle spell with this trait.
The lush forests that once grew on Ravnica are gone, but the Starting at 5th level, you can also cast the dispel magic spell
dryads remain, striving to bring the sprawling city and the with this trait. Once you cast entangle or dispel magic with
verdant green of nature into harmony. Dryads believe that this trait, you can't cast that spell with it again until you finish
their efforts are the will of Mat'Selesnya, the soul of the a long rest. You can also cast either of those spells using any
world, and they spread their teachings throughout Ravnica. spell slots you have of the appropriate level.
Ravnican dryads appear as elf-like humanoids with leafy Intelligence, Wisdom, or Charisma is your spellcasting
hair, which changes color with the seasons much like the ability for these spells when you cast them with this trait
trees. Many dryads have other plant-like qualities, including (choose when you select this race).
green-hued skin and leafy vines that wrap around their limbs. Natural Armor. While you aren't wearing armor, your bark-
Unlike the dryads of other worlds, Ravnican dryads are not like skin gives you a base Armor Class of 13 + your Dexterity
exclusively feminine, though male dryads are not as modifier.
commonly seen outside of the Selesnya Enclave. Speech of Beast and Leaf. You have the ability to
Thanks to their attunement to Mat'Selesnya, dryads serve communicate in a limited manner with Beasts, Plants, and
as visionaries and spiritual intermediaries. They hold vegetation. They can understand the meaning of your words,
positions of great respect as spiritual leaders, and also share though you have no special ability to understand them in
their vision of harmonious construction as architects among return. You have advantage on all Charisma checks you make
the Selesnya, working with stonemasons and woodshapers to to influence them.
create enclaves. Tree Step. As an action, you can use 10 feet of movement
to magically step into a tree within 5 feet of you and emerge
from a second tree you can see within 60 feet of the first tree,
appearing in an unoccupied space within 5 feet of the second
tree. Both trees must be living and at least the same size as
you. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

11 CHAPTER 1 | RACES
julia metzger

Faerie Traits
You have the following racial traits.
Creature Type. You are a Fey.
Faerie Size. You are Small.
Ravnican faeries are diminutive humanoids, no more than 1 Speed. Your walking speed is 30 feet.
foot tall. They have pointed ears, skin that ranges from pale Faerie Magic. You know the druidcraft cantrip. Starting at
green to bluish purple, and four insect-like wings that 3rd level, you can cast the faerie fire spell with this trait. Once
typically resemble the wings of dragonflies or butterflies. you cast faerie fire with this trait, you can't do so again until
Faeries are known throughout all the districts of Ravnica to you finish a long rest. You can also cast it using any spell slots
be mischievous tricksters. They are so notorious, that many you have.
inhabitants have established basic security methods against Intelligence, Wisdom, or Charisma is your spellcasting
them, such as disallowing cloaks in their establishments (a ability for these spells when you cast them with this trait
common disguise for a faerie to appear as a normal sized (choose when you select this race).
creature). Fey Passage. You can squeeze through a space as narrow
The Izzet League puts the small stature and great agility of as 1 inch wide.
the faeries to good use, repairing and fine-tune many of the Flight. Because of your wings, you have a flying speed
small mechanical devices the Izzet creates, and acting as equal to your walking speed. You can't use this flying speed if
messengers. House Dimir actively seeks to employ faeries as you're wearing medium or heavy armor.
well, as their size makes them excellent snoops, spies, and Tiny Build. You count as one size smaller when
thieves. determining your carrying capacity and the weight you can
push, drag, or lift.
In addition, you can wear armor and wield weapons made
for Tiny creatures. The cost of a Tiny item is twice the
equivalent item made for Humanoids, and it weighs half as
much.

CHAPTER 1 | RACES 12
tuan duong chu

Gargoyle Traits
You have the following racial traits.
Creature Type. You are a Construct.
Gargoyle Size. You are Medium.
Ravnican Gargoyles are generally part of the roofscape of the Speed. Your walking speed is 30 feet.
city, with some being several thousand years old. Through Life Span. You are immune to the effects of aging and
ancient magic of the Guildpact, they come to life to protect can't be aged magically.
the buildings from attack or unwelcome intrusion. In certain Constructed Nature. You have resistance to poison
circumstances, gargoyles may awaken for extended periods damage and immunity to disease, and you have advantage on
of time, especially if an unknown threat to the Guilds arises saving throws you make to avoid or end the poisoned
that must be uncovered through planning and investigating. condition on yourself. You don't need to eat, drink, or breathe.
Gargoyles typically depict avian or demonic creatures, and Natural Armor. While you aren't wearing armor, your
most can use their stone wings to fly. Orzhov gargoyles are stone skin gives you a base Armor Class of 13 + your
particularly infamous for their ability to unleash horrific high- Dexterity modifier.
pitched screams that are rumored to be able to shatter Sentry's Rest. You don't need to sleep, and magic can't put
objects and even break bones. you to sleep. When you take a long rest, you spend at least 6
hours in an inactive, motionless state, instead of sleeping. In
this state, you appear inert, but you remain conscious.
Take Flight. As a bonus action, you can fly up to a number
of feet equal to your walking speed. If you are in the air at the
end of this movement, you fall if nothing is holding you aloft.

13 CHAPTER 1 | RACES
edgar sánchez hidalgo

Goblin Goblin Traits


Whether sniveling in fear, cackling with mad laughter, or You have the following racial traits.
snarling in a fury, goblins are wretched and inconsequential— Creature Type. You are a Humanoid. You are also
at least in the eyes of most of Ravnica's other folk. They are considered a goblinoid for any prerequisite or effect that
entitled to some credit for their tenacity, agility, crafty requires you to be a goblinoid.
ingenuity, and dumb luck, all of which has enabled them to Size. You are Small.
survive in a world overrun with creatures larger and more Speed. Your walking speed is 30 feet.
powerful than they are. Darkvision. You can see in dim light within 60 feet of you
Sometimes driven by wild mood swings, goblins have an as if it were bright light, and in darkness as if it were dim
inclination toward destruction, which can take a playful form light. You can't discern color in darkness, only shades of gray.
but is often anything but. Some goblins clobber things, others Fury of the Small. When you damage a creature with an
like to light them on fire, and many love to blow things up. attack or a spell and the creature's size is larger than yours,
Goblins have an outrageous sense of humor, usually you can cause the attack or spell to deal extra damage to the
expressed through mischievous pranks. creature. The extra damage equals your proficiency bonus.
Standing around 3 feet tall and covered in warty green or You can use this trait a number of times equal to your
red skin, goblins have huge noses and ears. Their wiry bodies proficiency bonus, regaining all expended uses when you
are surprisingly strong, and their mouths are full of sharp, finish a long rest, and you can use it no more than once per
crooked teeth. Their arms and legs are elongated in turn.
proportion to their small bodies, and their fingers and toes Mischief. You have proficiency in one of the following skills
are also long and slender. Many goblins prefer to go unshod of your choice: Deception, Sleight of Hand, or Stealth.
to leave their toes exposed for climbing. Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.

CHAPTER 1 | RACES 14
alex konstad

Gorgon Traits
You have the following racial traits.
Creature Type. You are a Monstrosity.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
Gorgon as if it were bright light and in darkness as if it were in dim
The medusas of Ravnica, often called gorgons, are a light. You discern colors in that darkness only as shades of
monstrous race of creatures that appear superficially similar gray.
to human women. In place of hair, a gorgon has a writhing Petrifying Gaze. As an action, you can fix your gaze on
mass of black, serpentine cables, and its hands are scaly one Large or smaller creature you can see within 30 feet of
claws. The gaze of a medusa's glowing eyes causes living you that doesn't have the blinded condition. The target must
tissue to petrify. The transformation is rapid, leaving the make a Constitution saving throw against a DC equal to 8 +
victim as a stone statue, usually frozen in a position of abject your proficiency bonus + your Charisma modifier. Creatures
fear or agony-a fine trophy for the medusa's macabre that have immunity to the petrified condition automatically
collection. The medusa must exert its will to effect this succeed on the saving throw.
transformation, so the gaze of a surprised or friendly On a failed save, the target has the restrained condition for
Ravnican medusa is harmless. 1 minute. The condition ends early if you can no longer see
This deadly gaze attack gives medusas a degree of power the target or you lose concentration (as though concentrating
among the Golgari that is out of proportion with their small on a spell). The target repeats the Constitution saving throw
numbers. Medusas command a significant share of the at the end of each of its turns, ending the effect on itself on a
guild's smaller cells around Ravnica, and at least one medusa success.
is thought to be angling for control of the entire guild at the Starting at 5th level, if the target fails its saves against this
moment. effect three times, it turns to stone and has the petrified
Not all gorgons are so ambitious; some prefer to simply condition until the effect ends. If the creature is physically
carve their own path of life in the city of guilds. broken while petrified, it suffers from similar deformities if it
reverts to its original state. Starting at 10th level, if you
concentrate on this effect for the full minute, the target has
the petrified condition until the effect is removed by the
greater restoration spell or similar magic.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

15 CHAPTER 1 | RACES
vincent christiaens

Homunculus Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Medium or Small (choose when you select
this race).
Homunculus Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and
Homonculi are living creatures created by Azorius lawmages can't be aged magically.
to perform menial tasks, such as groundskeepers and Constructed Nature. You have resistance to poison
sleepless watchmen. Their appearance can vary widely damage and immunity to disease, and you have advantage on
depending on the methods of their creation, but they saving throws you make to avoid or end the poisoned
uniformly have one cyclopean eye. The Simic Combine also condition on yourself. You don't need to eat, drink, or breathe.
creates their own homunculi for use in otherwise deadly Living Construct. If the mending spell is cast on you, you
experiments. can spend a Hit Die, roll it, and regain a number of hit points
Despite their potential for sentience, neither the Azorius equal to the roll plus your Constitution modifier (minimum of
nor the Simic treat homunculi as equals. The Azorius Senate 1 hit point).
will recognize a homunculus who displays dissatisfaction In addition, your creator designed you to benefit from
with their tasks, but some homunculi leave their guilds to several spells that preserve life but that normally don't affect
find their own path of freedom in the city at large. Constructs: cure wounds, healing word, mass cure wounds,
mass healing word, and spare the dying.
Silent Homunculi One-Eyed. You have disadvantage on any attack roll
Homunculi on Ravnica typically cannot speak, and only against a target more than 30 feet away.
communicate through Sign Language or by written word. In addition, you have advantage on Wisdom (Perception)
Homunculus player characters are unique, howvever, and can and Intelligence (Investigation) checks that rely on sight
learn to speak human language. while searching an area or studying an object within 1 foot of
you.
Sleepless. You don't need to sleep, and magic can't put you
to sleep. You remain conscious during a long rest, though you
must still refrain from strenuous activity to gain the benefit of
the rest.
Specialized Design. You have proficiency in one skill and
one with one tool of your choice.

CHAPTER 1 | RACES 16
fajareka setiawan

Human Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Human Size. You are Medium.
Humans are a scant majority among the peoples of Ravnica, Speed. Your walking speed is 30 feet.
dominating some guilds and barely represented in others. As Human Determination. When you make an attack roll, an
on other worlds, they are innovators, achievers, and pioneers ability check, or a saving throw, you can do so with advantage.
whose daring and adaptability make them capable of great You can use this trait a number of times equal to your
things—and great falls. proficiency bonus, and you regain all expended uses when
Not one of the paruns of the ten guilds was human, you finish a long rest.
although the Ghost Council of the Orzhov Syndicate is of Skills. Humans have a wide range of natural talents. You
human origin. Likewise, no current guildmaster is human. have proficiency in one skill of your choice and with one tool
But humans are lieutenants, advisors, and strategists in many of your choice.
guilds. Their ambition and drive propel them toward the top,
but the sheer might of beings such as ancient dragons, Variant Human Traits
sphinxes, and demons keeps humans one rung down from If your campaign uses the optional feat rules found in the
the pinnacle of power. Player's Handbook, your Dungeon Master might allow these
The humans of Ravnica are no less physically diverse than variant traits, which replace your Human Determination and
those of other worlds. Similarly, they are varied in their Skills trait.
inclinations: they alone are found in every guild. Resourceful. Whenever you finish a long rest, you are
given inspiration, using the rules for inspiration provided in
the Player's Handbook.
Feat. You gain one of the following feats from the Player's
Handbook: Alert, Healer, Lucky, Magic Initiate, Savage
Attacker, Skilled, or Tough.

17 CHAPTER 1 | RACES
randy vargas

Kraul
Kraul Traits
The Kraul are insectile humanoids that inhabit the Undercity,
far below the main streets of Ravnica. Living on the You have the following racial traits.
periphery, some felt a sense of loyalty and kinship toward the Creature Type. You are a Humanoid.
Golgari Swarm, while others rejected the guilds. These six- Size. You are Medium.
legged creatures are hard-headed and literal-minded. They Speed. Your walking speed is 30 feet.
possess a kind of hive mind that protects and emboldens Darkvision. You can see in dim light within 60 feet of
kraul in groups. yourself as if it were bright light, and in darkness as if it were
Kraul society is organized into well-defined roles and dim light. You discern colors in that darkness only as shades
castes. The vast majority of the kraul occupy various tiers of of gray.
soldiery, from commanders and elite troops down to the Climbing. You have a climbing speed equal to your walking
lowliest infantry. speed. Starting at 3rd level, you can move up, down, and
The death priests occupy the highest roles in kraul society. across vertical surfaces and upside down along ceilings,
They lead the buzzing chants of the kraul rites. They draw while leaving your hands free.
power from the defeat of their enemies and channel it to their Hive Mind. You have advantage on saving throws you make
followers, ensuring the continuation of the cycle. This to avoid or end the charmed or frightened condition on
symbiosis with life and death is reflected in many aspects of yourself. While you are within 30 feet of another kraul, you
Kraul society, and is even reflected in their horrific life cycle: have immunity to the charmed and frightened conditions.
Kraul lay their eggs in the body of another species, and the Natural Armor. While you aren't wearing armor, your
host is eaten when the eggs gestate. carapace gives you a base Armor Class of 13 + your Dexterity
modifier.
Winged Kraul
Some kraul warriors develop gossamer wings as they age. Feat: Kraul Wings
These wings give them a higher station among the kraul Prerequisite: Kraul
soldiers. Winged kraul warriors serve the guild as scouts and You sprout four dragonfly-like wings on your back. Because of
shock troops. If your adventure or campaign uses the them, you have a flying speed equal to your walking speed.
optional feat rules from the Player's Handbook, your You can't use this speed if you're wearing medium or heavy
character can take the Kraul Wings feat to represent the armor.
development of these wings.

CHAPTER 1 | RACES 18
zack stella

Loxodon
Loxodon Traits
The humanoid elephants called loxodons are often oases of
calm in the busy streets of Ravnica. They hum or chant in You have the following racial traits.
sonorous tones and move slowly or sit in perfect stillness. If Creature Type. You are a Humanoid.
provoked to action, loxodons are true terrors—bellowing with Size. You are Medium.
rage, trumpeting and flapping their ears. Their serene Speed. Your walking speed is 30 feet.
wisdom, fierce loyalty, and unwavering conviction are Keen Smell. You have proficiency in the Perception skill,
tremendous assets to their guilds. and you have advantage on Wisdom (Perception), Wisdom
Loxodons tower above most other humanoids, standing (Survival), and Intelligence (Investigation) checks that involve
over 7 feet tall. They have the heads—trunks, tusks, ears, and smell.
faces—of elephants, and hulking bipedal bodies covered by Loxodon Serenity. You have advantage on saving throws
thick, leathery skin. Each of their hands has four thick digits, you make to avoid or end the charmed or frightened
and their feet are the flat-bottomed, oval-shaped feet of condition on yourself.
elephants. Natural Armor. While you aren't wearing armor, your thick
Loxodons are tireless, patient artisans with an unrivaled skin gives you a base Armor Class of 13 + your Dexterity
intuition about their craft. Although they make nurturing modifier.
spiritual leaders, their gift for stonework is so ingrained that Powerful Build. You count as one size larger when
they are often at a loss when they try to impart that determining your carrying capacity and the weight you can
knowledge to others. push, drag, or lift.
Loxodon society believes that the members of a group have Trunk. Your trunk has a reach of 5 feet. You can use it to
a responsibility to look out for each other. Once they have manipulate an object, open or close a door or container, pick
joined a guild or bonded with other individuals in any up or set down a Tiny object, grapple a creature, make an
capacity, loxodons devote themselves to maintaining that unarmed strike, or wield a weapon that has the light property.
bond. They coordinate their efforts and are often willing to The trunk can't activate magic items or lift more than 10
sacrifice themselves for the sake of the group. They expect pounds.
reciprocal loyalty and commitment from the other members
of their communities and can be severe in their
disappointment when their trust is betrayed.

19 CHAPTER 1 | RACES
paolo puggioni

Merfolk Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Amphibious. You can breathe air and water.
Merfolk Darkvision. You can see in dim light within 60 feet of you
For millennia, merfolk were thought extinct on Ravnica, as as if it were bright light and in darkness as if it were dim
the ocean was covered by the sprawling city and eventually light. You discern colors in that darkness only as shades of
faded from memory. The merfolk themselves only preserved gray.
dim memories of the surface, aware that there was a city Deep Resistance. You have resistance to cold damage.
ruled by guilds above them, but knowing and caring little Merfolk Magic. You know the shape water* cantrip.
about it. Starting at 3rd level, you can cast the create or destroy water
Less than a century ago, massive sinkholes enabled the and fog cloud spells with this trait, without requiring a
merfolk to resurface, and many members immediately took material component. Once you cast create or destroy water
on leadership positions in the Simic Combine. The merfolk or fog cloud with this trait, you can't cast that spell with it
claim a deep connection to Ravnica's primal oceans, which again until you finish a long rest. You can also cast either of
remain almost untouched by civilization. those spells using any spell slots you have of the appropriate
Ravnican merfolk appear humanoid, but their heads and level.
limbs are adorned with large fish-like fins and frills. Their Intelligence, Wisdom, or Charisma is your spellcasting
skin is typically a shade of blue, but the skin between the ability for these spells when you cast them with this trait
spines of their fins displays beautiful arrays of colors and (choose when you select this race).
patterns unique to each merfolk. Speech of the Sea. You have the ability to communicate in
a limited manner with Beast, Elemental, or Monstrosity that
* The shape water cantrip appears in Xanathar's Guide to has a swimming speed. They can understand the meaning of
Everything and the Elemental Evil Player's Companion. your words, though you have no special ability to understand
them in return.
Swimming. You have a swimming speed of 30 feet. You
can't use this swimming speed if you're wearing heavy armor.

CHAPTER 1 | RACES 20
howard lyon

Minotaur
Minotaur Traits
Minotaurs are barrel-chested humanoids with heads
resembling those of bulls. Their horns range in size from You have the following racial traits.
about 1 foot long to great, curling weapons easily three times Creature Type. You are a Humanoid.
that length. They often ornament their horns with metal rings Size. You are Medium.
or sheathe them in metal to protect them from damage. Speed. Your walking speed is 30 feet.
Manes of shaggy fur extend down minotaurs' necks and Horns. You have horns that you can use to make unarmed
powerful backs, and males have long tufts of hair on their strikes. When you hit with them, the strike deals 1d6 + your
chins and cheeks. Their legs end in heavy, cloven hooves. Strength modifier piercing damage, instead of the
Minotaurs tend to vent their outrage through violence, but bludgeoning damage normal for an unarmed strike.
they aren't generally quick to anger. They are passionate, Goring Rush. Immediately after you take the Dash action
loving their friends and partners fiercely, and they laugh loud on your turn and move at least 20 feet, you can make one
and long at good jokes. melee attack with your Horns as a bonus action.
Minotaur legends describe a small pantheon of heroes— Hammering Horns. Immediately after you hit a creature
perhaps they were once thought of as gods—who established with a melee attack as part of the Attack action on your turn,
the minotaurs' place in the world. Every minotaur in Ravnica you can use a bonus action to attempt to push that target with
claims descent from one of these heroes. The Ordruun line is your horns. The target must be within 5 feet of you and no
the most prominent, with thousands of members descended more than one size larger than you. Unless it succeeds on a
from an ancient hero who is said to have taught minotaurs Strength saving throw against a DC equal to 8 + your
the arts of war. Other important family lines include the proficiency bonus + your Strength modifier, you can push it
Kharran line (primarily associated with the Gruul Scab clan), up to 10 feet away from you or give it the prone condition.
the Drendaa line (found scattered among the Gruul Clans), Minotaur Talent. You have proficiency in one of the
and the Tazgral line (divided between the Boros and the following skills of your choice: Athletics, Intimidation, or
Gruul, with a significant number in the Rakdos as well). Persuasion.

21 CHAPTER 1 | RACES
leesha hannigan

Mole Traits
You have the following racial traits.
Creature Type. You are a Beast.
Mole Size. You are Small.
Moles are curious little creatures, nearly identical to the Speed. Your walking speed is 30 feet.
moles of other planes. They have black fur, long claws and Burrow. You have a burrowing speed of 5 feet. You can use
snouts, and are adapted to subterranean lifestyles. Recently, this burrowing speed to move through sand, earth, mud, or
intelligent moles have surfaced from beneath Ravnica, ice, but not solid rock.
capable of thought and humanoid speech. Darkvision. You can see in dim light within 60 feet of you
It is believed that these moles have a connection to Anzrag, as if it were bright light and in darkness as if it were in dim
one of Ravnica's Utmungr, the deep gods of the earth. These light. You discern colors in that darkness only as shades of
gods are mostly forgotten, but under certain circumstances, gray.
they can wake and stir cause destruction. Intelligent moles Keen Smell. You have advantage on Wisdom (Perception),
had not appeared in Ranvica until after Anzrag had awakened Wisdom (Survival), and Intelligence (Investigation) checks
and wreaked havoc on the surface. that involve smell.
The moles are quite friendly and sociable, despite having Tremorsense. As a bonus action, you gain tremorsense for
lived without civilized contact for an unknown amount of 10 minutes. Using this tremorsense, you can pinpoint the
time. Shortly after surfacing, many offered their services to location of creatures and moving objects within 60 feet of
the guilds as scouts to guide their agents through the maze of you, provided that you and anything you're detecting are both
tunnel networks and forgotten districts. in contact with the same surface. This tremorsense can't
detect creatures or objects in the air, and doesn't count as a
form of sight.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

CHAPTER 1 | RACES 22
tomasz jedruszek

Ogre Traits
You have the following racial traits.
Creature Type. You are a Giant.
Ogre Size. You are Medium.
Unlike many of the ogres of other planes, Ravnican ogres are Speed. Your walking speed is 30 feet.
intelligent, if dim-witted, and can be reasoned with. They Darkvision. You can see in dim light within 60 feet of you
otherwise share many properties with other ogres, including as if it were bright light and in darkness as if it were in dim
impressive stature and strength, and are related to the plane's light. You discern colors in that darkness only as shades of
giants. gray.
Ravnican ogres have the distinction of bearing a poisonous Giant Build. You can move through the space of any
natural stench. Because of this, ogres are generally not creature of a size smaller than yours. In addition, you count
accepted in social circles and find themselves relegated to as one size larger when determining your carrying capacity
reclusive professions, such as ratcatchers and coroners. and the weight you can push, drag, or lift.
Despite their position as outcasts, some ogres do find Long-Limbed. When you make a melee attack on your
themselves joining guilds: The Cult of Rakdos and many turn, your reach for it is 5 feet greater than normal.
Gruul clans respect ogres' strength and employ them as Stench. As an action, you can exude a poisonous stench
bouncers and enforcers. that lasts for 1 minute. While the stench lasts, any creature
that starts its turn within 5 feet of you must succeed on a
Constitution saving throw against a DC equal to 8 + your
proficiency bonus + your Constitution modifier or have the
poisoned condition until the start of the creature's next turn.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

23 CHAPTER 1 | RACES
raph lomotan

Ooze Traits
You have the following racial traits.
Creature Type. You are an Ooze.
Size. You are Medium or Small (choose when you select
this race).
Speed. Your walking speed is 30 feet.
Ooze Amorphous. You can squeeze through a space as narrow
The oozes of Ravnica are "amorphous gelatinous lifeforms" as 1 inch wide, provided you are wearing and carrying
created by the Simic Combine, allegedly accidentally as the nothing. You have advantage on ability checks you make to
result of biowaste from another project. Since their inception, initiate or escape a grapple.
the Simic has created numerous oozes for varying purposes, Natural Armor. When you aren't wearing armor, your slimy
including pest control, waste disposal, scientific study, or even form gives you a base Armor Class of 13 + your Dexterity
criminal investigation. modifier.
Oozes are generally not sapient, but some oozes are Natural Resilience. You have resistance to poison damage
designed with heightened intelligence or even spliced with and advantage on saving throws you make to avoid or end the
humanoids. The guildmaster of the Simic, Vannifar, is an elf poisoned condition on yourself.
who augmented her body with ooze-like properties. An ooze Shape Self. As an action, you can reshape your body to
left unintended might also develop intelligence over time. give yourself a head, one or two arms, one or two legs, and
makeshift hands and feet, or you can revert to a limbless
blob. While you have a humanlike shape, you can wear
clothing and armor made for a Humanoid of your size.
Psuedopod. As a bonus action, you can extrude a
pseudopod that is up to 6 inches wide and 10 feet long or
reabsorb it into your body. As part of the same bonus action,
you can use this pseudopod to manipulate an object, open or
close a door or container, or pick up or set down a Tiny
object. The pseudopod contains no sensory organs and can't
attack, activate magic items, or lift more than 10 pounds.

CHAPTER 1 | RACES 24
jim murray

Shapeshifter Traits
You have the following racial traits.
Creature Type. You are a Monstrosity.
Shapeshifter Size. You are Medium.
Shapeshifters are enigmatic creatures of unknown origin. Speed. Your walking speed is 30 feet.
The most prolific shapeshifters are agents of House Dimir, Detect Thoughts. Starting at 5th level, you can cast the
using their uncanny abilities as infiltrators and spies for the detect thoughts spell with this trait, without requiring a
guild, often assuming the identities of assassinated targets. material component. Once you cast it with this trait, you can't
The guildmaster himself, Lazav, is a shapeshifter, and he do so again until you finish a long rest. You can also cast it
claims to take orders from some greater power. using any spell slots you have of the appropriate level.
There are other forms of shapeshifters on Ravnica as well. Intelligence, Wisdom, or Charisma is your spellcasting
While the powers of Dimir shapeshifters appear organic in ability for this spell when you cast it with this trait (choose
nature, the shapeshifters known as Aetherlings appear to when you select this race).
draw their powers from the aether, the energy that exists Shapechanger. As an action, you change your appearance
between planes. Shapeshifting creatures known as mimics and your voice. You determine the specifics of the changes,
have also appeared from the laboratories of the Simic including your coloration, hair length, and sex. You can also
Combine, though the guild remains conspicuously silent on adjust your height between Medium and Small. You can make
their nature. yourself appear as a member of another race, though none of
your game statistics change. You can't duplicate the
appearance of an individual you've never seen, and you must
adopt a form that has the same basic arrangement of limbs
that you have. Your clothing and equipment aren't changed by
this trait.
You stay in the new form until you use an action to revert to
your true form or until you die.
Shapeshifter Talent. You have proficiency with one of the
following skills of your choice: Deception, Insight,
Intimidation, Performance, or Persuasion.

25 CHAPTER 1 | RACES
jason rainville

Silhana Traits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also
considered an elf for any prerequisite or effect that requires
you to be an elf.
Size. You are Medium.
Silhana Speed. Your walking speed is 35 feet.
The wood elves of Ravnica, called the Silhana, are strongly Darkvision. You can see in dim light within 60 feet of
associated with the Selesnya Conclave. Most guildless elves yourself as if it were bright light, and in darkness as if it were
can also trace their ancestry to the Silhana. Their coloration dim light. You discern colors in that darkness only as shades
covers the whole human range, and sometimes extends to of gray.
green- or copper-colored hair. The Silhana are master Erstwhile Ancestry. You have advantage on saving throws
archers who stalk the rooftops of the city-plane. you make to avoid or end the charmed condition on yourself.
Magic can't put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Silhana Magic. You know one of the following cantrips of
your choice: druidcraft, light, or sacred flame. Intelligence,
Wisdom, or Charisma is your spellcasting ability for it
(choose when you select this race).

CHAPTER 1 | RACES 26
michele giorgi

Animal Enhancement. You gain an additional benefit


Simic Hybrid based on one of the following options (choose when you
select this race).
The Simic Combine uses magic to fuse different life forms
together. The goal of the Guardian Project is to build a Simic Manta Glide. When you fall at least 10 feet above the ground,
army of soldiers perfectly adapted to a variety of combat you can use your reaction to extend your skin membranes
situations. These hyper-evolved specimens are called Simic to glide horizontally a number of feet equal to your walking
hybrids, though they sometimes refer to themselves as speed, and you take 0 damage from the fall. You determine
guardians. the direction of the glide.
A hybrid's biological enhancements can change its Nimble Climber. You have a climbing speed equal to your
appearance drastically, though most hybrids retain their basic walking speed.
physical form. All are augmented with characteristics of Underwater Adaptation. You can breathe air and water, and
animals, mostly aquatic, reptilian, or amphibian creatures. you have a swimming speed equal to your walking speed.
These include crab claws, squid tentacles, wings or fins like Further Enhancements. At 5th level, you gain an
those of manta rays, translucent or camouflaged skin, or additional benefit. Choose an option from your Animal
shark-like maws filled with sharp teeth. Enhancement trait you have not already chosen, or choose
Hybrids are the product of Simic magic. It's not impossible one of the following options.
for a hybrid to leave the Simic Combine and join another
guild, but the Simic would consider the individual a deserter. Extra Appendages. You have two additional limbs beneath
And the new guild might never fully welcome a hybrid who your primary your arms. You can use them to manipulate
could easily be a Simic spy. an object, open or close a door or container, pick up or set
down a Tiny object, grapple a creature, or make an
Simic Hybrid Traits unarmed strike. When you hit with them, the strike deals
You have the following racial traits. 1d6 + your Strength modifier bludgeoning damage, instead
Creature Type. You are a Monstrosity. When you select of the bludgeoning damage normal for an unarmed strike.
this race, choose human, elf, or vedalken. You are also Carapace. While you're not wearing heavy armor, your thick
considered a member of the chosen race for any prerequisite shell gives you a +1 bonus to Armor Class.
or effect that requires you to be that race. Acid Spit. As an action, you can spray acid at one creature or
Size. You are Medium. object you can see within 30 feet of you. The target must
Speed. Your walking speed is 30 feet. succeed on a Dexterity saving throw against a DC of 8 +
your proficiency bonus + your Constitution modifier or take
Darkvision. You can see in dim light within 60 feet of you 2d10 acid damage. This damage increases by 1d10 when
as if it were bright light and in darkness as if it were in dim you reach 11th level (3d10) and 17th level (4d10). You can
light. You discern colors in that darkness only as shades of use this trait a number of times equal to your proficiency
gray. bonus, and you regain all expended uses of it when you
finish a long rest.

27 CHAPTER 1 | RACES
andrew mar

Sphinx Traits
You have the following racial traits.
Creature Type. You are a Monstrosity.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Claws. You can use your claws to make unarmed strikes.
Sphinx When you hit with them, the strike deals 1d6 + your Strength
Sphinxes are an ancient race of quadrupedal, feline creatures modifier slashing damage, instead of the bludgeoning
with large wings. They are typically solitary creatures, prone damage normal for an unarmed strike.
to deep reflection and meditation, but have been known to Inscrutable. You have proficiency in the Deception skill.
share their insight with others in times of need. The author of Sphinx Magic. You can cast the detect magic spell with
Ravnica's guildpact, Azor, was himself a sphinx and the first this trait. Starting at 3rd level, you can also cast the misty
parun of the Azorius Senate. To this day, many sphinx join the step spell with this trait. Starting at 5th level, you can also
Azorius to lend their wisdom and magic. Other sphinxes cast the see invisibility spell with this trait, without requiring
become lost in their own thoughts and machinations, material components. Once you cast any of these spells with
becoming powerful forces of fear for House Dimir. this trait, you can't cast that spell with it again until you finish
a long rest. You can also cast any of those spells using any
spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
Take Flight. As a bonus action, you can fly up to a number
of feet equal to your walking speed. If you are in the air at the
end of this movement, you fall if nothing is holding you aloft.

CHAPTER 1 | RACES 28
wayne wu

Spirit Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium or Small (choose when you select
this race).
Speed. Your walking speed is 30 feet.
Spirit Life Span. You are immune to the effects of aging and
The Orzhov spirits and Golgari zombies are not the extent of can't be aged magically.
undead in Ravnica. Wherever people die, there's a chance of Darkvision. You can see in dim light within 60 feet of you
them returning as revenants, ghosts, or other forms of as if it were bright light, and in darkness as if it were dim
undead. Ravnican spirits come in several variants, some light. You can't discern color in darkness, only shades of gray.
mirroring the species they were in life, others twisted into Deathless Nature. You have resistance to poison damage
near animalistic forms. Ways to ensure a spirit does not rise and immunity to disease, and you have advantage on saving
is to pay the exorbitant fee for a Proper Burial conducted by throws you make to avoid or end the poisoned condition on
the guilds. yourself. You don't need to eat, drink, or breathe.
Among the guilds, the Azorius, Orzhov, and Dimir dealt Incorporeal Movement. As a bonus action, you can
with spirits. The Azorius utilize spirits as untiring become slightly incorporeal until the end of your turn. While
bureaucrats and protectors of the laws of the Guildpact. The incorporeal, you can move through other creatures and
Orzhov are ruled by an aristocracy of undead ghosts that objects as if they were difficult terrain. This movement is
form the highest council of the guild, the Deathless. Being blocked by 2 feet of rock, 2 inches of any metal other than
raised as a spirit is a high honor for guild members, while it lead, or a thin sheet of lead. If you end your turn inside a
is an unfortunate fate for those unable to pay their debts in creature or object, you are immediately shunted to the
life to the lesser ranks. The Dimir use them as spies and nearest unoccupied space that you can occupy and take force
infiltrators, often turning to those spirits that are so ancient damage equal to twice the number of feet you are moved.
that their names are all but forgotten. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Sleepless. You don't need to sleep, and magic can't put you
to sleep. You remain conscious during a long rest, though you
must still refrain from strenuous activity to gain the benefit of
the rest.

29 CHAPTER 1 | RACES
borja pindado

Troll Traits
You have the following racial traits.
Creature Type. You are a Giant.
Troll Size. You are Medium.
Ravnican trolls are hulking sewer dwellers with fungus Speed. Your walking speed is 30 feet.
adorning their bodies like manes, acting as extra layers for Darkvision. You can see in dim light within 60 feet of you
their already tough hide and facilitating their regeneration. as if it were bright light and in darkness as if it were in dim
Many trolls live oppressed existences, being hunted by faeries light. You discern colors in that darkness only as shades of
or experimented on by the Simic Combine, but they can find gray.
ready acceptance in Gruul Clans and the Golgari Swarm. Keen Smell. You have advantage on Wisdom (Perception),
Wisdom (Survival), and Intelligence (Investigation) checks
that involve smell.
Regeneration. As a bonus action, you can spend one Hit
Die. You regain a number of hit points equal to a roll of the
die + your Constitution modifier (minimum of 1 hit point).
Natural Armor. While you aren't wearing armor, your
fungal growths give you a base Armor Class of 13 + your
Dexterity modifier.

CHAPTER 1 | RACES 30
bastien l. deharme

Blood Thirst. As a bonus action, you can make a special


Vampire attack with your Bite against a creature that isn't a Construct
or Undead. If the attack hits, it deals its normal damage, and
Creatures of the night, vampires are ageless undead beings you gain temporary hit points equal to your proficiency
who subsist on the blood of the living. They are fierce bonus. You can use this trait a number of times equal to your
predators who mask their ravenous thirst behind a facade of proficiency bonus, and you regain all expended uses when
sophistication and sensuality. Those who sip blood from you finish a long rest.
golden chalices are no less voracious than those who tear out Darkvision. You can see in dim light within 60 feet of you
their victims' throats with their fangs; they just hide it better. as if it were bright light and in darkness as if it were dim
Plenty of vampires haunt Ravnica's alleys and sewers, preying light. You discern colors in that darkness as shades of gray.
on those who are foolish enough to leave the relative safety of Take Flight. As a bonus action, you can fly up to a number
the crowds. of feet equal to your walking speed. If you are in the air at the
Vampires thrive in the Orzhov Syndicate, where they can end of this movement, you fall if nothing is holding you aloft.
collect tithes and payments from their debtors in the form of Vampiric Nature. You don't need to eat or breathe, and
blood. Their undead nature gives them the same immortality you can only drink blood for sustenance.
enjoyed by the oligarch spirits, but they remain capable of Blood and Mind. You gain an additional benefit based on
experiencing all the delights of their corporeal forms. one of the following options (choose when you select this
When vampires join House Dimir, they can learn to siphon race). You can use this benefit a number of times equal to
mental energy and memories along with the blood of their your proficiency bonus, and you regain all expended uses
victims. They also study the magic favored by Dimir mind when you finish a long rest.
mages, giving them a powerful combination of abilities ideal
for espionage and infiltration. Blood Bond. When you gain temporary hit points from your
Blood Thirst trait, the target of the Bite must succeed on
Vampire Traits Charisma saving throw against a DC equal to 8 + your
You have the following racial traits. proficiency bonus + your Charisma modifier or have the
Creature Type. You are an Undead. charmed condition for 1 minute or until you or your
Size. You are Medium or Small. You choose the size when companions do anything harmful to it. The charmed
you gain this race. creature is infatuated with you. When the condition ends,
Speed. Your walking speed is 30 feet. the creature knows it was charmed by you.
Life Span. You are immune to the effects of aging and Mind Drinker. As an action, you can siphon psionic energy
can't be aged magically. from one creature you can see within 30 feet of you that
Bite. You have elongated fangs that you can use to make isn't a Construct or Undead. The target must make an
unarmed strikes. When you hit with them, the strike deals Intelligence saving throw against a DC equal to 8 + your
1d6 + your Strength modifier piercing damage, instead of the proficiency bonus + your Intelligence modifier. If you hit the
bludgeoning damage normal for an unarmed strike. target with your Bite attack on the previous turn, the saving
throw is made with disadvantage. On a failed save, the
target takes psychic damage equal to your proficiency
bonus, and you discern the target's surface thoughts and
emotions. On a successful save, the target takes half as
much damage and you discern nothing about it.

31 CHAPTER 1 | RACES
jodie muir

Vedalken
Vedalken are tall and slender, standing almost a head taller Vedalken Traits
than humans on average but weighing about the same. Their You have the following racial traits.
hairless skin comes in a range of shades of blue. Their eyes Creature Type. You are a Humanoid.
are darker shades of blue or violet. They lack external ears, Size. You are Medium.
their noses are broad and flat, and they are partially Speed. Your walking speed is 30 feet.
amphibious. Amphibious. You can breathe air and water.
To members of other races, vedalken often seem cold, even Tireless Precision. Whenever you add your proficiency
emotionless. That assessment isn't fair—they feel emotion bonus to an ability check, you can roll a d4 and add it to the
every bit as intensely as other folk do, but they are skilled at check, and you can do so after seeing the d20 roll but before
not displaying it. Cool rationality guides their actions, they the effects of the roll are resolved. You can use this trait a
make and follow careful plans, and they are patient enough to number of times equal to your proficiency bonus, and you
do nothing when the ideal outcome relies on such inaction. regain all expended uses when you finish a long rest.
Vedalken believe that the path toward the impossible goal Vedalken Cunning. You have advantage on Intelligence,
of perfection is paved with bricks of education, careful Wisdom, and Charisma saving throws against spells.
deliberation, and controlled experimentation. Some vedalken Vedalken Talent. You have proficiency with one tool of
direct their energy toward perfecting themselves, whether by your choice, and you have proficiency in one of the following
means of Simic bioengineering or through extensive study, skills of your choice: Arcana, History, Investigation, Medicine,
and others concentrate on perfecting society through the Performance, or Sleight of Hand.
careful drafting and application of laws.

CHAPTER 1 | RACES 32
leonardo santanna

Viashino Viashino Traits


Viashino are reptilian humanoids descended from the You have the following racial traits.
ancient dragons of Ravnica. These dragons were immense Creature Type. You are a Humanoid.
and god-like, warring and devastating; the signing of the Size. You are Medium.
Guildpact was in part to protect the city from these dragons. Speed. Your walking speed is 35 feet.
Niv-Mizzet, the Firemind, parun of the Izzet League and the Bite. You have a fanged maw that you can use to make
current Living Guildpact, is one of the few remaining unarmed strikes. When you hit with it, the strike deals 1d6 +
dragons. Many viashino follow the Firemind and lend your Strength modifier piercing damage, instead of the
themselves to the Izzet League, while others put their bludgeoning damage normal for an unarmed strike.
strength to use in the ranks of the Boros Legion. The Slizt Fire Resistance. You have resistance to fire damage.
clan is Gruul clan consisting mostly of viashino with a Natural Armor. While you aren't wearing armor, your scaly
reputation as skulking ambushers. skin gives you a base Armor Class of 13 + your Dexterity
Viashino have green or red scales, dragon-like maws, and modifier.
long whip-like tails. While they don't display the ability to Tail. You have a bony tail that you can use to make
breathe fire or other talents of their draconic ancestors, they unarmed strikes. Your reach for it is 5 feet greater than
have a propensity for using flame and fire spells and taking normal. When you hit with it, the strike deals 1d4 + your
large bites out of their quarries. Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Viashino Talent. You have proficiency in two of the
following skills your choice: Animal Handling, Medicine,
Nature, Perception, Stealth, or Survival.

33 CHAPTER 1 | RACES
chris rallis

Classes by Guild

G
uildmaster's Guide to Ravnica includes details
to help you choose a Ravnican guild for your Subclasses
character to join if you already know what Class Subclass Guild
class you want to play. Since the book's Barbarian Path of the Beast* Gruul, Simic
release, we have seen new classes and
subclass options from official sourcebooks that Barbarian Path of Wild Magic* Izzet, Simic
your DM might allow you to play. This section Bard College of Creation* Izzet, Rakdos
expands on the original to help you choose a guild if you have
one of these newer class options in mind. Bard College of Eloquence* Orzhov
Bard College of Spirits† Dimir, Orzhov
Artificer
Cleric Peace Domain* Azorius
Artificers are frequently associated with the Izzet League,
which functions as the city-plane's civil engineers for its Cleric Twilight Domain* Dimir, Orzhov
sewage, water supply, heating systems, and roadways. Druid Circle of Stars* Dimir
Artificers with more of a focus on combat technologies might
be contracted by the Azorius Senate or Boros Legion. Druid Circle of Wildfire* Gruul
Simic scientists who create the hybrids in the Guardian Fighter Psi Warrior* Dimir
Project are almost exclusively Alchemists.
Fighter Rune Knight* Azorius
Artificer*
Monk Way of the Astral Self* Dimir, Orzhov
Subclass Guild
Monk Way of the Ascendant Dragon‡ Gruul, Izzet
Alchemist Golgari, Simic
Monk Way of Mercy* Azorius
Armorer Azorius, Izzet
Paladin Oath of Glory* Azorius, Boros
Artillerist Boros, Izzet
Paladin Oath of the Watchers* Azorius
Battle Smith Izzet
Ranger Drakwarden‡ Gruul, Izzet
New Subclasses Ranger Fey Wanderer* Selesnya
Several new subclasses fulfill interesting roles in Ravnica. Ranger Swarmkeeper* Golgari
The wizard tradition of Bladesinging might be an ancient Rogue Phantom* Orzhov
practice that stems from the Erstwhile, a long dead tribe of
elves that have been resurrected by the Golgari Swarm. An Rogue Soulknife* Dimir
Ertswhile lich might also serve as the patron to a warlock of Sorcerer Aberrant Mind* Dimir
the Undead. An ancient weird, an elemental of opposing
elements forged by Niv-Mizzet, might serve as a Genie Sorcerer Clockwork Soul* Azorius, Izzet
patron, while a warlock of the Fathomless might have as its Warlock Fathomless* Simic
patron an ancient merfolk or ooze. An Aberrant Mind
sorcerer's power might come from a nightmare sphinx driven Warlock Genie* Izzet
insane by isolation. Warlock Undead† Golgari, Orzhov
* Appears in Tasha's Cauldron of Everything Wizard Bladesinging* Golgari
† Appears in Van Richten's Guide to Ravenloft
Wizard Order of Scribes* Azorius
‡ Appears in Fizban's Treasury of Dragons

CHAPTER 2 | CLASSES 34
Ravnican Agency of Magicological
Investigations
Someone behind the pair cleared their throat. A Goals of the Agency
human man stood in the doorway, skin a few shades lighter The Agency has a singular aim: to solve cases of mystery and
than Kaya's, hair dark on top but graying at the temples, uncover what someone intends to stay hidden. By unspoken
dressed in a long azure coat. understanding, the guilds avoid interfering with detectives'
--- Seanan McGuire, Murders at Karlov Manor investigations if any true crime is promptly turned over to the
appropriate guild. In return, detectives focus solely on
The Ravnican Agency of Magicological Investigations, also investigation and unraveling mysteries—they're strictly
known as the R.A.M.I., is a force of detectives and prohibited from making arrests, imprisoning culprits, passing
investigators founded after the New Phyrexian invasion by sentences, or otherwise enacting justice.
the archon Ezrim. The Agency was pivotal in restoring the The R.A.M.I. started out as a small, dedicated cult of
peace on the plane, a role that used to be reserved for the followers of Ezrim, a guildless archon who pursues twin
Boros Legion. The Boros consider them amateurs. ideals of clarity and truth. While at its heart, the R.A.M.I.
More than any other agency, the R.A.M.I. walks the fine line retains the deep faith in Ezrim's principles, as it's grown, it
between autonomy from and collaboration with the guilds. has become more practicality minded and business-like in its
The bulk of their casework comes from the guilds approach.
themselves, and it's become a common practice for guild
members to be seconded to the R.A.M.I. to assist with
investigations.
Inside R.A.M.I.
While the Agency has its share of analysts and investigators,
far more of its members were recruited from the streets,
former guild members or people with an instinct for trouble.
The Agency uses forensic thopters to aid in their
investigations and communications, and projektors are used
to track agents' notes on individual cases. The Agency
provides training with divination magic to help its agents and
detectives solve their cases. After performing an
investigation, proven or strongly suspected criminals are
remanded to Azorius custody.
R.A.M.I. H.Q.
The R.A.M.I.'s headquarters is a grand, hovering edifice that
resembles a giant, floating, all-seeing eye. It occupies a prime
location in Tenth District Plaza, which has historically been
neutral territory for the guilds. The archives are in the heart
of the headquarters. Artificial waterfalls pour from the
bottom of the structure and blanket the ground beneath in a
perpetual mist to suggest the R.A.M.I.'s role in rising above
the fog of mysteries and uncovering the truth. There's no way
to reach it from the ground: visitors must either fly up
themselves or make use of an Agency-provided griffin mount.
Upon entering, visitors find themselves in a large central
atrium, which then branches off into a honeycomb of offices,
laboratories, and archives. Ezrim's office is located on the top
floor. Corridors leading to the archives are magically warded
to be completely undetectable to anyone not wearing a
R.A.M.I. badge. All samples, evidence, and other physical
material from ongoing cases are stored in evidence lockers,
which are the most fiercely guarded and heavily restricted
rooms in the building.

wizards of the coast


35 CHAPTER 3 | FACTIONS
R.A.M.I. Characters
Alignment: Usually Neutral
Suggested Races: Human, Vedalken
Suggested Classes: Artificer, Paladin, Ranger, Rogue, Background: Detective
Wizard
The Agency might be the right choice for your character over The guilds are constantly looking for ways to get out ahead of
a guild if one or more of the following statements are true: each other, skirting the law and sometimes breaking it
outright. Even the Azorius, the exemplars of justice, can be
You're drawn to the archetype of the hard-boiled detective biased and corrupt. You owe allegiance to no guild, which
You like puzzles and interrogations allows you to remain neutral and uncover the truth, however
You enjoy playing inquisitive, detail-oriented characters ugly it might be. You have the skills, the connections, and the
tenacity to solve any puzzle this city might throw at you.
Joining the Agency
Skill Proficiencies: Choose two from among Insight,
You might have been a member of a guild at one point in your Investigation, or Perception
past, but you were guildless when an Agency recruiter found Tool Proficiencies: Choose one from disguise kit or thieves'
you. You displayed a tenacity that impressed the recruiter tools
who brought you to headquarters for proper training, both in Languages: Any one language
the process of solving a case and the details of Guildpact law. Equipment: An Agency insignia, a piece of evidence from a
At the end of your training is a field evaluation, accompanying past case, a magnifying glass, a blank book, a bottle of ink,
a seasoned detective on a case, to determine the division of an ink pen, a set of common clothes, and a pouch
the Agency you will be transferred to: Investigations or containing 10 gp (Azorius 1-zino coins).
Support.
Feature: Official Inquiry
Investigations You're experienced at gaining access to people and places to
The Investigations division consists of the detectives whom get the information you need. Through a combination of fast-
the Agency sends when hired to solve a case. The department talking, determination, and official-looking documentation,
is split into ten subdivisions, each responsible for overseeing you can gain access to a place or an individual related to a
and managing cases within one of Ravnica's ten districts. crime you're investigating. Those who aren't involved in your
Investigations tend to fall into one of the following categories, investigation avoid impeding you or pass along your requests.
which a detective might specialize in. Additionally, local law enforcement has firm opinions about
Homicide. Homicide detectives investigate into illegal, non- you, viewing you as either a nuisance or one of their own.
guild-approved murders and mysterious deaths. Homicide
investigations are almost always joint efforts with a guild,
usually the Azorius or Boros.
Criminal Investigations. Criminal investigations involve
non-homicide cases of breaking Ravnican law, often dealing
with cases that flirt with loopholes in the Guildpact.
Guild Investigations. These investigations are non-
criminal, usually a case that involves guild-approved activity.
These cases are almost always direct requests from the
involved guild and involve heavy collaboration between the
R.A.M.I. and the guilds.
Civil Investigations. Civil investigations include all other
non-criminal, guildless cases. Common requests include
uncovering evidence of infidelity and finding missing persons.
Support
The support division includes all other roles that assist the
detectives in their investigations. There are three support
units: Investigative Analysis, Archives, and General Support.
Investigative Analysis. The largest unit within the support
division, this unit includes evidence analysts, necrotopsists,
and forensic mages.
Archive. Archivists are responsible for maintaining the fay dalton
case files library, while evidence custodians maintain the
evidence lockers.
General Support. This unit is responsible for all other
functions that keep the R.A.M.I. running smoothly, such as
guild liaising and equipment maintenance.

CHAPTER 3 | FACTIONS 36
Detective Spells How Do I Fit In?
Prerequisite: Spellcasting or Pact Magic class feature
R.A.M.I. detectives are generally assigned to cases by guild
For you, the spells on the Detective Spells table are added to liaisons, who receive the contracts for different cases.
the spell list of your spellcasting class. (If you are a multiclass Outside fulfilling your duties to your current case, you are
character with multiple spell lists, these spells are added to free to live and enjoy the city as you wish. While you are
all of them.) barred from actually joining any guild, you often collaborate
with members of all guilds as a neutral party.
Detective Spells
Spell Level Spell A R.A.M.I. Party
An adventuring party made up of entirely of Agency
Cantrip friends, hard-hitting question* detectives is likely a specialized crime-solving unit, able to
1st detect magic, detect poison and disease travel and fulfill all investigative and support roles
independently. A lead investigator (rogue) would be
2nd see invisibility, zone of truth responsible for the team, supported by a forensic mage
3rd clairvoyance, speak with dead (wizard) and protected by an eforcer (a fighter or paladin). A
gadgeteer (an artificer) would be a versatile addition to the
4th locate creature, reenact the crime* team. A forensic mage (wizard) would help with crime scene
5th legend lore analysis, and a tracker (ranger) can help to locate and
apprehend suspects.
* Appears in this book on page 39
Rank and Renown
Contacts As you gain renown with the Agency, you are trusted with
As described in chapter 2 of Guildmaster's Guide to Ravnica, more sensitive and dangerous cases, often the tipping points
you character starts the game with three contacts. The for city-wide conflicts. The Agency has many specializations
R.A.M.I. is an exception to the normal contact rules, since the and roles, but no formal ladder of ranks. Instead, your rank
Agency is not a guild. You'll roll three times on the R.A.M.I. correlates to your reputation and success with previous
contacts table. Your first roll gives you an ally, your second cases. Guild liasons use this reputation to determine case
roll gives you a rival, and your third roll represents an assignments.
informant—someone you can press for information on a case.
Rookie
R.A.M.I. Contacts Prerequisite: Renown 3 or higher in the Agency
d10 Contact
As a rookie member of the Agency, you can receive low-risk
1
I solved a case for a Rakdos club bouncer. We're case assignments from the guild liaisons. You acquire a
on a first name basis. cryptex (described in chapter 4) at the the start of each case
A suspect I questioned turned out to be a Dimir you are assigned. You can safely store evidence from your
2 shapeshifter, and offered information in cases in the cryptex and deliver it to headquarters for official
exchange for freedom analysis. You can request other supplies to help complete
I befriended the ghost of a murder victim whose
your case from headquarters; whether or not you are
3
case is still unsolved
awarded those supplies is dependent on your current level of
renown.
An Azorius arrester I know might be corrupt, but
4
I've not found the evidence Inspector (Special Role)
5 A Golgari assassin saved my life
Prerequisite: Renown 5 or higher in the Agency
I know a detective from a rival agency who plays You've completed your field evaluation and been assigned to
6
fast and loose with the rules the investigations division. As an inspector, you are granted
access to crime scenes that have been secured by the Azorius
7
An Izzet engineer that works in public service Senate or the Agency. If those crime scenes employ barrier
once helped me find a murder victim wards or evidence tags (described in chapter 4), or other
I solved a case with the help of some meddling protective magic, you are granted the passwords or other
8
kids and a mangy dog means of accessing those restricted areas.
I discovered the hovel of an ancient sphinx who's
9
on the verge of becoming a nightmare
10 An old flame of mine is now an Orzhov aristocrat

37 CHAPTER 3 | FACTIONS
leonardo santanna

Archivist (Special Role) Investigator


Prerequisite: Renown 5 or higher in the Agency Prerequisite: Renown 25 or higher in the Agency
You've completed your field evaluation and been assigned to At this level of renown, guild liaisons far more trusting of you
the Archives subdivision of the Support division. As an with difficult and important cases. You enjoy liberal access to
archivist, you have access to the case files library, which Agency personnel and resources, and can call upon the
contains projektors of detective notes from all current and Agency to help secure crime scenes and track suspects
past cases. You also have access to the evidence lockers, throughout the city.
where all collected evidence from the Agency's cases are
stored. Guild Liason
Prerequisite: Renown 50 or higher in the Agency
Necrotopsist (Special Role)
Prerequisite: Renown 5 or higher in the Agency Chief Ezrim is a literal archon of truth and clarity, and he
trusts only those who both defend and practice these virtues.
You've completed your field evaluation and been assigned to Ezrim's called you into his office to give you a new role: he
the Investigative Analysis subdivision of the Support division. trusts you to represent the Agency to the guilds, who now
Specifically, you work as a necrotopsist, a kind of coroner come to you directly to hire the Agency. Ezrim now trusts you
able to perform forensic autopsies. You acquire a to handle the most sensitive cases, especially those that
necrotopsist's kit (including a pair of protective gloves, a involve inter-guild conflict and extraplanar threats. You can
scalpel, forceps, pincers, a chisel, a saw, and several glass assign guild cases to other Agency detectives, but bear
jars). You can use this kit to collect otherwise inaccessible responsibility for their success.
organic evidence from crime scenes, and have advantage on You acquire a barrier ward and three evidence tags
any ability check you make to do so. (described in chapter 4) and can secure your own crime
scenes. You are also authorized to hand evidence over to the
Novice Azorius to make arrests, or to choose to withhold information
Prerequisite: Renown 10 or higher in the Agency from the guilds entirely, using your best judgement.
At this level of renown, the guild liaisons begin to hear Enemies and Allies
mention of your exploits and take notice of you. While on an
assigned case, you can acquire a darklamp and The only enemies of the Agency are criminals. The Agency
accompanying darklamp powder (described in chapter 4) owes allegiance to no guild, and you often ally with them in
from headquarters to help your investigation. You can also order to uncover the truth and bring those criminals to
request the assistance of a rookie detectives (see chapter 5 justice. Criminals can be found in any guild, so it's important
for its stat block), who will accompany you on the case. that members of the Agency remain neutral, even when
adventuring with guild members.

CHAPTER 3 | FACTIONS 38
Magic

M
agic functions on Ixalan as it does in most other D&D settings. The following section presents spells
available during an adventure or campaign on Ixalan. The Spells table shows which class spell lists the
spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells
might be available to you even if they aren't on your class spell list (the Artificer class is presented in Tasha's
Cauldron of Everything). The spell descriptions are presented in alphabetical order.
Spells
Level Spell School Class
C Hard-Hitting Question Enchantment Bard, Cleric, Paladin
rd
3 Fungal Rebirth Necromancy Druid, Warlock, Wizard
th
4 Call a Surprise Witness Necromancy Cleric, Warlock, Wizard
th
4 Reenact the Crime Divination Artificer, Wizard

Call a Surprise Witness


4th-Level Necromancy
Casting Time: 1 action Hard-Hitting Question
Range: 30 feet Enchantment Cantrip
Components: V, S, M (a miniature skull carved from wood or
iron) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 60 feet
You summon the soul of a creature you are familiar with that Components: V
has died. If the soul is free and willing, it manifests as a ghost Duration: Instantaneous
in an unoccupied space within range, and remains for the You pose a carefully worded question laced with subtle
duration. You gain no special power over the creature, and it enchantments to a creature you can see within range. If the
is free to act as the DM deems appropriate. It might leave, creature can hear and understand you, it must make a
attack you, or help you. Charisma saving throw. On a failed save, the creature takes
1d4 psychic damage and can't answer the question with a lie.
Fungal Rebirth An affected creature is aware of the spell and can thus
3rd-Level Necromancy avoid answering questions to which it would normally
respond with a lie. Such creatures can be evasive in its
Casting Time: 1 action answers as long as it remains within the boundaries of the
Range: 90 feet truth.
Components: V, S, M (a mushroom) This spell's damage increases by 1d4 when you reach 5th
Duration: Concentration, up to 1 hour level (2d4), 11th level (3d4), and 17th level (4d4).
This spell conjures fungal life from death. Choose a corpse of Reenact the Crime
a Small or larger creature you can see within range. This
spell causes a number of saprolings (appears in chapter 5) to 4th-Level Divination
burst from the corpse, appearing in its space. The corpse of a
Small creature produces one saproling, and an additional Casting Time: 1 action
saproling is produced for each size category the corpse is Range: Self (30-foot radius)
above Small. Components: S
The creatures are allies to you and your companions. In Duration: Concentration, up to 10 minutes
combat, the creatures share your initiative count as a group, This spell conjures translucent illusions of creatures and
which takes its turn immediately after yours. The creatures items within 30 feet of you. While this spell lasts, the illusions
obey your verbal commands (no action required by you). If replay the recent events that occurred in the affected area.
you don't issue any, they each take the Dodge action and use You can mentally the direct the images to play or reverse the
their move to avoid danger. displayed events at any speed, allowing you to scrub through
A summoned creature disappears when it drops to 0 hit the events and look for clues.
points or when the spell ends.

39 CHAPTER 4 | MAGIC
Magic Items

T
his section presents a selection of magic items
for your Ravnica adventure or campaign. DMs
can use the magic items in this section as
rewards. At the DM's discretion, other magic
items might be available for purchase using
the Downtime Activity: Buying a Magic Item
rules from Xanathar's Guide to Everything.
Concealed Weapon
Wondrous Item, Common
This magic item can take the form of a walking cane, an
umbrella, or another similar object. It transforms into a
single ordinary melee weapon, determined when the magic
item is first created. While holding it, you can use a bonus
action to speak the command word and cause it transform
into a weapon, or back into its object form. While in its
weapon form, the item ceases to be magical.
Barrier Ward
Wondrous Item, Very Rare
A barrier ward is a set of inscribed orbs that are used by
detective agencies to seal off a crime scenes. As an action
while touching one of the orbs, you can speak the command
word to activate or deactivate the ward. While active, the orbs
hover 3 feet into the air and form a circle, with each orb
connected via magical light, creating a 20-foot tall cyclinder
of magical protection with a radius of your choice between 5
and 10 feet.
While the barrier ward is active, creatures can't enter the
cyclinder by nonmagical means. If a creature speaks the
command word as it enters the area, it can enter freely.
Cryptex
Wondrous Item, Common
A cryptex is a cylindrical case that has been outfitted into a
magical combination lock, often used to store evidence or
sensitive information. The case is divided into rotating dials
with numerous faces, each face engraved with a single letter,
allowing the dials to display words. When a cryptex is
created, only a single combination of letters, typically forming
a word, allows the cryptex to be unlocked.
Guessing the combination by randomly choosing words is
impossible, and the combination lock cannot be picked.
Breaking the cryptex open requires a successful DC 30
Strength check.
A cryptex can hold up to ⅕ cubic foot or 6 pounds of gear.
Cryptic Coat
Wondrous Item, Uncommon (Requires Attunement)
While you wear this coat with its hood up, your features
change to an indistinguishably average Humanoid face. You
can't be recognized at a glance. A creature who inspects you
while within 5 feet of you can see your true face with a
successful DC 13 Intelligence (Investigation) check. Pulling
the hood up or down requires an action.
justyna dura
CHAPTER 4 | MAGIC 40
jokubas uogintas

Polygraph Orb
Wondrous Item, Uncommon
Darklamp
Wondrous Item, Uncommon While holding this orb, you can speak its command word to
activate or deactivate it. While active, it hovers four feet in the
A darklamp is used in conjunction with darklamp powder to air and emanates a magical aura out to 15 feet. That area is
identify trace evidence at crime scenes. As an action, you can under the effects of a zone of truth spell.
activate or deactivate the darklamp. While active, the
darklamp illuminates reactive darklamp powder in a 15-foot Spectral Lenses
radius. Wondrous Item, Very Rare (Requires Attunement)
Darklamp Powder These crystal lenses fit over the eyes. While wearing them,
Wondrous Item, Uncommon you can see traces of magic within 30 feet of you. These
traces are present if any spells or magic effects were present
Darklamp pwder is used in conjunction with a darklamp to in the area in the past 24 hours. If you see these traces, you
identify trace evidence at crime scenes. Each pouch of can use your action to see a faint aura around any object or
darklamp powder is specially crafted to be reactive with surface that was affected by the spell or effect, and you learn
certain chemicals, including poisons and the sweat of various its school of magic, if any.
races. These lenses can penetrate most barriers, but they are
As an action, you can sprinkle darklamp powder onto a blocked by 1 foot of stone, 1 inch of common metal, a thin
surface. If the trace chemical associated with the darklamp sheet of lead, or 3 feet of wood or dirt.
powder is present on that surface, the powder will illuminate
under the light of a darklamp. Thinking Cap
Wondrous Item, Rare (Requires Attunement)
Evidence Tag
Wondrous Item, Rare Your Intelligence score is 21 while you wear this cap. It has
no effect on you if your Intelligence is already 21 or higher
An evidence tag is used to prevent on-scene tampering of without it.
potential evidence. It appears as a 1-foot radius iron ring. As
an action while holding the tag over an object, you can speak Toolkit Bracers
the command word, causing the tag to hover 3-6 inches over Wondrous Item, Common (Requires Attunement)
the object, and a floating purple flame appears in the rings
center. These bracers are outfitted with all the components
While active, the tag's associated object becomes magically necessary for one of the following tools: one set of artisan's
fixed in place and can't be moved or tampered with. tools, an herbalism kit, navigator's tools, a poisoner's kit, or
thieves tools.
While wearing these bracers, you can use your action to
transform them into their associated type of tool. Whatever
form the tool takes, you are proficient with it.

41 CHAPTER 4 | MAGIC
anna podedworna

Bestiary Ravnica Creatures

T
his chapter presents a number of unique Creature Creature Type CR
monsters and NPCs who can be found
throughout Ravnica. The creatures in this Barbed Servitor Construct 1
section are organized alphabetically. The Bubble Smuggler Monstrosity 1
Ravnica Creatures table lists every creature in
this chapter, along with that creature's type and Detective Humanoid 1
challenge rating (CR). Eye of Duskmantle Aberration 1

Using a Stat Block Ferox Beast 5


Geardrake Construct 1
This chapter is a companion to the Monster Manual and
adopts a similar presentation. If you are unfamiliar with the Guardian Thrull Construct 1
monster stat block format, please read the introduction of the Herald of Ilharg Beast 6
Monster Manual before proceeding further. That book
explains stat block terminology and gives rules for various Homunculus Construct 0
monster traits, information which isn't repeated here. Lammasu Monstrosity 4
Unusual Attacks and Magic Laundry Golem Construct 3
In this chapter you will find some weapons and spellcasting Lupul Beast 5
that function in atypical ways. These exceptions are features Magnetic Snuffler Construct 1/8
of a stat block and represent how a particular creature uses
weapons and casts spells; these exceptions have no effect for Mortipede Monstrosity 11
how weapons and spells function for someone else. Riftburst Hellion Monstrosity 11
Meeting Prerequisites Saproling Plant 0

Additionally, if a stat block contains the name of a class in the Sludge titan Undead 3
creature's name or in parentheses under the name, the Spotlight Falcon Construct 0
creature is considered a member of that class for the purpose
of meeting prerequisites for magic items. Topiary Panther Plant 1/4
Ursaguana Monstrosity 6

CHAPTER 5 | FRIENDS & FOES 42


simon dominic

Barbed Servitor
Medium Construct, Unaligned

Armor Class 17 (natural armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 13 (+1) 6 (-2) 6 (-2) 3 (-4)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical attacks
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, exhaustion, paralyzed, petrified,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
Barbed Servitor passive Perception 8
Languages understands Abyssal but can't speak
“Let him in. He’s on the list.” Challenge 1 (200 XP)
Proficiency Bonus +2
--- Olrich, Rakdos club owner
Barbed Body. A creature that touches the servitor or
A barbed servitor is a perfect representation of the hits it with a melee attack while within 5 feet of it
sensibilities of the Cult of Rakdos; a construct created to takes 5 (1d10) piercing damage. At the start of each
serve guests, but is covered in barbs and set ablaze. They are of its turns, the servitor deals 5 (1d10) piercing
found at Rakdos clubs and shows, distributors of both damage to any creature grappling or grappled by it.
pleasantries and pain. Unusual Nature. The servitor doesn't require air,
food, drink, or sleep.

Actions
Multiattack. The servitor makes two Claw attacks or
one Tail attack.
Claw. Melee Weapon Attack: +4 to hit, range 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, range 10 ft.,
one target. Hit: 11 (2d8 + 2) slashing damage.

43 CHAPTER 5 | FRIENDS & FOES


leesha hannigan

Bubble Smuggler
Small Monstrosity, Typically Chaotic Neutral

Armor Class 12
Hit Points 28 (8d6)
Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 11 (+0) 8 (-1) 14 (+2) 4 (-3)

Skills Insight +4, Investigation +1, Perception +6,


Sleight of Hand +6, Stealth +4
Senses passive Perception 16
Languages understand Common and Thieves' Cant
but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2

Amphibious. The smuggler can breathe air and water. Bubble Smuggler
Actions By the time they noticed the missing vials, Glovax
was three fathoms away.
Multiattack. Glovax makes two Tentacles attacks.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 Glovax the bubble smuggler is a kind of krasis, a novel life
ft., one target. Hit: 7 (2d6 + 2) bludgeoning damage. form created by Simic Combine biomancers, coaxed from
If the target is a Medium or smaller creature, it must two existing creatures: an octopus and a fish. Having the best
succeed on a DC 12 Dexterity saving throw or have qualities of both, Glovax turned against his creators, stealing
the grappled condition (escape DC 12). Until this their alchemical vials. Escaping to the deep oceans, Glovax
grapple ends, the smuggler can't use its Tentacles has become a renowned smuggler among the guildless, and
attack against another target. there are several warrants for his arrest issued by the guilds.
Ink Cloud (Recharges after a Short or Long Rest). A 5-
foot-radius cloud of ink extends all around the
smuggler if it is underwater. The area is heavily
obscured for 1 minute, although a significant
current can disperse the ink.

Bonus Actions
Cunning Action. The smuggler takes the Dash,
Disengage, or Hide action.

CHAPTER 5 | FRIENDS & FOES 44


jake murray

Detective Actions
Medium Humanoid (Rogue, Any Race), Typically Any Multiattack. The detective makes two Shortsword
Lawful Alignment attacks.

Armor Class 12 Shortsword. Melee Weapon Attack: +4 to hit, reach 5


Hit Points 27 (6d8) ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft. Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1) Bonus Actions
Cunning Action. The detective takes the Dash,
Skills Deception +3, Insight +6, Investigation +7, Disengage, or Hide action.
Perception +4, Persuasion +3, Stealth +4
Senses passive Perception 14 Eye for Detail. The detective makes a Wisdom
Languages Common plus one other language (Perception) or Intelligence (Investigation) check.
Challenge 1 (200 XP) Insightful Fighting. The detective makes a Wisdom
Proficiency Bonus +2 (Insight) check against a creature without the
incapcitated condition the detective can see, contested
Ear for Deceit. Charisma (Deception) makes made to lie by the target's Charisma (Deception) check. On a
to the detective in a language the detective knows have success, the target is marked for 1 minute, or until the
disadvantage. detective uses its Insightful Fighting bonus action
against another target.
The detective deals an extra 7 (2d6) damage when it
hits a marked target with a weapon attack if the
detective doesn't have disadvantage on the attack roll.

45 CHAPTER 5 | FRIENDS & FOES


anthony devine

Eye of Duskmantle
Tiny Aberration, Unaligned

Armor Class 12
Hit Points 18 (4d4 + 8)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 14 (+2) 4 (-3) 14 (+2) 2 (-4)

Skills Perception +4, Stealth +4


Senses darkvision 60 ft., passive Perception 8
Languages understands Common but can't speak
Challenge 1 (200 XP)
Eye of Duskmantle
Proficiency Bonus +2 Most thought the Dimir had been wiped out. This
Flyby. The eye doesn't provoke opportunity attacks
suited the Dimir perfectly.
when it flies out of an enemy's reach.
Never comfortable with how public they were forced to
One-Eyed. The eye has disadvantage on any attack become in recent years, the Dimir had been making a
roll against a target more than 30 feet away. concerted effort to erase their existence from the public mind
Unusual Nature. The eye doesn't require air, food, again when the Phyrexians arrived on Ravnica. Under cover
drink, or sleep. of the invasion, they staged the elimination of their entire
leadership, complete with eyewitnesses and overwhelming
Actions physical evidence. Even among the Dimir, no one is entirely
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
sure who or what is in charge, adding a convincingly genuine
one target. Hit: 12 (3d6 + 2) bludgeoning damage.
sheen of ambiguity to the ruse.
Rumors persist that the strange, winged eyes seen
Eye Bite. The eye targets one creature it can see fluttering through the undercity report back to the the unseen
within 60 feet of it. That creature must succeed on a guild.
DC 12 Wisdom saving or have one of the following
conditions of the eye's choice until the end of the
eye's next turn: blinded, frightened, poisoned, or
restrained.

CHAPTER 5 | FRIENDS & FOES 46


maxime minard

Ferox
Large Beast, Unaligned

Armor Class 17 (natural armor)


Hit Points 93 (11d10 + 33)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 17 (+3) 3 (-4) 17 (+3) 14 (+2)

Saving Throws Dex +6


Skills Athletics +7, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Keen Hearing and Sight. The ferox has advantage on


Ferox Wisdom (Perception) checks that rely on hearing or
sight.
Feroxes are large feline predators native to Ravnica. They
have been described as "all fangs, tusks, and claws". Most Magic Resistance. The ferox has advantage on saving
feroxes have an ancient connection to the plane's mana which throws against spells and other magical effects.
manifests as bioluminescent markings on their skin that
protect the ferox against magical harm. The hide of these Actions
feroxes, often called nullhide, is a prized rarity. Multiattack. The ferox makes one Bite attack and one
A ferox nullhide can be used as a component to craft the Claws attack.
spellguard shield magic item that appears in the Dungeon Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Master's Guide. one target. Hit: 17 (3d8 + 4) piercing damage. If the
target is a creature and the ferox moved at least 20
feet straight toward the target before the hit, the
target must succeed on a DC 15 Strength saving
throw or have the prone condition.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (3d6 + 4) slashing damage.

Bonus Actions
Pounce. The ferox makes a Claws attack against a
creature with the prone condition.

47 CHAPTER 5 | FRIENDS & FOES


filipe pagliuso

Geardrake
Medium Construct, Unaligned

Armor Class 16 (natural armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 8 (-1) 11 (+0) 13 (+1)

Skills Perception +4, Stealth +2


Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Languages understands Common and Draconic but
can't speak
Challenge 1 (200 XP) Geardrake
Proficiency Bonus +2
Only too late did the Agency custodians realize the
False Statue. If the geardrake is motionless at the device had not been inactive—it was just waiting for the right
start of combat, it has advantage on its initiative roll.
Moreover, if a creature hasn't observed the
trigger.
geardrake move or act, that creature must succeed
on a DC 15 Wisdom (Perception) check to discern
Though dragons are rare on Ravnica, their power and might
that the geardrake is animate. inspires some artificers to create constructs in their image. A
geardrake has the appearance of bejeweled monument to
Unusual Nature. The geardrake doesn't require air, dragons' prowess, but in reality, it is programmed to be just
food, drink, or sleep. as deadly as its living counterpart.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage.
Fire Breath (Recharge 5–6). The geardrake exhales
fire in a 15-foot cone. Each creature in that area
must make a DC 11 Dexterity saving throw, taking
14 (4d6) fire damage on a failed save, or half as
much damage on a successful one.

CHAPTER 5 | FRIENDS & FOES 48


camille alquier

Guardian Thrull
Medium Construct, Unaligned

Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 12 (+1) 8 (-1) 9 (-1) 8 (-1)

Saving Throws Dex +4


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Guardian Thrull Languages understands Common but can't speak
Challenge 1 (200 XP)
Parties at Karlov Manor are strictly invitation Proficiency Bonus +2
only.
Sentinel. When the thrull hits a creature with an
When the Orzhov Syndicate rips a soul from its body to opportunity attack, the target's speed becomes 0
create a spirit, the cast-off remains go to the fleshmages, who for the rest of the turn. Creatures provoke
use their necromantic magic to liquefy the corpse and opportunity attacks from the thrull even if they take
transform it into something useful. These creations become the Disengage action before leaving the thrull's
thrulls, obedient slaves that serve in a variety of menial roles reach.
Guardian thrulls are larger, more competent winged thrulls Unusual Nature. The thrull doesn't require air, food,
with magical augmentations. They serve as doorkeepers to drink, or sleep.
Orzhov mansions, ensuring that unwanted guests stay away.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Self-Sacrifice. When a creature within 5 feet of the
thrull is hit by an attack, the thrull swaps places with
that creature and is hit instead.

49 CHAPTER 5 | FRIENDS & FOES


dan murayama scott

Herald of Ilharg
Large Beast, Unaligned

Armor Class 15 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 19 (+4) 6 (-2) 10 (+0) 14 (+2)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical attacks
Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Herald of Ilharg
Relentless (Recharges after a Short or Long Rest). If
the herald takes 27 damage or less that would
“This city will perish, and the Gruul will cheer as
reduce it to 0 hit points, it is reduced to 1 hit point
the boar-god crushes the last bricks into dust.”
instead. --- Nikya of the Old Ways
Siege Monster. The herald deals double damage to
objects and structures.
Ilharg is a boar god, one of the Utmungr, the Ravnican "gods
of deep earth" long forgotten by time and progress. Druids of
Actions the Zhur-Taa Gruul clan who practice the "old ways"
prophecy that Ilharg will bring the Raze-End, an apocalypse
Multiattack. The herald makes one Tusk attack and where the world will return to a state of nature. They belive
one Hooves attack. that boars are spawn of Ilharg, and indeed an increasing
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., number of Ravnican boars display magical empowerment.
one target. Hit: 19 (4d6 + 5) slashing damage. If the
target is a creature and the heraled moved at least
20 feet straight toward the target before the right,
the target must succeed on a DC 15 Strength saving
throw or have the prone condition.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 19 (2d6 + 5) bludgeoning damage.

CHAPTER 5 | FRIENDS & FOES 50


jesper ejsing

Homunculus
Small Construct, Neutral

Armor Class 13 (natural armor)


Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
Homunculus
Damage Immunities poison
“Understand the Simic? That’s about as easy as Condition Immunities charmed, poisoned
winning a staring contest with a homunculus.” Senses darkvision 60 ft., passive Perception 10
--- Dars Gostok, Firefist captain Languages sign language, understands one language
of its creator but can't speak it
Challenge 0 (0 or 10 XP)
Homunculi are alchemical creations used as servants by the Proficiency Bonus +2
Azorius Senate and Simic Combine. You can learn more
about homunculi in their entry in chapter !REPLACE!. Evasion. If the homunculus is subjected to an effect
that allows it to make a Dexterity saving throw to
take only half damage, it instead takes no damage if
ot succeeds on the saving throw, and only half
damage if it fails. The homunculus can't use this
trait if it has the incapacitated condiiton.
One-Eyed. The homunculus has disadvantage on any
attack roll against a target more than 30 feet away.

Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 1 bludgeoning damage.

51 CHAPTER 5 | FRIENDS & FOES


mark zug

Lammasu
Large Monstrosity, Any Alignment

Armor Class 13 (natural armor)


Hit Points 97 (13d10 + 26)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3)
Lammasu
Skills Deception +7, Insight +4, Stealth +3
Senses darkvision 60 ft., passive Perception 12 The lammasu ruled the velds before the city grew.
Languages Abyssal, Common Now they roam Ravnica’s skies, but their ancient enemies
Challenge 4 (1,100 XP) have not forgotten them.
Proficiency Bonus +2
Lammasu are strange chimeric creatures, resembling winged
Actions horses or lions with humanoid faces and ram's horns. They
Multiattack. The lammasu makes two Ram attacks. are among the oldest race of Ravnica, but their numbers have
significantly dwindled to the point of being completely
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., unknown of by the average Ravnican. During their prime,
one target. Hit: 10 (2d6 + 3) bludgeoning damage. they were believed to be protectors of the plane who fought
Spellcasting. The lammasu casts one of the following
against living nightmares.
spells, without requiring material components and
using Charisma as the spellcasting ability (spell save
DC 13):
At will: spare the dying, thaumaturgy
3/day each: command, divination, hold person,
lesser restoration
1/day: banishment

CHAPTER 5 | FRIENDS & FOES 52


michal ivan

Laundry Golem
Medium Construct, Unaligned

Armor Class 8
Hit Points 39 (6d8 + 12)
Speed 10 ft.

STR DEX CON INT WIS CHA


15 (+2) 6 (-2) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Vulnerabilities fire


Damage Immunities poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages understands one language of its creator
but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Immutable Form. The golem is immune to any spell


Laundry Gollem or effect that would alter its form.
A true crime of fashion. Stench. Any creature that isn't a Construct or
Undead that starts its turn within 5 feet of the
Golems can be made of many different materials: clay, stone, golem must succeed on a DC 12 Constitution
iron, and even flesh. On Ravnica, citizens have inadvertently saving throw or have the poisoned condition until
discovered another material that golems can be made of; the start of the creature's next turn. On a successful
unattended, dirty laundry. Soap has seen a marked uptick in saving throw, the creature is immune to the golem's
demand. Stench for 1 hour.
Unusual Nature. The golem doesn't require air, food,
drink, or sleep.

Actions
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage
plus 7 (2d6) poison damage.
Sock. Ranged Weapon Attack: +0 to hit, range 60 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage
plus 3 (1d6) poison damage.

53 CHAPTER 5 | FRIENDS & FOES


kev walker

Lupul Actions
Medium Beast (Shapechanger), Typically Chaotic Evil Multiattack. The lupul makes two Bite attacks.

Armor Class 15 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 48 (9d8 + 18) target. Hit: 7 (2d6) piercing damage plus 7 (2d6)
Speed 30 ft. psychic damage, or 3 (1d6) piercing damage plus 3
(1d6) psychic damage if the lupul has half of its hit
points or fewer.
STR DEX CON INT WIS CHA Consume. The lupul begins feeding on the corpse of
Mindleech Mass
16 (+3) 20 (+5) 14 (+2) 11 (+0) 12 (+1) 14 (+2) one Medium or Small creature within reach. If the lupul
remains within reach and concentrates on feeding for
In their
Savingnatural
Throws forms,
Dex they have+3the form of a mass of blue-
+8, Int one round (as though concentrating on a spell), the
white worms
Skills that can+8,
Acrobatics move as a singleInsight,
Deception, creature with +8
Stealth corpse is consumed at the start of the lupul's next turn.
surprising
Conditionspeed and dexterity
Immunities [13]. In
charmed, this form,grappled,
frightened, they are The consumed creature can be restored to life only by
similarparalyzed,
to insectspetrified,
and as such those akin to the bugs
prone, restrained, stunned can means of a true resurrection or a wish spell.
communicate with them and to some extent
Senses darkvision 60 ft., passive Perception 11 control them, The lupul learns all the languages a consumed
oneLanguages
such example is Jarad the devkarin hunter. They
Common creature knew in life and gains all its skill and tool
shapeshift
Challengeby consuming
5 (1,800 XP) others, and once they have proficiencies.
consumed a living
Proficiency thing+3in its natural form, they can later
Bonus Shapechanger. The lupul polymorphs into a Small or
change into that creature's form whenever they choose. Medium creature it has consumed, or back into its true
Lupuls are extremely
Evasion. If the lupul stealthy and nearly
is subjected to an impossible
effect that toallows
catch. form. Its statistics, other than its Creature Type and
Thought
it to maketo have been defeated
a Dexterity saving centuries
throw to takebeforeonly
thehalf Size, are the same in each form. Any equipment it is
Decamillennial,
damage, thethey lupulresurfaced undernoSzadek's
instead takes damagecommands,
if it wearing or carrying isn't transformed. It reverts to its
untilsucceeds
his control
onwasthe disrupted by Jarad.
saving throw, and only half damage if true form if it dies.
it fails.
Bonus Action
Unusual Nature. The lupul doesn't require air, food,
Cunning Action. The lupul takes the Dash, Disengage, or
drink, or sleep.
Hide action.
Swarm Physiology. The lupul can occupy another
creature's space and vice versa, and the lupul can move
through any opening large enough for a Tiny worm.

CHAPTER 5 | FRIENDS & FOES 54


daniel ljunggren

Magnetic Snuffler
Small Construct, Unaligned

Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 10 (+0)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses passive Perception 10
Languages understands one language of its creator
but can't speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2

Treasure Sense. The snuffler can pinpoint, by scent,


the location of precious metals and stones, such as
coins and gems, within 60 feet of it. Magnetic Snuffler
Unusual Nature. The snuffler doesn't require air, It recovers precious jewelry, murder weapons, and
food, drink, or sleep. discarded food tins with equal excitement.
Actions
A magnetic snuffler is a construct created to assist in finding
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., lost items, and uses a strong magnet to detect nearby metal.
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Magnetize. The snuffler activates a strong magnetic
field in a 15-foot cone. Each metal object in that
area that isn't being worn or carried is pulled 15 feet
toward the snuffler unless it is securely attached to
a surface or a larger object. If a creature in that area
is wearing or carrying a metal object, such as a coin
purse, that creature must make a DC 11 Strength
saving throw for each of those objects. On a failed
save, the object is pulled 10 feet towards the
snuffler. If a creature is a Construct made of mostly
metal, it must succeed on a DC 11 Strength saving
throw or be pulled 5 feet towards the snuffler and
have the prone condition.

55 CHAPTER 5 | FRIENDS & FOES


loïc canavaggia

Mortipede
Huge Monstrosity, Unaligned

Armor Class 17 (natural armor)


Hit Points 195 (17d12 + 85)
Speed 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

Senses tremorsense 60 ft., passive Perception 10


Languages —
Challenge 11 (7,200 XP)
Proficiency Bonus +4

Actions
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 51 (8d10 + 7) piercing damage. If
the target is a Large or smaller creature, it must Mortipede
succeed on a DC 19 Dexterity saving throw or be
swallowed by the mortipede. If the target is the
Every week, the necropsy lab’s unclaimed bodies
corpse of a Large or smaller creature, it is are transferred to the Golgari for “recycling.”
swallowed. The mortipedes stomach can hold only
one creature or corpse at a time. Mortipedes are enormous centipede monsters found
A swallowed creature has the blinded and amongst the Golgari Swarm. These creatures are so named
restrained conditions, has total cover against attacks because they feed on dead things, and are often contracted by
and other effects outside the mortipede, and takes various guilds to help dispose of unwanted evidence,
21 (6d6) acid damage at the start of each of the especially if a detective is on the trail of a killer.
moripede's turns.
If the mortipede takes 30 damage or more on a
single turn from a creature inside it, the mortipede
must succeed on a DC 15 Constitution saving throw
at the end of that turn or regurgitate the swallowed
creature, which falls in a space within 10 feet of the
mortipede and has the prone condition. If the
moripede dies, it similarly regurgitates the
swallowed creature.
While a corpse is swallowed, the mortipede
regains 10 hit points at the start of each its turns if
it has at least 1 hit point.

CHAPTER 5 | FRIENDS & FOES 56


brent hollowell

Riftburst Hellion Until this grapple ends, the target has the restrained
condition, and the hellion can't use its Bite attack
Huge Monstrosity, Unaligned
against another target.

Armor Class 17 (natural armor) Swallow. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Hit Points 195 (17d12 + 85) one Medium or smaller creature grappled by the
Riftburst Hellion
Speed 30 ft. hellion. Hit: 40 (6d10 + 7) piercing damage plus 10
(3d6) fire damage. The creature is also swallowed, and
the grapple ends. While swallowed, the creature has the
STR DEX CON INT WIS CHA blinded and restrained conditions, it has total cover
against attacks and other effects outside the hellion,
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3) and it takes 21 (6d6) acid damage at the start of each
of the hellion's turns.
Damage Immunities cold, fire If the hellion takes 30 damage or more on a single
Senses darkvision 60 ft., passive Perception 10 turn from a creature inside it, the hellion must succeed
Languages — on a DC 15 Constitution saving throw at the end of
Challenge 11 (7,200 XP) that turn or regurgitate all swallowed creatures, which
Proficiency Bonus +4 fall in a space within 10 feet of the hellion and has the
prone condition. If the hellion dies, it similarly
Heated Body. A creature that touches the hellion or hits regurgitates all swallowed creatures.
it with a melee attack while within 5 feet of it takes 10
(3d6) fire damage. Bonus Actions
Teleport (Recharge 4–6). The hellion magically teleports,
Actions along with any equipment it is wearing or carrying and
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., any creatures it has swallowed, up to 30 feet to an
one target. Hit: 40 (6d10 + 7) piercing damage plus 10 unoccupied space it can see.
(3d6) fire damage. If the target is a creature, it has the
grappled condition (escape DC 17).

57 CHAPTER 5 | FRIENDS & FOES


brad rigney & tomasz jedruszek

Saproling
Small Plant, Unaligned

Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.

STR DEX CON INT WIS CHA


3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)
Saproling
Damage Vulnerabilities fire
Senses passive Perception 10 “I bestow upon you a great honor—your flesh alone
Languages — will nourish a new generation of saprolings.”
Challenge 0 (10 XP)
Proficiency Bonus +2
--- Tribune of Rot

False Plant. If the saproling is motionless at the start


Saprolings are magically animated plants, and can be created
of combat, it has advantage on its initiative roll.
through a variety of guild-based magics. Selesnya saprolings
Moreover, if a creature hasn't observed the bond with the guild's root-kin elementals, and resemble
saproling move or act, that creature must succeed crystals enveloped in floral tendrils. The Golgari Swarm's
on a DC 15 Wisdom (Perception) check to discern saprolings are made of the bond between plants and rotting
that the saproling is animate. flesh and have a gnarled, root-like appearance, while
saprolings created by the Gruul Clans are fierce and
Timberwalk. Ability checks made to track the resemble multi-limbed insects.
saproling have disadvantage, and it can move across
difficult terrain made of nonmagical plants and
undergrowth without expending extra movement.

Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) bludgeoning damage.

CHAPTER 5 | FRIENDS & FOES 58


warren mahy

Sludge Titan
Large Undead, Unaligned

Armor Class 9
Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 16 (+3) 1 (-5) 7 (-2) 7 (-2)

Damage Resistances acid; bludgeoning, piercing, and


slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 3 (700 XP)
Proficiency Bonus +2

Undead Fortitude. If damage reduces the titan to 0


Sludge Titan hit points, it must make a Constitution saving throw
against a DC of 5 + the damage taken, unless the
A hideous, living residue of countless corpses damage is radiant or from a critical hit. On a
dissolving anonymously in the scummy depths. success, the titan drops to 1 hit point instead.

Ravnica's sewers and underground tunnels are full of the Actions


city's waste, and filled will all manner of dangers and Multiattack. The titan makes two Slam attacks.
treachery. And whenever someone dies in Ravnica, there is
always chance the plane's mana causes that person to come Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
back as an undead. The sludge titan is one such reanimated one target. Hit: 7 (1d6 + 4) bludgeoning damage.
zombie that has grown large feeding off of the acidic sewer Spew Sludge (Recharge 6). The titan spews corrosive
sludge of the city's underbelly. sludge in a 15-foot cone. Each creature in that line
must make a DC 10 Dexterity saving throw, taking
22 (5d8) acid damage on a failed save, or half as
much damage on a successful one.
A Humanoid slain by this damage and everything
it is wearing and carrying, except magic items, are
dissolved to the bone. After one round, the creature
rises as a skeleton under the titan's control. The titan
can have no more than twelve skeletons under its
control at one time.

59 CHAPTER 5 | FRIENDS & FOES


julia metzger

Spotlight Falcon
Tiny Construct, Unaligned

Armor Class 13
Hit Points 2 (1d4)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


5 (-3) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses passive Perception 14 Spotlight Falcon
Languages understands one language of its creator
but can't speak "It's the newest model—10 percent lighter and 20
Challenge 0 (10 XP) percent more expensive!"
Proficiency Bonus +2 --- Kylox, Visionary Inventor
Keen Sight. The falcon has advantage on Wisdom The spotlight falcon is a construct similar to a thopter,
(Perception) checks that rely on sight. favored as an additional layer of security for Orzhov manors,
Unusual Nature. The falcon doesn't require air, food, Rakdos clubs, Azorius buildings, and Boros armories.
drink, or sleep.

Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage.
Spotlight. The falcon activates or deactivates its
spotlight. While active, the falcon casts bright light
in a 60-foot cone and dim light for an additional 60
feet.

CHAPTER 5 | FRIENDS & FOES 60


xabi gaztelua

Topiary Panther
Medium Plant, Unaligned

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +6


Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities poison, psychic
Condition Immunities blinded, deafened, charmed,
frightened, poisoned
Topiary Panther Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
The gardens around Karlov Manor are oddly Languages —
Challenge 1/4 (50 XP)
bereft of birdsong. Proficiency Bonus +2

Topiary plant sculptures are created by artists as decorations Keen Smell. The panther has advantage on Wisdom
for gardens and expensive mansions in Ravnica, prominently (Perception) checks that rely on smell.
in the estates of Orzhov nobles. Ancient druidic magic can
bring these sculptures to life. Unusual Nature. The panther doesn't require air,
Any creature can be made into a topiary version by giving food, drink, or sleep.
its statistics the following alterations: Actions
It's a Plant Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
It has vulnerability to fire damage. one target. Hit: 5 (1d6 + 2) piercing damage.
It has resistance to bludgeoning and piercing damage
It's immune to poison and psychic damage Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
It's immune to the blinded, deafened, charmed, frightened, one target. Hit: 4 (1d4 + 2) slashing damage. If the
and poisoned conditions target is a creature and the panther moved at least
It has blindsight out to 60 feet, and is blind beyond this 20 feet straight toward the target before the hit, the
radius target must succeed on a DC 12 Strength saving
It has the topiary panther's Unusual Nature trait throw or have the prone condition.

Bonus Actions
Pounce. The panther makes one Bite attack against a
creature with the prone condition.

61 CHAPTER 5 | FRIENDS & FOES


slawomir maniak

Ursaguana
Large Monstrosity, Unaligned

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 40 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)

Senses darkvision 60 ft., passive Perception 11


Languages — Ursaguana
Challenge 6 (2,300 XP)
Proficiency Bonus +3 At this point, mutant rampages are proactively
facotred into every Simic research project's timeline.
Keen Smell. The ursaguana has advantage on
Wisdom (Perception) checks that rely on smell. The ursaguana is a kind of krasis, a novel life form created by
Siege Monster. The ursaguana deals double damage Simic Combine biomancers, coaxed from two existing
to objects and structures. creatures: a bear and an iguana. The result is a rampaging
mutant with the best traits of both.
Spider Climb. The ursaguana can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

Actions
Multiattack. The ursaguana makes one Bite attack
and one Claws attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 17 (2d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 17 (2d12 + 4) slashing damage.

CHAPTER 5 | FRIENDS & FOES 62


joshua cairos

Ravnican Monster Races


Race Stat Block
Demon nalfeshnee, shadow demon, vrock
Devil cackler*
Creating Ravnican NPCs Dryad conclave dryad,* dryad
Chapter 9 of the Dungeon Master's Guide presents rules Faerie pixie, sprite
creating NPCs. If you want to take an NPC stat block and
adapt it for a specific monster race presented in this guide, Gargoyle gargoyle
apply the ability modifiers and add the features listed in the Gorgon medusa, undercity meduse
NPC Features table. If the NPC's AC, hit points, attack bonus,
or damage changes, recalculate its challenge rating. Homunculus homunculus**
Other races are better represented by existing NPC stat Ogre ogre
blocks in the Monster Manual or Guildmaster's Guide to
Ravnica. The Ravnican Monster Races table lists these races Ooze ochre jelly
and accompanying stat blocks. Shapeshifter doppelganger
* This stat block appears in Guildmaster's Guide to Ravnica Sphinx androsphinx, gynosphinx
** This stat block appears later in this chapter Spirit ghost, wraith
Troll troll
blood drinker vampire,* mind drinker
Vampire
vampire*
NPC Features
Race Ability Modifiers Features
Celestial type, fly 30 ft., resistance to radiant damage, Innate Spellcasting (deva), Unusual
Angel +2 Cha, +1 Wis
Nature, speaks Celestial
Centaur +2 Str, +1 Con Fey type, speed 50 ft., proficiency in the Survival skill, Hooves, speaks Sylvan
Devkarin +2 Dex, +1 Cha Darkvision 120 ft., Fey Ancestry, Innate Spellcasting (drow), speaks Elvish
-2 Str, +2 Dex, Darkvision 60 ft., proficiency in the Stealth skill, Fury of the Small, Nimble Escape, speaks
Goblin
+1 Con Goblin
Climb 30 ft., +3 natural armor bonus to AC, darkvision 60 ft., Spider Climb, Hive Mind, speaks
Kraul +2 Str, +1 Con
Kraul
+3 natural armor bonus to AC, proficiency in the Perception skill, Keen Smell, Loxodon
Loxodon +2 Con, +1 Wis
Serenity, Trunk, speaks Loxodon
+1 Dex, +1 Con,
Merfolk Swim 30 ft., resistance to cold damage, darkvision 60 ft., Amphibious, speaks Merfolk
+1 Cha
Minotaur +2 Str, +1 Con proficiency in the Intimidation skill, Horns attack action, speaks Minotaur
Beast type, burrow 5 ft., proficiency in the Perception skill, darkvision 60 ft., tremorsense 30
Mole +2 Wis, +1 Dex
ft., Keen Smell
Silhana +2 Dex, +1 Wis Darkvision 60 ft., proficiency in the Perception skill, Fey Ancestry, speaks Elvish
Vedalken +2 Int, +1 Wis proficiency in the Investigation skill, Amphibious, Vedalken Cunning, speaks Vedalken
-2 Int, +2 Str, speed 35 ft, resistance to fire damage, +3 natural armor bonus to AC, proficiency in the
Viashino
+1 Wis Perception and Stealth skills, Bite attack action

63 CHAPTER 5 | FRIENDS & FOES


Unravel the
Mystery
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

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Gathering planes homebrewed into D&D,
consider supporting me on Patreon, or buying
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For use with the fifth edition Player's Handbook,


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