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Credits
Lead Designer:
Gabe Rodriguez, /u/letterephesus Supporters:
Cover Art: A huge thank you to the supporters who make this project
Jedd Chevrier possible. You guys rock!
Wizards of the Coast A.J., Abner Castillo, Alex Garrick-Wright, Alun Howard,
Artist Credits: Anansi Dragon, Andre Beshta, Andre Paquim, Andrew Arias,
Alex Konstad, Andreia Ugrai, Andrew Mar, Anna Andrew Fielder, Antoine Polignone, AwarePlot, BloodStasis,
Podedworna, Anthony Devine, Bastien L. Deharme, Borja Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris
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Alquier, Chris Rallis, Constantin Marin, Dan Murayama Cummings, David Vincent DeCaro-Brown, Dylan Man, Echo
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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
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
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
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
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
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.
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
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
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
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
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
Barbed Servitor
Medium Construct, Unaligned
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.
Bubble Smuggler
Small Monstrosity, Typically Chaotic Neutral
Armor Class 12
Hit Points 28 (8d6)
Speed 5 ft., swim 40 ft.
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.
Detective Actions
Medium Humanoid (Rogue, Any Race), Typically Any Multiattack. The detective makes two Shortsword
Lawful Alignment attacks.
Eye of Duskmantle
Tiny Aberration, Unaligned
Armor Class 12
Hit Points 18 (4d4 + 8)
Speed 0 ft., fly 40 ft.
Ferox
Large Beast, Unaligned
Bonus Actions
Pounce. The ferox makes a Claws attack against a
creature with the prone condition.
Geardrake
Medium Construct, Unaligned
Guardian Thrull
Medium Construct, Unaligned
Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 30 ft.
Herald of Ilharg
Large Beast, Unaligned
Homunculus
Small Construct, Neutral
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 1 bludgeoning damage.
Lammasu
Large Monstrosity, Any Alignment
Laundry Golem
Medium Construct, Unaligned
Armor Class 8
Hit Points 39 (6d8 + 12)
Speed 10 ft.
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.
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.
Magnetic Snuffler
Small Construct, Unaligned
Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.
Mortipede
Huge Monstrosity, Unaligned
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.
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).
Saproling
Small Plant, Unaligned
Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.
Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Sludge Titan
Large Undead, Unaligned
Armor Class 9
Hit Points 59 (7d10 + 21)
Speed 40 ft.
Spotlight Falcon
Tiny Construct, Unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 10 ft., fly 60 ft.
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.
Topiary Panther
Medium Plant, Unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
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.
Ursaguana
Large Monstrosity, Unaligned
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.
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