# Ravnica Expanded
##### A players' supplement to Guildmasters' Guide to Ravnica.
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## Table Of Contents ___ - - #### [School of Secrets](#p3) A Dimir subclass for Wizards - #### [Nature's Order](#p4) A Selesnya subclass for Sorcerers - #### [Path of the Monster](#p5) A Simic subclass for Barbarians - #### [Way of the Draining Fang](#p6) An Orzhov subclass for Monks - #### [The Fervent Blade](#p7) A Boros subclass for Fighters - #### [College of the Primordial](#p8) A Gruul subclass for Bards - #### [Oath of Inevitability](#p9) A Rakdos subclass for Paladins - #### [The Firemind](#p10) An Izzet subclass for Warlocks
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\page ### School of Secrets The School of Secrets values subtlety and superiority of intelligence all while obfuscating their presence. Practitioners, such as those of House Dimir, rely frequently on illusion and enchantment to meet their goals. Learning the ways of this school are difficult, as most users are unwilling to share their secrets, if their identities can even been discovered in the first place. Followers of these techniques tend not to be known by a common name or title, as such notoriety defeats the purpose of its very existence. Acting quietly, quickly, and ultimately, without any notice are the hallmarks of this arcane tradition. ##### School of Secrets Features | Wizard Level | Feature | |:----:|:-------------| | 2nd | Spell Surveillance, Memory Void | | 6th | Retroactive Arcana | | 10th | Spell Sabotage | | 14th | Magical Ambush | #### Spell Surveillance At 2nd level you have learned to observe the modalities of all spellcasters and use it for your own gain. When you see a spell being cast you may use a reaction to add that spell to your prepared spell list and it counts as a Wizard spell for you. It remains until you take a long rest. You must complete a short or long rest before using this ability again. #### Memory Void At 2nd level, you have learned to pull evidence of your very existence from those who you do not wish to remember you. As an action you may designate a number of humanoids equal to your intelligence modifier and force them to make a Wisdom saving throw. On a failed save, the targeted creatures forget all memory of you and actions taken by you over the preceding and following minute. They are still aware of any tangible changes to their environment. Humanoids immune to the Charm status are immune to this ability. A *remove curse* or *greater restoration* spell cast on a target restores the creature's true memory. If a target succeeds on its saving throw, the target has no idea that you tried to modify its memory. Once you use this feature, you can't use it again until you finish a long rest. #### Retroactive Arcana At 6th level, you guard your most important magics with a failsafe to keep yourself undetected in the unlikely event of failure. If you cast a spell from the illusion or enchantment schools and all targets successfully save resulting in no effect, no one is aware that a spell has been cast. #### Spell Sabotage At 10th level, your well-practiced arcane intelligence gathering has turned to counter-intelligence. When you use the **Spell Surveillance** ability, you may choose to make an ability check using your spellcasting ability against a DC of 10 + the spell's level. On a success, the spell fails and has no effect. #### Magical Ambush at 14th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
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\page ### Nature's Order A sorcerer of this origin represents a deep and almost symbiotic connection with nature. Your powers could perhaps be traced to birth on a solstice, ancient fey heritage, or maybe the forces that control the land, sea, and sky have chosen you specifically for an as yet unknown reason. While a harmonious, communal existence is a hallmark of the Selesnya Conclave, the depth of your abilities go beyond a peaceful life with your surroundings. You are a fount of the energies of the earth, and a focus for its potency to pour out. Onlookers may deem these ruptures of power dangerous and calamitous, but you are simply the spark of life left undimmed; encouraged to grow and spread, and at one with everything around it. ##### Nature's Order Features | Sorcerer Level | Feature | |:----:|:-------------| | 1st | One With Nature, Nature's Boon | | 6th | Elemental Equilibrium, Green Thumb | | 14th | Rooted | | 18th | Spell Symbiosis | #### One With Nature When you chose this Sourcerous Origin at 1st level, the protection of nature seeps into your very fiber. You are always considered to be under the effects of the *barkskin* spell. #### Nature's Boon Your link to the natural allows you to learn spells from the druid class. When your spellcasting feature lets you learn or replace a sorcerer cantrip or sorcerer spell of 1st level or higher, you can choose the new spell from the druid list or the sorcerer list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. #### Elemental Equilibrium At 6th level, you learn to push and pull the elements that exist around you to bolster spells against enemies while insulating your allies from the brunt of your force. When you cast a spell that deals fire, cold, or lightning damage, you may spend 1 sorcery point to give a number of targets equal to your Charisma modifier advantage on the save. If you spent a sorcery point in this way, you may also reroll a number of dice equal to your Charisma modifier. #### Green Thumb At level 6 you gain the ability to commune with flora. You add your proficiency bonus to any ability check to talk to, reason with, or understand plants and plant life. If you would already add your proficiency to a certain skill in such a scenario, double it instead. #### Rooted At 14th level the effects nature has one you start to branch out to the world around you. The area within 10 feet of you is considered difficult terrain for hostile targets. Allies within 10 feet of you add your Charisma modifier to any healing they receive from spells. #### Spell Symbiosis At the 18th level, you learn to intertwine your magic with that of an ally. As a reaction to an ally you can see and hear casting a spell, you may augment that spell with a use of your metamagic. You must complete a long rest before using this feature again.
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\page ### Path of the Monster You didn't ask for this, or maybe you did. You have been changed, and something monstrous has been placed inside you. All it wants is to get out. Monstrosities, such as those created by the Simic Combine, tend to be defined by their bestial physicality and the effect that has on their mentality. While most barbarians identify with their strong and wild emotions, an animalistic nature and physical traits are rendered quite literally on the Path of the Monster. ##### Path of the Monster Features | Barbarian | Feature | |:----:|:-------------| | 3rd | Unstable Potential | | 6th | Secondary Mutation | | 10th | Hybrid Nature| | 14th |Final Form | #### Unstable Potential At 3rd level, you learn that surrendering to your new nature makes your a more devastating opponent. Whenever you use the **Reckless Attack** feature, double your Rage Damage bonus on all attacks that turn. #### Secondary Mutation At 6th level, unexpected complications from your bestial modification manifest, granting you with new abilities. Choose one of the follow abilities. ***Manta Glide.*** You develop ray-like wings that can slow your fall and allow you to glide. When you fall and aren't capacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. ***Nimble Climber.*** You have a climbing speed equal to your walking speed. ***Underwater Adaptation.*** You can breathe air and water, and you have a swimming speed equal to your walking speed. #### Hybrid Nature At 10th level, your biological composition has changed so much that some magics have a lessened effect on you. If you are targeted by a spell or ability that must specifically target a humanoid such as *charm person*, you have advantage on the saving throw. #### Final Form Your body continues to ascend towards perfection even as it becomes less recognizable at the 14th level. You treat every melee weapon as if it had the reach property, and subtract your Consitution modifier from any incoming bludgeoning, slashing, or piercing damage.
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\page ### Way of the Draining Fang A monk who follows the Way of the Draining Fang follows a highly idiosyncratic, highly controversial form of spiritual and physical discipline. Few monks of other paths, even the masters of ki manipulation, could replicate Draining Fang abilities, if they could even bring themselves to in the first place. Draining Fang monks seek to emulate the entropic and parasitic forces of the multiverse, such as the Vampires in the employ of the Orhzov Syndicate. Such monks eschew the ascetic lifestyle typically associated with monks, choosing to take what they want, when they want. This is true in the physical sense, but more importantly in the metaphysical, where they use their advanced abilities to fuel their powers at the expense of other life. ##### Way of the Draining Fang Features |Monk Level| Features | |:----:|:-------------| |3rd | Siphoning Strike | | 6th | Shadow Slave | | 11th | Negative Energy Field | | 17th |Entropic Embrace | #### Siphoning Strike At 3rd level you learn to convert damage inflicted on your opponents into your own lifeforce. When you make an unarmed strike as a bonus action as described in the **Martial Arts** feature, you may spend a ki point to gain temporary hitpoints equal to the damage done. You do not gain temporary hit points in this manner if the target of the attack is a construct. Damage done with this ability is necrotic. #### Shadow Slave At 6th level, your power-leeching abilities extend beyond the veil of death as you continue to use and torment those who you have dispatched. When you slay a humanoid, you can cause its shadow to rise from its corpse, the statistics of which are in the *Monster Manual.* When the shadow appears, it gains temporary hitpoints equal to half your monk level. Roll initiative for the shadow, which has its own turns. It obeys your verbal commands, and it gains special bonuses to its attack rolls equal to your Wisdom modifier (minimum of +0). The shadow remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a shadow with this feature, you can't use the feature again until you finish a long rest. #### Negative Energy Field At 11th level you can manifest a barrage of entropic energies over a concentrated area. You can spend 5 ki points to cast *sickening radiance* (as found in *Xanathar's Guide to Everything*) but the damage is necrotic rather than radiant. The spell save DC is 8 + your proficiency + your Wisdom modifier. #### Entropic Embrace At 17th level you are a master of life-gaining and life-taking energies. Whenever you would take necrotic or radiant damage, take half instead. You may treat the remaining half as a ranged weapon attack for purposes of **Deflect Missiles** regardless of the source with the following changes: The formula for decreasing damage is 1d10 + your Wisdom Modifier + your monk level. If you reduce the damage to 0, the target of your redirection must make a Constitution save against your spell save DC, taking half damage on a successful save.
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\page ### The Fervent Blade A deadly warrior uses all their training, physical gifts, and guile to try and win the day. The deadliest ones put the same effort into a cause they believe in wholeheartedly, while drawing others to do that same. The Boros Legion will stoke the fires of zealotry and ideology to help form such a warrior. Fervent Blades fight with the utmost conviction and expect the same of their allies. ##### The Fervent Blade Features | Fighter Level | Features | |:----:|:-------------| | 3rd | Fervent Blade Spellcasting, Piety | | 7th | Bolster the Forces | | 10th | Inspiring Surge | | 15th | Swift and Terrible Justice | 18th | Death From Above | ##### Fervent Blade Spellcasting
**–Spell Slots per Spell Level–**
| Fighter
Level | Cantrips
Known | Spells
Known |||||| 1st |||| 2nd |||| 3rd |||| 4th | |:----:|:-:|:--:||||||:-:||||:-:||||:-:||||:-:| | 3rd | 2 | 3 |||||| 2 |||| — |||| — |||| — | | 4th | 2 | 4 |||||| 3 |||| — |||| — |||| — | | 5th | 2 | 4 |||||| 3 |||| — |||| — |||| — | | 6th | 2 | 4 |||||| 3 |||| — |||| — |||| — | | 7th | 2 | 5 |||||| 4 |||| 2 |||| — |||| — | | 8th | 2 | 6 |||||| 4 |||| 2 |||| — |||| — | | 9th | 2 | 6 |||||| 4 |||| 2 |||| — |||| — | | 10th | 3 | 7 |||||| 4 |||| 3 |||| — |||| — | | 11th | 3 | 8 |||||| 4 |||| 3 |||| — |||| — | | 12th | 3 | 8 |||||| 4 |||| 3 |||| — |||| — | | 13th | 3 | 9 |||||| 4 |||| 3 |||| 2 |||| — | | 14th | 3 | 10 |||||| 4 |||| 3 |||| 2 |||| — | | 15th | 3 | 10 |||||| 4 |||| 3 |||| 2 |||| — | | 16th | 3 | 11 |||||| 4 |||| 3 |||| 3 |||| — | | 17th | 3 | 11 |||||| 4 |||| 3 |||| 3 |||| — | | 18th | 3 | 11 |||||| 4 |||| 3 |||| 3 |||| — | | 19th | 3 | 12 |||||| 4 |||| 3 |||| 3 |||| 1 | | 20th | 3 | 13 |||||| 4 |||| 3 |||| 3 |||| 1 |
#### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. **Cantrips.** You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. **Spell Slots.** The Fervent Blade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *bless* and have a 1st-level and a 2nd-level spell slot available, you can cast *bless* using either slot. **Spells Known of 1st-Level and Higher.** You know three 1st-level cleric spells of your choice. The Spells Known column of the Fervent Blade Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. **Spellcasting Ability.** Wisdom is your spellcasting ability for your cleric spells You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier. #### Piety When you choose this subclass at 3rd level, you gain proficiency in the religion skill. You also learn one language associated with the texts or rituals of your faith. #### Bolster the Forces At 7th level, you use your divine magic to boost the resolve of your allies. Whenever you target an ally with a Fervent Blade spell, they may choose to gain temporary hitpoints equal to your Wisdom modifier. #### Inspiring Surge Starting at 10th level, when you use your **Action Surge** feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you rather than one. #### Swift and Terrible Justice At 15th level, your righteous anger allows you to strike first and strike hard. On your first turn of combat, your movement speed is increased by 10 feet, and you add your proficiency bonus to all damage rolls. You choose if this extra damage is fire or radiant. #### Death From Above At level 18, your faith, training, and commitment have been rewarded by the powers that be. You may cast *find greater steed* once per long rest.
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\page ### College of the Primordial Primordial bards are less concerned with refinement and formal training than their collegic counterparts. It would be unwise, however, to let this distinction lead to underestimating them. Long before wizards painstakingly scribbled esoteric discoveries in books, primodial bards shook earth and sky with nothing but their voices. In the service on the Gruul Clans, these bards serve the dual purpose of herald and shaman. They push the rank and file to victory in combat, while providing spiritual guidance off the battlefield. ##### College of the Primordial Features | Bard Level | Features | |:----:|:-------------| | 3rd | Ancestral Memories, Spiritual Aspects | | 6th | Channeled Spirits | | 14th | Elemental Investiture | #### Ancestral Memories When you choose this subclass at level 3, you gain the wisdom and guidance of those who have come before. You gain proficiency in Animal Handling, Nature, or Survival. You also learn the *druidcraft* or *guidance* cantrip. #### Spirit Names At 3rd level you learn the ancient and secret names of things. Choose a spirit aspect, you learn the cantrip and spell associated with your choice at the indicated level. These spells are considered bard spells for you, and do not count against your spells known. ##### Spiritual Aspects | Spirit Aspect | Cantrip| Spell | |:----:|:-------------| | Beast  | *primal savagery* | *alter self* | | Storms  | *shocking grasp* | *warding wind* | | Moon | *light* | *moonbeam* | | Sun | *word of radiance* | *flaming sphere* | | Plants | *thorn whip* | *spike growth* | #### Channeled Spirits At 6th level, you begin to hone in on your Spiritual Aspects further. You gain a benefit whenever you cast a spiritual aspect cantrip or concentrate on a spiritual aspect spell. ***Beast.*** When you cast your spiritual aspect cantrip, your skin temporarily thickens to that of a beast hide. Add your Constitution Modifier to your AC until the beginning of your next turn. When concentrating on your spiritual aspect spell, you gain the extra attack feature. ***Storms.*** When you cast your spiritual aspect cantrip, the target must succeed on a Strength saving throw or be pushed back 10 feet. When concentrating on your spiritual aspect spell, you may use your action to deal lightning damage equal to your Charisma modifier to up to 3 creatures within 60 feet of you. ***Moon.*** When you cast your spiritual aspect cantrip, you can choose to cast a special form of *light* that is only visible to a number of creatures equal to 1 + your Charisma modifier. When concentrating on your spiritual aspect spell, you can teleport up to 10 feet as part of your movement. ***Sun.*** When you cast your spiritual aspect cantrip, the targets take half damage on a successful save. When concentrating on your spiritual aspect spell, the spell leaves a path of spiritual fire on the ground it passes over. Any ground the sphere has crossed in the last round deals 1d4 fire damage to anyone who moves through it. ***Plants.*** When you cast your spiritual aspect cantrip, on a successful hit the target must make a Strength (Athletics) or Dexterity (Acrobatics) check vs your spell save DC. On a failed save they are considered grappled. When concentrating on your spiritual aspect spell, the first creature you damage every turn has its movement reduced by 10 feet for the rest of the round. #### Elemental Investiture At 14th level, choose from *Investiture of Flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind,* you are always considered to be under the effect of this spell unless you are incapacitated, in a magic-cancelling area such as *antimagic field*, or choose to end it as an action. You may enact a 1-minute ritual to reactivate this effect or to change your selection. These spells do not require concentration when activated through this feature.
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\page ### Oath of Inevitability A first glance, a walking contradiciton, the Oath of Inevitability is the result of an unstoppable force and immovable object meeting. While the inescapability of death drives many mad, a few souls choose to lean into the madness. The Rakdos Cult knows that one day the end will come, and to gaze into that maw of finality and find ones resolve takes a special kind of devotion. Paladins of the Oath of Inevitability acknowledge that they will one day meet their end, but before that day seek to wring every drop of experience from life that it has to offer. #### Tenets of Inevitability Harder to pin down, beliefs  of the Oath of Inevitability fall into very broad categories. ***The End.*** Death comes for everything, eventually. It outlasts all attempts to stave it off. Make your own peace with this harsh truth. ***Hedonism.*** This is all there is, and all there will be. Turn down no opportunity for self-indulgence. You may not be afforded the chance again. ***Masochism*** Pain is better than nothing. ***Absurdism.*** Laugh in the face of your own impending doom, wallowing will change nothing. ##### Oath of Inevitability Features | Paladin Level | Features | |:----:|:-------------| | 3rd | Oath Spells, Channel Divinity | | 7th | Aura of Debauchery | | 15th | Exhausting Exuberance | | 20th | Wanton Destruction | ##### Oath of Inevitability Spells | Paladin Level | Spells| |:----:|:-------------| | 3rd | *Tasha's hideous laughter, dissonant whispers* | | 5th | *branding smite, enthrall* | | 7th | *summon lesser demons, enemies abound*| | 13th | *compulsion, confusion* | | 17th | *contagion, destructive wave* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Frenzied Dance.*** You can use your Channel Divinity to stoke the fires of battle in those around you to an uncontrollable level. As an action you cause each creature within 10 feet of you to make a Wisdom saving throw. On a failed save they must use their next action to make a melee attack against a target within reach chosen at random. If they fail by more than 5, they can target themselves with the random attack. ***Turn the Divine.*** Your very presence is disgusting to the more chaste and holy. As an action, you present your holy symbol, and each celestial within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can m. and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. #### Aura of Debauchery At 7th level you insulate yourself and your allies against vices so that you may further indulge. You and allies within 10 feet gain resistance to poison damage and psychic damage. At 18th level this aura increases to 30 feet. #### Exhausting Exuberance Beginning at 15th level, your manic energy becomes palpable and proves hard for others to keep up with. If a creature makes multiple attack rolls against you in the same round, attacks after the first are made at disadvantage. #### Wanton Destruction At level 20, you have achieved the pinnacle of senseless, tireless destruction. You gain the following abilities: * You deal double damage to structures, objects, and constructs. * You add your charisma modifier to all weapon attack rolls. * Once per long rest, you may use an action to remove one level of exhaustion from yourself. * When prone, it takes 5 feet of movement to stand back up. > ##### Reminder > Don't be a jerk.
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\page ### The Firemind When Niv-Mizzet chooses to take one into his inner circle, it is because they have displayed exceptional intelligence, creativity, and problem solving. The chief benefit of this honor is access to the omniscience and consciousness of Niv-Mizzet himself. Having one's mind tied to the oldest and smartest being in all of Ravnica comes with obvious benefits, but it is also the link through which the sometimes reclusive guild leader issues his orders. Warlocks who walk this path have access to an exclusive level of intelligence but are also beholden to one of the most powerful, vain, and inscrutable beings in existence. ##### The Firemind Features | Warlock Level | Features | |:----:|:-------------| | 1st | Expanded Spell List, Intelligent Casting, Ritual Casting, Think Tank | | 6th | Limitless Focus | | 10th | Paradigm Shift | | 14th | Feedback Loop | #### Expanded Spell List The Firemind lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Firemind Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *identify, detect magic * | | 2nd | *augury, pyrotechnics* | | 3rd | *leomund's tiny hut, tiny servant* | | 4th | *arcane eye, fabricate* | | 5th | *commune, legend lore* | #### Intelligent Casting Choosing this patron shows a preference for intellect, creation and discovery over all else. As such, Intelligence replaces Charisma for the calculation of Warlock spell save DC and spell attack bonus. Additionally, you must reach an intelligence score of 13 to multiclass into or out of Warlock. #### Ritual Casting When you choose the Firemind at 1st level you gain the ability cast Warlock spells as rituals, if you know the spell and it has the ritual tag. #### Think Tank A level 1 you gain access to stores of knowledge and mental fortitude beyond a typical mortal. You may add half your proficiency rounded down to any Intelligence ability checks and Intelligence saving throws that you are not already proficient in. #### Limitless Focus At level 6, you learn to transfer the mental strain of maintaining a spell into The Firemind, freeing up your brain power to produce additional effects. When your are concentrating on a spell choose one of the following benefits to gain: ***Efficient Alacrity*** You can devise the quickest path to any point. Your movement speed increases by 10 feet. ***Fiery Retribution*** You radiate excess energy outward. Anyone who hits you with a melee weapon attack takes fire damage equal to 1d4 + your intelligence modifier. ***Mental Acuity*** You gain a predictive perception that appears to border on foresight. Choose an attribute, you add your intelligence modifier to all saving throws made with that attribute. You may use an action to switch to a different ability #### Paradigm Shift At level 10 you are constantly being presented with new ways to see the world and new solutions to test against your problems. Over the course of a long rest you may exchange one Eldritch Invocation for another. #### Feedback Loop At 14th level ,your casting of spells reinforces and strengthens your connection to the Firemind throughout the day. When you have one pact magic spell slot remaining, any warlock spell you cast with it gains one of the following benefits: * The target or targets have disadvantage on the first saving throw the spells forces. * The spell may affect one additional target * You may roll 2 additional dice on the spell's first damage roll. These dice must be the same size used by the spell, and deal the same type of damage. > ##### This one is different from all the others > The other subclasses presented in this document use Ravnica guilds, themes, and creatures as inspiration, but the Firemind is the only one to pull a *specific* piece of lore. This makes it less generic and possibly harder to fit outside the Ravnica setting. For a more general approach, I suggest renaming it to something like **The Collective** or **The Omniscience**. > ##### Credits > Made by me, [/u/belltent](https://www.reddit.com/user/Belltent). I used homebrewery, which is cool, and [/u/AeronDrake](https://www.reddit.com/user/AeronDrake/)'s guide to using homebrewerey, which is also cool. I had some cool friends humor me and read over this silly thing and I'm quite appreciative.
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