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Ravnica, City of Guilds

The Plane of Ravnica adapted to Dungeons and Dragons 5th edition.


Made by WhinyTortoise

Plains - Eric Deschamps


Table of Contents
Your Guide to Ravnica in 5th Edition Dungeons and Dragons
Introduction (Page 3)
The Races of Ravnica (Page 4-16)
The Guilds of Ravnica (Page 17-27)
Backgrounds (Page 28-49)
A Ravnica Bestiary (Page 50-59)
Credits (Page 60)

Maze's End - Cliff Childs


Introduction
   Ravnica's vast, worldwide cityscape is a patchwork of grand
halls, decrepit slums, and ancient ruins, with layer upon layer
of stonework—and guild maneuverings.
Of the world's countless civic centers, one looms large
above all others: the City of Ravnica, a metropolis so vast that
its name has long since become synonymous with the entire
plane. It is here, amid the mazes of streets and towering
Gothic spires, that Ravnica's guilds vie for power.
Each of the ten guilds has mastered two of the five colors
of mana, resulting in dramatically different cultural identities
and functions. Constant schemes, battles, and competition
takes place as the guilds all vie for power.
Collectively, the guilds of Ravnica have ruled the plane for
10,000 years. The power of each guild had been kept in check
by an ancient and magical agreement known as the
Guildpact. In recent times the Guildpact's magic has been
reestablished in the form of a living being: Jace Beleren.
However, unbeknownst to the peoples of Ravnica, Jace has
gone missing, causing the magic of the Guildpact to wane.

Island - Stephan Martiniere


The Races of Ravnica
The playable character races of the plane of Ravnica.
Human (Page 5)
Vedalken (Page 6)
Elf (Page 7)
Minotaur (Page 8)
Loxodon (Page 9)
Viashino (Page 10)
Goblin (Page 11)
Dryad (Page 12)
Vampire (Page 13)
Centaur (Page 14)
Kraul (Page 15)
Merfolk (Page 16)

Transguild Promenade - Noah Bradley


Human
Human Nature .
Humans are the most common race on Ravnica. Humans
commonly take on all alignments, and vary widely between
eachother. For unknown reasons, possibly to do with the
higher standard of living, the humans of Ravnica have longer
lifespans than humans on other planes, typically living up to
120 years. They are the only race that has members in large
numbers in all of the plane's guilds.
Human Traits
A human character has the traits described for humans in the
Player’s Handbook.
Ability Score Increase. Your ability scores each increase
by 1.
Age. Humans reach adulthood in their late teens and Variant Human Traits
typically live up to 120 years. You may also build your human character using
Alignment. Humans tend toward no particular alignment. variant traits, all of which replace the human's
The best and the worst are found among them. Ability Score Increase trait.
Size. Humans vary widely in height and build, from barely Ability Score Increase. Two different ability scores
5 feet to well over 6 feet tall. Regardless of your position in of your choice increase by 1.
that range, your size is Medium. Skills. You gain proficiency in one skill of your
Speed. Your base walking speed is 30 feet. choice.
Languages. You can speak, read, and write Common and Feat. You gain one feat of your choice.
one extra language of your choice. Humans typically learn the
languages of other peoples they deal with, including obscure
dialects. They are fond of sprinkling their speech with words
borrowed from other tongues: Minotaur curses, Elvish
musical expressions, Goblin slang, and so on.

Knightly Valor - Matt Stewart | Nivix


Guildmage - Scott M. Fischer
Vedalken
Vedalken Otherworldliness .
Vedalken are a tall, thin, hairless blue-skinned humanoid
race, that tyically possess a dispassionate view towards life.
Their infatuation with knowledge makes these hyper-
intellectual people natural Artificers and Mages. Vedalken are
rarely spurred by emotion, preferring to commit to logic and
reason in their daily lives. Because of this, most vedalken are
drawn to tasks that allow them to think and calculate, and
they tend to be at their happiest when they are mulling over
some complicated magical quandary, pulling apart arguments
in court, or putting their brains to the test with puzzles and
mysteries. The vedalken of Ravnica are associated most
closely with the Simic Combine and Azorius Senate.
Vedalken Traits
Your vedalken character has certain characteristics in Vedalken Cunning. You have advantage on all Intelligence,
common with all other vedalken. Wisdom, and Charisma saving throws against magic.
Ancient History. Whenever you make an Intelligence
Ability Score Increase. Your Intelligence score increases by (History) check related to magic items or relics of the past,
2 and your Wisdom score increases by 1. you can add twice your proficiency bonus, instead of any
Age. Vedalken mature at the same rate humans do, and proficiency bonus you normally apply.
most are expected to settle down into an adult life by around Apathetic Your natural lack of emotion gives you
age 40. They can live 350 to almost 500 years. proficiency in deception.
Alignment. Vedalken are most often lawful and rarely evil. Languages. You can speak, read, and write Common and
Size. Vedalken are taller than humans but more slender. Vedalken. The Vedalken language is renowned for its
They average 6 to 6½ feet tall, but usually weigh less than 200 technical treatises and difficulty. Vedalken are tyically
pounds. Your size is Medium. Speed. secretive of their language and hold those who can speak it in
Speed. Your base walking speed is 30 feet. high esteem.

Mizzium Meddler- Chris Rahn | Vedalken


Dismisser - Dan Scott
6
Elf
Elven Elegance Devkarin
Elves are a race associated with green mana. Elves typically Devkarin are the dark elves of Ravnica. They make up one of
value nature and life as well as the finer things in life, such as the elite classes of the Golgari. They were presided over by
beauty, magic, art, artistry, music, and poetry. The elves of their matka, a high priestess, who was Savra. They are now
Ravnica are associated most closely with the Selesnya lead by Savra's undead, twin Jarad the Golgari Lich Lord.
Conclave, Simic Combine and the Golgari Swarm. Ability Score Increase. Your Constitution score increases
by 1.
Superior Darkvision. Your darkvision has a radius of 120
Elf Traits feet.
The elves of Ravnica have much in common with the elves of Plagueborn. You have advantage on saving throws against
other worlds. Your elf character has the following traits. disease, ingested poisons, and becoming nauseated or
Ability Score Increase. Your Dexterity score increases by sickened.
2. Underground Dwelling. Whenever you make an
Age. Ravnican elves not only live far longer than humans Intelligence or Wisdom check related to the terrain while
but also mature faster. Elves can live to be 750 years old. underground, you can add twice your proficiency bonus,
Alignment. Elves love freedom, variety, and self- instead of any proficiency bonus you normally apply.
expression, so they lean strongly toward the gentler aspects
of chaos. They value and protect others’ freedom as well as
their own, and they are more often good than not.
Size. Elves range from under 5 to over 6 feet tall and have
slender builds. Your size is Medium. Speed.
Speed Your base walking speed is 30 feet.
Darkvision. Accustomed to forested regions or the
undercity, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and
Elvish. Elvish is fluid, with subtle intonations and intricate
grammar. Elven literature is rich and varied, and their songs
and poems are famous among other races. Many bards learn
their language so they can add Elvish ballads to their
repertoires.
Subrace. Ancient divides due to guild conflicts have
resulted in two main subraces: the Silhana, and the Devkarin.
Silhana
The Silhana are the Ravnican elves that are primarily part of
the Selesnya Conclave. Many Silhana are master archers
who stalk the rooftops of the city-plane.
Ability Score Increase. Your Wisdom score increases by
1.
Elf Weapon Training. You have proficieny with the
longsword, shorsword, shortbow, and longbow.
Fleet of Foot Your base walking speed increases to 35
feet.
Urban Wild Hunter You can attempt to hide even when
you are only lightly obscured by foliage, smoke, heavy rain,
falling snow, mist, and other natural phenomena.

Deathrite Shaman - Steve Argyle | Silhana


Ledgewalker - James Wong
Minotaur
Minotaur Strength and Honor .
Proud, stout-hearted and capable, the minotaur are a race of
bestial humanoids originally native to the rugged mountains
of ancient Ravnica. They have since adapted well to the
towers and urban chasms of the city, and can be found across
the plane. Minotaur, despite their imposing builds and
tendency to be guided by their hearts more than their heads,
value honor and tradition on a level many races don’t. A great
many minotaur keep track of their heritage, and can trace
their ancestry back for generations. The minotaurs of
Ravnica are associated most closely with the Boros Legion,
and the Gruul Clans. However minotaurs have also been
known to have members in the Cult of Rakdos, and the Izzet
League. Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are
Minotaur Traits proficient with your horns, which are a melee
The minotaurs of Ravnica have much in common with the weapon that deals 1d10 piercing damage. Your
elves of other worlds. Your minotaur character has the horns grant you advantage on all checks made to
following traits. shove a creature, but not to avoid being shoved
Ability Score Increase. Your Strength score yourself.
increases by 1. Goring Rush. When you use the Dash action
Conqueror’s Virtue. From a young age, you during your turn, you can make a melee attack
focused on one of the three virtues of strength, with your horns as a bonus action.
cunning, or leadership. Your choice of your Hammering Horns. When you use the Attack
Strength, Intelligence, or Charisma score action during your turn to make a melee attack,
increases by 1. you can attempt to shove a creature with your
Age. Minotaurs enter adulthood at around the horns as a bonus action. You cannot use this
age of 17 and can live up to 150 years. shove attempt to knock a creature prone.
Alignment. Boros minotaurs believe in a strict code Natural Strategist. You can perfectly recall
of honor, and thus tend toward law. In contrast Gruul, Izzet, any path you have traveled.
and Rakdos minotaurs value freedom and lean towards more Brave. You have advantage on saving throws against being
chaotic tendencies. They are loyal to the death and make frightened.
implacable enemies. Boros minotaurs lean towards good, Languages. You can speak, read, and write Common and
Gruul and Izzet minotaurs lean towards neutral, whle Rakdos minotaur.
minotaurs lean towards evil.
Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.

Boros Battleshaper - Zoltan Boros | Ordruun


Veteran - Greg Staples
Loxodon
Loxodon Serenity Speed. Your immense weight slows you down. Your base
walking speed is 25 feet.
Despite their large size, and imposing stature the majority of Powerful Build. You count as one size larger when
Loxodon are gentle by nature. Ravnican Loxodons are low in determining your carrying capacity and the weight you can
numbers, and standout in almost any crowd. Loxodon have a push, drag, or lift
deep connection to the natural parts of Ravnica. Loxodon are Thick Skin Your natural protective hide gives you a +1
most often Clerics, Fighters, Paladins, Druids, or Monks. bonus to armor class.
Most seek membership in the Selesnya Conclave, it being the Elephant's Memory. If you spend a minute thinking, you
most naturalistic of the guilds. However Loxodon are also can accurately recall any face, name, or location you have
often associated with the Orzhov Syndicate, the Boros seen in the past year. The recall increases by one year for
Legion, and the Azorius Senate. every minute you spend thinking.
Trunk. You can use your trunk to pick up and hold items up
Loxodon Traits to twenty pounds. This cannot be used to wield a weapon or
Your character shares some characteristics that are present shield.
among all Loxodon. Heavyweight. Your immense size can be used to your
Ability Score Increase. Your Strength, Constitution, and advantage in battle. When you forced to move against your
Wisdom scores each increase by 1. will, you may use your reaction to reduce the distance pushed
Age. Loxodon reach maturity around age 20 and can live by 5ft.
up to 200 years. Languages. You can speak, read, and write Common and
Alignment. Loxodon are typically found as lawful due to Lox.
their gentle nature. Loxodon tend to be good, but evil is not
infrequent.
Size. Loxodon stand well over six and a half feet tall when
mature and weigh an average of four hundred pounds.

Loxodon Smiter - Ryan Barger


Viashino
Viashino Ferocity .
Viashino are a race of reptilian humanoids that typically
inhabit the more derelict or seedy parts of Ravnica, though
they are populous enough to be found nearly anywhere. They
are quick movers and thinkers, tending to live their lives on
the fringes of society, surviving by their wits, tenacity and
natural ferocity. And because they are often regarded as
savages and vagabonds by other races, most viashino carry a
grudge against their neighbors. They rely on their natural
powers of stealth to get the drop on the unsuspecting or
foolish, and many viashino are skilled warriors and mages.
Viashino are most closely associated with the Gruul Clans,
Boros Legion, Izzet League, and the Cult of Rakdos.
Viashino Traits
Your viashino character has certain characteristics in Natural Hunter. Your primal instinct as a natural hunter
common with all other viashino. gives you proficiency in the stealth skill.
Ability Score Increase. Your Dexterity score increases by Bloodthirsty You can follow the scent of blood for long
2. distances. You have advantage on Wisdom (Survival) checks
Age. Viashino reach adulthood around 5 years old. A to track a creature that has been previously injured.
typical viashino lives to be 70 years old, but some have been Alert Your natural tendencies grant to the Alert feat. You
known to live much longer. gain the following benefits:
Alignment. Viashino can be found in every alignment, but • You gain a +5 bonus to initiative.
their primal nature has them tend towards chaotic, and • You can't be surprised while you are conscious.
neutral. • Other creatures don't gain advantage on attack rolls
Size. Viashino tend to stand between 5 and 6 feet tall, but against you as a result of being hidden from you.
often walk in a hunched position making them appear Languages. You can speak, read, and write Common and
shorter. Viashino usually weigh around 200 pounds. Your size Viashino.
is Medium.
Speed. Your base walking speed is 35 feet.

Viashino Firstblade - Matt Stewart | Viashino


Shanktail - Kev Walker
Goblin
Goblin Trickery .
Small, cunning and slippery, goblins are a common sight on
any street in Ravnica. Goblins are often recognized for the
ability to adapt and their adeptness at a number of tasks, and
its not uncommon to find a goblin working any sort of
imaginable position, though their noted impulsiveness and
curiosity often gets them into trouble. In the Boros Legion,
they are expendable soldiers. The Izzet League uses goblins
as servants and experiments. Within the Gruul Clans and
Cult of Rakdos, goblins are very much like they are on most
other planes: Angry and violent. Though some goblins find
positions of respect within their guilds, they remain much
put-upon by their neighbors, and most Ravnicans regard Size. Goblins are between 3 and 4 feet tall and weigh
them as little better than beasts or simpletons. between 40 and 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Goblin Traits Darkvision. Accustomed to forested regions or the
Your goblin has certain characteristics in common with undercity, you have superior vision in dark and dim
others of your species. conditions. You can see in dim light within 60 feet of you as if
Ability Score Increase. Your Dexterity score increases by it were bright light, and in darkness as if it were dim light.
2. You can’t discern color in darkness, only shades of gray.
Lifelong Focus Your sense of determination has given you Nimble Escape. You can take the Disengage or Hide
a focus in life. Choose toughness, guile, or charm. Your action as a bonus action on each of your turns.
choice of your Constitution, Intelligence, or Charisma score Goblin Agility. You can move through the space of any
increases by 1. creature that is of a size larger than yours.
Age. Goblins mature faster than humans, reaching Languages. You can speak, read, and write Common and
adulthood at around age 12. They also age noticeably faster Goblin.
than humans, and even the most cautious goblins rarely live
longer than 50 years.
Alignment. Most goblins are wildly chaotic, though they
have no particular inclination toward good or evil.

Legion Loyalist- Eric Deschamps |


Pyroconvergence - Jack Wang
Dryad
Dryad Sophistication .
Dryads are spirits of trees, that have taken on a nymph-like
form. Dryads have a deep connection to nature and have
played a key role in maintaining nature in the city of Ravnica.
Dryads are renown for their beauty, taking on a female form.
Dryads have a tangle of vines and leaves in the place of hair.
Dryads' ultimate goal is the preservation of nature, and for
this reason they are members of the Selesnya Conclave.
Dryad Traits
Your Dryad has traits in common with all other Dryads.
Ability Score Increase. Your Wisdom score increases by 2
and your Charisma score increases by 1.
Age. Dryads enter adulthood in their twenties. Dryads have
long lives, often up to 800 years, and become a great tree
upon death.
Alignment. Dryads have little consideration for the non-
natural races of Ravnica. They are most commonly neutral,
but often lean towards lawful and good. Sylvan Safekeeping. Whenever you make an Dexterity
Size. Dryads typically are between 5 and 6 feet tall, with a (Stealth) check to hide among trees, you can add twice your
slender frame. Your size is Medium. proficiency bonus, instead of any proficiency bonus you
Speed. Your base walking speed is 30 feet. normally apply.
Darkvision. Accustomed to forested regions or the city, you Dryad Magic You know the druidcraft cantrip. When you
have superior vision in dark and dim conditions. You can see reach 3rd level, you can cast the speak with animals spell
in dim light within 60 feet of you as if it were bright light, and once with this trait and regain the ability to do so once you
in darkness as if it were dim light. You can’t discern color in finish a long rest. When you reach 5th level, you can cast the
darkness, only shades of gray. speak with plants spell once with this trait and regain the
Natural Connection Your deep connection to the natural ability to do so once you finish a long rest.
world gives you proficiency in the nature skill. Languages. You can speak, read, and write Common and
Sylvan.

Dryad Militant- Ryan Pancoast | Vitu-Ghazi


Guildmage - Jason Chan
Vampire
Vampire Dignity .
Vampires are a dangerous race of undead that feed on the
blood of the living. Vampires are associated with black mana.
Their existence is predicated on draining the life from others
to fuel their own existence, and on putting their own lives
ahead of all other concerns. Philosophically, they do not
constrain themselves with artificial rules of morality, but
believe that the strong can and should take what they need
from the weak. Vampires' undead nature gives them certain
characteristics, including halting the aging process, and the
power of flight. However vampires also have hightened
sensitivity to sunlight, causing most of them to dwell indoors
and in darker parts of the city. The vampires of Ravnica are
most closely associated with House Dimir, and the Orzhov
Syndicate.
Vampire Traits
Your vampire character has the following traits as a result of
the unique origins of your kind.
Ability Score Increase. Your Intelligence score increases Vampiric Resistance. You have resistance to necrotic
by 1, and your Charisma score increases by 2. damage.
Age. One is not born a vampire, but rather becomes one Sunlight Sensitivity. You have disadvantage on attack rolls
from contracting the vampire's curse. The curse of the and on Wisdom (Perception) checks that rely on sight when
vampire bestows immortality, halting the aging process. you, the target of your attack, or whatever you are trying to
However vampire's destructive nature will cause most to be perceive is in direct sunlight.
killed sooner or later. Blood Thirst. You can drain blood and life energy from a
Alignment. Vampires have no innate tendency toward evil, willing creature, or one that is grappled by you, incapacitated,
but consuming the blood of other creatures often pushes or restrained. Make a melee attack against the target. If you
them to that end. Orzhov vampires are lawful, while Dimir hit, you deal 1 piercing damage and 1d6 necrotic damage.
vampires are most often neutral. The target’s hit point maximum is reduced by an amount
Size. Vampires are about the same size and build as equal to the necrotic damage taken, and you regain hit points
humans. Your size is Medium. equal to that amount. The reduction lasts until the target
Speed. Your base walking speed is 30 feet. finishes a long rest. The target dies if this effect reduces its
Vampiric Flight. You can spend your bonus action to hit point maximum to 0. A humanoid killed this way may be
initiate vampiric flight, this lasts for 10 minutes, or until you brought back as a zombie under the vampire's control. You
are knocked out of the air. While in this state you have a flying may only have one zombie under your control from this
speed of 30 feet. You can use this ability once with this trait ability at a time.
and regain the ability to do so once you finish a long rest. Languages. You can speak, read, and write Common and
Darkvision. Thanks to your vampiric nature, you have one extra language of your choice.
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light.

Necropolis Regent - Winona Nelson | Blood


Baron of Vizkopa - Anthony Palumbo
Centaur
Centaur Determination .
Centaurs are fairly common on the city-plane of Ravnica,
where they associate mainly with the Selesnya Conclave and
the Gruul Clans. Selesnya centaurs are noble and peaceful
protectors of the people. Gruul centaurs are wild savages
who revel in battle and destruction; they are larger than their
Selesnya cousins, and though they are also part horse they
often have huge racks of elk-like antlers as well.
Centaur Traits
Your centaur character has traits in common with all other
centaurs.
Ability Score Increase. Your Constitution score increases
by 1. Natural Cavalry. You may serve as a mount for a single
Breed Choose Gruul, or Selesnya. Your choice of your creature your size or smaller, when you do so you always act
Strength, or Wisdom score increases by 1. independently of your rider. You also count as mounted at all
Age. Centaurs have a similar lifespan to humans. Centaur times for the purposes of equipment, and any creature you
enter adulthood in their late teens and typically live up to 120 carry in this way counts as half their normal weight for the
years. purpose of determining whether or not you are encumbered.
Alignment. Gruul centaurs tend towards chaotic, while Charge. If you move at least 30 feet straight toward a target
Selesnya centaurs tend towards neutral good. and then hit it with a melee weapon attack, you can choose to
Size. Centaurs usually stand between 6 and 7 feet tall, and make the attack with advantage.
weigh on average 1,100 pounds. Your size is Medium. Languages. You can speak, read, and write Common and
Speed. Your base walking speed is 40 feet. Sylvan.
Heavy. You have disadvantage on Dexterity (Acrobatics)
and Strength (Athletics) checks made to climb.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift

Call of the Conclave- Terese Nielsen | Scab-


Clan Charger - Nils Hamm
Kraul
Kraul Ambition .
The kraul are an insectoid race loyal to the Golgari of
Ravnica. The Kraul value protecting and expanding their
race's influence above all else. They declared allegiance to the
Golgari only recently after centuries of living unguilded on
the outskirts of the Undercity. Despite their fealty to the
Golgari, the kraul are not treated as being on equal footing by
the upper ranks of the guild. They are lead by Mazirek, the
Death Priest.
Kraul Traits
Your Kraul has traits in common with other members of your Superior Darkvision. Accustomed to the depths of the
swarm. Undercity, you have superior vision in dark and dim
Ability Score Increase. Your Intelligence score increases conditions. You can see in dim light within 120 feet of you as
by 2 and your Constitution score increases by 1. Your if it were bright light, and in darkness as if it were dim light.
Charisma score is decreased by 1. You can’t discern color in darkness, only shades of gray.
Age. Kraul mature incredibly fast, reaching adulthood at Natural Armor You have a tough chitin exoskeleton. When
around age 1 after a larval stage. Kraul typically don't live you aren't wearing armor, your AC is 13+ your Dexterity
longer than 50 years. modifier. You can use your natural armor to determine your
Alignment. Most Kraul are fiercely loyal to their people AC if the armor you wear would leave you with a lower AC. A
and cause; they almost always tend towards evil. shield's benefits apply as normal while you use your natural
Size. Kraul stand between 5 and 6 feet tall and weigh armor.
between 100 and 200 pounds. Your size is Medium. Torpor. Rather than sleep, Kraul enter a torpid state. In
Speed. Your base walking speed is 30 feet. this state, you remain aware of your surroundings, and you
Insectile Flight. Your wings can carry your heavy frame require only 4 hours of torpor. After resting in this way, you
over short distances. You can spend your movement action on gain the same benefit that a human does from 8 hours of
your turn to fly up to 30 feet. You must land at the end of your sleep.
turn. Languages. You can speak, read, and write Common and
Kraul. Kraul is an ancient language, punctuated by frequent
clicking noises produced by their mandibles.

Kraul Warrior- David Rapoza | Mazirek, Kraul


Death Priest - Mathias Kollros
Merfolk
Merfolk Mystery .
Merfolk are an amphibious race, born and at home in the
water but comfortable on dry land. Humanoid in form, they
have skin of ivory, silver, russet, blue, or deep purple. Long
fins extend from the backs of their forearms, calves, and in
place of their hair.
The merfolk of Ravnica only recently arose to the surface
world through sinkholes known as Zonots, after hundreds of
years of isolation. The merfolk acclimated themselves to the
Simic guild, and restored the guild under new leadership.
Merfolk quickly created a position of power in Ravnica,
working towards a more natural plane and towards the
preservation of the oceans.
Merfolk Traits
Your merfolk character has a number of traits in common Speed. Your base walking speed is 30 feet. You also have a
with other merfolk. swimming speed of 40 feet
Ability Score Increase. Your Wisdom score increases by Amphibious. You can breathe air and water.
2. Darkvision. Accustomed to forested underwater depths
Dedicated Role. You had a specific role in merfolk society and caverns. You can see in dim light within 60 feet of you as
which allowed you to hone your skills. Choose hunting, study, if it were bright light, and in darkness as if it were dim light.
or diplomacy. Your choice of your Strength, Intelligence, or You can’t discern color in darkness, only shades of gray.
Charisma score increases by 1. Merfolk Weapon Training. You have proficiency with the
Age. Merfolk have a similar lifespan to humans, reaching net, spear, and trident.
adulthood in their teens, and living up to 120 years. Depth Dweller. You ignore any drawbacks caused by an
Alignment. Merfolk can be found in every alignment, but underwater environment.
their ancient traditions make most merfolk lean towards Slippery. You have advantage on dexterity saving throws
chaoti good. against being grappled or restrained.
Size. Merfolk are about the same size and build as Languages. You can speak, read, and write Common and
humans. Your size is Medium. Merfolk.

Simic Fluxmage - Karl Kopinski | Vorel of the


Hull Clade - Mike Bierek
The Guilds of Ravnica
The Guilds that populate and rule the city of Ravnica
Azorius Senate (Page 18)
Boros Legion (Page 19)
House Dimir (Page 20)
Golgari Swarm (Page 21)
Gruul Clans (Page 22)
Izzet League (Page 23)
Orzhov Syndicate (Page 24)
Cult of Rakdos (Page 25)
Selesnya Conclave (Page 26)
Simic Combine (Page 27)

Seal of the Guildpact - Franz Vohwinkel


Azorius Senate
Ideals and Purpose Guild Symbol
Believing their legislation to be the singular force that
prevents Ravnica from descending into chaos, the Azorius
Senate mediates and regulates the activities of all of the other
guilds and of the plane despite numerous of their decrees
being ignored. The Azorius Senate are characterized as being
aloof, bureaucratic, excessively formalistic, and fastidious,
spending hours upon hours with legal documents and
ensuring action, if any should occur, stringently adheres to
protocol. For such reasons, the Azorius are deeply disdained
by Ravnicans,whom the Azorius believe will effect a change
and subsequent crime, chaos, and general decline in civic life.
The Azorius are said to act through inaction.
The rigid hierarchy of the Azorius Senate is reflected in the
guild's triangle-shaped crest; most Azorius functionaries
report to one superior, and are reported to by two
subordinates. The Azorius are divided into three Columns:
The Sova act as judges and arbitrators, the Jelenn act as Races
scribes and elocuters, while the Lyev work as lawmages and The primary player races of the Azorius Senate are humans,
enforcers. and vedalken.
Alignment Guild Leader
Members of the Azorius Senate lean towards Lawful Neutral, Isperia, Supreme Judge
but maybe also be Lawful Good. Azorius members value the
power and virtue of the law above all else. The Azorius Guild Hall
believe in upholding the law, even if it's not necessarily the New Prahv, Spires of Order
right thing to do.

Isperia, Supreme Judge - Scott M. Fischer


Boros Legion
Ideals and Purpose Guild Symbol
A dedicated member of the Boros will tell you that the law is
not just a set of words on a scroll – it is a higher calling, a
noble purpose to keep order in a world that might otherwise
dissolve into chaos. The Legion has serves as Ravnica’s
military might, keeping the peace and swiftly dealing with
injustice. They are the most skilled and fierce fighters on the
plane, and their righteous passion gives them strength and
zeal even in the most dire situations.
Analysis and doubt are best left in the hands of the more
studious Azorius – the Boros are about action. They will
quickly and effectively neutralize a situation, always with a
pre-thought strategy. Despite their military functions and
defense of the law, members temper their adherence with
emotion and understanding. In battle, this makes them twice
as deadly, but in more common matters, it allows them to be
more face-to-face with the common citizen, able to avoid the
staunch rigidity to codes other guilds might have. Races
The primary player races of the Boros Legion are humans,
Alignment goblins, minotaurs, and viashino.
Members of the Boros Legion lean towards Lawful Good.
They aim to use their righteous might eliminate evil, and Guild Leader
protect Ravnica from anything that would harm its peoples. Aurelia, the Warleader
Guild Hall
Sunhome, Fortress of the Legion

Aurelia, the Warleader - Slawomir Maniak


House Dimir
Ideals and Purpose Guild Symbol
In the dark, slick corridors of the undercity lurks the
unfathomable network of the Dimir guild. House Dimir is
Ravnica’s dark but open secret: the populace knows Dimir
exists but they pretend it doesn’t. The Dimir’s role in Ravnica
is to provide covert services that other guilds can’t or won’t,
using their secrecy as both weapon and defense. Dimir
agents leave no trace, destroying memories of witnesses to
their crimes, and even going so far as to eliminate their own
memories of their assignments.
The guild operates on a strictly need-to-know basis. At the
top of its hierarchy is the leader. Only he is fully aware of all
of the guild's activities. Beneath him are the necrosages, who
oversee the guild's activities from Duskmantle. They
manipulate the flow of information, keeping the guild
informed on all things whilst keeping the rest of the plane
ignorant. Few individuals are ever allowed to meet the guild's
leaders, as instead a network of middlemen are employed to Races
pass on messages to cells of field operatives. Agents at the The primary player races of House Dimir are humans, and
very bottom of the guild only meet a mysterious individual in vampires.
a back alley that gives them some basic information on their
target and nothing else. Guild Leader
Alignment Lazav, Dimir Mastermind
Members of the House Dimir lean towards Neutral Evil. They Guild Hall
value secrecy and expanding the guild's power and influence Duskmantle, House of Shadow
above all else.

Lazav, Dimir Mastermind - David Rapoza


Golgari Swarm
Ideals and Purpose Guild Symbol
Lurking in the depths of the Undercity, the Golgari do
Ravnica‘s literal dirty work away from the judgmental eyes of
the common citizen. The Golgari provide a necessary
function in the city as both waste management and food
production, much of which is distributed among the poor and
the guildless for nothing, yet they have garnered a bad
reputation. Perhaps it’s due to the Golgari’s use of death and
decay in their cycles – food grown in their massive, Undercity
rot-farms is fertilized by the carcasses of decomposing
creatures. Or maybe its the fact that the Golgari ranks
contain some of the best necromancers on the plane, and
most of the guild’s labor is provided by mindless plant-
zombies. While the outsider may see the Swarm’s methods as
repulsive and unclean, the Golgari simply view this as
common ignorance. After all, death is an important aspect of
life, one that helps give life meaning.
Races
Alignment The primary player races of the Golgari Swarm are humans,
Members of the Golgari Swarm lean towards True Neutral elves (Devkarin), and Kraul.
due to their belief in maintaining the cycle of life and death.
Golgari members typically hold the belief of helping the less Guild Leader
fortunate. Those Golgari members with close ties to Jarad, Golgari Lich Lord
necromancy and other aspects of death may lean towards
Neutral Evil. Guild Hall
Korozda, the Maze of Decay

Jarad, Golgari Lich Lord - Eric Deschamps


Gruul Clans
Ideals and Purpose Guild Symbol
Millenia ago, when the Guildpact was signed, the Gruul has a
reason and purpose for being: to represent the wild, natural
expanses of Ravnica. Now those expanses are long gone,
buried under centuries of stone and glass, and the Gruul are
displaced and essentially functionless, broken into
assemblies of anarchists, beggers and tribal gangs, lumped
together under the name of the former united guild. The
Gruul see civilization as a mockery, and intend to do what
they can to bring the elaborate, suppressive cage crashing
down.
The Gruul live for the moment, fighting with a passion that
rivals the Boros. The clans tend to eke out an existence in
reclamation zones, abandoned portions of the city, where they
carve out territory in the old ruins and fend off intruders with
guerrilla tactics. Larger groups in more populated areas
survive by going on large, destructive raids that reduce entire
blocks to rubble and then squatting on the refuse, living off Races
what they find. When resources run dry, they move on and The primary player races of the Gruul Clans are humans,
repeat this process. Many Gruul have spiritual motivations minotaurs, goblins, viashino, and centaurs.
for their actions, practicing druidic and shamanic traditions
that supposedly date back to a time before Ravnica was Guild Leader
covered with city.
Borborygmos
Alignment Guild Hall
Members of the Gruul Clans lean towards Chaotic Neutral, Skarrg, the Rage Pits
they ignore the laws by which most live, and only work
towards returning Ravnica to its past primal glory.

Borborygmos Enraged - Aleksi Briclot


Izzet League
Ideals and Purpose Guild Symbol
Made up of crafty inventors, bold tinkerers and misfit mages
with strange ideas, the Izzet League is a guild of artifice and
mechanical discovery. Every major technology on Ravnica,
from the floating sky resevoir to the common glowpost, owes
a little something to the Izzet and their intricate designs. The
Izzet is the only guild that understands metamagic, the
science of magic itself, and they use this to keep the technical
aspects of Ravnica running like clockwork, from water
systems to heating networks.
Unlike most other guilds, the Izzet fail to see the
importance of power, dominion, or wealth. The rabid pursuit
of knowledge is the guild’s only concern. Inspiration can
strike an Izzet magewright like lightning, who usually drop
what they’re doing and get started on their next idea while the
spark lingers in the mind. The Izzet love creation and
destruction in almost equal tandem, watching their ideas
manifest into something wonderful or picking up the pieces Races
when their project blows up in their face (sometimes The primary player races of the Izzet League are humans,
literally). The ideal goal of these capricious mages is to create goblins, and viashino.
something that will impress the Firemind, Niv-Mizzet, and
receive direct communion with his thought process – the Guild Leader
ultimate boon for an Izzet. Those who fail are immolated by
the bored dragon. Niv-Mizzet, the Firemind
Guild Hall
Alignment
Nivix, Aerie of the Firemind
Members of the Izzet League lean towards Chaotic Neutral,
as their only concern is the pursuit of knowledge, with little
regard for how it will help or harm.

Niv-Mizzet, Dracogenius - Todd Lockwood


Orzhov Syndicate
Ideals and Purpose Guild Symbol
The Orzhov holds Ravnica‘s economic reins, doing everything
from minting coin to keeping banks, and they know it too. For
the members of the Syndicate, money talks, and the entire
guild hierarchy seems to revolve around how much gold (or
lack thereof) a person has. They are likewise one of Ravnica’s
largest religious organizations, and they preach the orthodox
of wealth and station, of knowing one’s place and paying one’s
dues. Hidden behind a golden facade of theocratic pomp and
ceremony broods a dark, cold and plotting mentality.
Running this dark business are the Patriarchs, roughly the
wealthiest beings on the plane. These grotesque beings live
lives of unending excess and decadence, constantly plotting
ways to increase their already vast hordes of riches and ways
to buy a postmortem existence, hopeful to join the highest
echelons of the Ghost Council. Below the Patriarchs are a set
of rigid castes aimed to keep their members in line (and in
debt). Citizens trapped in a cycle of endless poverty, Races
indentured servants that continue to pay off ancestral debts, The primary player races of the Orzhov Syndicate are
contractually-bound ghosts working from beyond the grave humans, and vampires.
and the wretched faithful dedicated to the guild’s church are
but a few of the assortment of beings held in the sway of the Guild Leader
Guild of Deals. To rise through the Orzhov ranks is rare, but
to those who can manage it, wealth and power await. Obzedat, Ghost Council
Guild Hall
Alignment
Orzhova, the Church of Deals
Members of the Orzhov Syndicate lean towards Lawful Evil.
They value wealth above all else, and aquire it through
immoral, yet legal means.

Obzedat, Ghost Council - Svetlin Velinov


Cult of Rakdos
Ideals and Purpose Guild Symbol
Like extreme utilitarians or hedonists, the Cult of Rakdos are
a guild that places a premium on personal pleasure, or "fun",
even if it cruelly causes pain and suffering to others and
themselves. Some of the crueler, more evil, and more sadistic
members of the Cult directly and intentionally inflict pain on
others. Other than being a guild of miscreants, the Cult of
Rakdos does have a civic function in Ravnican society per the
Guildpact; some members work as manual laborers and even
slaves, and the guild overall has a niche as Ravnica's
entertainment industry, such as clubs.
Organized like a madcap circus, the guild’s only structure
is determined by those powerful enough to hold leadership,
often known as ringmasters. Such beings tend to have short
lifespans. In fact, the mortality rate of the cult is so high that
it’s a wonder they didn’t simply die out long ago; Rakdos
cultists have been known to enjoy inflicting just as much pain
on themselves as they do on others, and if blowing yourself Races
up means you’ll get a few laughs, why not? Rakdos don’t think The primary player races of the Cult of Rakdos are humans,
in the long-term: they live for the now. and goblins.
Alignment Guild Leader
Members of the Cult of Rakdos lean towards Chaotic Evil. Rakdos, Lord of Riots
Members of the Rakdos live in the now, and do whatever
would be the most entertaining, even if it brings pain to Guild Hall
themselves or others. Rix Maadi, Dungeon Palace

Rakdos's Return - Daarken


Selesnya Conclave
Ideals and Purpose Guild Symbol
Preaching unity, harmony, and brotherhood, the Selesnya
Conclave currently stand as Ravnica‘s largest organized
religion. Their cause is dedicated to nature, and the
Conclave’s members strive to protect and preserve the scarce
natural areas of the city as well as, create more of it. Within
the guild, all are considered equal, for in nature there is no
true hierarchy. To them, Ravnica is a city in need of change,
and they are the ones who feel they can do it for the better.
With their ledev patrols helping to maintain peace along
Ravnica’s highways, druids and nature spirits defending
sacred groves, and their woodshapers and urban planners
creating nature preserves, city parks and wooded enclaves,
the Conclave ensures the safety and security of the faithful.
Members of the Conclave seek to abandon their egos and
join the united consciousness of the Worldsoul, where all are
united in the soothing embrace of the web of life.
Individuality, in this case, is frowned upon by the guild Races
faithful. Evengelical criers sing the guild’s praises from every The primary player races of the Selesnya Conclave are
major street corner, preaching salvation by joining the “song” humans, elves (Silhana), loxodon, dryads, and centaurs.
of the Conclave.
Alignment Guild Leader
Trostani, Selesnya's Voice
Members of the Selesnya Conclave lean towards Neutral or
Lawful Good. All members support the expansion of nature, Guild Hall
but some will take this message too far, silencing those who Vitu-Ghazi, the City-Tree
are against the guild's message.

Trostani, Selesnya's Voice - Chippy


Simic Combine
Ideals and Purpose Guild Symbol
The original purpose of the Simic Combine was to preserve
the health of all Ravnican life-forms. They were devoted to
the study of life, medicines, and biomancy. But just as life can
adapt, so did the Combine. They failed in upholding Ravnica's
original ecosystem, they instead decided to improve nature
for it to thrive on its own. This goal is achieved by modifying
the animals and plants of Ravnica, embracing mutation for
their greater good.
With the reemergence of the guilds and the rediscovery of
Ravnica's long gone oceans, through the sinkholes known as
Zonots, the Simic were remade from scratch. Embracing
long-gone spiritual and holistic concepts, they rejected Momir
Vig's corrupted philosophy, focusing on advancing nature
through purely magical means. Because of their focus on the
oceans, their new philosophy revolves around principles
applied to sea-life: the Holdfast, the anchoring, isolationist
motion; and the Upwelling, the expansive, upwards-going Races
motion. With this, they form a compromise between isolation The primary player races of the Simic Combine are humans,
and influence on Ravnican society, preserving nature and vedalken, elves, and merfolk.
allowing at least one spot of access to the underground
oceans. Guild Leader
Alignment Prime Speaker Zegana
Members of the Simic Combine lean towards Chaotic Good. Guild Hall
Their primary goal of protecting and expanding nature is Zameck, the Breeding Pools
ultimately good, but their means of mutation and magic are
chaotic in nature.

Prime Speaker Zegana - Willian Murai


Backgrounds
Optional backgrounds to shape your character in the plane of Ravnica
Azorius Senate (Page 29-30)
Boros Legion (Page 31-32)
House Dimir (Page 33-34)
Golgari Swarm (Page 35-36)
Gruul Clans (Page 37-38)
Izzet League (Page 39-40)
Orzhov Syndicate (Page 41-42)
Cult of Rakdos (Page 43-44)
Selesnya Conclave (Page 45-46)
Simic Combine (Page 47-48)
Guildless (Page 49)

Tin Street Market - Noah Bradley


Azorius Backgrounds
d6 Ideal
Lyev Investigator
1 Community. All must be protected, and have the rights
You have worked as an investigator for the law, arresting to have a peaceful life. (Lawful)
those who have broken the sacred laws of the Azorius.
Perhaps as a lawmage, or a detective. Under the Azorius you 2 Punishment. Those who have wronged must be
punished to the full extent of the law. (Neutral)
have learned to value the law, and mastered investigating
crime and bringing justice to those who commit it. 3 Logic. Emotions must not get in the way of logical
Skill Proficiencies: Insight, Investigation thinking. (Lawful)
Tool Proficiencies: Vehicles (land) 4 Ambition. I wish to rise through the ranks and enter a
Languages: One of your choice position of respect and power. (Any)
Equipment: A certificate proving your rank as an 5 Redemption. There's a spark of good in everyone.
investigator, a lawbook, a pair of handcuffs, a set of common (Good)
clothes, and a pouch containing 15 gp.
6 Responsibility. I do what I must and obey authority.
(Lawful)
Feature: Right Place Right Time
You know where to find people who know things, or people
who know people who know things. When entering a district, d6 Bond
you know where to search for information about the 1 I owe my life to a senior officer who raised me from
happenings. You also never forget the face of people you squalor.
meet, as you may need them in other cases. 2 I am a reformed criminal, and see the error in those
who live that life.
Suggested Characteristics 3 I do my job for my family, so they may live a more safe
Investigators are known for being knowledge seeking and world.
inquisitive. You often seek out crime and infractions to
punish. You are likely hesitant to allow crimes to be 4 A criminal escaped me once, and I have hunted that
committed within your presence. one across the years.
5 I am in a forbidden love, with someone from another
d8 Personality Trait guild.
1 I value keeping the streets and the people safe. 6 I would lay down my life for my fellow officers.
2 I keep calm in all situations, wary of showing any
emotion as a sign of weakness. d6 Flaw
3 I like to relax, and took the job for the coin. 1 I obey the law, even if the law causes misery.
4 I grew up around crime, and vow to see it eliminated. 2 I never admit when I am wrong.
5 I would give the shirt off my back to help the less 3 People who can't take care of themselves get what they
fortunate. deserve.
6 I have a habit of doing something (biting nails, tapping 4 Any infraction, no matter how insignificant or petty will
fingers, tracing eyebrows) when I am thinking. anger me.
7 I find happiness in seeing criminals suffer. 5 I am preachy, and come off as rude to those who I
8 I am constantly making sketches and taking notes. disagree with.
6 I partake in an unlawful activity, which brings me great
shame.

Azorius Justiciar - Chris Rahn


Jelenn Lawyer .
You have spent years studying the complex intricacies of the
complex Azorius law code, and have made an oath to uphold
it within a court of law. You have argued for those you
represented, and have become capable at making tough
decisions under extreme pressure. You have mastered
speechcraft after spending long periods of time arguing
among your colleagues.
Skill Proficiencies: History, Persuasion
Languages: Two of your choice
Equipment: A certifcate showing your position as a lawyer,
a lawbook, a collection of scrolls, a quill and ink, a set of fine
clothes, and a pouch containing 20 gp.
Feature: Unquestioned Authority
Your knowledge of the law causes those with less knowledge
than you to rarely question your thoughts and decisions.
Commonfolk will not question your decree and will take your d6 Bond
presence very seriously.
1 I have an intense rivalry with another member of the
Azorius, and am always trying to out-do them.
Suggested Characteristics
Lawyers are known for being knowledgable and convincing. 2 I have served under Isperia, the Supreme Judge and
You garner are often looked at with disdain, but respect. strive to follow her example.
d8 Personality Trait 3 I see the value in coin, and value it only second to the
law.
1 I know how you look is important, so I always work to
look the best. 4 I protect those that cannot protect themselves.
2 I keep calm in all situations, wary of showing any 5 I will always keep my alma mater close to my heart.
emotion as a sign of weakness. 6 I became a lawyer in the first place to get a friend out
3 I am always reading a book, and delving deep into my of legal trouble.
studies.
d6 Flaw
4 I believe nothing is worth doing unless you do it right,
I'm a perfectionist . 1 I obey the law, even if the law causes misery.
5 I like to talk about my profession, explaining the 2 I never admit when I am wrong.
beautiful intricacies of the law to those who are less
knowledgable. 3 I want to avoid physical conflict no matter what, and
am frightened by the thought of battle.
6 I have trouble relaxing, and am always working to better
the current situation. 4 Any infraction, no matter how insignificant or petty will
anger me.
7 I have a lesson for every situation.
5 I'm quick to assume that someone is trying to cheat
8 I like to keep to myself and take mental notes of me.
everything around me.
6 The stress of my job pushes me to drink.
d6 Ideal
1 Community. All must be protected, and have the rights
to have a peaceful life. (Lawful)
2 Punishment. Those who have wronged must be
punished to the full extent of the law. (Neutral)
3 Logic. Emotions must not get in the way of logical
thinking. (Lawful)
4 Knowledge. I value those who know about the world
around them, and am always seeking to learn more.
(Any)
5 Redemption. There's a spark of good in everyone.
(Good)
6 Responsibility. I do what I must and obey authority.
(Lawful)

Lavinia of the Tenth- Willian Murai


Boros Backgrounds
d6 Ideal
Wojek Enforcer
1 Community. All must be protected, and have the rights
You have worked as an enforcer of the law, bringing justice to to have a peaceful life. (Lawful)
those who have committed crime. Working as a beat-cop you
developed a strong sense of justice. You have mostly dealt 2 Punishment. Those who have wronged must be
punished to the full extent of the law. (Neutral)
with small time criminals, and protecting the commonfolk,
often by preventing riots or performing raids on crime dens. 3 Justice. The rules apply equally to all, from the highest
Skill Proficiencies: Intimidation, Investigation to the lowest. (Lawful)
Tool Proficiencies: Vehicles (land) 4 Ambition. I wish to rise through the ranks and enter a
Languages: One of your choice position of respect and power. (Any)
Equipment: A badge proving your rank as an officer, a 5 Loyalty. With my help, the people I serve will rise above
lawbook, a pair of handcuffs, a set of common clothes, and a all other competitors. (Any)
pouch containing 15 gp.
6 Responsibility. I do what I must and obey authority.
(Lawful)
Feature: Privilege of Rank
Your position as an arrester garners you the respect of the
common people. The guards and enforcers of Ravnica have a d6 Bond
sense of unity with you. Other law enforcers are more likely 1 I owe my life to a senior officer who raised me from
to believe you, and come to your aid when you need. squalor.
2 I am a reformed criminal, and see the error in those
Suggested Characteristics who live that life.
Enforcers are known for being strong and in control of 3 I do my job for my family, so they may live a more safe
difficult situations. You may perform often displays of power, world.
and may get carried away. However you are also seen as a
protector of the people, and are trusted as such. 4 I arrested a powerful person for a crime, and I’ve been
dodging assassins ever since.
d8 Personality Trait
5 I exist to protect the weak from the strong.
1 I value keeping the streets and the people safe.
6 I would lay down my life for my fellow officers.
2 I keep calm in all situations, wary of showing any
emotion as a sign of weakness. d6 Flaw
3 My language is fowl, and I make constant sly remarks. 1 I obey the law, even if the law causes misery.
4 I grew up around crime, and vow to see it eliminated. 2 I never admit when I am wrong.
5 I overindulge in food and drink whenever I'm not 3 People who can't take care of themselves get what they
working. deserve.
6 I enjoy peaceful guardshifts, when I can be alone to my 4 Any infraction, no matter how insignificant or petty will
own thoughts. anger me.
7 I find happiness in seeing criminals suffer. 5 I get carried away, and violent around criminals.
8 My first resort in conflict is browbeating my opponents 6 I am haunted by memories of a job that went wrong.
with threats of legal retribution.

Wojek Halberdiers - Nic Klein


Boros Soldier .
You have worked as a member of the Boros army. Your
primary function in the army was to have displays of power to
disuade the guilds from fighting. You have participated in
conflicts with the other guilds, and have learned the ins and
outs of warfare style combat and strategy.
Skill Proficiencies: Athletics, Medicine
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: An insignia of rank, a trophy taken from a
fallen enemy (a dagger, broken blade, or piece of a banner), a
set of bone dice or deck of cards, a set of common clothes,
and a belt pouch containing 10 gp.
Feature: Military Rank
You have a military rank from your career as a soldier.
Soldiers loyal to the Boros army recognize your authority and
influence. You can invoke your rank to exert influence over d6 Bond
other soldiers and requisition simple equipment or horses for
temporary use. You can also usually gain access to friendly 1 I would still lay down my life for the people I served
with.
military encampments and fortresses.
2 Someone saved my life on the battlefield. To this day, I
Suggested Characteristics will never leave a friend behind.
Lawyers are known for being knowledgable and convincing. 3 The angels of the Boros have guided my life thus far,
You garner are often looked at with disdain, but respect. and I continue to model my life after them.
d8 Personality Trait 4 I’ll never forget the crushing defeat my company
suffered or the enemies who dealt it.
1 I'm always polite and respectful.
5 My honor is my life.
2 I’m haunted by memories of war. I can’t get the images
of violence out of my mind. 6 I fight for those who cannot fight for themselves.
3 I’ve lost too many friends, and I’m slow to make new
ones. d6 Flaw
4 I’m full of inspiring and cautionary tales from my 1 The monstrous enemy we faced in battle still leaves me
military experience relevant to almost every combat quivering with fear.
situation. 2 I have little respect for anyone who is not a proven
5 I can stare down an ogre without flinching. warrior.
6 I enjoy being strong and like breaking things. 3 I made a terrible mistake in battle that cost many lives
—and I would do anything to keep that mistake secret.
7 I have a crude sense of humor.
4 My hatred of my enemies is blind and unreasoning.
8 I face problems head-on. A simple, direct solution is
the best path to success. 5 I have a secret addiction, that I keep hidden to avoid
shame.
d6 Ideal 6 I obey the law, even if the law causes misery.
1 Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
2 Responsibility. I do what I must and obey just authority.
(Lawful)
3 Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
4 Might. Those who are strong are more valuable to
society than the weak. (Neutral)
5 Ambition. I wish to rise through the ranks and enter a
position of respect and power. (Any)
6 Loyalty. The people of the Boros Legion are all that
matter. (Lawful)

Tajic, Blade of the Legion- James Ryman


Dimir Backgrounds
d6 Ideal
Dimir Courier
1 Coin. Gold can cause great change, and I can make the
You have secretly worked under the Dimir as a courier. You best use of it. (Evil)
were employed as a broker of secrets. At times you worked as
a spy, at others a thief, and at times as a courier for the guild 2 Change. The structure of the guilds an other
establishments must be broken. (Chaotic)
delivering information.
Skill Proficiencies: Intimidation, Investigation 3 Strength. The strongest are meant to rule over the
Tool Proficiencies: Forgery kit, thieves' tools weakest. (Evil)
Equipment: A forgery kit, a set of thieves' tools, a Dimir 4 Ambition. I wish to rise through the ranks and enter a
signet ring, a set of dark common clothes including a hood, position of respect and power. (Any)
and a pouch containing 15 gp. 5 Loyalty. With my help, the people I serve will rise above
all other competitors. (Neutral)
Feature: Unseen Passage
Your experience as a courier has given you knowledge of the 6 Honor I don't steal from others in the trade. (Lawful)
streets and back alleys of Ravnica. You are aware of an back
alleys and hidden passages in the district you are currently in. d6 Bond
1 I use my ill-gotten gold to provide for a gang of
Suggested Characteristics children street urchins.
Couriers are known for being secretive, and knowledgable 2 I discovered a horrible secret, which could be used to
about the ongoings of all the guilds of Ravnica. cause immense harm if it got out.
d8 Personality Trait 3 I pursue wealth to secure someone's love.
1 I speak very little, as to not reveal any important details 4 I'm guilty of a terrible crime. I hoe I can redeem myself
about myself. for it.
2 I pocket anything I see that might have some value. 5 I will become the greatest thief that has ever lived.
3 I'm a born gambler who can't resist taking a risk for a 6 A powerful person killed someone I loved. Someday
potential payoff. soon I will have my revenge.
4 I use seduction as my first means to get what I want.
d6 Flaw
5 I like to joke around, and sometimes it gets me in
trouble. 1 I can't resist a pretty face.
6 I will always try to convice others to do the dirty jobs 2 I'm too greedy for my own good. I can't resist taking a
for me. risk if there's money involved..
7 I act as a noble, I garner respect through promises of 3 People who can't take care of themselves get what they
coin, and my suave and debonair manner. deserve.
8 I have a calling card that I always leave at the scene of 4 I turn tail and run when things get bad.
my crimes. 5 I can't keep a secret, and I know many.
6 I want people to know who I am, even if it's not to my
benefit.

Shadowmage Infiltrator - Tomasz Jedruszek


Dimir Assassin .
You have worked as an assassin for the Dimir. You find no
remorse in killing and have become an expert in your craft.
You may have taken the job for gold, ambition, or another
reason. You may have worked as a double agent, undercover
in an other guild.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Disguise kit, Poisoner's Kit
Equipment: A disguise kit, a poisoner's kit, a Dimir signet
ring, a set of dark common clothes including a hood, and a
pouch containing 20 gp.
Feature: Secret Agenda
You are an expert with your weapons. You can always hide a
small weapon on your person that will not be found if you are
searched.
Suggested Characteristics d6 Bond
Assassins are known for being heartless and frightening, as
well as secretive and mysterious. 1 I will become the greatest assassin in Ravnica.
2 I have a loved one who is imprisoned.
d8 Personality Trait
3 I have killed a powerful person, and have been facing
1 I believe Being simple keeps me unnoticed avengers ever since.
andunderestimated.
4 I have taken a child under my wing.
2 I try to gather as much information as I can before I act.
5 Someone I love is in danger because of my choices.
3 I am daring and bold, often taking large risks.
6 I have to make payments to someone who witnessed
4 I always have an exit strategy and am prepared for when one of my assassinations.
things to go badly.
5 I don’t trust anyone, and am certain if the opportunity d6 Flaw
arises I will be betrayed.
1 If there's a plan, I'll forget it. If I don't forget it, I'll
6 I have a literal taste for blood. ignore it.
7 I'm a bit of a show-off. 2 Violence is my answer to almost any challenge.
8 I am very awkward in social situations. 3 Once someone questions my courage, I never back
down no matter how dangerous the situation.
d6 Ideal 4 I want people to know who I am, even if it's not to my
1 Greed. You are only in it for the money. (Evil) benefit.
2 Aspiration. I work hard to be the best there is at my 5 I always stick to a plan and cannot wing it.
craft (Any) 6 I have no sense of empathy or sympathy, and others
3 Master. I'm a predator, and everyone else is my prey. know it.
(Evil)
4 Freedom. I do my job by my own rules. (Chaotic)
5 Pessimism. Life is cruel; to expect anything else is naïve
(Neutral)
6 Destiny. If I follow my own path I will become who I
was meant to be. (Neutral)

Assassin's Strike- Chase Stone


Golgari Backgrounds
d6 Ideal
Golgari Cryptkeeper
1 Respect. My studies of past lives and dynasties have
You have worked for the Golgari caring for the dead. You taught me patience and the wisdom of both
performed burials, autopsies, and even cared for the zombies forethought and reflection. (Good)
of the Golgari. 2 Indulgence. The mighty fall, most often to the same
Skill Proficiencies: Religion, Perception failings, as do the weak. Feast now at the table of life,
Tool Proficiencies: Herbalism Kit taking any and all measures to forestall the meals’
Languages: One of your choice ending. (Evil)
Equipment: Prized pick, herbalism kit, rock-hammer or 3 Responsibility. The dead are dead, and there's a job to
shovel (1d6 dmg), a pouch of nice smelling herbs, a set of do. (Neutral)
common clothes, and a belt pouch containing 15 gp.
4 Destiny. My isolation gave me insight into something I
Feature: I See Dead People must destroy. (Neutral)
Your experience with the dead gives you advantage making 5 Nature. Civilization causes the downfall of people, only
checks involving the detection, tracking, and identification of nature is true. (Neutral)
the dead, and undead and their habits. 6 Tradition. Ancient traditions must be upheld to show
respect for those that have past. (Lawful)
Suggested Characteristics
Cryptkeepers are known for being reclusive, and unsettling. d6 Bond
However they garner respect, as nearly everyone recognizes
their value and knowledge. 1 As society scorned me, so I scorn it. I am dedicated to
myself and myself alone.
d8 Personality Trait 2 The Golgari have given me my life, I owe everything to
1 I never raise my voice, always speaking calmly, them.
seemingly devoid of any emotion. 3 I escaped a life of poverty by robbing a rich man’s
2 I have the utmost respect and veneration for the grave. Shame and guilt still drive me to random acts of
legacies of those who have passed before us. charity and atonement.
3 I am secretive about myself and my past, and I make 4 My (newfound?) friends are my bond; I am sometimes
friends slowly, if at all. loyal to a fault, as they say.
4 I am used to being the smartest (only) person in the 5 I must find a lost relic of great significance.
room; I therefore take great pains to explain the 6 I have seen visions in my dreams, that have called me
obvious to the obviously uninformed. to a greater purpose.
5 I see omens in every event and action.
d6 Flaw
6 I have a crude sense of humor, that is more often than
not inappropriate. 1 I have an unhealthy obsession for items of buried
antiquity.
7 I am jolly and smile often, as though I know something
others don’t 2 I hate bathing, and those around me know it.
8 I often become lost in my own thoughts and oblivious 3 My fascination with the dead and the afterlife goes well
to the world beyond some peoples’ sense of what is considered
healthy.
4 I am obsessed with my quest for personal immortality.
5 Years of social detachment and seclusion have made
me over-analytical, eccentric, and suspicious.
6 I have no hesitation to kill, and others can see it in my
eyes.

Korozda Guildmage - Ryan Pancoast


Golgari Rot farmer .
You have worked as a farmer for the Golgari, responsible for
producing food for the poor of Ravnica. You have mastered
growing fungus, and raising Golgari beasts such as
mossdogs, giant beetles, and brownscales.
Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: Leatherworker's tools, Herbalism kit
Equipment: Leatherworker's tools, an herbalism kit, 50
feet of hemp rope, 2 sacks, one set common clothes, a pouch
with 10gp.
Feature: Of the Land
By working on a rot farm you have learned how to produce
food, and grow crops. You can spend a day to earn enough
food for you and your party to eat for a week while traveling
and adventuring. In addition, you can use the sun to tell the
time of day and the stars to tell the day of the year.
d6 Bond
Suggested Characteristics
Rot farmers are known for their responsibility, but also their 1 My family has fallen on hard times and I vow to help.
crudeness and unpleasantness around higher class citizens. 2 My best friend (sibling) is betrothed to someone I love
.
d8 Personality Trait
3 I have raised my pet since childhood, and it's my
1 I like animals more than most people. closest friend.
2 I am always snacking on something small, such as a 4 Some day, I'll be the lord of my own land.
mushroom.
5 The other guilds don't appreciate my work and must
3 I am often humming or singing tunes during otherwise pay.
silent moments.
6 I'll never forget the family farm I grew up on..
4 I enjoy a long day's hard work.
5 I'm tight fisted with my coin, and only spend coin when d6 Flaw
important.
1 I can be lazy and sleepy, sneaking off to take naps when
6 I always volunteer to do small tasks for others. work can wait.
7 I often tell long winded stories that have little point. 2 I believe in and obey the Golgari's decree blindly.
8 I am very awkward in social situations. 3 I am not used to being wealthy and tend to
overindulge.
d6 Ideal 4 I hate bathing, and those around me know it.
1 Generous. I am happy to share what I have. (Good) 5 I do not open my mind to the ethics or morals of
2 Greed. I deserve more than the simple life I was born others.
into. (Evil) 6 I am gullible, and tend to believe what others tell me.
3 Nature. I believe the plane should return to the natural
world. (Neutral)
4 Tradition. The traditions of the Golgari must be upheld.
(Neutral)
5 Brutal Practicality. Bury a fish or bury a man, just get the
job done. (Evil)
6 A Simple Way of Life. If it ain't broke, don't fix it!
(Neutral)

Elves of Deep Shadow- Justin Sweet


Gruul Backgrounds
d6 Ideal
Burning-Tree Warrior
1 Change. Life is like the seasons, in constant change, and
You are a member of The Burning Tree Clan, the most we must change with it. (Chaotic)
influential in the guild. The Burning-Tree make sure that
everyone in the Clans remembers all who have harmed their 2 Honor. If I dishonor myself, I dishonor my whole clan.
(Lawful)
guild and then lets that rage loose on civilization.
Skill Proficiencies: Athletics, Survival 3 Strength. The strongest are meant to rule over the
Tool Proficiencies: One type of musical instrument weakest. (Evil)
Languages: One of your choice 4 Glory. I must earn glory in battle, for myself and my
Equipment: A musical instrument of your choice, a Gruul clan. (Any)
standard, a trophy of a great beast you have killed, a set of 5 Nature. The natural world is more important than all the
traveler's clothes, and a pouch containing 10 gp. constructs of civilization. (Neutral)
Feature: Off Road 6 Honor I don't steal from others in the trade. (Lawful)
You are accustomed to travelling off the main roads of
civilization. You do not get lost in natural areas. In addition, d6 Bond
you are familiar with the look of areas where ambushes are 1 My clan is the most important thing in my life, even
successfully staged. when they are far from me.
2 An injury to the unspoiled wilderness of my home is an
Suggested Characteristics injury to me.
Gruul warriors are strong, and feared for their rage and
power. 3 I will bring terrible wrath down on those who destroyed
my homeland.
d8 Personality Trait 4 It is my duty to provide children to sustain my tribe.
1 I’m driven by a wanderlust that led me away from 5 I am in love with someone from outside my tribe.
home.
6 I am on a quest to obtain some rare or important
2 I place no stock in wealthy or well-mannered folk. object.
3 I have a lesson for every situation, drawn from
observing nature. d6 Flaw
4 I enjoy challenges and am not discouraged by risk. 1 I am too enamored of ale, wine, and other intoxicants.
5 I cannot stand to be indoors for too long. 2 There’s no room for caution in a life lived to the fullest.
6 I believe that the strong must protect the weak. 3 I am slow to trust members of other races, guilds, and
7 I feel those that are eliminated are weak, and deserve clans.
their fate. 4 Violence is my answer to almost any challenge.
8 I have tattoos marking imortant milestones in my life. 5 I remember every insult I’ve received and nurse a silent
resentment toward anyone who’s ever wronged me.
6 Don’t expect me to save those who can’t save
themselves. It is nature’s way that the strong thrive and
the weak perish.

Skarrg Guildmage - Aleksi Briclot


Zhur-Taa Animist .
You have worked as a shaman of the Zhur-Taa. The most
religious of the six Clans, claiming to practice pre-guild rites.
They worship the Utmungr, "gods of the deep earth," and
await the awakening of Ilharg, an ancient boar god who will
mount a fiery rampage and raze the over-civilized world once
and for all. You have a deep connection with the land,
including the plants, animals, and the elementals of Ravnica.
Skill Proficiencies: Nature, Religion
Tool Proficiencies: Herbalism kit
Languages: Primordial
Equipment: An herbalism kit, a Gruul standard, a
shamanic amulet, a set of traveler's clothes, and a pouch
containing 10 gp.
Feature: Spiritual Connection
Spirits you encounter (including elementals, fey, and
shadows) may be more inclined to communicate with you and d6 Bond
not automatically act with hostility (DM discretion). You are
also accustomed to foraging and finding water and shelter. 1 Protection of the spirits and the natural order is
paramount.
Suggested Characteristics 2 My life is my devotion to my people and their
Animists are known for their deep connection to the traditions.
elemental plane, and their disdain for city dwellers. 3 I saw a spirit once, when I was little. Every time I see a
spirit, it takes me back.
d8 Personality Trait
4 My people were torn apart, and I will find those
1 I am aloof because I am more connected to the responsible.
spiritual world than common folk.
5 I am in love with someone from outside my tribe.
2 The spirits have taught me to be understanding and
tolerant of all creatures. 6 I was given a gift from an elemental spirit early in life,
and it is my most cherished possession.
3 There is great strength in tradition, and I derive much
comfort from it.
d6 Flaw
4 The spirit world is a terrible and brutal place, and so am
I. 1 I find it hard to take worldly matters seriously.
5 I am slow to trust those outside of the Gruul, as they 2 The spirits often interfere with my life and request
may view my beliefs as primitive. things of me.
6 Mortal life is less real and important than the world of 3 I am in awe of spirits and elementals, and hesitate to
the spirits. act against them.
7 I hate the indoors, and prefer to sleep outside. 4 I speak very quietly, or don’t speak at all.
8 I embrace the wild nature of the elements in how I live 5 I speak forcefully and am often insistent.
my life. 6 I am flighty and prone to distraction.
d6 Ideal
1 Balance. Find balance before nature does it for you.
(Neutral)
2 Wild. Civilization only stands as a means of halting
nature. (Chaotic)
3 Responsibility. I am a guide for my people, and the
elments and have a duty to perform. (Lawful)
4 Defender. I will always honor my people and protect
them. (Any)
5 Randomness. The spirits elements are unpredictable,
and so am I. (Chaotic)
6 Wisdom. The path to power and improvement is
through the understanding of ancient wisdom. (Any)

Zhur-Taa Druid- Mark Winters


Izzet Backgrounds
d6 Ideal
Izzet Tinker
1 Knowledge. I can never know everything, but I can try.
You have worked as a tinker for the Izzet League. You spent (Any)
your time inventing all sorts of interesting and (mostly)
fuctional gadgets. You value hard work, and the pursuit of 2 Logic. All issues in the world can be fixed with logical
reasoning. (Lawful)
more knowledge.
Skill Proficiencies: Arcana, Sleight of hand 3 Creativity. The only true way to innovate is by breaking
Tool Proficiencies: Tinker's tools the rules. (Chaotic)
Languages: Draconic 4 Change. I want my inventions to bring change to the
Equipment: Tinkers tools, one set of common clothes, one world. (Chaotic)
work apron, one small but significant project in the process 5 Community. My inventions can better the lives of
of being crafted/created, and a pouch containing 15 gp. others. (Good)
Feature: My Finest Creation! 6 Greed. I invent to make gold, if my inventions are
You have a favorite creation that you are never without. Work harmful so be it. (Evil)
with your DM to create a unique invention that has a
mundane purpose that gives you a slight advantage in d6 Bond
exploration, or social interaction. 1 My rival took credit for an invention that was my idea.
2 I idolize Niv-Mizzet and dream to impress him with an
Suggested Characteristics invention.
Izzet Tinkers are known to be studious, hardworking and
quirky. When around a tinker, always expect the unexpected. 3 One of inventions caused a catastrophy that haunts me
to this day.
d8 Personality Trait 4 The profits from my inventions go back to my family.
1 I collect anything that is shiny, or may be used for an 5 Every invention is like my child, and I protect them like
invention. family.
2 I never do anything technology could do for me. 6 My mentor is getting old, I need to find a way to
3 I treat everyone as a potential client, anyone can be prolong their life.
convinced to be an investor.
4 I get my best ideas when drinking. d6 Flaw

5 I am unable to relax, and am always fidgeting with an 1 Only the results matter, you can't make an omelet
invention. without breaking a few legs.

6 When facing a problem, I talk the solution out loud to 2 Nothing I make is ever good enough.
myself. 3 I am easily distracted.
7 Everything no matter how small, must be catalogued. 4 I bad talk anyone who gets more attention than me.
8 I am late to bed, and early to rise. 5 One of my inventions has wounded me, and the wound
acts up at inopportune times.
6 I am attached to all my items, and never throw anything
away if I don't need to.

Counterflux - Scott M. Fischer


Izzet Chemister .
You have worked as a chemister for the Izzet League. You are
a master of mixing the chemicals of Ravnica to fuel your
creations. You often work with aether, the gaseous energy
that is used in summoning, and even capable of creating
matter. You have worked in alchemy, and creating weirds, the
plasma based elementals of the Izzet.
Skill Proficiencies: Arcana, Medicine
Tool Proficiencies: Alchemist's supplies
Languages: Draconic
Equipment: Alchemist's supplies, one set of common
clothes, one work apron, a book of alchemical recipies, and a
pouch containing 15 gp.
Feature: Alchemical Knowledge
You can often identify potions, salves, oils, and other
mundane and magical consumables by sight. In addition,
your familiarity with alchemy enables you to work in an d6 Bond
Alchemist’s lab or shop to earn a modest living in your down
time. 1 My mentor was a cruel person, who shaped the person
I am today.
Suggested Characteristics 2 I idolize Niv-Mizzet and dream to impress him with my
Chemisters are known for being eccentrics who are wildly chemistry.
investe in their experiments. 3 One of experiments caused a catastrophy that haunts
me to this day.
d8 Personality Trait
4 I seek a cure to a mysterious disease that afflicts one of
1 I am very awkward in social situations. my loved ones.
2 I am always combining, and mixing materials to try to 5 I helped a noble without thought of reward and now
discover new alchemical creations. that noble family are quiet but loyal patrons.
3 I am always trying to get my companions to sample my 6 I work closely with a group that aims to eliminate a
latest concoction. particular disease from existence.
4 I get my best ideas when drinking.
5 I am always tryin to help others, because I know best. d6 Flaw
6 When facing a problem, I talk the solution out loud to 1 I use unproven treatments on my patients without their
myself. knowledge.
7 Everything no matter how small, must be catalogued. 2 Nothing I make is ever good enough.
8 I am late to bed, and early to rise. 3 I am easily distracted.
4 I treat others like they are stupid.
d6 Ideal 5 I resent the people who come to me for help for their
1 Aid. Every sick or wounded person deserves my help, weakness.
regardless of the life they lead. (Good) 6 I like the smell of some of my concoctions, they can
2 Control. By deciding who lives and who dies, I can become addicting.
shape the world to my liking. (Evil)
3 Knowledge. I can never know everything, but I can try.
(Any)
4 Logic. All issues in the world can be fixed with logical
reasoning. (Lawful)
5 Efficiency. I am not emotionally invested in those I aid;
to act otherwise would compromise my work. (Neutral)
6 Creativity. The only true way to innovate is by breaking
the rules. (Chaotic)

Mercurial Chemister- Wesley Burt


Orzhov Backgrounds
d6 Ideal
Orzhov Deal Broker
1 Honesty. It is important to be truthful and fair in your
You have been employed as a deal broker by the Orzhov dealings (Good)
Syndicate. You have spent your days dealing with gold in
numerous ways and have learned of its immense influence. 2 Responsibility. It is essential to be someone everyone
can trust (Lawful)
You are intimately familiar with calculatinginterest, accurate
accounting, and the principles of lending. 3 Opportunity. I am always willing to take gold from a
Skill Proficiencies: Insight, Deception willing, or misled giver. (Evil)
Tool Proficiencies: Forgery kit 4 Greed. Coin is what makes the world go round, and I
Languages: One of your choice need more of it. (Evil)
Equipment: Forgery kit, abacus, empty ledger, pen and ink, 5 Community. I am important, as I help those who do not
one set fine clothes, pouch with 30 gp. know how to help themselves. (Lawful)
Feature: Trustee 6 Loyalty I value my guild above all else. (Any)
As a member of Orzhov you have access to guild bank which
will hold fund securely and can be retrieved at any branch. d6 Bond
You can also rent a Thrull (the small undead servants of the 1 I work hard to provide for my family.
Orzhov) to perform unskilled labor for the day. 2 I have stolen from my employer on several occasions
and must remain hidden.
Suggested Characteristics
Orzhov bankers are known for being able to strike a 3 I prevented a large scale fraud scheme, and put some
convincing deal, and ensure payment through any means. powerful people in prison.
4 My home is my prized possession, and should always
d8 Personality Trait be made finer.
1 I am always trying to compute the world around me, 5 I am haunted by the spirit of a client who I wronged.
the world is easier understood by mathematics.
6 The spirit of my mentor aides me in my pursuits.
2 I like to talk at length about my profession.
3 I dismiss the poor as being lazy. d6 Flaw
4 I pay full price for nothing, and will haggle until I can 1 I am greedy and try to justify taking the lions share.
reach a deal.
2 I am easily distracted and calculate inaccurate figures
5 I dislike being outdoors too long, and like to sleep in a
nice inn. 3 I am a coward when it comes to combat.
6 I am patient, and talk slowly and carefully. 4 I’m quick to assume that someone is trying to cheat
me.
7 I am quiet and often nod knowingly instead of speaking
5 I’m never satisfied with what I have— I always want
8 I always try to flatter those around me with constant more.
compliments.
6 I lack a sense of humor.

Knight of Obligation - Ryan Barger


Orzhov Priest .
You have worked as a priest for the Orzhov. Your
responsibilities included leading communes with the dead so
people may communicate with their past loved ones,
controlling the ghosts that are pledged to the Orzhov, and
instructing the thrulls to perform small tasks.
Skill Proficiencies: Persuasion, Religion
Languages: Two of your choice
Equipment: An Orzhov holy pendant, prayer book, 5 sticks
of incense, fine clothes, robe, and a pouch containing 20 gp.
Feature: Holy Sanctuary
You and your adventuring companions can receive free
healing and care at an Orzhov church or temple. The ghosts
of the Orzhov will commune with you and give you
information, for a price.
Suggested Characteristics d6 Bond
Orzhov Priests are known for valuing two things, the advice
of the ghost council, and the value of coin. 1 I would die to recover an ancient relic that was stolen
from the Orzhov many years ago.
d8 Personality Trait 2 I owe my life to the priest who took me in when my
1 I enjoy the finer things in life, and will pay extra for the parents died.
best meal or room. 3 I follow the will of the Ghost Countil above all else.
2 I tally up the things I do for people, and expect to get 4 My family belongs to a different guild, and disagrees
paid for my service. with my views.
3 I like to commune with the spirits of the dead before 5 My best friend died years ago, and I still commune with
making a difficult decision. his ghost very often.
4 I get my best ideas when drinking. 6 The spirit of my mentor aides me in my pursuits.
5 I view those with other belief systems as less
intelligent. d6 Flaw
6 I don't care what anyone thinks or believes, as long as 1 I am greedy and try to justify taking the lions share.
they have coin.
2 I judge others harshly, and myself even more severely.
7 I am constantly trying to convince people to join the
ranks of the Orzhov Syndicate. 3 I put too much trust in the high ranking people and
ghosts of the Orzhov.
8 I’ve spent so long in the temple that I have difficulty
dealing with people in the outside world. 4 I am inflexible in my thinking.
5 I’m never satisfied with what I have— I always want
d6 Ideal more.
1 Tradition. The traditions of the Orzhov council must be 6 I lack a sense of humor.
followed at all times. (Lawful)
2 Faith. I trust that the ghost council will guide my
actions, I have faith that if I work hard, things will go
well. (Lawful)
3 Power. I use my position in the Orzhov to influence
others to benefit myself. (Evil)
4 Greed. Coin is what makes the world go round, and I
need more of it. (Evil)
5 Charity. I am willing to give my coin to help the less
fortunate. (Good)
6 Loyalty I value my guild above all else. (Any)

Mercurial Chemister- Wesley Burt


Rakdos Backgrounds
d6 Ideal
Rakdos Circus Performer
1 Masochism. I suffer for every person I hurt and I love
You have worked as a circus performer for the Rakdos. You suffering. (Chaotic)
have learned to entertain the masses of Ravnica with your life
threatening acts. Some may view you as a masochist, greedy, 2 People. I like seeing the smiles on people’s faces when
I perform. That’s all that matters. (Neutral)
or insane, but whatever your reason you have the attention of
the people. 3 Creativity. The world is in need of new ideas and bold
Skill Proficiencies: Acrobatics, Performance action. (Chaotic)
Tool Proficiencies: One type of musical instrument 4 Greed. I'm only in it for the money and the fame. (Evil)
Languages: Abyssal
Equipment: A musical instrument (one of your choice), a 5 Honesty. Art should reflect the soul; it should come
from within and reveal who we really are. (Any)
frightening tool you incorporate into your act, a costume, a
set of common clothes, and a belt pouch containing 15 gp. 6 Loyalty I value my guild above all else. (Any)

Feature: Rabble Rouser d6 Bond


You can anger a rally a group of dissatisfied people with your 1 I work hard to provide for my family.
exciting words. You can start a fight or riot in a crowd of
common people given several minutes. 2 I was kicked out of a show for getting too carried away
with my act.
Suggested Characteristics 3 I want to be famous, whatever it takes.
Rakdos performers are known for their extreme 4 I have witnessed the great Rakdos, and only wish to
personalities, and disregard for their own safety. impress him.
d8 Personality Trait 5 I was treated unfairly by a person in power, and I seek
revenge.
1 I am always trying to become the center of attention by
enthralling those around me. 6 I left home at a young age to join the circus.
2 I have a twisted sense of humor.
d6 Flaw
3 I love a good insult, even one directed at me.
1 I once satirized a noble who still wants my head. It was
4 I change my mood at the drop of a hat. a mistake that I will likely repeat.
5 I am a sadist and derive euphoria from hurting people, 2 I’m a sucker for a pretty face.
though I am smart enough to keep this secret.
3 I have trouble keeping my true feelings hidden. My
6 I am a flirt, and alluring to those around me. sharp tongue lands me in trouble.
7 I often get too excited and talk too quickly to be 4 I am addicted to many of the vices of the plane.
understood.
5 I like to cause riots so I can harm authority figures.
8 I get new tattoos or piercing to celebrate special
events. 6 I will go to great lengths for a bit of extra coin.

Gore-House Chainwalker - Dan Scott


Rakdos Demon-Cultist .
You have worked for the Rakdos as a demon worshipping
cultist. You participate in blood rituals to appease the demons
of the cult. Your ultimate goal is to be acknowledged by the
great lord Rakdos himself.
Skill Proficiencies: Intimidation, Religion
Languages: Abyssal, and one of your choice
Equipment: A ritualistic knife, a vial of demon's blood, a
necklace bearing the Rakdos insignia, one set of common
clothes, and a pouch with 15gp.
Feature: Demonic Familiarity
Your knowledge of the abyssals allows you to identify any
demons that you interact with. Being aware of demonic
personalities causes any demons you encounter to be more
likely to talk with, or strike a deal with you.
Suggested Characteristics d6 Bond
Rakdos cultists are known to be part of a cult of personality,
and the extreme lengths they go to in order to achieve their 1 I joined the Rakdos to escape my past life of shame.
goals. 2 I owe my life to the cultist who took me in when my
parents died.
d8 Personality Trait
3 I follow the will of Rakdos, the Lord of Riots above all
1 I am always worried and think the world may end. else.
2 The connection I make to my companions is 4 My family belongs to a different guild, and disagrees
unbreakable. with my views.
3 I cannot stand not being in on a secret. 5 I entered a deal with a powerful demon, and must kill
4 I am cautious to share my ways with others, I wish to him to be free.
be accepted. 6 I know secrets that could turn the world against the
5 I view those with other belief systems as less Rakdos and now fear for my life
intelligent.
d6 Flaw
6 I am a flirt, and alluring to those around me.
1 I cannot think for myself.
7 I enjoy a challenge, and will always go further to prove
myself worthy. 2 I am suspicious of strangers and expect the worst of
them.
8 Nothing can shake my optimistic attitude.
3 I am addicted to many of the vices of the plane.
d6 Ideal 4 I participate in my rituals often, even in public places.
1 Power. I know the true path to greatness and will 5 I seem to find myself in a spiral of lies a lot.
command obedience (Evil) )
6 Once I pick a goal, I become obsessed with it to the
2 Masochism. I suffer for every person I hurt and I love detriment of everything else in my life.
suffering. (Chaotic)
3 Nonconformity. My unique beliefs and way of life are
liberating. (Chaotic)
4 Exclusion. I will go to great lengths keep myself
unknown by society. (Any)
5 Tradition. The ancient traditions of worship and
sacrifice must be preserved and upheld. (Any)
6 Loyalty I value my guild above all else. (Any)

Exava, Rakdos Blood Witch- Aleksi Briclot


Selesnya Backgrounds
d6 Ideal
Selesnya Caretaker
1 Life. I was put in this world to protect and save life.
You have worked as a caretaker for the Selesnya. Your job (Good)
was to heal the wounded, and to look over and care for the
sick. You have become skilled at using components from 2 Nature. The natural world is more important than all the
constructs of civilization. (Neutral)
nature to care for your patients.
Skill Proficiencies: Medicine, Nature 3 Community. It is my responsibility to serve those who I
Tool Proficiencies: Herbalism kit live with. (Lawful)
Languages: One of your choice 4 Survival. We are all in this together, for better or for
Equipment: Healer's kit, pendant of the Selesnya, worse. (Neutral)
herbalism kit, waterskin, traveler’s clothes, and a pouch with 5 Bravery. Someone has to do what must be done, no
10 gp. matter the consequences. (Chaotic)
Feature: Doctor's Orders 6 Equality. It doesn't matter who you are, or where you
You can earn a comfortable living providing healing services come from, everyone should be treated with respect.
(Good)
in almost any community. In addition, you earn the respect
and gratitude of that community within a short period. Most d6 Bond
members of any community you practice in will be friendly
towards you and will grant favors or assistance any time you 1 I work hard to provide for my family.
ask. 2 I lost a patient by a tragic mistake, it haunts me to this
day.
Suggested Characteristics 3 I saved the life of a powerful person, and they wish to
Selesnya healers are known for being kind, reserved, and repay me in some way.
open to all who face ailments.
4 I am too close to nature, and refuse to eat meat.
d8 Personality Trait
5 I owe everything to my mentor, who died early on in
1 I tend to go on long rambling stories, that often puts their life.
my patients to sleep.
6 I was pushed to be a healer by my parents, the legacy
2 Nothing can shake my optimistic attitude. must be maintained.
3 I am constantly thanking nature and the Selesnya for
any good that occurs. d6 Flaw
4 I am comfortable to be around, and am always willing 1 I cannot bear to see others die, even hostile enemies.
to talk. 2 I have a scandelous secret that could ruin me forever.
5 I am intellectual and have difficulty speaking casually. 3 I am never satisfied with what I have, and always want
6 I like to relax, and take long naps. more.
7 I try to find common ground with everyone, including 4 Sometimes I go too far in my search for knowledge.
my enemies. 5 I think I am better than other healers, and peole in
8 I speak coldly, and show little emotion. general.
6 I will not heal anyone unless I am paid a large sum.

Loxodon Hierarch - Kev Walker


Selesnya Ritualist .
You have worked as a ritualist for the Selesnya. You maintain
the Selesnya traditions, and aid in protecting the natural
world. You have been in battles to protect nature, and have a
close bond with the animals that have helped you.
Skill Proficiencies: Animal Handling, Religion
Languages: Two of your choice
Equipment: A branch from the World Tree, pendant of the
Selesnya, a small knife, traveler’s clothes, and a pouch with
15 gp.
Feature: Friend to Nature
You can always find suitable shelter when outdoors. Wild
animals hesitate to attack you. Nature spirits may help guide
your path, preventin you from getting lost.
Suggested Characteristics
Selesnya ritualists are known for their connection to the d6 Bond
natural spirits of Ravnica, and their willingness to protect
nature from expansioon. 1 My best friend is my loyal pet.
2 An injury to the unspoiled wilderness of my home is an
d8 Personality Trait injury to me.
1 I prefer to sleep outside under the open stars. 3 I suffer awful visions of a coming disaster and will do
2 I threaten those who would dare defile nature. anything to prevent it.
3 I am more comfortable talking to animals than people. 4 The spirits of nature communicate with my frequently,
and ask much of me.
4 I am always thanking the spirits.
5 I will bring terrible wrath down on those who have
5 I’m oblivious to etiquette and social expectations.. harmed my family.
6 I like to relax, and take long naps. 6 I was saved by a wolf, and will protect animals with my
7 I connect everything that happens to me as a plan of life.
the spirits.
d6 Flaw
8 I see little value in money and material things.
1 There’s no room for caution in a life lived to the fullest.
d6 Ideal 2 I do no major act without first consultign the spirits.
1 Nature. The natural world is more important than all the 3 I turn to violence when I do not know what to do.
constructs of civilization. (Neutral)
4 I am dogmatic in my thoughts and philosophy.
2 Vengeance. I will bring my wrath upon those who have
wronged me or my people. (Evil) 5 I am slow to trust those outside of the Selesnya.
3 Freedom. I long to run free without the restraints of 6 Once I pick a goal, I become obsessed with it to the
society. (Chaotic) detriment of everything else in my life.
4 Live and Let Live. Meddling in the affairs of others only
causes trouble. (Neutral)
5 Tradition. The ancient traditions of the Selesnya and
their spirits must be maintained. (Any)
6 Life. I was put in this world to protect and save life.
(Good)

Armored Wolf-Rider- Matt Stewart


Simic Backgrounds
d6 Ideal
Simic Biomancer
1 Life. All life in the world is valuble. (Good)
You have worked as a biomancer for the Simic Combine.
Biomancers combine magic and science in their experiments 2 Nature. The natural world is more important than all the
in their efforts to improve life on Ravnica. You likely worked constructs of civilization. (Neutral)
genetics and aided in the creation of mutant plants, animals, 3 Knowledge. The path to power and self-improvement is
and people. through knowledge. (Neutral)
Skill Proficiencies: Arcana, Nature 4 No Limits. Nothing should fetter the infinite possibility
Tool Proficiencies: Alchemist's supplies inherent in all existence. (Chaotic)
Languages: One of your choice
Equipment: Alchemist's supplies, a mysterious egg, one 5 Progress. Progress must be made, even if it involves the
sacrifice of others. (Evil)
set of common clothes, and a pouch containing 15 gp.
6 Self-Improvement. The goal of a life of study is the
Feature: Doctor's Orders betterment of oneself. (Any)
You can earn a comfortable living providing healing services
in almost any community. In addition, you earn the respect d6 Bond
and gratitude of that community within a short period. Most 1 One of my creations escaped, and it's causing trouble
members of any community you practice in will be friendly somewhere on Ravnica.
towards you and will grant favors or assistance any time you 2 My life's work is in a series of books which I plan to
ask. publish.

Suggested Characteristics 3 I've been searching my whole life for the answer to a
certain question.
Selesnya healers are known for being kind, reserved, and
open to all who face ailments. 4 I pursue biomancy as a means to eliminate a certain
disease.
d8 Personality Trait
5 I owe everything to my mentor, who died early on in
1 I use polysyllabic words that convey the impression of their life.
great erudition.
6 I have a rival who I am always tryin to outperform.
2 I have a nickname for everyone that I meet.
3 I am horribly, horribly awkward in social situations. d6 Flaw
4 I’m convinced that people are always trying to steal my 1 I am easily distracted by the promise of information.
secrets. 2 I am more interested in knowledge than my own safety.
5 I sketch anything amazing that I see. 3 I am never satisfied with what I have, and always want
6 I am a foodie, and am always looking for the local more.
specialty. 4 I speak without really thinking through my words,
7 I get overly excited, and sometimes can't contain it. invariably insulting others.
8 I speak coldly, and show little emotion. 5 I can’t keep a secret to save my life, or anyone else’s.
6 My love for natural life makes me hesitate before killing
anything.

Master Biomancer - Willian Murai


d6 Bond
Simic Test-Subject
1 I volunteered to testing to raise funds to pay off a
You have undergone biological tests for the Simic to further dangerous gangster.
the guild's progress. You likely volunteered as a test-subject
due to money issues, or wanting to help the Simic in their 2 I volunteered to testing in pursuit of perfection in the
name of the Simic.
cause. The experiments have left you changed in some way
from your original self. 3 I see the death of myself and my companions in my
Skill Proficiencies: Perception, Survival dreams.
Languages: Two of your choice 4 I will protect the ocean with my life.
Equipment: An object relating to the circumstances of
your experiment (such as a sea shell, a crab claw, or a dried 5 I agreed to testing in an effort to cure me of a life
threatening disease.
up lizard), one set of common clothes, and a pouch containing
10 gp. 6 I model my life after the Prime Speaker, Zegana.

Feature: Unique Mutations d6 Flaw


You have a mutation that affects your being. Work with your 1 My mutation is obviously visible and may be
DM to create a unique mutation that has a small purpose that frightening to look at.
gives you a slight advantage in exploration, or social 2 I cannot brush off a joke at my expense, and will
interaction. quickly get violent.
Suggested Characteristics 3 I have little respect towards those that I think have low
Simic Test-Subjects are known to be defensive, and intelligence.
determined in their goals. Cytoplasts may be ingrained in 4 I always over exaggerate my abilities.
your being, enhancing some of your skills and functions. 5 I am too quick to share my ideas with those that would
d8 Personality Trait disagree.
1 I am a show off. 6 The ends (my advancement) justify any means.
2 I have a huge appetite and am always planning my next
meal.
3 I love the water and damp places.
4 I frequently make snide remarks.
5 I’m oblivious to etiquette and social expectations.
6 I am afraid I could wind up back on the streets any day.
7 I'm laid back, Nothing bothers me for long.
8 I often party, and I party hard.

d6 Ideal
1 Perfection. Perfection must be achieved at any cost.
(Evil)
2 Vengeance. I will bring my wrath upon those who have
wronged me or the Simic. (Evil)
3 Freedom. I long to run free without the restraints of
society. (Chaotic)
4 Live and Let Live. Meddling in the affairs of others only
causes trouble. (Neutral)
5 Nature. The natural world is more important than all the
constructs of civilization. (Neutral)
6 Life. I was put in this world to protect and save life.
(Good)

Cytoplast Manipulator - Dan Scott


Guildless Background
d6 Ideal
Gateless Rebel
1 Equality. We all bleed red, we all suffer together. (Good)
The Guildless are not members of Ravnica's guilds, they are
for example shopkeepers, storytellers or mobsters. You are a 2 Retribution. The rich need to be shown what life and
member of the the Gateless Movement, a rebellious faction death are like in the gutters. (Evil)
that actively resisted the Guilds. You are proud to have never 3 Community. It is my responsibility to help those who
entered one of the guilds' sacred gates. are in need. (Lawful)
Skill Proficiencies: Deception, History 4 Indifference. People are just people– who they are
Tool Proficiencies: One type of artisan’s tools matters more than what they are. (Neutral)
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), 5 Change. The low are lifted up, and the high and mighty
are brought down. Change is the nature of things.
traveler’s clothes, and a pouch with 10 gp. (Chaotic)
Feature: Stick it to The Man 6 Aspiration. I work hard to be the best there is at my
You can tell which guild a person may belong to. Additionally craft. (Any)
you can tell when someone is not part of a guild. Commonfolk
who do not belong to a guild will be more likely to trust you, d6 Bond
and will offer their aid when dealing with you. 1 I belong to a street gang, and wish to lead it some day.
2 I sponsor an orphanage to keep others from enduring
Suggested Characteristics what I was forced to endure.
The Gateless are known to resist authority, and their belief in
the power of a person's actions and the change that they can 3 I was wronged by one guild in particular, and live to see
it fall.
bring.
4 I am in love with someone who belongs to a guild.
d8 Personality Trait
5 I work in a trade passed down my family through
1 I ask a lot of questions. generations.
2 I grew up often hungry, and now overindulge when I 6 I have been removed from my family for my views on
can afford to. the guilds.
3 I’m a snob who looks down on those who can’t
appreciate fine art. d6 Flaw
4 I don’t part with my money easily and will haggle 1 If I'm outnumbered, I will run away from a fight.
tirelessly to get the best deal possible.
2 I do not share my things with friends, and I will fight to
5 I am intellectual and have difficulty speaking casually. keep personal belongings within my full control.
6 I bluntly say what other people are hinting at or hiding. 3 I do not trust anyone who belongs to a guild.
7 I try to find common ground with everyone, including 4 I cannot stop myself from taking part in the vices of
my enemies. Ravnica.
8 I tend to disappear in a crowded room, becoming part 5 I will act innapropriate just to irritate those in positions
of the backdrop with ease. of authority.
6 People who can't take care of themselves get what they
deserve.

Guildscorn Ward - Ryan Barger


A Ravnica Bestiary
The creatures that inhabit the plane-wide city of Ravnica.
Angels (Page 51)                               Gorgons (Page 55)
Demons (Page 51)                              Insects (Page 55)
Sphinxes (Page 52)                            Leviathans (Page 55)
Wurms (Page 52)                                Thrulls (Page 55)
Dragons (Page 52)                            Krasis (Page 56)
Drakes (Page 52)                               Oozes (Page 56)
Ogres (Page 53)                                 Shapeshifters (Page 56)
Trolls (Page 53)                                Artifact Creatures (Page 56)
Giants (Page 53)                                Undead (Page 57)
Archons (Page 54)                            Elementals (Page 58)
Specters (Page 54)                            Griffins (Page 59)
Hydras (Page 54)                               Horrors (Page 59)
Faeries (Page 54)                               Other Beasts (Page 59)

Bazaar Krovod - Lars Grant-West


.
Angels
Angels are living embodiments of white mana. The angels of
Ravnica all take on the form of a winged female human.
Angels are supremely powerful, rare, and misunderstood by
mortals. Angels on Ravnica are known to serve under the
Boros Legion and the Orzhov Syndicate.
Firemane Angels
Within the Boros, angels are considered to be incarnations of
the spirit of justice and revenge. They are considered to be
the top members of the guild, whose parun Razia is an angel
herself. Razia created all other Boros angels as clones,
reflections or copies of herself. They all lived in the floating
hall called the Parhelion. Boros angels possess no need to
drink, eat, or sleep, but can if it so pleases them. They have
enhanced strength, a strong sense of duty and morality, and
are supposedly incapable of lying. Boros angels can hear
people calling their name from anywhere in Ravnica. The Demons
Boros are even led by the angel, Aurelia. Demons are beings that embody black mana on Ravnica.
Demons are powerful, evil beings who are often difficult to
Angels of Despair control and exact a price from anyone who tries to deal with
The exact origin of the Orzhov Syndicate's angels is still them. Demons on Ravnica take on a variety of features,
unknown. They may be related to the Boros angels or were however they most often have dark or red skin, large horns,
made as a copy of them, but either way they possess the same and commonly have large wings or spikes. The demons of
sense of duty. Orzhov angels are empty voids whose only Ravnica may work for themselves, but most often are
fulfillment comes from performance of duty. They appear only associated with the Cult of Rakdos
on special occasions such as high ceremonies, where they
inspire awe and fear in onlookers. Stats
Stats
Any demon, devil, or yugoloth in the Monster Manual can
stand in for a demon of Ravnica. Rakdos himself may be
You can represent the angels of Ravnica using the deva in the represented as a pit fiend.
Monster Manual. Unique or more powerful angels may be
represented by planetar, while Aurelia herself may be best
represented as a solar instead.

Angel of Serenity - Aleksi Briclot | Sire of


Insanity - Peter Mohrbacher
. .

Sphinxes Dragons
Sphinxes are beings closely aligned with blue mana.
Sphinxes are large, powerful creatures with lion-like bodies, Dragons of Ravnica have much in common with the dragons
human faces, and feathered wings. The sphinxes of Ravnica of other planes, and are closely associated with red mana.
are affiliated with the Azorius. Most of these beings are highly Most dragons on Ravnica are unintelligent wild creatures,
intelligent solitary creatures that value their privacy and associated with no guild, however some are tamed the Izzet
rarely speak, but will share their insights among each other or Rakdos, or raised by the Golgari. Many years ago dragons
in times of need. were deemed too dangerous to exist; and nearly all of them
had been killed. The most significant exception being Niv-
Stats Mizzet, the leader of the Izzet League who had led the hunt
The sphinxes of Ravnica can be represented by gynosphinx against the others of his kind.
in the Monster Manual, while Isperia herself may be best Stats
represented as an Androsphinx.
The dragons of Ravnica can be represented by any of the
dragons in the Monster Manual, but with a lower intelligence
Wurms score. Niv-Mizzet himself may be represented as an extremely
Wurms of Ravnica are giant worms, and are associated with intelligent ancient red dragon.
green mana. The Selesnya use wurms as living weapons; they
cover the wurms' heads in giant metal plates, turning them
into battering rams. The Gruul have used wurms to wreak
Drakes
havoc, while The Golgari have also been known to raise Drakes are winged reptiles similar to dragons, but smaller
wurms as zombies. The autochthon wurm is the second and less powerful and they only have two legs. Drakes are
largest species in Ravnica, so long that it was said that it took fairly common wild creatures in Ravnica, but many are
an entire day to walk from its head to its tail. The worldspine trained by the guilds and used for transportation and combat.
wurm is the largest species of creature on the entire plane of Drakes are most commonly associated with blue mana.
Ravnica, able to destroy entire districts, and being nearly Stats
impossible to kill. Drakes can be represented by a variety of flying creatures in
Stats the Monster Manual. A small drake may be best represented
Wurms of Ravnica may be represented by the purple worm. by a pteranodon, while a common drake may be best
The worldspine wurm can be represented by a reflavored represented by a giant eagle, and a powerful drake may be
Tarrasque. best represented by a wyvern.

Jelenn Sphinx - Wesley Burt | Autochthon


Wurm - Michael Phillippi | Hypersonic Dragon
- Dan Scott | Sapphire Drake - Steve Prescott
. .

Ogres
Ogres are massive, brutish humanoids with low intelligence
(with some exceptions) and great bloodlust. The Ogres on
Ravnica can actually be reasoned with, but are nonetheless
slow thinkers and easy to deceive. They are commonly
members of the Boros Legion, Izzet League, Gruul Clans, Giants
and Cult of Rakdos. Ogres are commonly associated with red Giants are massive creatures resembling gigantic humans.
and/or black mana. Most are known for being dimwitted and violent. Giants are
Stats associated with all colors of mana, but are most strongly
The ogres of Ravnica can best be represented as the ogre, aligned with red and white. Giants could be found in every
half-ogre, ettin, and on occasion as the oni. Ruric Thar, of guild, but are most often members of the Boros Legion, the
the Gruul may be best represented as a two-headed fire Cult of Rakdos, and the Gruul Clans. The Golgari Swarm
giant. have been known to reanimate their remains. Cyclops are a
variety of giant that have one eye.
Trolls Stats
The giants of Ravnica can be represented by the different
Trolls are reclusive, giant-like creatures that are renown for varieties of giant in the Monster Manual and in Volo's Guide
their regeneration. Most trolls are fairly unintilligent, however to Monsters depening on their guild and strength. Cyclops
few such as Varolz of the Golgari are exceptions. Most can be represented by the cyclops. Borborygmos may be best
Ravnican trolls live oppressed existences, being hunted by represented by the storm giant quintessent in Volo's Guide,
faeries or experimented on by the Simic Combine. They are with the magical powers reflavored to feats of physical
commonly an accepted part of the Gruul Clans and the prowess. Thunderbolts and javelins may be reflavored as
Golgari Swarm. hurling trees and boulders, and the gust attack may be
Stats adjusted to an earthquake attack.
Trolls of Ravnica can be represente by the troll. Varolz may
best represented as a stone giant with an enhanced version
of the troll's regeneration ability.

Ogre Jailbreaker - Karl Kopinski | Varolz, the


Scar-Striped - Adam Paquette | Fortress
Cyclops - Maciej Kuciara | Armory Guard - Karl
Kopinski
. .

Archons
Like angels, archons are incarnations of white mana. They Hydras
serve the archangels as embodiments of white mana’s
harsher aspects: a rigid sense of justice and a ruthless Hydras are dangerous creatures associated with green mana,
execution of punishment for those who defy the law. The of which there are two types. Savageborn hydras are dragon-
appearance of the archons is deceptive: they look like hooded like reptiles with no wings and multiple heads. A hydra’s
humans riding winged lions, but they are single creatures heads come together on long, thin necks, connecting to a
with just one mind and will. Archons are typically members of four-legged body. Savageborn hydras are part of the Gruul
the Azorius Senate. Clans and used to unleash devastation against civilization.
Phytohydras are creations of the Simic Combine.
Stats Carnivorous plants with hydra-like regeneration and growth
An archon can be well represented by a deva, or as the abilities, they can spread at enormous speed. Their bodies are
archon of redeption in Plane Shift: Zendikar. made from a mass of writhing vine appendages.
Stats
Specters Both types of hydra can be mechanically represented as the
Specters are beings associated with black mana. Specters hydra in the Monster Manual.
are almost the mirror images of archons. Most specters are
seen riding atop undead flying monsters such as dragons, Faeries
giant skulls with bat-wings, and other beasts, and often wield
polearms. The touch of a specter numbs the minds of their Faeries are tiny winged fae that inhabbit the plane of Ravnica,
victims, robbing them of memories. Spectres are most often and are associated with blue mana. Faeries use their natural
members of House Dimir. magical ability to cause trickery and perform tasks. Faeries
often work as spies or thieves for hire, and are often
Stats untrustworthy because of this. Faeries are usually guildless
Specters may be best represented by a homebrew creation, or members of House Dimir, but may be members of any of
or as a modifired mind flayer. Give the mind flayer a flying the blue aligned guilds.
speed, and replace it's tentacles attack with a slashing attack.
Increase the monster's challenge rating accordingly. Stats
Faeries can be represented as a pixie, or as a sprite
depending on their abilities and guild affiliation.

Archon of the Triumvirate - Svetlin Velinov |


Nightveil Specter - Steven Belledin | Sprouting
Phytohydra - Heather Hudson | Faerie
Miscreant - Steven Belledin
. .

Gorgons
Gorgons are snake-skinned humanoid women with hair made
of tendrils and the ability to calcify organic entities that look
at the gorgon in the face. Incredibly deadly, they are rare as
Leviathans
they are seen as extremely dangerous across the plane. The Leviathans are the sea monsters of Ravnica, rarely
gorgons are members of the Golgari swarm. Gorgons are encountered by Ravnicans due to their distance from the
very cunning and will go to any length to achieve their goals. underground oceans. The Simic however have created
The most notable gorgon is Vraska, a gorgon planeswalker. several leviathans that were airborne, smaller specimens are
known as nimbus swimmers, while the larger leviathans are
Stats known as sky swallowers. The Dimir have also been known
Gorgons can be represented by the medusa in the Monster to utilize a type of horrific leviathan known as a grozoth.
Manual. Stats
Various leviathans may be represented as an aboleth, giant
Insects octopus, giant constrictor snake, plesiosaurus, kraken, or
A wide range of insects make their home on Ravnica. These any other fitting monster. Simic leviathans may be given a fly
insects range from tiny, to behemoths that tower over the speed if encountered in the upper city.
city's builings. The Golgari are known for using insects to a
great extent, both as a source of physical labor and as
weapons to enforce their will. The Gruul, Simic, and on
Thrulls
occasion the Dimir have been known to also use insects to Thrulls are creatures animated from dead flesh, with black or
aid the guilds in their goals. white mana. The process of creating thrulls is much different
from animating the undead, as thrulls are actually living
Stats creatures. The Orzhov use them as unthinking servants.
The different insects of Ravnica can be represented using the Thrulls come in a wide range of sizes, from small to huge,
stats of an ankheg, bulette, carrion crawler, chuul, piercer, and may have a variety of features such as wings. Most thrulls
rust monster, stirge, umber hulk, and various enemies in sport a golden facemask to cover their grotesque faces.
the miscellaneous creatures section, such as the giant Stats
centipede, giant spider, and the swarm of insects.
Thrulls can be represented by a grimlock, nothic, gibbering
mouther, red slaad, slaad tadpole, or blue slaad. Flying
thrulls may be represented as a homonculus, or perhaps a
darkmantle.

Korozda Gorgon - Volkan Baga | Deadbridge


Goliath - Chase Stone | Simic Sky Swallower -
rk post | Maw of the Obzedat - Randy Gallegos
. .

Krasis
A krasis is a mix of two or more species created by the Simic. Shapeshifters
These mutations most often involve a sea creature and a land Shapeshifters are creatures on Ravnica with constantly
creature, creating versatile amphibious mutants. The variety shifting physiology that use their abilities to take on the
of krasis is endless, and many are unique creations. Frequent appearance of other humanoids. Shapeshifters often work as
creatures used are sharks, fish, lizards, crabs, drakes, and infiltrators for hire. Shapeshifters have known to be members
even humans. of the Dimir and the Simic, with the Dimir being lead by the
Stats shapshifter Lazav.
Krasis can use the stats of nearly any monster in the Monster Stats
Manual depending on their make up, examples of which may Shapeshifters can use the stats of the doppleganger, or can
include chimera, chuul, cockatrice, couatl, grell, grick, be used by giving another humanoid the shapechanger ability.
hook horror, kuo-toa, lizardfolk, merrow, otyugh, owlbear,
sahuagin, troglodyte, or yuan-ti.
Artifact Creatures
Oozes Many of the monsters of Ravnica are created by the people
through the aid of magic. Golems are one example of these
Oozes are unintelligent, amorphous blobs that exist only to creatures being used as faithful servants. Transguild Couriers
consume whatever falls into their path, getting stronger in the used used by guilds to relay messages between the guild
process. Most ooze are wild menaces, however the Simic and leaders as they avoid face-to-face contact. Walking Archives
Golgari will often use them for themselves. The Golgari will are used by the Azorius as a combination of a librarian and a
use oozes to devour the remains of the dead. The Simic use library itself. The Izzet have created all sorts of clockwork
oozes in a wide variety of experiments, going as far to give creations to serve them. The guilds, particularly, the Orzhov
oozes intelligence. These experiments include Project Kraj, have magically created gargoyles to protect their territory.
which created a giant ooze which went on a rampage in the
city, and Experiment One which involved the fusing of Stats
humans and ooze. Golems can be represented by any of the golems in the
Stats
Monster Manual, as well as a shield guardian. Gargoyles can
be represented as a gargoyle. Other small artifact creations
The oozes of Ravnica can be represented by any of the oozes, may be best represented as any type of modron.
in the Monster Manual.

Battering Krasis - Jack Wang | Gobbling Ooze -


Johann Bodin | Aetherling - Tyler Jacobson |
Millennial Gargoyle - Seb McKinnon
. .

Undead Zombies
Undead are a common occurrence on Ravnica, taking on a Zombies are the most common type of undead on Ravnica.
wide variety of forms and being used by many of the guilds. Zombies are utilized by the Cult of Rakdos, and the Golgari
While many view undead as threatening, taboo, and Swarm. The Golgari use ritualistic magic to make zombies,
dangerous, others view them as a necessary tool to better life which can deliberately be made to be mindless deadwalkers
for the peoples of the plane. Most undead are associated with for labor purposes, or letting them keep their full faculties
black mana, while spirits are associated with white and blue. and abilities. Their zombies are usually imbued with plants,
insects or fungi. Rakdos zombies are usually made as
Skeletons mindless deadwalkers and servants. They often have their
Skeletons are a common type of undead on Ravnica, due to bodies altered with spikes, metal teeth and other torturing
being easily raised and capable of following simple implants to make them more deadly.
instructions. Skeletons are utilized by the Golgari Swarm, the Stats
Cult of Rakdos, and House Dimir. Most zombies can be represented as a zombie, mummy,
Stats wight, ghast, or ghoul. Larger zombies can be an ogre
Most skeletons can be represented by the skeleton in the zombie, or flesh golem. Plant zombies can be any type of
Monster Manual, more powerful skeletons can be blight. Jarad himself can be represented by a lich.
represented by making humanoid enemies undead.
Spirits
Raised Creatures Spirits are dead who are unable to pass onto the afterlife for
The Golgari use their necromancy to raise the monsters of some reason, such as an unfulfilled purpose or a binding
Ravnica as faithful undead servants. Nothing on Ravnica is contract. Most spirits are under the Orzhov as faithful
guaranteed to stay dead forever, often being reanimated as members, or indebted servants. Spirits of the Dimir are
mindless zombies or skeletons. emloyed to exert their hatred and power. Azorius spirits are
hooded to conceal their identity, and compelled to enforce the
Stats law even in death. Rakdos spirits are shades, shades born of
Reanimated creatures can be represented by their living pure hatred, often trying to exact revenge.
counterparts in the Monster Manual, and giving them undead Stats
characteristics, such as an immunity to poison, perhaps a
weakness to radiance and changing certain types of damage Spirits can be represented by a variety of undead, including a
they deal to undead. Certain tyes of undead creatures are banshee, ghost, specter, will-o'-wisp, or wraith. A shade is
already represented in the Monster Manual, such as using best represented as a shadow. The Obzedat Ghost Council
the dracolich to represent an undead dragon. may be best represented as a group of five wraiths.

Grim Roustabout - Steven Belledin | Grave


Betrayal - Lucas Graciano | Dreg Mangler -
Peter Mohrbacher | Soulsworn Spirit - James
Ryman
. .

Elementals
Elementals are sentient manifestations of the natural Flame-Kin
elements that make up the plane of Ravnica. Many Flame-Kin are fire elementals that have been blessed by the
elementals are wild and pose a danger to society, others Boros Angels. They are Passionate zealots loyal to the cause
willfully help out certain guilds, while others still are of the Boros Legion. Flame-kin eventually dissipate, like
creations of the guilds and used to serve their bidding. wildfires without any oxygen or fuel, as their power and
existence burn out when a battle or war is finished. Flame-kin
Weirds resemble humans made of solid, blazing flame. They wear
only black armor made by guild smiths.
Weirds are elementals created by Niv-Mizzet to serve the
Izzet. Weirds are a combination of opposing elements; for Stats
example, a combination of fire and water elementals. Weirds Flame-Kin can be represented by a variety of monsters based
tend to be constructed with vaguely humanoid forms, their on the challenge you want your party to face. Flame-Kin can
"skin" being self-sealed "plasmodermic bubbles" containing be represented as an azer, efreeti, fire elemental, magmin,
the diametrically-opposing energies that give them life. or salamander.
Different types of weirds include petrahydroxes (created from
living stone as well as fire and water), gelectrodes (created to Nature Elementals
conduct electricity), and steamcore weirds (the basic type,
used to power Izzet machinery). Many of Ravnica's elementals come from the plane's natural
environment. These elementals are often allied with the
Stats Selesnya, Simic, Golgari, or Gruul. Root-Kin are made of
The different types of weirds can be represented as an air thick, twisting plant roots. Wood-Kin resemble gnarled tree
elemental, water elemental, djinni, marid, any type of roots. Woodwraiths are hideous creatures of wood and slime.
mephit, or as a water weird. Cytospawn are comprised of living cytoplasts created by the
Simic. Guardians of Vitu-Ghazi are giant-sized elementals of
Other Elementals wood and rock made from living trees and green Selesnya
crystal, created to guard the Selesnya city-tree.
Many other types of elementals exist in Ravnica, including
the ragemutts of Rakdos, windreavers, cobblebrutes, smog Stats
elementals, and many others. Nature elementals can be reresented by a variety of
Stats
creatures, including the awakened shrub, awakened tree,
shambling mound, treant, galeb duhr, any of the myconids.
Ragemutts can be a hell hound, windreavers as air
elemental, cobblebrute as an earth elemental, and others as
any fitting elemental monster in the Monster Manual.

Blistercoil Weird - Dan Scott | Fluxcharger -


Willian Murai | Foundry Champion - Todd
Lockwood | Scion of Vitu-Ghazi - Willian Murai
.
Horrors
Unspeakable horrors of the Rakdos, Dimir, and Golgari lurk
in the shadows of the plane, feasting on souls, dreams, and
anyone unlucky enough to stumble upon them. The horrors
on Ravnica can take on a wide range of forms, often eldritch
in nature, and uncomprehendable to the common person.
Stats
The unnatural horrors of Ravnica can be represented as a
behir, cloaker, drider, ettercap, intellect devourer, any type
of naga, a nightmare, roper, or any other fitting monster.

Other Beasts
Griffins A wide variety of beasts can be found roaming Ravnica's
streets and wilds. For example, Horned Krovod's are used to
Griffins are a species of semi-intelligent beasts that resemble transport merchant caravan's on their backs. Swines, and
a cross between a bird of prey (typically an eagle) and a large ember beasts work in the smelting district carrying hot coals.
cat (typically a lion). Griffins are fairly common across Indriks, resembling towering llamas cause havoc in the
Ravnica, and widely tamed as they provide a fast, efficient, streets. Storm herds of pegasi are a wonder as they swarm
and (mostly) safe means of transportation across the city- the sky. Ursaspines supply spears to the Boros from their
plane. Griffins are prefered to rocs and other giant birds as quilled back. Brushstriders roam the outskirts of the city,
they are more intelligent, and easier tamed. Griffins are also breaking windows and stealing meals. Giant frogs live among
used instead of pegasus, as they cannot be tamed. While they the Simic. Basilisks are an ever present danger in the sewers.
may be utilized by all the peoples of Ravnica, the Azorius The ancients of the world are worshipped by the Gruul as
Senate and the Boros Legion are known for breeding and they graze the ruins of the city.
training griffins. Griffins are typically associated with white
mana. Stats
Stats
With imagintion any monster can be represented in your
game. Basilisks can be basilisks. Most large beasts can be
The griffins of Ravnica have much in common with the represented by a Dinosaur. Pegasus are fairly common. A
griffons of the Monster Manual (aside from the spelling). A quaggoth, or yeti can be any bipedal beast. Rocs roam the
griffin may also share stats with a hippogriff, or a perryton. skies. Many other beasts roam Ravnica, and can be any fitting
monster in the Monster Manual.

Zhur-Taa Ancient - Adam Paquette | Azorius


First-Wing - Alex Horley-Orlandelli
Credits
Art and World: Magic the Gathering by Wizards of the Coast
Game Rules: Dungeons and Dragons 5th Edition by Wizards
of the Coast
Descriptions and story information:
http://mtg.gamepedia.com/Main_Page
Descriptions and story information: https://ravnica-
revisited.obsidianportal.com/
Descriptions and story information:
http://mtg.wikia.com/wiki/Magic:_The_Gathering_Wiki
Centaur Race edited from:
http://homebrewery.naturalcrit.com/share/H1NA5deT by
https://www.reddit.com/user/The-Magic-Sword
Aspects of backgrounds from:
http://www.dmsguild.com/product/208784/Improved-
Backgrounds
Cryptkeeper background adapted from:
https://koboldpress.com/gravedigger-a-fifth-edition-
background/
Tinker feature from: http://www.eberron5e.com/creating-a-
character/customization/background/tinkerer

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