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 typically live up to 120 years.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and 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.


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Variant Human Traits

You may also build your human character using variant traits, all of which replace the human's Ability Score Increase trait.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

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 common with all other vedalken.

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Age. Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Vedalken are most often lawful and rarely evil.

Size. Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium. Speed.

Speed. Your base walking speed is 30 feet.


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Vedalken Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Ancient History. Whenever you make an Intelligence (History) check related to magic items or relics of the past, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Apathetic Your natural lack of emotion gives you proficiency in deception.

Languages. You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and difficulty. Vedalken are tyically secretive of their language and hold those who can speak it in high esteem.

Mizzium Meddler- Chris Rahn | Vedalken Dismisser - Dan Scott

Elf

Elven Elegance

Elves are a race associated with green mana. Elves typically value nature and life as well as the finer things in life, such as beauty, magic, art, artistry, music, and poetry. The elves of Ravnica are associated most closely with the Selesnya Conclave, Simic Combine and the Golgari Swarm.

Elf Traits

The elves of Ravnica have much in common with the elves of other worlds. Your elf character has the following traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Ravnican elves not only live far longer than humans but also mature faster. Elves can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-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.


Devkarin

Devkarin are the dark elves of Ravnica. They make up one of the elite classes of the Golgari. They were presided over by their matka, a high priestess, who was Savra. They are now lead by Savra's undead, twin Jarad the Golgari Lich Lord.

Ability Score Increase. Your Constitution score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Plagueborn. You have advantage on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Underground Dwelling. Whenever you make an Intelligence or Wisdom check related to the terrain while underground, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

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.

Minotaur Traits

The minotaurs of Ravnica have much in common with the elves of other worlds. Your minotaur character has the following traits.

Ability Score Increase. Your Strength score
increases by 1.

Conqueror’s Virtue. From a young age, you
focused on one of the three virtues of strength,
cunning, or leadership. Your choice of your
Strength, Intelligence, or Charisma score
increases by 1.

Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 150 years.

Alignment. Boros minotaurs believe in a strict code
of honor, and thus tend toward law. In contrast Gruul, Izzet, and Rakdos minotaurs value freedom and lean towards more chaotic tendencies. They are loyal to the death and make implacable enemies. Boros minotaurs lean towards good, Gruul and Izzet minotaurs lean towards neutral, whle Rakdos minotaurs lean towards evil.

Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.


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Speed. Your base walking speed is 30 feet.

Horns. You are never unarmed. You are
proficient with your horns, which are a melee
weapon that deals 1d10 piercing damage. Your
horns grant you advantage on all checks made to
shove a creature, but not to avoid being shoved
yourself.

Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
with your horns as a bonus action.

Hammering Horns. When you use the Attack
action during your turn to make a melee attack,
you can attempt to shove a creature with your
horns as a bonus action. You cannot use this
shove attempt to knock a creature prone.

Natural Strategist. You can perfectly recall
any path you have traveled.

Brave. You have advantage on saving throws against being frightened.

Languages. You can speak, read, and write Common and minotaur.

Boros Battleshaper - Zoltan Boros | Ordruun Veteran - Greg Staples

Loxodon

Loxodon Serenity

Despite their large size, and imposing stature the majority of Loxodon are gentle by nature. Ravnican Loxodons are low in numbers, and standout in almost any crowd. Loxodon have a deep connection to the natural parts of Ravnica. Loxodon are most often Clerics, Fighters, Paladins, Druids, or Monks. Most seek membership in the Selesnya Conclave, it being the most naturalistic of the guilds. However Loxodon are also often associated with the Orzhov Syndicate, the Boros Legion, and the Azorius Senate.

Loxodon Traits

Your character shares some characteristics that are present among all Loxodon.

Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.

Age. Loxodon reach maturity around age 20 and can live up to 200 years.

Alignment. Loxodon are typically found as lawful due to 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.


Speed. Your immense weight slows you down. Your base walking speed is 25 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Thick Skin Your natural protective hide gives you a +1 bonus to armor class.

Elephant's Memory. If you spend a minute thinking, you can accurately recall any face, name, or location you have seen in the past year. The recall increases by one year for every minute you spend thinking.

Trunk. You can use your trunk to pick up and hold items up to twenty pounds. This cannot be used to wield a weapon or shield.

Heavyweight. Your immense size can be used to your advantage in battle. When you forced to move against your will, you may use your reaction to reduce the distance pushed by 5ft.

Languages. You can speak, read, and write Common and Lox.

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 common with all other viashino.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Viashino reach adulthood around 5 years old. A typical viashino lives to be 70 years old, but some have been known to live much longer.

Alignment. Viashino can be found in every alignment, but their primal nature has them tend towards chaotic, and neutral.

Size. Viashino tend to stand between 5 and 6 feet tall, but often walk in a hunched position making them appear shorter. Viashino usually weigh around 200 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.


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Natural Hunter. Your primal instinct as a natural hunter gives you proficiency in the stealth skill.

Bloodthirsty You can follow the scent of blood for long distances. You have advantage on Wisdom (Survival) checks to track a creature that has been previously injured.

Alert Your natural tendencies grant to the Alert feat. You gain the following benefits:

• You gain a +5 bonus to initiative.

• You can't be surprised while you are conscious.

• Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

Languages. You can speak, read, and write Common and Viashino.

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 them as little better than beasts or simpletons.

Goblin Traits

Your goblin has certain characteristics in common with others of your species.

Ability Score Increase. Your Dexterity score increases by 2.

Lifelong Focus Your sense of determination has given you a focus in life. Choose toughness, guile, or charm. Your choice of your Constitution, Intelligence, or Charisma score increases by 1.

Age. Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster 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.


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Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

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.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Goblin Agility. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Goblin.

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.

Size. Dryads typically are between 5 and 6 feet tall, with a slender frame. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to forested regions or the city, 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.

Natural Connection Your deep connection to the natural world gives you proficiency in the nature skill.


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Sylvan Safekeeping. Whenever you make an Dexterity (Stealth) check to hide among trees, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Dryad Magic You know the druidcraft cantrip. When you reach 3rd level, you can cast the speak with animals spell once with this trait and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the speak with plants spell once with this trait and regain the ability to do so once you finish a long rest.

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 by 1, and your Charisma score increases by 2.

Age. One is not born a vampire, but rather becomes one from contracting the vampire's curse. The curse of the vampire bestows immortality, halting the aging process. However vampire's destructive nature will cause most to be killed sooner or later.

Alignment. Vampires have no innate tendency toward evil, but consuming the blood of other creatures often pushes them to that end. Orzhov vampires are lawful, while Dimir vampires are most often neutral.

Size. Vampires are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Vampiric Flight. You can spend your bonus action to initiate vampiric flight, this lasts for 10 minutes, or until you are knocked out of the air. While in this state you have a flying speed of 30 feet. You can use this ability once with this trait and regain the ability to do so once you finish a long rest.

Darkvision. Thanks to your vampiric nature, 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.


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Vampiric Resistance. You have resistance to necrotic damage.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed this way may be brought back as a zombie under the vampire's control. You may only have one zombie under your control from this ability at a time.

Languages. You can speak, read, and write Common and one extra language of your choice.

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.

Breed Choose Gruul, or Selesnya. Your choice of your Strength, or Wisdom score increases by 1.

Age. Centaurs have a similar lifespan to humans. Centaur enter adulthood in their late teens and typically live up to 120 years.

Alignment. Gruul centaurs tend towards chaotic, while Selesnya centaurs tend towards neutral good.

Size. Centaurs usually stand between 6 and 7 feet tall, and weigh on average 1,100 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet.

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


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Natural Cavalry. You may serve as a mount for a single creature your size or smaller, when you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered. Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can choose to make the attack with advantage.

Languages. You can speak, read, and write Common and Sylvan.

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 swarm.

Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1. Your Charisma score is decreased by 1.

Age. Kraul mature incredibly fast, reaching adulthood at around age 1 after a larval stage. Kraul typically don't live longer than 50 years.

Alignment. Most Kraul are fiercely loyal to their people and cause; they almost always tend towards evil.

Size. Kraul stand between 5 and 6 feet tall and weigh between 100 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Insectile Flight. Your wings can carry your heavy frame over short distances. You can spend your movement action on your turn to fly up to 30 feet. You must land at the end of your turn.


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Superior Darkvision. Accustomed to the depths of the Undercity, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Natural Armor You have a tough chitin exoskeleton. When you aren't wearing armor, your AC is 13+ your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Torpor. Rather than sleep, Kraul enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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 with other merfolk.

Ability Score Increase. Your Wisdom score increases by 2.

Dedicated Role. You had a specific role in merfolk society which allowed you to hone your skills. Choose hunting, study, or diplomacy. Your choice of your Strength, Intelligence, or Charisma score increases by 1.

Age. Merfolk have a similar lifespan to humans, reaching adulthood in their teens, and living up to 120 years.

Alignment. Merfolk can be found in every alignment, but their ancient traditions make most merfolk lean towards chaoti good.

Size. Merfolk are about the same size and build as humans. Your size is Medium.


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Speed. Your base walking speed is 30 feet. You also have a swimming speed of 40 feet

Amphibious. You can breathe air and water.

Darkvision. Accustomed to forested underwater depths and caverns. 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.

Merfolk Weapon Training. You have proficiency with the net, spear, and trident.

Depth Dweller. You ignore any drawbacks caused by an underwater environment.

Slippery. You have advantage on dexterity saving throws against being grappled or restrained.

Languages. You can speak, read, and write Common and 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

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 scribes and elocuters, while the Lyev work as lawmages and enforcers.

Alignment

Members of the Azorius Senate lean towards Lawful Neutral, but maybe also be Lawful Good. Azorius members value the power and virtue of the law above all else. The Azorius believe in upholding the law, even if it's not necessarily the right thing to do.


Guild Symbol

Races

The primary player races of the Azorius Senate are humans, and vedalken.

Guild Leader

Isperia, Supreme Judge

Guild Hall

New Prahv, Spires of Order

Isperia, Supreme Judge - Scott M. Fischer

Boros Legion

Ideals and Purpose

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.

Alignment

Members of the Boros Legion lean towards Lawful Good. They aim to use their righteous might eliminate evil, and protect Ravnica from anything that would harm its peoples.


Guild Symbol

Races

The primary player races of the Boros Legion are humans, goblins, minotaurs, and viashino.

Guild Leader

Aurelia, the Warleader

Guild Hall

Sunhome, Fortress of the Legion

Aurelia, the Warleader - Slawomir Maniak

House Dimir

Ideals and Purpose

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 pass on messages to cells of field operatives. Agents at the very bottom of the guild only meet a mysterious individual in a back alley that gives them some basic information on their target and nothing else.

Alignment

Members of the House Dimir lean towards Neutral Evil. They value secrecy and expanding the guild's power and influence above all else.


Guild Symbol

Races

The primary player races of House Dimir are humans, and vampires.

Guild Leader

Lazav, Dimir Mastermind

Guild Hall

Duskmantle, House of Shadow

Lazav, Dimir Mastermind - David Rapoza

Golgari Swarm

Ideals and Purpose

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.

Alignment

Members of the Golgari Swarm lean towards True Neutral due to their belief in maintaining the cycle of life and death. Golgari members typically hold the belief of helping the less fortunate. Those Golgari members with close ties to necromancy and other aspects of death may lean towards Neutral Evil.


Guild Symbol

Races

The primary player races of the Golgari Swarm are humans, elves (Devkarin), and Kraul.

Guild Leader

Jarad, Golgari Lich Lord

Guild Hall

Korozda, the Maze of Decay

Jarad, Golgari Lich Lord - Eric Deschamps

Gruul Clans

Ideals and Purpose

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 what they find. When resources run dry, they move on and repeat this process. Many Gruul have spiritual motivations for their actions, practicing druidic and shamanic traditions that supposedly date back to a time before Ravnica was covered with city.

Alignment

Members of the Gruul Clans lean towards Chaotic Neutral, they ignore the laws by which most live, and only work towards returning Ravnica to its past primal glory.


Guild Symbol

Races

The primary player races of the Gruul Clans are humans, minotaurs, goblins, viashino, and centaurs.

Guild Leader

Borborygmos

Guild Hall

Skarrg, the Rage Pits

Borborygmos Enraged - Aleksi Briclot

Izzet League

Ideals and Purpose

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 when their project blows up in their face (sometimes literally). The ideal goal of these capricious mages is to create something that will impress the Firemind, Niv-Mizzet, and receive direct communion with his thought process – the ultimate boon for an Izzet. Those who fail are immolated by the bored dragon.

Alignment

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.


Guild Symbol

Races

The primary player races of the Izzet League are humans, goblins, and viashino.

Guild Leader

Niv-Mizzet, the Firemind

Guild Hall

Nivix, Aerie of the Firemind

Niv-Mizzet, Dracogenius - Todd Lockwood

Orzhov Syndicate

Ideals and Purpose

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, indentured servants that continue to pay off ancestral debts, contractually-bound ghosts working from beyond the grave 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 of Deals. To rise through the Orzhov ranks is rare, but to those who can manage it, wealth and power await.

Alignment

Members of the Orzhov Syndicate lean towards Lawful Evil. They value wealth above all else, and aquire it through immoral, yet legal means.


Guild Symbol

Races

The primary player races of the Orzhov Syndicate are humans, and vampires.

Guild Leader

Obzedat, Ghost Council

Guild Hall

Orzhova, the Church of Deals

Obzedat, Ghost Council - Svetlin Velinov

Cult of Rakdos

Ideals and Purpose

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 up means you’ll get a few laughs, why not? Rakdos don’t think in the long-term: they live for the now.

Alignment

Members of the Cult of Rakdos lean towards Chaotic Evil. Members of the Rakdos live in the now, and do whatever would be the most entertaining, even if it brings pain to themselves or others.


Guild Symbol

Races

The primary player races of the Cult of Rakdos are humans, and goblins.

Guild Leader

Rakdos, Lord of Riots

Guild Hall

Rix Maadi, Dungeon Palace

Rakdos's Return - Daarken

Selesnya Conclave

Ideals and Purpose

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 faithful. Evengelical criers sing the guild’s praises from every major street corner, preaching salvation by joining the “song” of the Conclave.

Alignment

Members of the Selesnya Conclave lean towards Neutral or Lawful Good. All members support the expansion of nature, but some will take this message too far, silencing those who are against the guild's message.


Guild Symbol

Races

The primary player races of the Selesnya Conclave are humans, elves (Silhana), loxodon, dryads, and centaurs.

Guild Leader

Trostani, Selesnya's Voice

Guild Hall

Vitu-Ghazi, the City-Tree

Trostani, Selesnya's Voice - Chippy

Simic Combine

Ideals and Purpose

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 motion. With this, they form a compromise between isolation and influence on Ravnican society, preserving nature and allowing at least one spot of access to the underground oceans.

Alignment

Members of the Simic Combine lean towards Chaotic Good. Their primary goal of protecting and expanding nature is ultimately good, but their means of mutation and magic are chaotic in nature.


Guild Symbol

Races

The primary player races of the Simic Combine are humans, vedalken, elves, and merfolk.

Guild Leader

Prime Speaker Zegana

Guild Hall

Zameck, the Breeding Pools

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

Lyev Investigator

You have worked as an investigator for the law, arresting those who have broken the sacred laws of the Azorius. Perhaps as a lawmage, or a detective. Under the Azorius you have learned to value the law, and mastered investigating crime and bringing justice to those who commit it.

Skill Proficiencies: Insight, Investigation

Tool Proficiencies: Vehicles (land)

Languages: One of your choice

Equipment: A certificate proving your rank as an investigator, a lawbook, a pair of handcuffs, a set of common clothes, and a pouch containing 15 gp.

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, you know where to search for information about the happenings. You also never forget the face of people you meet, as you may need them in other cases.

Suggested Characteristics

Investigators are known for being knowledge seeking and inquisitive. You often seek out crime and infractions to punish. You are likely hesitant to allow crimes to be committed within your presence.

d8 Personality Trait
1 I value keeping the streets and the people safe.
2 I keep calm in all situations, wary of showing any emotion as a sign of weakness.
3 I like to relax, and took the job for the coin.
4 I grew up around crime, and vow to see it eliminated.
5 I would give the shirt off my back to help the less fortunate.
6 I have a habit of doing something (biting nails, tapping fingers, tracing eyebrows) when I am thinking.
7 I find happiness in seeing criminals suffer.
8 I am constantly making sketches and taking notes.

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 Ambition. I wish to rise through the ranks and enter a position of respect and power. (Any)
5 Redemption. There's a spark of good in everyone. (Good)
6 Responsibility. I do what I must and obey authority. (Lawful)
d6 Bond
1 I owe my life to a senior officer who raised me from squalor.
2 I am a reformed criminal, and see the error in those who live that life.
3 I do my job for my family, so they may live a more safe world.
4 A criminal escaped me once, and I have hunted that one across the years.
5 I am in a forbidden love, with someone from another guild.
6 I would lay down my life for my fellow officers.
d6 Flaw
1 I obey the law, even if the law causes misery.
2 I never admit when I am wrong.
3 People who can't take care of themselves get what they deserve.
4 Any infraction, no matter how insignificant or petty will anger me.
5 I am preachy, and come off as rude to those who I 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 presence very seriously.

Suggested Characteristics

Lawyers are known for being knowledgable and convincing. You garner are often looked at with disdain, but respect.

d8 Personality Trait
1 I know how you look is important, so I always work to look the best.
2 I keep calm in all situations, wary of showing any emotion as a sign of weakness.
3 I am always reading a book, and delving deep into my studies.
4 I believe nothing is worth doing unless you do it right, I'm a perfectionist .
5 I like to talk about my profession, explaining the beautiful intricacies of the law to those who are less knowledgable.
6 I have trouble relaxing, and am always working to better the current situation.
7 I have a lesson for every situation.
8 I like to keep to myself and take mental notes of everything around me.
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)

.

d6 Bond
1 I have an intense rivalry with another member of the Azorius, and am always trying to out-do them.
2 I have served under Isperia, the Supreme Judge and strive to follow her example.
3 I see the value in coin, and value it only second to the law.
4 I protect those that cannot protect themselves.
5 I will always keep my alma mater close to my heart.
6 I became a lawyer in the first place to get a friend out of legal trouble.
d6 Flaw
1 I obey the law, even if the law causes misery.
2 I never admit when I am wrong.
3 I want to avoid physical conflict no matter what, and am frightened by the thought of battle.
4 Any infraction, no matter how insignificant or petty will anger me.
5 I'm quick to assume that someone is trying to cheat me.
6 The stress of my job pushes me to drink.

Lavinia of the Tenth- Willian Murai

Boros Backgrounds

Wojek Enforcer

You have worked as an enforcer of the law, bringing justice to those who have committed crime. Working as a beat-cop you developed a strong sense of justice. You have mostly dealt with small time criminals, and protecting the commonfolk, often by preventing riots or performing raids on crime dens.

Skill Proficiencies: Intimidation, Investigation

Tool Proficiencies: Vehicles (land)

Languages: One of your choice

Equipment: A badge proving your rank as an officer, a lawbook, a pair of handcuffs, a set of common clothes, and a pouch containing 15 gp.

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 sense of unity with you. Other law enforcers are more likely to believe you, and come to your aid when you need.

Suggested Characteristics

Enforcers are known for being strong and in control of difficult situations. You may perform often displays of power, and may get carried away. However you are also seen as a protector of the people, and are trusted as such.

d8 Personality Trait
1 I value keeping the streets and the people safe.
2 I keep calm in all situations, wary of showing any emotion as a sign of weakness.
3 My language is fowl, and I make constant sly remarks.
4 I grew up around crime, and vow to see it eliminated.
5 I overindulge in food and drink whenever I'm not working.
6 I enjoy peaceful guardshifts, when I can be alone to my own thoughts.
7 I find happiness in seeing criminals suffer.
8 My first resort in conflict is browbeating my opponents with threats of legal retribution.

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 Justice. The rules apply equally to all, from the highest to the lowest. (Lawful)
4 Ambition. I wish to rise through the ranks and enter a position of respect and power. (Any)
5 Loyalty. With my help, the people I serve will rise above all other competitors. (Any)
6 Responsibility. I do what I must and obey authority. (Lawful)
d6 Bond
1 I owe my life to a senior officer who raised me from squalor.
2 I am a reformed criminal, and see the error in those who live that life.
3 I do my job for my family, so they may live a more safe world.
4 I arrested a powerful person for a crime, and I’ve been dodging assassins ever since.
5 I exist to protect the weak from the strong.
6 I would lay down my life for my fellow officers.
d6 Flaw
1 I obey the law, even if the law causes misery.
2 I never admit when I am wrong.
3 People who can't take care of themselves get what they deserve.
4 Any infraction, no matter how insignificant or petty will anger me.
5 I get carried away, and violent around criminals.
6 I am haunted by memories of a job that went wrong.

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 other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses.

Suggested Characteristics

Lawyers are known for being knowledgable and convincing. You garner are often looked at with disdain, but respect.

d8 Personality Trait
1 I'm always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down an ogre without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
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)

.

d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 The angels of the Boros have guided my life thus far, and I continue to model my life after them.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 My honor is my life.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I have a secret addiction, that I keep hidden to avoid shame.
6 I obey the law, even if the law causes misery.

Tajic, Blade of the Legion- James Ryman

Dimir Backgrounds

Dimir Courier

You have secretly worked under the Dimir as a courier. You 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 delivering information.

Skill Proficiencies: Intimidation, Investigation

Tool Proficiencies: Forgery kit, thieves' tools

Equipment: A forgery kit, a set of thieves' tools, a Dimir signet ring, a set of dark common clothes including a hood, and a pouch containing 15 gp.

Feature: Unseen Passage

Your experience as a courier has given you knowledge of the streets and back alleys of Ravnica. You are aware of an back alleys and hidden passages in the district you are currently in.

Suggested Characteristics

Couriers are known for being secretive, and knowledgable about the ongoings of all the guilds of Ravnica.

d8 Personality Trait
1 I speak very little, as to not reveal any important details about myself.
2 I pocket anything I see that might have some value.
3 I'm a born gambler who can't resist taking a risk for a potential payoff.
4 I use seduction as my first means to get what I want.
5 I like to joke around, and sometimes it gets me in trouble.
6 I will always try to convice others to do the dirty jobs for me.
7 I act as a noble, I garner respect through promises of coin, and my suave and debonair manner.
8 I have a calling card that I always leave at the scene of my crimes.

d6 Ideal
1 Coin. Gold can cause great change, and I can make the best use of it. (Evil)
2 Change. The structure of the guilds an other establishments must be broken. (Chaotic)
3 Strength. The strongest are meant to rule over the weakest. (Evil)
4 Ambition. I wish to rise through the ranks and enter a position of respect and power. (Any)
5 Loyalty. With my help, the people I serve will rise above all other competitors. (Neutral)
6 Honor I don't steal from others in the trade. (Lawful)
d6 Bond
1 I use my ill-gotten gold to provide for a gang of children street urchins.
2 I discovered a horrible secret, which could be used to cause immense harm if it got out.
3 I pursue wealth to secure someone's love.
4 I'm guilty of a terrible crime. I hoe I can redeem myself for it.
5 I will become the greatest thief that has ever lived.
6 A powerful person killed someone I loved. Someday soon I will have my revenge.
d6 Flaw
1 I can't resist a pretty face.
2 I'm too greedy for my own good. I can't resist taking a risk if there's money involved..
3 People who can't take care of themselves get what they deserve.
4 I turn tail and run when things get bad.
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

Assassins are known for being heartless and frightening, as well as secretive and mysterious.

d8 Personality Trait
1 I believe Being simple keeps me unnoticed andunderestimated.
2 I try to gather as much information as I can before I act.
3 I am daring and bold, often taking large risks.
4 I always have an exit strategy and am prepared for when things to go badly.
5 I don’t trust anyone, and am certain if the opportunity arises I will be betrayed.
6 I have a literal taste for blood.
7 I'm a bit of a show-off.
8 I am very awkward in social situations.
d6 Ideal
1 Greed. You are only in it for the money. (Evil)
2 Aspiration. I work hard to be the best there is at my craft (Any)
3 Master. I'm a predator, and everyone else is my prey. (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)

.

d6 Bond
1 I will become the greatest assassin in Ravnica.
2 I have a loved one who is imprisoned.
3 I have killed a powerful person, and have been facing avengers ever since.
4 I have taken a child under my wing.
5 Someone I love is in danger because of my choices.
6 I have to make payments to someone who witnessed one of my assassinations.
d6 Flaw
1 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
2 Violence is my answer to almost any challenge.
3 Once someone questions my courage, I never back down no matter how dangerous the situation.
4 I want people to know who I am, even if it's not to my benefit.
5 I always stick to a plan and cannot wing it.
6 I have no sense of empathy or sympathy, and others know it.

Assassin's Strike- Chase Stone

Golgari Backgrounds

Golgari Cryptkeeper

You have worked for the Golgari caring for the dead. You performed burials, autopsies, and even cared for the zombies of the Golgari.

Skill Proficiencies: Religion, Perception

Tool Proficiencies: Herbalism Kit

Languages: One of your choice

Equipment: Prized pick, herbalism kit, rock-hammer or shovel (1d6 dmg), a pouch of nice smelling herbs, a set of common clothes, and a belt pouch containing 15 gp.

Feature: I See Dead People

Your experience with the dead gives you advantage making checks involving the detection, tracking, and identification of the dead, and undead and their habits.

Suggested Characteristics

Cryptkeepers are known for being reclusive, and unsettling. However they garner respect, as nearly everyone recognizes their value and knowledge.

d8 Personality Trait
1 I never raise my voice, always speaking calmly, seemingly devoid of any emotion.
2 I have the utmost respect and veneration for the legacies of those who have passed before us.
3 I am secretive about myself and my past, and I make friends slowly, if at all.
4 I am used to being the smartest (only) person in the room; I therefore take great pains to explain the obvious to the obviously uninformed.
5 I see omens in every event and action.
6 I have a crude sense of humor, that is more often than not inappropriate.
7 I am jolly and smile often, as though I know something others don’t
8 I often become lost in my own thoughts and oblivious to the world

d6 Ideal
1 Respect. My studies of past lives and dynasties have taught me patience and the wisdom of both forethought and reflection. (Good)
2 Indulgence. The mighty fall, most often to the same failings, as do the weak. Feast now at the table of life, taking any and all measures to forestall the meals’ ending. (Evil)
3 Responsibility. The dead are dead, and there's a job to do. (Neutral)
4 Destiny. My isolation gave me insight into something I must destroy. (Neutral)
5 Nature. Civilization causes the downfall of people, only nature is true. (Neutral)
6 Tradition. Ancient traditions must be upheld to show respect for those that have past. (Lawful)
d6 Bond
1 As society scorned me, so I scorn it. I am dedicated to myself and myself alone.
2 The Golgari have given me my life, I owe everything to them.
3 I escaped a life of poverty by robbing a rich man’s grave. Shame and guilt still drive me to random acts of charity and atonement.
4 My (newfound?) friends are my bond; I am sometimes loyal to a fault, as they say.
5 I must find a lost relic of great significance.
6 I have seen visions in my dreams, that have called me to a greater purpose.
d6 Flaw
1 I have an unhealthy obsession for items of buried antiquity.
2 I hate bathing, and those around me know it.
3 My fascination with the dead and the afterlife goes well 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.

Suggested Characteristics

Rot farmers are known for their responsibility, but also their crudeness and unpleasantness around higher class citizens.

d8 Personality Trait
1 I like animals more than most people.
2 I am always snacking on something small, such as a mushroom.
3 I am often humming or singing tunes during otherwise silent moments.
4 I enjoy a long day's hard work.
5 I'm tight fisted with my coin, and only spend coin when important.
6 I always volunteer to do small tasks for others.
7 I often tell long winded stories that have little point.
8 I am very awkward in social situations.
d6 Ideal
1 Generous. I am happy to share what I have. (Good)
2 Greed. I deserve more than the simple life I was born into. (Evil)
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)

.

d6 Bond
1 My family has fallen on hard times and I vow to help.
2 My best friend (sibling) is betrothed to someone I love .
3 I have raised my pet since childhood, and it's my closest friend.
4 Some day, I'll be the lord of my own land.
5 The other guilds don't appreciate my work and must pay.
6 I'll never forget the family farm I grew up on..
d6 Flaw
1 I can be lazy and sleepy, sneaking off to take naps when work can wait.
2 I believe in and obey the Golgari's decree blindly.
3 I am not used to being wealthy and tend to overindulge.
4 I hate bathing, and those around me know it.
5 I do not open my mind to the ethics or morals of others.
6 I am gullible, and tend to believe what others tell me.

Elves of Deep Shadow- Justin Sweet

Gruul Backgrounds

Burning-Tree Warrior

You are a member of The Burning Tree Clan, the most influential in the guild. The Burning-Tree make sure that everyone in the Clans remembers all who have harmed their guild and then lets that rage loose on civilization.

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: One type of musical instrument

Languages: One of your choice

Equipment: A musical instrument of your choice, a Gruul standard, a trophy of a great beast you have killed, a set of traveler's clothes, and a pouch containing 10 gp.

Feature: Off Road

You are accustomed to travelling off the main roads of civilization. You do not get lost in natural areas. In addition, you are familiar with the look of areas where ambushes are successfully staged.

Suggested Characteristics

Gruul warriors are strong, and feared for their rage and power.

d8 Personality Trait
1 I’m driven by a wanderlust that led me away from home.
2 I place no stock in wealthy or well-mannered folk.
3 I have a lesson for every situation, drawn from observing nature.
4 I enjoy challenges and am not discouraged by risk.
5 I cannot stand to be indoors for too long.
6 I believe that the strong must protect the weak.
7 I feel those that are eliminated are weak, and deserve their fate.
8 I have tattoos marking imortant milestones in my life.

d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
3 Strength. The strongest are meant to rule over the weakest. (Evil)
4 Glory. I must earn glory in battle, for myself and my clan. (Any)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Honor I don't steal from others in the trade. (Lawful)
d6 Bond
1 My clan is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on those who destroyed my homeland.
4 It is my duty to provide children to sustain my tribe.
5 I am in love with someone from outside my tribe.
6 I am on a quest to obtain some rare or important object.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There’s no room for caution in a life lived to the fullest.
3 I am slow to trust members of other races, guilds, and clans.
4 Violence is my answer to almost any challenge.
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 not automatically act with hostility (DM discretion). You are also accustomed to foraging and finding water and shelter.

Suggested Characteristics

Animists are known for their deep connection to the elemental plane, and their disdain for city dwellers.

d8 Personality Trait
1 I am aloof because I am more connected to the spiritual world than common folk.
2 The spirits have taught me to be understanding and tolerant of all creatures.
3 There is great strength in tradition, and I derive much comfort from it.
4 The spirit world is a terrible and brutal place, and so am I.
5 I am slow to trust those outside of the Gruul, as they may view my beliefs as primitive.
6 Mortal life is less real and important than the world of the spirits.
7 I hate the indoors, and prefer to sleep outside.
8 I embrace the wild nature of the elements in how I live my life.
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)

.

d6 Bond
1 Protection of the spirits and the natural order is paramount.
2 My life is my devotion to my people and their traditions.
3 I saw a spirit once, when I was little. Every time I see a spirit, it takes me back.
4 My people were torn apart, and I will find those responsible.
5 I am in love with someone from outside my tribe.
6 I was given a gift from an elemental spirit early in life, and it is my most cherished possession.
d6 Flaw
1 I find it hard to take worldly matters seriously.
2 The spirits often interfere with my life and request things of me.
3 I am in awe of spirits and elementals, and hesitate to act against them.
4 I speak very quietly, or don’t speak at all.
5 I speak forcefully and am often insistent.
6 I am flighty and prone to distraction.

Zhur-Taa Druid- Mark Winters

Izzet Backgrounds

Izzet Tinker

You have worked as a tinker for the Izzet League. You spent your time inventing all sorts of interesting and (mostly) fuctional gadgets. You value hard work, and the pursuit of more knowledge.

Skill Proficiencies: Arcana, Sleight of hand

Tool Proficiencies: Tinker's tools

Languages: Draconic

Equipment: Tinkers tools, one set of common clothes, one work apron, one small but significant project in the process of being crafted/created, and a pouch containing 15 gp.

Feature: My Finest Creation!

You have a favorite creation that you are never without. Work with your DM to create a unique invention that has a mundane purpose that gives you a slight advantage in exploration, or social interaction.

Suggested Characteristics

Izzet Tinkers are known to be studious, hardworking and quirky. When around a tinker, always expect the unexpected.

d8 Personality Trait
1 I collect anything that is shiny, or may be used for an invention.
2 I never do anything technology could do for me.
3 I treat everyone as a potential client, anyone can be convinced to be an investor.
4 I get my best ideas when drinking.
5 I am unable to relax, and am always fidgeting with an invention.
6 When facing a problem, I talk the solution out loud to myself.
7 Everything no matter how small, must be catalogued.
8 I am late to bed, and early to rise.

d6 Ideal
1 Knowledge. I can never know everything, but I can try. (Any)
2 Logic. All issues in the world can be fixed with logical reasoning. (Lawful)
3 Creativity. The only true way to innovate is by breaking the rules. (Chaotic)
4 Change. I want my inventions to bring change to the world. (Chaotic)
5 Community. My inventions can better the lives of others. (Good)
6 Greed. I invent to make gold, if my inventions are harmful so be it. (Evil)
d6 Bond
1 My rival took credit for an invention that was my idea.
2 I idolize Niv-Mizzet and dream to impress him with an invention.
3 One of inventions caused a catastrophy that haunts me to this day.
4 The profits from my inventions go back to my family.
5 Every invention is like my child, and I protect them like family.
6 My mentor is getting old, I need to find a way to prolong their life.
d6 Flaw
1 Only the results matter, you can't make an omelet without breaking a few legs.
2 Nothing I make is ever good enough.
3 I am easily distracted.
4 I bad talk anyone who gets more attention than me.
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 Alchemist’s lab or shop to earn a modest living in your down time.

Suggested Characteristics

Chemisters are known for being eccentrics who are wildly investe in their experiments.

d8 Personality Trait
1 I am very awkward in social situations.
2 I am always combining, and mixing materials to try to discover new alchemical creations.
3 I am always trying to get my companions to sample my latest concoction.
4 I get my best ideas when drinking.
5 I am always tryin to help others, because I know best.
6 When facing a problem, I talk the solution out loud to myself.
7 Everything no matter how small, must be catalogued.
8 I am late to bed, and early to rise.
d6 Ideal
1 Aid. Every sick or wounded person deserves my help, regardless of the life they lead. (Good)
2 Control. By deciding who lives and who dies, I can 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)

.

d6 Bond
1 My mentor was a cruel person, who shaped the person I am today.
2 I idolize Niv-Mizzet and dream to impress him with my chemistry.
3 One of experiments caused a catastrophy that haunts me to this day.
4 I seek a cure to a mysterious disease that afflicts one of my loved ones.
5 I helped a noble without thought of reward and now that noble family are quiet but loyal patrons.
6 I work closely with a group that aims to eliminate a particular disease from existence.
d6 Flaw
1 I use unproven treatments on my patients without their knowledge.
2 Nothing I make is ever good enough.
3 I am easily distracted.
4 I treat others like they are stupid.
5 I resent the people who come to me for help for their weakness.
6 I like the smell of some of my concoctions, they can become addicting.

Mercurial Chemister- Wesley Burt

Orzhov Backgrounds

Orzhov Deal Broker

You have been employed as a deal broker by the Orzhov Syndicate. You have spent your days dealing with gold in numerous ways and have learned of its immense influence. You are intimately familiar with calculatinginterest, accurate accounting, and the principles of lending.

Skill Proficiencies: Insight, Deception

Tool Proficiencies: Forgery kit

Languages: One of your choice

Equipment: Forgery kit, abacus, empty ledger, pen and ink, one set fine clothes, pouch with 30 gp.

Feature: Trustee

As a member of Orzhov you have access to guild bank which will hold fund securely and can be retrieved at any branch. You can also rent a Thrull (the small undead servants of the Orzhov) to perform unskilled labor for the day.

Suggested Characteristics

Orzhov bankers are known for being able to strike a convincing deal, and ensure payment through any means.

d8 Personality Trait
1 I am always trying to compute the world around me, the world is easier understood by mathematics.
2 I like to talk at length about my profession.
3 I dismiss the poor as being lazy.
4 I pay full price for nothing, and will haggle until I can reach a deal.
5 I dislike being outdoors too long, and like to sleep in a nice inn.
6 I am patient, and talk slowly and carefully.
7 I am quiet and often nod knowingly instead of speaking
8 I always try to flatter those around me with constant compliments.

d6 Ideal
1 Honesty. It is important to be truthful and fair in your dealings (Good)
2 Responsibility. It is essential to be someone everyone can trust (Lawful)
3 Opportunity. I am always willing to take gold from a willing, or misled giver. (Evil)
4 Greed. Coin is what makes the world go round, and I need more of it. (Evil)
5 Community. I am important, as I help those who do not know how to help themselves. (Lawful)
6 Loyalty I value my guild above all else. (Any)
d6 Bond
1 I work hard to provide for my family.
2 I have stolen from my employer on several occasions and must remain hidden.
3 I prevented a large scale fraud scheme, and put some powerful people in prison.
4 My home is my prized possession, and should always be made finer.
5 I am haunted by the spirit of a client who I wronged.
6 The spirit of my mentor aides me in my pursuits.
d6 Flaw
1 I am greedy and try to justify taking the lions share.
2 I am easily distracted and calculate inaccurate figures
3 I am a coward when it comes to combat.
4 I’m quick to assume that someone is trying to cheat me.
5 I’m never satisfied with what I have— I always want more.
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

Orzhov Priests are known for valuing two things, the advice of the ghost council, and the value of coin.

d8 Personality Trait
1 I enjoy the finer things in life, and will pay extra for the best meal or room.
2 I tally up the things I do for people, and expect to get paid for my service.
3 I like to commune with the spirits of the dead before making a difficult decision.
4 I get my best ideas when drinking.
5 I view those with other belief systems as less intelligent.
6 I don't care what anyone thinks or believes, as long as they have coin.
7 I am constantly trying to convince people to join the ranks of the Orzhov Syndicate.
8 I’ve spent so long in the temple that I have difficulty dealing with people in the outside world.
d6 Ideal
1 Tradition. The traditions of the Orzhov council must be 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)

.

d6 Bond
1 I would die to recover an ancient relic that was stolen from the Orzhov many years ago.
2 I owe my life to the priest who took me in when my parents died.
3 I follow the will of the Ghost Countil above all else.
4 My family belongs to a different guild, and disagrees with my views.
5 My best friend died years ago, and I still commune with his ghost very often.
6 The spirit of my mentor aides me in my pursuits.
d6 Flaw
1 I am greedy and try to justify taking the lions share.
2 I judge others harshly, and myself even more severely.
3 I put too much trust in the high ranking people and ghosts of the Orzhov.
4 I am inflexible in my thinking.
5 I’m never satisfied with what I have— I always want more.
6 I lack a sense of humor.

Mercurial Chemister- Wesley Burt

Rakdos Backgrounds

Rakdos Circus Performer

You have worked as a circus performer for the Rakdos. You have learned to entertain the masses of Ravnica with your life threatening acts. Some may view you as a masochist, greedy, or insane, but whatever your reason you have the attention of the people.

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: One type of musical instrument

Languages: Abyssal

Equipment: A musical instrument (one of your choice), a frightening tool you incorporate into your act, a costume, a set of common clothes, and a belt pouch containing 15 gp.

Feature: Rabble Rouser

You can anger a rally a group of dissatisfied people with your exciting words. You can start a fight or riot in a crowd of common people given several minutes.

Suggested Characteristics

Rakdos performers are known for their extreme personalities, and disregard for their own safety.

d8 Personality Trait
1 I am always trying to become the center of attention by enthralling those around me.
2 I have a twisted sense of humor.
3 I love a good insult, even one directed at me.
4 I change my mood at the drop of a hat.
5 I am a sadist and derive euphoria from hurting people, though I am smart enough to keep this secret.
6 I am a flirt, and alluring to those around me.
7 I often get too excited and talk too quickly to be understood.
8 I get new tattoos or piercing to celebrate special events.

d6 Ideal
1 Masochism. I suffer for every person I hurt and I love suffering. (Chaotic)
2 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Greed. I'm only in it for the money and the fame. (Evil)
5 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
6 Loyalty I value my guild above all else. (Any)
d6 Bond
1 I work hard to provide for my family.
2 I was kicked out of a show for getting too carried away with my act.
3 I want to be famous, whatever it takes.
4 I have witnessed the great Rakdos, and only wish to impress him.
5 I was treated unfairly by a person in power, and I seek revenge.
6 I left home at a young age to join the circus.
d6 Flaw
1 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
2 I’m a sucker for a pretty face.
3 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
4 I am addicted to many of the vices of the plane.
5 I like to cause riots so I can harm authority figures.
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

Rakdos cultists are known to be part of a cult of personality, and the extreme lengths they go to in order to achieve their goals.

d8 Personality Trait
1 I am always worried and think the world may end.
2 The connection I make to my companions is unbreakable.
3 I cannot stand not being in on a secret.
4 I am cautious to share my ways with others, I wish to be accepted.
5 I view those with other belief systems as less intelligent.
6 I am a flirt, and alluring to those around me.
7 I enjoy a challenge, and will always go further to prove myself worthy.
8 Nothing can shake my optimistic attitude.
d6 Ideal
1 Power. I know the true path to greatness and will command obedience (Evil) )
2 Masochism. I suffer for every person I hurt and I love 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)

.

d6 Bond
1 I joined the Rakdos to escape my past life of shame.
2 I owe my life to the cultist who took me in when my parents died.
3 I follow the will of Rakdos, the Lord of Riots above all else.
4 My family belongs to a different guild, and disagrees with my views.
5 I entered a deal with a powerful demon, and must kill him to be free.
6 I know secrets that could turn the world against the Rakdos and now fear for my life
d6 Flaw
1 I cannot think for myself.
2 I am suspicious of strangers and expect the worst of them.
3 I am addicted to many of the vices of the plane.
4 I participate in my rituals often, even in public places.
5 I seem to find myself in a spiral of lies a lot.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Exava, Rakdos Blood Witch- Aleksi Briclot

Selesnya Backgrounds

Selesnya Caretaker

You have worked as a caretaker for the Selesnya. Your job was to heal the wounded, and to look over and care for the sick. You have become skilled at using components from nature to care for your patients.

Skill Proficiencies: Medicine, Nature

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Equipment: Healer's kit, pendant of the Selesnya, herbalism kit, waterskin, traveler’s clothes, and a pouch with 10 gp.

Feature: Doctor's Orders

You can earn a comfortable living providing healing services in almost any community. In addition, you earn the respect and gratitude of that community within a short period. Most members of any community you practice in will be friendly towards you and will grant favors or assistance any time you ask.

Suggested Characteristics

Selesnya healers are known for being kind, reserved, and open to all who face ailments.

d8 Personality Trait
1 I tend to go on long rambling stories, that often puts my patients to sleep.
2 Nothing can shake my optimistic attitude.
3 I am constantly thanking nature and the Selesnya for any good that occurs.
4 I am comfortable to be around, and am always willing to talk.
5 I am intellectual and have difficulty speaking casually.
6 I like to relax, and take long naps.
7 I try to find common ground with everyone, including my enemies.
8 I speak coldly, and show little emotion.

d6 Ideal
1 Life. I was put in this world to protect and save life. (Good)
2 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
3 Community. It is my responsibility to serve those who I live with. (Lawful)
4 Survival. We are all in this together, for better or for worse. (Neutral)
5 Bravery. Someone has to do what must be done, no matter the consequences. (Chaotic)
6 Equality. It doesn't matter who you are, or where you come from, everyone should be treated with respect. (Good)
d6 Bond
1 I work hard to provide for my family.
2 I lost a patient by a tragic mistake, it haunts me to this day.
3 I saved the life of a powerful person, and they wish to repay me in some way.
4 I am too close to nature, and refuse to eat meat.
5 I owe everything to my mentor, who died early on in their life.
6 I was pushed to be a healer by my parents, the legacy must be maintained.
d6 Flaw
1 I cannot bear to see others die, even hostile enemies.
2 I have a scandelous secret that could ruin me forever.
3 I am never satisfied with what I have, and always want more.
4 Sometimes I go too far in my search for knowledge.
5 I think I am better than other healers, and peole in 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 natural spirits of Ravnica, and their willingness to protect nature from expansioon.

d8 Personality Trait
1 I prefer to sleep outside under the open stars.
2 I threaten those who would dare defile nature.
3 I am more comfortable talking to animals than people.
4 I am always thanking the spirits.
5 I’m oblivious to etiquette and social expectations..
6 I like to relax, and take long naps.
7 I connect everything that happens to me as a plan of the spirits.
8 I see little value in money and material things.
d6 Ideal
1 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
2 Vengeance. I will bring my wrath upon those who have wronged me or my people. (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 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)

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d6 Bond
1 My best friend is my loyal pet.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I suffer awful visions of a coming disaster and will do anything to prevent it.
4 The spirits of nature communicate with my frequently, and ask much of me.
5 I will bring terrible wrath down on those who have harmed my family.
6 I was saved by a wolf, and will protect animals with my life.
d6 Flaw
1 There’s no room for caution in a life lived to the fullest.
2 I do no major act without first consultign the spirits.
3 I turn to violence when I do not know what to do.
4 I am dogmatic in my thoughts and philosophy.
5 I am slow to trust those outside of the Selesnya.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Armored Wolf-Rider- Matt Stewart

Simic Backgrounds

Simic Biomancer

You have worked as a biomancer for the Simic Combine. Biomancers combine magic and science in their experiments in their efforts to improve life on Ravnica. You likely worked genetics and aided in the creation of mutant plants, animals, and people.

Skill Proficiencies: Arcana, Nature

Tool Proficiencies: Alchemist's supplies

Languages: One of your choice

Equipment: Alchemist's supplies, a mysterious egg, one set of common clothes, and a pouch containing 15 gp.

Feature: Doctor's Orders

You can earn a comfortable living providing healing services in almost any community. In addition, you earn the respect and gratitude of that community within a short period. Most members of any community you practice in will be friendly towards you and will grant favors or assistance any time you ask.

Suggested Characteristics

Selesnya healers are known for being kind, reserved, and open to all who face ailments.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I have a nickname for everyone that I meet.
3 I am horribly, horribly awkward in social situations.
4 I’m convinced that people are always trying to steal my secrets.
5 I sketch anything amazing that I see.
6 I am a foodie, and am always looking for the local specialty.
7 I get overly excited, and sometimes can't contain it.
8 I speak coldly, and show little emotion.

d6 Ideal
1 Life. All life in the world is valuble. (Good)
2 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
3 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Progress. Progress must be made, even if it involves the sacrifice of others. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 One of my creations escaped, and it's causing trouble somewhere on Ravnica.
2 My life's work is in a series of books which I plan to publish.
3 I've been searching my whole life for the answer to a certain question.
4 I pursue biomancy as a means to eliminate a certain disease.
5 I owe everything to my mentor, who died early on in their life.
6 I have a rival who I am always tryin to outperform.
d6 Flaw
1 I am easily distracted by the promise of information.
2 I am more interested in knowledge than my own safety.
3 I am never satisfied with what I have, and always want more.
4 I speak without really thinking through my words, invariably insulting others.
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

Simic Test-Subject

You have undergone biological tests for the Simic to further the guild's progress. You likely volunteered as a test-subject due to money issues, or wanting to help the Simic in their cause. The experiments have left you changed in some way from your original self.

Skill Proficiencies: Perception, Survival

Languages: Two of your choice

Equipment: An object relating to the circumstances of your experiment (such as a sea shell, a crab claw, or a dried up lizard), one set of common clothes, and a pouch containing 10 gp.

Feature: Unique Mutations

You have a mutation that affects your being. Work with your DM to create a unique mutation that has a small purpose that gives you a slight advantage in exploration, or social interaction.

Suggested Characteristics

Simic Test-Subjects are known to be defensive, and determined in their goals. Cytoplasts may be ingrained in your being, enhancing some of your skills and functions.

d8 Personality Trait
1 I am a show off.
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)

d6 Bond
1 I volunteered to testing to raise funds to pay off a dangerous gangster.
2 I volunteered to testing in pursuit of perfection in the name of the Simic.
3 I see the death of myself and my companions in my dreams.
4 I will protect the ocean with my life.
5 I agreed to testing in an effort to cure me of a life threatening disease.
6 I model my life after the Prime Speaker, Zegana.
d6 Flaw
1 My mutation is obviously visible and may be frightening to look at.
2 I cannot brush off a joke at my expense, and will quickly get violent.
3 I have little respect towards those that I think have low intelligence.
4 I always over exaggerate my abilities.
5 I am too quick to share my ideas with those that would disagree.
6 The ends (my advancement) justify any means.

Cytoplast Manipulator - Dan Scott

Guildless Background

Gateless Rebel

The Guildless are not members of Ravnica's guilds, they are for example shopkeepers, storytellers or mobsters. You are a member of the the Gateless Movement, a rebellious faction that actively resisted the Guilds. You are proud to have never entered one of the guilds' sacred gates.

Skill Proficiencies: Deception, History

Tool Proficiencies: One type of artisan’s tools

Languages: One of your choice

Equipment: A set of artisan’s tools (one of your choice), traveler’s clothes, and a pouch with 10 gp.

Feature: Stick it to The Man

You can tell which guild a person may belong to. Additionally 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, and will offer their aid when dealing with you.

Suggested Characteristics

The Gateless are known to resist authority, and their belief in the power of a person's actions and the change that they can bring.

d8 Personality Trait
1 I ask a lot of questions.
2 I grew up often hungry, and now overindulge when I can afford to.
3 I’m a snob who looks down on those who can’t appreciate fine art.
4 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
5 I am intellectual and have difficulty speaking casually.
6 I bluntly say what other people are hinting at or hiding.
7 I try to find common ground with everyone, including my enemies.
8 I tend to disappear in a crowded room, becoming part of the backdrop with ease.

d6 Ideal
1 Equality. We all bleed red, we all suffer together. (Good)
2 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
3 Community. It is my responsibility to help those who are in need. (Lawful)
4 Indifference. People are just people– who they are matters more than what they are. (Neutral)
5 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 I belong to a street gang, and wish to lead it some day.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I was wronged by one guild in particular, and live to see it fall.
4 I am in love with someone who belongs to a guild.
5 I work in a trade passed down my family through generations.
6 I have been removed from my family for my views on the guilds.
d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 I do not share my things with friends, and I will fight to keep personal belongings within my full control.
3 I do not trust anyone who belongs to a guild.
4 I cannot stop myself from taking part in the vices of Ravnica.
5 I will act innapropriate just to irritate those in positions 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 Boros are even led by the angel, Aurelia.

Angels of Despair

The exact origin of the Orzhov Syndicate's angels is still unknown. They may be related to the Boros angels or were made as a copy of them, but either way they possess the same sense of duty. Orzhov angels are empty voids whose only fulfillment comes from performance of duty. They appear only on special occasions such as high ceremonies, where they inspire awe and fear in onlookers.

Stats

You can represent the angels of Ravnica using the deva in the Monster Manual. Unique or more powerful angels may be represented by planetar, while Aurelia herself may be best represented as a solar instead.


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Demons

Demons are beings that embody black mana on Ravnica. Demons are powerful, evil beings who are often difficult to control and exact a price from anyone who tries to deal with them. Demons on Ravnica take on a variety of features, however they most often have dark or red skin, large horns, and commonly have large wings or spikes. The demons of Ravnica may work for themselves, but most often are associated with the Cult of Rakdos

Stats

Any demon, devil, or yugoloth in the Monster Manual can stand in for a demon of Ravnica. Rakdos himself may be represented as a pit fiend.

Angel of Serenity - Aleksi Briclot | Sire of Insanity - Peter Mohrbacher

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Sphinxes

Sphinxes are beings closely aligned with blue mana. Sphinxes are large, powerful creatures with lion-like bodies, human faces, and feathered wings. The sphinxes of Ravnica are affiliated with the Azorius. Most of these beings are highly intelligent solitary creatures that value their privacy and rarely speak, but will share their insights among each other in times of need.

Stats

The sphinxes of Ravnica can be represented by gynosphinx in the Monster Manual, while Isperia herself may be best represented as an Androsphinx.

Wurms

Wurms of Ravnica are giant worms, and are associated with 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 havoc, while The Golgari have also been known to raise wurms as zombies. The autochthon wurm is the second largest species in Ravnica, so long that it was said that it took an entire day to walk from its head to its tail. The worldspine wurm is the largest species of creature on the entire plane of Ravnica, able to destroy entire districts, and being nearly impossible to kill.

Stats

Wurms of Ravnica may be represented by the purple worm. The worldspine wurm can be represented by a reflavored Tarrasque.


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Dragons

Dragons of Ravnica have much in common with the dragons of other planes, and are closely associated with red mana. Most dragons on Ravnica are unintelligent wild creatures, associated with no guild, however some are tamed the Izzet or Rakdos, or raised by the Golgari. Many years ago dragons were deemed too dangerous to exist; and nearly all of them had been killed. The most significant exception being Niv-Mizzet, the leader of the Izzet League who had led the hunt against the others of his kind.

Stats

The dragons of Ravnica can be represented by any of the dragons in the Monster Manual, but with a lower intelligence score. Niv-Mizzet himself may be represented as an extremely intelligent ancient red dragon.

Drakes

Drakes are winged reptiles similar to dragons, but smaller and less powerful and they only have two legs. Drakes are fairly common wild creatures in Ravnica, but many are trained by the guilds and used for transportation and combat. Drakes are most commonly associated with blue mana.

Stats

Drakes can be represented by a variety of flying creatures in the Monster Manual. A small drake may be best represented by a pteranodon, while a common drake may be best represented by a giant eagle, and a powerful drake may be best represented by a wyvern.

Jelenn Sphinx - Wesley Burt | Autochthon Wurm - Michael Phillippi | Hypersonic Dragon - Dan Scott | Sapphire Drake - Steve Prescott

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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, and Cult of Rakdos. Ogres are commonly associated with red and/or black mana.

Stats

The ogres of Ravnica can best be represented as the ogre, half-ogre, ettin, and on occasion as the oni. Ruric Thar, of the Gruul may be best represented as a two-headed fire giant.

Trolls

Trolls are reclusive, giant-like creatures that are renown for their regeneration. Most trolls are fairly unintilligent, however few such as Varolz of the Golgari are exceptions. Most Ravnican trolls live oppressed existences, being hunted by faeries or experimented on by the Simic Combine. They are commonly an accepted part of the Gruul Clans and the Golgari Swarm.

Stats

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.


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Giants

Giants are massive creatures resembling gigantic humans. Most are known for being dimwitted and violent. Giants are associated with all colors of mana, but are most strongly aligned with red and white. Giants could be found in every guild, but are most often members of the Boros Legion, the Cult of Rakdos, and the Gruul Clans. The Golgari Swarm have been known to reanimate their remains. Cyclops are a variety of giant that have one eye.

Stats

The giants of Ravnica can be represented by the different varieties of giant in the Monster Manual and in Volo's Guide to Monsters depening on their guild and strength. Cyclops can be represented by the cyclops. Borborygmos may be best represented by the storm giant quintessent in Volo's Guide, with the magical powers reflavored to feats of physical prowess. Thunderbolts and javelins may be reflavored as hurling trees and boulders, and the gust attack may be adjusted to an earthquake attack.

Ogre Jailbreaker - Karl Kopinski | Varolz, the Scar-Striped - Adam Paquette | Fortress Cyclops - Maciej Kuciara | Armory Guard - Karl Kopinski

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Archons

Like angels, archons are incarnations of white mana. They serve the archangels as embodiments of white mana’s harsher aspects: a rigid sense of justice and a ruthless execution of punishment for those who defy the law. The appearance of the archons is deceptive: they look like hooded humans riding winged lions, but they are single creatures with just one mind and will. Archons are typically members of the Azorius Senate.

Stats

An archon can be well represented by a deva, or as the archon of redeption in Plane Shift: Zendikar.

Specters

Specters are beings associated with black mana. Specters are almost the mirror images of archons. Most specters are seen riding atop undead flying monsters such as dragons, giant skulls with bat-wings, and other beasts, and often wield polearms. The touch of a specter numbs the minds of their victims, robbing them of memories. Spectres are most often members of House Dimir.

Stats

Specters may be best represented by a homebrew creation, or as a modifired mind flayer. Give the mind flayer a flying speed, and replace it's tentacles attack with a slashing attack. Increase the monster's challenge rating accordingly.


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Hydras

Hydras are dangerous creatures associated with green mana, of which there are two types. Savageborn hydras are dragon-like reptiles with no wings and multiple heads. A hydra’s heads come together on long, thin necks, connecting to a four-legged body. Savageborn hydras are part of the Gruul Clans and used to unleash devastation against civilization. Phytohydras are creations of the Simic Combine. Carnivorous plants with hydra-like regeneration and growth abilities, they can spread at enormous speed. Their bodies are made from a mass of writhing vine appendages.

Stats

Both types of hydra can be mechanically represented as the hydra in the Monster Manual.

Faeries

Faeries are tiny winged fae that inhabbit the plane of Ravnica, and are associated with blue mana. Faeries use their natural magical ability to cause trickery and perform tasks. Faeries often work as spies or thieves for hire, and are often untrustworthy because of this. Faeries are usually guildless or members of House Dimir, but may be members of any of the blue aligned guilds.

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

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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 they are seen as extremely dangerous across the plane. The gorgons are members of the Golgari swarm. Gorgons are very cunning and will go to any length to achieve their goals. The most notable gorgon is Vraska, a gorgon planeswalker.

Stats

Gorgons can be represented by the medusa in the Monster Manual.

Insects

A wide range of insects make their home on Ravnica. These insects range from tiny, to behemoths that tower over the 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 occasion the Dimir have been known to also use insects to aid the guilds in their goals.

Stats

The different insects of Ravnica can be represented using the stats of an ankheg, bulette, carrion crawler, chuul, piercer, rust monster, stirge, umber hulk, and various enemies in the miscellaneous creatures section, such as the giant centipede, giant spider, and the swarm of insects.


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Leviathans

Leviathans are the sea monsters of Ravnica, rarely encountered by Ravnicans due to their distance from the underground oceans. The Simic however have created several leviathans that were airborne, smaller specimens are known as nimbus swimmers, while the larger leviathans are known as sky swallowers. The Dimir have also been known to utilize a type of horrific leviathan known as a grozoth.

Stats

Various leviathans may be represented as an aboleth, giant octopus, giant constrictor snake, plesiosaurus, kraken, or any other fitting monster. Simic leviathans may be given a fly speed if encountered in the upper city.

Thrulls

Thrulls are creatures animated from dead flesh, with black or white mana. The process of creating thrulls is much different from animating the undead, as thrulls are actually living creatures. The Orzhov use them as unthinking servants. Thrulls come in a wide range of sizes, from small to huge, and may have a variety of features such as wings. Most thrulls sport a golden facemask to cover their grotesque faces.

Stats

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

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Krasis

A krasis is a mix of two or more species created by the Simic. These mutations most often involve a sea creature and a land creature, creating versatile amphibious mutants. The variety of krasis is endless, and many are unique creations. Frequent creatures used are sharks, fish, lizards, crabs, drakes, and even humans.

Stats

Krasis can use the stats of nearly any monster in the Monster Manual depending on their make up, examples of which may include chimera, chuul, cockatrice, couatl, grell, grick, hook horror, kuo-toa, lizardfolk, merrow, otyugh, owlbear, sahuagin, troglodyte, or yuan-ti.

Oozes

Oozes are unintelligent, amorphous blobs that exist only to consume whatever falls into their path, getting stronger in the process. Most ooze are wild menaces, however the Simic and Golgari will often use them for themselves. The Golgari will use oozes to devour the remains of the dead. The Simic use oozes in a wide variety of experiments, going as far to give oozes intelligence. These experiments include Project Kraj, which created a giant ooze which went on a rampage in the city, and Experiment One which involved the fusing of humans and ooze.

Stats

The oozes of Ravnica can be represented by any of the oozes, in the Monster Manual.


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Shapeshifters

Shapeshifters are creatures on Ravnica with constantly shifting physiology that use their abilities to take on the appearance of other humanoids. Shapeshifters often work as infiltrators for hire. Shapeshifters have known to be members of the Dimir and the Simic, with the Dimir being lead by the shapshifter Lazav.

Stats

Shapeshifters can use the stats of the doppleganger, or can be used by giving another humanoid the shapechanger ability.

Artifact Creatures

Many of the monsters of Ravnica are created by the people through the aid of magic. Golems are one example of these creatures being used as faithful servants. Transguild Couriers used used by guilds to relay messages between the guild leaders as they avoid face-to-face contact. Walking Archives are used by the Azorius as a combination of a librarian and a library itself. The Izzet have created all sorts of clockwork creations to serve them. The guilds, particularly, the Orzhov have magically created gargoyles to protect their territory.

Stats

Golems can be represented by any of the golems in the Monster Manual, as well as a shield guardian. Gargoyles can be represented as a gargoyle. Other small artifact creations may be best represented as any type of modron.

Battering Krasis - Jack Wang | Gobbling Ooze - Johann Bodin | Aetherling - Tyler Jacobson | Millennial Gargoyle - Seb McKinnon

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Undead

Undead are a common occurrence on Ravnica, taking on a wide variety of forms and being used by many of the guilds. While many view undead as threatening, taboo, and dangerous, others view them as a necessary tool to better life for the peoples of the plane. Most undead are associated with black mana, while spirits are associated with white and blue.

Skeletons

Skeletons are a common type of undead on Ravnica, due to being easily raised and capable of following simple instructions. Skeletons are utilized by the Golgari Swarm, the Cult of Rakdos, and House Dimir.

Stats

Most skeletons can be represented by the skeleton in the Monster Manual, more powerful skeletons can be represented by making humanoid enemies undead.

Raised Creatures

The Golgari use their necromancy to raise the monsters of Ravnica as faithful undead servants. Nothing on Ravnica is guaranteed to stay dead forever, often being reanimated as mindless zombies or skeletons.

Stats

Reanimated creatures can be represented by their living counterparts in the Monster Manual, and giving them undead characteristics, such as an immunity to poison, perhaps a weakness to radiance and changing certain types of damage they deal to undead. Certain tyes of undead creatures are already represented in the Monster Manual, such as using the dracolich to represent an undead dragon.


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Zombies

Zombies are the most common type of undead on Ravnica. Zombies are utilized by the Cult of Rakdos, and the Golgari Swarm. The Golgari use ritualistic magic to make zombies, which can deliberately be made to be mindless deadwalkers for labor purposes, or letting them keep their full faculties and abilities. Their zombies are usually imbued with plants, insects or fungi. Rakdos zombies are usually made as mindless deadwalkers and servants. They often have their bodies altered with spikes, metal teeth and other torturing implants to make them more deadly.

Stats

Most zombies can be represented as a zombie, mummy, wight, ghast, or ghoul. Larger zombies can be an ogre zombie, or flesh golem. Plant zombies can be any type of blight. Jarad himself can be represented by a lich.

Spirits

Spirits are dead who are unable to pass onto the afterlife for some reason, such as an unfulfilled purpose or a binding contract. Most spirits are under the Orzhov as faithful members, or indebted servants. Spirits of the Dimir are emloyed to exert their hatred and power. Azorius spirits are hooded to conceal their identity, and compelled to enforce the law even in death. Rakdos spirits are shades, shades born of pure hatred, often trying to exact revenge.

Stats

Spirits can be represented by a variety of undead, including a banshee, ghost, specter, will-o'-wisp, or wraith. A shade is best represented as a shadow. The Obzedat Ghost Council 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

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Elementals

Elementals are sentient manifestations of the natural elements that make up the plane of Ravnica. Many elementals are wild and pose a danger to society, others willfully help out certain guilds, while others still are creations of the guilds and used to serve their bidding.

Weirds

Weirds are elementals created by Niv-Mizzet to serve the Izzet. Weirds are a combination of opposing elements; for example, a combination of fire and water elementals. Weirds tend to be constructed with vaguely humanoid forms, their "skin" being self-sealed "plasmodermic bubbles" containing the diametrically-opposing energies that give them life. Different types of weirds include petrahydroxes (created from living stone as well as fire and water), gelectrodes (created to conduct electricity), and steamcore weirds (the basic type, used to power Izzet machinery).

Stats

The different types of weirds can be represented as an air elemental, water elemental, djinni, marid, any type of mephit, or as a water weird.

Other Elementals

Many other types of elementals exist in Ravnica, including the ragemutts of Rakdos, windreavers, cobblebrutes, smog elementals, and many others.

Stats

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.


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Flame-Kin

Flame-Kin are fire elementals that have been blessed by the Boros Angels. They are Passionate zealots loyal to the cause of the Boros Legion. Flame-kin eventually dissipate, like wildfires without any oxygen or fuel, as their power and existence burn out when a battle or war is finished. Flame-kin resemble humans made of solid, blazing flame. They wear only black armor made by guild smiths.

Stats

Flame-Kin can be represented by a variety of monsters based on the challenge you want your party to face. Flame-Kin can be represented as an azer, efreeti, fire elemental, magmin, or salamander.

Nature Elementals

Many of Ravnica's elementals come from the plane's natural environment. These elementals are often allied with the Selesnya, Simic, Golgari, or Gruul. Root-Kin are made of thick, twisting plant roots. Wood-Kin resemble gnarled tree roots. Woodwraiths are hideous creatures of wood and slime. Cytospawn are comprised of living cytoplasts created by the Simic. Guardians of Vitu-Ghazi are giant-sized elementals of wood and rock made from living trees and green Selesnya crystal, created to guard the Selesnya city-tree.

Stats

Nature elementals can be reresented by a variety of creatures, including the awakened shrub, awakened tree, shambling mound, treant, galeb duhr, any of the myconids.

Blistercoil Weird - Dan Scott | Fluxcharger - Willian Murai | Foundry Champion - Todd Lockwood | Scion of Vitu-Ghazi - Willian Murai

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Griffins

Griffins are a species of semi-intelligent beasts that resemble a cross between a bird of prey (typically an eagle) and a large cat (typically a lion). Griffins are fairly common across Ravnica, and widely tamed as they provide a fast, efficient, and (mostly) safe means of transportation across the city-plane. Griffins are prefered to rocs and other giant birds as they are more intelligent, and easier tamed. Griffins are also used instead of pegasus, as they cannot be tamed. While they may be utilized by all the peoples of Ravnica, the Azorius Senate and the Boros Legion are known for breeding and training griffins. Griffins are typically associated with white mana.

Stats

The griffins of Ravnica have much in common with the griffons of the Monster Manual (aside from the spelling). A griffin may also share stats with a hippogriff, or a perryton.


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

A wide variety of beasts can be found roaming Ravnica's streets and wilds. For example, Horned Krovod's are used to transport merchant caravan's on their backs. Swines, and ember beasts work in the smelting district carrying hot coals. Indriks, resembling towering llamas cause havoc in the streets. Storm herds of pegasi are a wonder as they swarm the sky. Ursaspines supply spears to the Boros from their quilled back. Brushstriders roam the outskirts of the city, breaking windows and stealing meals. Giant frogs live among the Simic. Basilisks are an ever present danger in the sewers. The ancients of the world are worshipped by the Gruul as they graze the ruins of the city.

Stats

With imagintion any monster can be represented in your game. Basilisks can be basilisks. Most large beasts can be represented by a Dinosaur. Pegasus are fairly common. A quaggoth, or yeti can be any bipedal beast. Rocs roam the 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