Ravnica Guild Options Part 1

Azorius Senate

Bard College - College of Decrees

Among the organization of the senate are many beuracrats, officials, and orators tasked with carrying out the myriad of laws and statutes set forth. Some with a magical talent for words are able to use their skills not to entertain, but to affirm these laws and make announcements of them to the general populace.

Bonus Proficiencies

When you join the College of Decrees at 3rd level, you gain proficiency with shields. You also gain proficiency with calligrapher's supplies. In addition, you may use a Holy Symbol as a spellcasting focus.

Droning Oration

Starting at 3rd level, you can imbue your speech with orderly law magic. If you perform for at least 1 minute, you can attempt to control your audience by reciting codes, laws, statutes, or similarly dull information. At the end of the performance, choose a number of humanoids within 60 feet of you who listened to all of it, up to a number equal to half your Bard level + your Charisma modifier. Each target must succeed on a Wisdom saving throw against your spell save DC or gain a level of exhaustion. If the creature already has a level of exhaustion, this effect cannot give them level 6 exhaustion. While the target has this level of exhaustion, it becomes indifferent about creatures of your choice that it is hostile towards. It avoids violence and lawbreaking.

This effect ends once the target rests for at least 1 hour, if it takes any damage, or if you attack it. If the target succeeds on its saving through, the target has no hint that you tried to tire it, though may still be bored with your speech. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Authority

At 6th level, you gain the ability to steel yourself with law magic that helps enforce your decrees. As a bonus action, you cast Command, without expending a spell slot, and you are surrounded by glowing runes for 1 minute or until your concentration ends (as if you were concentrating on a spell. During this time, you can cast Command as a bonus action on each of your turns without expending a spell slot.

In addition, while you are concentrating on this ability, the area within 10 feet of you functions as a Zone of Truth. Once you use this feature, you can’t use it again until you finish a long rest.

Grand Filibuster

At 14th level, your words hold even greater authority and power. As a bonus action, you may begin a lengthy speech, a faint glow surrounding you for 1 minute or until your concentration ends (as if you were concentrating on a spell.) During this time, you must use a bonus action on each of your turns to continue speaking without pause. Creatures who can hear you become aware of the magical weight to your words. After 1 minute, if your concentration was not broken, each living creature of your choice within 60 feet who could hear you during the duration must succeed on a Wisdom saving throw or become stunned for 1 minute. A creature that succeeds on this saving throw is instead incapacitated for 1 minute. For the next 24 hours, the creatures will seek to follow the law to the best of their ability.

Once you use this feature, you can’t do so again until you finish a long rest.

Paladin Oath - Oath of the Hussars

Hussars are the most militant force among the Azorius, tasked with patrolling the streets and enforcing their myriad of laws on the masses. Those among them hold the law to the highest degree, and rarely hesitate to arrest an offender.

Tenets of the Hussars

Hussars devote themselves to the ideals of law and order.

Law. The law is paramount. It is the force that holds society together, and it must be respected.

Logic. In places where the law may falter, your own judgement must carry the day. Act based upon reason and facts.

Impose Inaction. To prevent action is to prevent transgression. Seek to impede those who you suspect may break it.

Duty. Be responsible for your actions and their consequences, and obey those who have authority over you.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hussars Spells table.See the Sacred Oath class feature for how oath spells work.

Oath of the Hussars Spells
Paladin Level Spells
3rd Alarm, Sanctuary
5th Silence, Skywrite
9th Clairvoyance, Counterspell
13th Arcane Eye, Resilient Sphere
17th Dawn, Wall of Force

Ward Casting

You may cast any paladin spell you know, including those gained from the Oath of the Hussars Spells table, as a ritual if that spell has the ritual tag.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options

Detain. As an action, you present your holy symbol to a creature within 30 feet that can see or hear you. It must succeed on a Charisma saving throw or be restrained and incapacitated for 1 round.

Palliation Accord As a bonus action, you present your holy symbol, spectral shields springing up around you. You gain a number of temporary hit points equal to your Charisma modifier times the number of hostile creatures you can see or hear. While you have those temporary hit points, you have advantage on weapon attacks you make as a reaction.

Aura of Order

Starting at 7th level, your runes and wards work to keep you and your allies free from harm. You and friendly creatures within 10 feet of you have resistance to acid, fire, necrotic, poison, and thunder damage.

At 18th level, the range of this aura increases to 30 feet.

Righteous Authority

Starting at 15th level, those who attempt to harm you suffer immediate punishment for their defiance. Whenever a creature within 30 feet of you makes an attack against you or a friendly creature you can see, that creature takes radiant damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Martial Lawbringer

At 20th level, you can enact a verdict to gain supreme authority, albeit temporarily. As an action, you can magically enhance your powers of law, gaining the following benefits for 1 minute: following benefits:

  • As a Bonus action on your turn, you may use your Detain Channel Divinity option. This does not count against your normal use of Channel Divinity.
  • Whenever a creature within 30 feet of you makes an attack roll, you may use your reaction to impose disadvantage on that attack roll
  • You may cast Counterspell without using your reaction. If it is against a spell of 3rd level or lower, you cast it without using a spell slot.

New Item

Members of the Azorius Senate may requisition a Writ of Warding for 200 gp.

Writ of Warding This is a magical scroll emblazoned with runes of law magic. While held displayed in one hand, it functions as a shield, except it may be stowed or unfurled as a bonus action, rather than an action. Additionally, a Lawful character can use the scroll to cast the Resistance cantrip. The scroll also functions as a holy symbol for a Lawful character.

Credit: Ryan Yee

New Familiar

The following is available as an option to characters with the Find Familiar spell.


Judge's Familiar

Tiny Beast, Lawful Neutral


  • Armor Class 11
  • Hit Points 1(1d4 - 1)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 6 (-2) 13 (+1) 6 (-2)

  • Skills Arcana +0, Perception +3, Stealth +3
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Understands Common, but cannot speak
  • Challenge 0 (10 XP)

Magical Sense. The judge’s familiar is considered to be under the effects of Detect Magic at all times. It does not need to concentrate to maintain the effect.

Actions

Talon. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 slashing damage.

Other Azorius Classes

A Cleric of the Order Domain represents a typical Lawmage, judge, or similar officials. A Wizard with the Abjuration or Divination school will also fit their orderly organization. A Sorcerer of the Divine Soul origin or a Warlock with the Undying Light patron might also apply, the latter, representing a pact with a sphinx. A Horizon Walker or Monster Slayer Ranger, or an Eldritch Knight Fighter might find themselves hired or allied with the senate when the ranks of hussars are stretched thin. Barbarians and Druids aren’t usually found among the Azorius, as they’re considered too uncivilized and disorderly.

Boros Legion

New Fighting Style

The fighting style is available to Fighters, Paladins, Rangers, and Bards of the College of Blade as an additional option to the standard options for the Fighting Style class feature.

Battalion

The first time you hit with an attack on your turn, you may select two friendly creatures you can see. The next melee weapon attack each hits with before the start of your next turn deals 2 extra radiant damage.

This fighting style is available to Fighters, Paladins, Rangers, and Bards of the College of Blades.

Cleric Domain - Justice

The Boros Legion has a variety of priests and clerics, some more stoic and others boisterous. Where they all agree is following the ideals of the Legion, as well as working under Aurelia, the Warleader. The priests of the legion seek to do justice in her name.

Domain Spells

You gain domain spells at the cleric levels listed in the Justice Domain Spells table. See the Divine Domain class feature for how domain spells work.

Justice Domain Spells
Cleric Level Spells
1st Alarm, Heroism
3rd Flame Blade, Cordon of Arrows
5th Lightning Bolt, Glyph of Warding
7th Guardian of Faith, Wall of Fire
9th Hold Monster, Immolation

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with short swords, longswords, flails, pikes, halberds, and heavy armor.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Produce Flame cantrip if you don’t already know it. It counts as a cleric spell for you.

Fighting Style

You gain the Battalion fighting style.

Channel Divinity: Aurelia’s Fury

Starting at 2nd level, you can use your Channel Divinity to unleash a storm of fiery rage, driving back your foes.

As an action, you present your holy symbol. Each hostile creature within 20 feet of you must make a Dexterity saving throw. A creature that fails its saving throw takes fire damage equal to 3d6+your cleric level and is frightened until the start of your next turn. A creature that succeeds on the saving throw takes half damage and is not frightened.

Lightning Helix

Beginning at 6th level, your spells that harm your enemies can now bolster your allies. Whenever you cast a spell of 1st level or higher that deals fire, lightning, radiant, or thunder damage, you or one creature you can see regains hit points equal to 2+the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Sunhome

At 17th level, your ability to shape the flow of battle expands further. Whenever you use your Aurelia’s Fury feature, you may instead have it affect only a single creature. If you do, the damage increases to 6d6, and the target becomes incapacitated rather than frightened.

In addition, you can take a bonus action on your turn to end the frightened or incapacitated effect on any creatures affected by your Aurelia’s Fury ability. If you do, you decide who and how those creatures will attack their next turn. However, the action must be reasonable. (For example, you might have several archers shoot arrows at a hostile barbarian next to them, but not at their own allies. You might also have a mage launch a fireball at a spot that would hit only a few of his enemies, but not have them run across the battlefield to stab a knight with a dagger.) This represents you influencing the position of your allies and enemies in a divinely inspired way, causing tactical blunders among those affected.

Fighter Archetype - Boros Commando

The Boros Legion employs a wide variety of races, tactics, and fighting styles in its ranks. While some are soldiers while others are guards, all strike with the might of the legion. To this end, drills and training are a constant among the Boros, and a soldier will pick up many skills as he rises through the ranks.

Legion Training

When you choose this archetype at 3rd level, you’ve started upon your path of specialization within the Legion. To reflect this, you can choose from the following list of tactics at 3rd level, and will get other opportunities to learn more tactics and expand your training as you level.

Bomber Corps Tactics

You gain skill in the creation and application of explosives. You gain proficiency with Alchemist’s Tools. You also gain proficiency with Alchemist’s Fire and Holy Water, adding your proficiency bonus to attack rolls with those items. In addition, whenever you take the attack action on your turn, you may throw a flask of either in place of one of the attacks, rather than requiring an action to do so.

You are also able to make your own flasks of Alchemist’s Fire in the field. Whenever you finish a long rest, you create a number of flasks equal to your proficiency modifier. These are temporary mixtures, and go inert if not used within 24 hours.

Halberdier Tactics

You acquire specialized training in fending off foes with a halberd, but the lessons extend to other polearms as well. While you are wielding a glaive, halberd, or pike, you may attempt to Shove an enemy you hit with a melee attack, but may only use it to push them rather than knock them prone.

In addition, once per turn, you may make an extra opportunity attack with extended reach. This opportunity attack doesn’t use your reaction, and you may decide to use it when a creature attempts to move out of reach of your weapon. You may use this opportunity attack a number of times equal to your Wisdom modifier. You regain all uses when you finish a short or long rest.

Nav Squad Tactics

You have extensive training when it comes to navigating and mapping the undercity and other dark places. You gain proficiency with Cartographer’s Tools. Whenever you are underground, you know the nearest path to the surface. In addition, while you’re wielding a weapon in one hand and carrying a torch in the other, your attacks with that weapon also deal extra fire damage equal to half your proficiency modifier.

Sergeant Tactics

Your leadership skills have shone through in your early training, giving you a deeper understanding of tactics. You gain two Superiority Die, which are a d6. You learn the Commander’s Strike and Rally maneuvers. Whenever you use a Superiority die for one of these maneuvers, you may add your Intelligence modifier to the final result of the die roll. You regain all expended superiority die when you finish a short or long rest.

Skyjek Tactics

While still in training, you’ve practiced the skills related to riding a flying mount. You gain proficiency in your choice of Acrobatics or Animal Handling. You may also reduce any falling damage you take by double your Fighter level.

This training also extends to your fighting technique. While you are mounted or an enemy is 5 feet or further below you, you may use your bonus action to attempt to knock that enemy prone. The enemy must be in reach of your weapon, and must make a Strength saving throw against a DC of 8+your proficiency modifier+your Strength or Dexterity modifier. If they fail, they are knocked prone. You may use a bonus action in this way a number of times equal to your Charisma modifier. You regain all uses when you finish a short or long rest.

Swiftblade Tactics

Your training has prepared you for the most risky frontline duty. Your movement speed increases by 5 feet. In addition, your group may Travel at a Fast Pace without any penalty to passive Wisdom (Perception) checks.

As a bonus action on your turn, you may make an extra melee weapon attack with a non-heavy weapon. If the weapon is light, you may instead make two extra attacks with it. You may use this ability a number of times equal to your Charisma modifier. You regain all uses when you finish a short rest.

Wojek Apothecary Tactics

You gain the ability to apply first aid with skilled precision and timing. You gain proficiency with the Medicine skill. If you already have proficiency, you double your proficiency bonus when making checks using it.

In addition, you may also administer Potions of Healing to other creatures as a bonus action, rather than an action. You’ve also learned to maintain a supply of healing potions while in the field. Whenever you finish a long rest, you create a number of Potions of Healing equal to your proficiency modifier . These are temporary mixtures, and go inert if not used within 24 hours.

Ability Score Increase

Starting at 4th level, in addition to the standard options for increasing ability scores, a Boros Commando may also put their attention towards further training. You may select one ability score to increase by 1 point, and also gain any of the Tactics from Legion Training which you don’t already possess.

Crime-Hunting Knack

Starting at 7th level, you gain advantage on all Intelligence (Investigation) checks.

Expert Training

When you reach 10th level, you’ve gained more skill within the ranks of the Legion. You may choose to select two of the options that you don’t have from the Legion Training list, or choose one option from the following list:

Demolitions Expert

Prerequisite: Bomber Corps Tactics

Your experience in dealing with explosives has expanded your skill with them. You may throw flasks such as Alchemist’s Fire and Holy Water up to 40 feet rather than 20.

In addition, when you hit a creature with a flask of Alchemist’s Fire, that creature takes 2d6 fire damage immediately in addition to the normal fire damage it takes. The DC of a creature to extinguish the flames of Alchemist’s Fire you throw also becomes 10+your proficiency modifier.

Also, as an action on your turn, you may make a special attack using Alchemist’s fire, targeting a point area within 40 feet. Any creature within 10 feet of that point must make a Dexterity save, with a DC equal to 8+your proficiency modifier+your Wisdom modifier. On a failure, they take 2d6 fire damage. Otherwise, they take half damage.

Furthermore, the damage of your Alchemist’s Fire is doubled against constructs and unattended objects.

Firstblade Daring

Prerequisite: Swiftblade Tactics

Your speed in battle is matched only by your bravery. On your turn, you may take the Dash action as a Bonus action.

Whenever you use your bonus action to Dash, use your Second Wind, or use two-weapon fighting, you gain temporary hit points equal to 1d6+ your Charisma modifier.

In addition, If a hostile creature is within 10 feet of an unconscious or incapacitated ally, your first melee weapon attack each turn against that creature has advantage.

Frontline Medic

Prerequisite: Wojek Apothecary Tactics

You gain the Protection Fighting Style, if you don’t already have it. In addition, you can use it an extra time each round without using your reaction.

As a bonus action on your turn, you may administer healing to an ally. Select one non-hostile creature within 5 feet. That creature regains 2d6 hitpoints. You may use this healing a number of times equal to your Wisdom modifier. You regain all uses when you finish a short or long rest.

Legion Lieutenant

Prerequisite: Sergeant Tactics

Your tactical skill rises to new heights, and your ability to inspire allies grows. You gain 4 additional superiority die, which are a d6. Whenever you use the Commander’s Strike maneuver, you are no longer required to use your bonus action as part of the maneuver.

Whenever you use your Action Surge, each ally who can hear you may use their reaction to make a weapon attack against one creature they are able. In addition, you and each ally gain 10 temporary hit points when you use your Action Surge.

Skyknight Legionnaire

Prerequisite: Skyjek Tactics

Your aerial prowess reaches a new level. The speed of any mount you ride increases by 10 feet. If the mount has a flight speed, it increases by 20 feet. When calculating the maximum distance you can jump, you may add your Dexterity score to your Strength score.

As a reaction when you are falling, you may whistle for your mount. If your mount can fly, is within 200 feet, and has a clear path, it flies to catch you, preventing any falling damage.

Sunhome Enforcer

Prerequisite: Halberdier Tactics

Your expertise at driving back foes has given you an honorable position. You gain the ability to use a pike, glaive, or halberd in one hand while using a Shield in the other. While doing so, your speed is reduced by 5 feet.

In addition, as a bonus action on your turn, you may designate a square area, 25 feet on each side, as your watch. This square must be placed near a strategic location or be centered on a non-hostile creature. While you are conscious and within the area, gates, doors, and similar features in the area have resistance to all damage, and any creature suffers disadvantage on checks to break them down. You also have advantage on Wisdom (Perception) and Wisdom (Insight) checks on anything within the area.

Whenever a creature in the area attacks a friendly creature you can see, you may move up to 5 feet and make a melee weapon attack against the attacking creature if it is within reach. If you hit, they have disadvantage on their attack roll. On each of your turns, you must use a bonus action to maintain the area of watch, or the effect ends at the end of your turn. If you are ever more than 100 feet away from the area of your watch, the effect ends.

You may use this feature a number of times equal to your Wisdom modifier. You regain all uses of it when you finish a long rest.

Veteran Skills

Prerequisite: Nav Squad Tactics

Your time in dangerous places has honed your senses to a fine edge. While you are surprised, you add your Wisdom modifier to your AC. While you are blinded, attack rolls against you do not have advantage. Attack rolls made by invisible creatures against you do not have advantage. While you are stunned, you can still move half your speed on your turn. While you are frightened, you may move towards the source of your fear, but only at half speed.

In addition, you can no longer get lost when underground or in a city.

Captain Training

When you reach 15th level, you’ve reached one of the highest ranks of the Legion. You may choose to select two of the options that you don’t have from the Legion Training list, one option from the Expert Training list, or choose one option from the following list:

Shift Captain

Prerequisite: Legion Lieutenant

You are an exemplar of tactics, and put those skills to good use in the streets. You gain two additional superiority die, which are a d6. Whenever you use the Commander’s Strike maneuver, it no longer requires a reaction from the friendly creature, but you may not direct a creature more than once per round in this way.

In addition, whenever you use the Rally Maneuver, it affects up to 3 friendly creatures who can see or hear you, rather than one.

Skyknight Captain

Prerequisite: Skyknight Legionnaire

Your skill in the air is unparalleled, and your view of the battlefield lets you direct the flow of battle. Whenever you hit with a weapon attack on your turn, one friendly creature who can see or hear you may move up to half their speed without provoking opportunity attacks. A creature may benefit from this movement only once per round.

In addition, the first melee attack you make each turn against a flying creature or a creature riding a flying mount has advantage.

Legion Loyalist

Whatever your calling, your devotion to the Legion is unrivaled. When calculating the number of uses for abilities reliant on your Charisma or Wisdom modifier for the features Halberdiers Tactics, Skyjek Tactics, or Swiftblade Tactics, you instead may use the respective abilities a number of times equal to double your respective modifier.

In addition, if you have Bomber Corps Tactics or Wojek Apothecary Tactics tactics, you create a number of flasks or potions, respectively, equal to double your proficiency modifier instead of the normal amount. If you have Nav Squad Tactics, the bonus fire damage increases to your Proficiency modifier instead of half of it.

Blade of the Legion

Your exploits are legendary among the legion, and some say you will never die in battle. At the start of your turn, if you have 0 hit points, you regain 20 hit points. You may use this ability a number of times equal to your Constitution modifier, you regain all uses at the end of a long rest.

Paladin Oath - Oath of the Truefire

Truefire Paladins often seem much like the rest of the legion to outsiders, but in truth they are set apart from both the priests and soldiers. Through acts of meditation, they center their souls on the core ideals of the legion, allowing their resolve to carry them through battle so long as the fire in their hearts remains true.

Tenets of the Truefire

You've sworn your oaths within the sacred forges of Sunhome, witnessed by your comrades in arms.

Honesty. Deception is for the weak or malicious. Let your heart speak true, and honor your word.

Loyalty. Be true to your companions. Brothers in arms must protect and support one another.

Society. The fires of civilization must stand against the darkness. Those who would see it destroyed, decayed, or twisted are the gravest threat.

Justice. You must trust your heart to know what is righteous and just. Laws may be broken to see that justice is delivered.

Oath Spells

You gain oath spells at the lpaladin levels listed in the Oath of Truefire Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Truefire Spells
Paladin Level l Spells
3rd Absorb Elements, Burning Hands
5th Shatter, Warding Bond
9th Flame Arrows, Mass Healing Word
13th Elemental Bane, Fire Shield
17th Flame Strike, Mass Cure Wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options:

Flash Conscription. As an action, you present your holy symbol to a creature within 30 feet that can see or hear you. It must make a Wisdom saving throw. If it fails, a glowing brand appears on its forehead. It immediately move its speed and make a weapon attack against a creature of your choosing. If the attack misses, the branded creature takes 2d6 radiant damage. If the creature succeeds on the saving throw, it takes 1d6 radiant damage as the brand fails to influence it.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to your Charisma modifier (minimum of 1) if it has no more than half of its hitpoints.

Credit: Michael C. Hayes

Aura of Martial Glory

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. In addition, whenever a hostile creature within 10 feet of you takes the Disengage action, they take 5 radiant damage. At 18th level, the range of this aura increases to 30 feet.

Righteous Zeal

Starting at 15th level, your movement speed increases by 5 feet. In addition, you have advantage on saving throws to avoid becoming Charmed or Unconscious.

Champion of Sunhome

At 20th level, as an action, you call upon the glory of the legion to support you in battle. You gain the following benefits for 1 hour:

  • An armored Griffon arrives to serve as your mount. It has the same statistics as a normal Griffon, except it has 16 AC due to its custom Barding.
  • Two Knights arrive to aid you in battle to the best of their ability. They follow your orders, though will only follow unreasonable or suicidal orders if the cause is just.
  • Whenever you roll initiative, you and each friendly creature you can see gains temporary hit points equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.

Sorcerer Origin - Embermage

Recruits of the legion go through a rigorous training process, which on occasion reveals a latent magical talent among the recruits. Theories as to the origin of these magic differ, the Gruul insisting it’s a gift from the spirits of the world, while some among the Rakdos think it some sort of demonic influence. Among the Legion though, it is seen as a holy gift to be further refined. While an Embermage’s initial powers are weak, rigorous training, discipline, and drilling quickly unlock further abilities which they use to support their fellows in battle.

Martial Prowess

You gain proficiency with medium armor, javelins, and short swords. In addition, you gain the Battalion Fighting Style.

Embersoul Magic

At 1st level, you learn the Sacred Flame cantrip. In addition, you also learn the following spells at the levels listed. These spells all count as Sorcerer spells for you, but don't count against your spells known.

Sorcerer Level Spells
1st Guiding Bolt, Shield of Faith
3rd Heat Metal, Lesser Restoration
5th Glyph of Warding, Revivify
7th Death Ward, Freedom of Movement
9th Dawn, Holy Weapon

Tactical Casting

At 6th level, you improve your ability to weave your magic around your allies. You gain the Careful Spell and Empowered Spell Metamagic options if you don’t already know them. If you already know one or both of those Metamagic options, you can learn up to two other options instead.

Whenever you use the Careful Spell Metamagic, you may gain the benefit of the Empowered Spell Metamagic for that spell if it applies without spending an additional Sorcery point. In addition, if you use Careful Spell with a spell that deals damage on a successful save, any creatures you choose with it take no damage instead.

In addition, whenever you hit an enemy with an attack using a melee weapon, you gain a Sorcery Point. You may only regain Sorcery points in this way a number of times equal to your Proficiency modifier. You must finish a short or long rest before you can regain Sorcery points in this way again.

Siege Casting

Starting at 14th level, if you haven’t yet moved on your turn, the range of the first spell you cast on that turn is doubled. In addition, if that spell deals damage, it deals double damage against objects and structures, and deals an extra 1d6 radiant damage to any constructs that take damage from it. Furthermore, a spell cast in this way ignores half and three-quarters cover. After you cast a spell in this way, your speed is reduced to 0 until the end of your turn.

Guildmage Expertise

At 18th level, you’ve reached the highest level of magical talent among the Legion. Select six Abjuration, Evocation, or Conjuration spells from the Wizard or Cleric spell list. You learn those spells.

In addition, whenever you cast a spell that deals damage or restores hitpoints, you may add your Charisma modifier to the damage roll or the amount healed, respectively. You may only apply this to one damage roll of a spell, and one creature healed by a spell.

Other Boros Classes

Many other types of characters, classes, and archetypes can work within the Legion. A Barbarian on the path of the Zealot can represent a more recent recruit from the Gruul. A Monk following the Way of the Sun Soul would represent a Firefist Striker, though a Kensei Monk could also work within their ranks. A Bard from the College of Blades or Valor would be combat capable and a good at inspiring troops.A Wizard with the Evocation or Warmage school would offer another option from the Sorcerer, though with less weapons and armor. A Ranger might also work into the ranks, though would most frequently use a Mastiff or some sort of bird of prey as their animal companion. The Scout or Mastermind Rogue could fill a tactical role. Other types of Rogues, as well as Druids and Warlocks, don’t typically fit within the Legion. For Druids, this is due to their heavy focus on the natural world. For Rogues, this is due to their focus on trickery, deception, and other unsavory methods. For Warlocks, their esoteric pacts and service to other patrons make them untrustworthy within the legion.

Cult of Rakdos

New Weapons

The Rakdos use a number of strange weapons on the streets, in their arenas, and many more places they’re not wanted. The following options require specific training to become proficient with.

Rakdos Weapons
Name Damage Cost Weight Properties
Burning Brand 1d4 bludgeoning 30gp 3 lb. Special
Defiler Scythe 2d4 slashing 25gp 6 lb. Heavy, reach, two-handed, special
Gore Club 1d10 bludgeoning 15gp 10 lb. Heavy, two-handed, special
Hell Flail 1d6 piercing 12 gp 4 lb. Reach, special
Shredder Blades 1d4 slashing 5 gp 2 lb. Finesse, light, special

Burning Brand A flat metal club with the guild’s symbol glowing at the top.

Special: The head of this weapon is designed to be lit. It casts bright light out to 20 feet and dim light for an additional 20 feet. Once lit, it burns for 6 hours on a flask of oil. While lit, this weapon deals an additional 1d4 fire damage to any creature it hits.

Defiler Scythe. A wicked bladed polearm, modeled after the weapon of choice of Rakdos himself in an attempt to gain his favor.

Special: Whenever you roll a 20 on your attack roll with this weapon, the target takes extra damage equal to your proficiency modifier.

Gore Club. A crude-looking barbed and spiked club, intricately designed to direct blood and viscera.

Special: Whenever you reduce a living creature to 0 hit points with this weapon, the blood of that creature splatters out in a direction of your choice. One creature within 5 feet in that direction must make a DC 14 Reflex save. On a failure, that creature is blinded for one round.

Hell Flail. A lengthy chain covered in spikes with barbed hooks at the ends.

Special: When you hit a creature with this weapon, if that creature is large or smaller, you pull it 5 feet towards you.

Shredder Blades. A set of knives arranged along a long glove or gauntlet. Damage: 1d4 bludgeoning Properties: Finesse, light, special Cost: 5 gp. Weight: 2 lb. Special: This weapon takes an action to put on or remove. While you’re wielding this weapon, not wearing heavy armor, and not using a shield, you gain +1 AC. This bonus does not increase for wielding multiple shredder blades.

Credit: Christopher Moeller

New Spells

The Rakdos use a handful of spells that most sane casters would stray away from. The following spells are on the Sorcerer and Warlock spell lists.

Riot Spikes

Evocation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

A creature you touch takes 1d4 force damage. You must make a melee spell attack to touch a non-willing creature. The creature sprouts spikes of force from just underneath their skin. A creature may use these spikes as melee weapons, even if their hands are occupied. The spikes have the finesse and light properties, and deal 1d6 force damage. The spell’s initial damage to the touched creature increases by 1d4 at 11th level (2d4). The damage of the spikes increases to 1d8 at 11th level.

Auger Spree

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small drill bit)
  • Duration: Concentration, up to 10 minutes

A creature you touch is implanted with a magical auger. You must make a melee spell attack to touch a non-willing creature unless it is incapacitated. Once your concentration on the spell is broken or the duration expires, the auger inside of the target explodes outward, flailing and stabbing.

The initial target takes 2d8 piercing damage, and one random creature within 10 feet of the target must make a Dexterity saving throw. On a failure, that creature takes 2d10 piercing damage. On a success, that creature takes half as much damage.

For the next minute, at the start of the initial target’s turn, another random creature within 10 feet of it must make the Dexterity saving throw, repeating each turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, select one additional random creature for each slot level above 2nd.

Barbarian Path - Path of Carnage

Pain and cruelty is the way of the Rakdos, and those who can both inflict and take it are among the favored. Gladiators specializing in grisly displays often come from brutal backgrounds, and are skilled both in and out of a ring.

Bonus Proficiencies

When you take this path at 3rd level, you gain proficiency in the Performance skill. You also gain proficiency with the burning brand, defiler scythe, gore club, hell flail, and shredder blades.

Rites of Mayhem

Also at 3rd level, you learn the Riot Spikes cantrip. You also learn the Auger Spree spell, and may cast it once without using any material components. You must finish a long rest before you can cast it again. Your spellcasting ability for these spells is Charisma.

In addition, you may cast and concentrate on these spells during a rage.

Blessing of Rakdos

Starting at 6th level, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + half your Barbarian level.

In addition, while you are raging, you have resistance to fire damage.

Unleash

Starting at 10th level, your desire to cause pain can overwhelm your senses. Whenever you enter a rage, you may instead spend two uses of rage to enter an enhanced form of rage. During it, your rage damage is doubled. You may not use your reaction to make opportunity attacks during this rage. Whenever you take damage during this rage, you may use your reaction to make a melee weapon attack against a creature within your reach. In addition, attack rolls against you during this rage have advantage.

At 20th level, you may only enter this rage a number of times equal to your Proficiency modifier.

Skull Render

Starting at 14th level, whenever you roll a 17-20 on a melee weapon attack and hit, roll a d6. The target is affected with a condition from the following table for 1 round based upon your result.

d6 Condition
1 Deafened
2 Blinded
3 Frightened
4 Prone
5 Stunned
6 Paralyzed

Bard College - College of Discord

In Ravnica, riots are as common as rain in some districts. While some may be spontaneous, many are directed. Those of the college of discord consider them to be a force to be created and directed, inspiring such mayhem for the benefit of their guild.

Bonus Proficiencies

When you join this college at 3rd level, you gain proficiency with the burning brand and hell flail.

Deviant Glee

Starting when you join this college at 3rd level, you’re able to inspire greater cruelty. Whenever a creature uses one of your Bardic Inspiration die to add to its attack roll, that attack deals extra psychic damage equal to the maximum possible result of your Bardic Inspiration die if it hits.

Inspire Riot

Also at 3rd level, you gain the ability to induce a riot more easily. By speaking to a humanoid for at least 1 minute, you can anger them about a specific societal issue. After 1 minute, the creature must succeed on a Wisdom saving throw against your spell save DC or fly into a fit of rage. The creature moves up to its speed and attacks the nearest creature with an unarmed attack or improvised weapon.

Whether the attack hits or misses, the target of the attack must also make succeed on a Wisdom saving throw or be subject to the same fit of rage. Any creatures subject to it will behave as above, in addition to breaking objects or yelling about the initial subject of their anger.

The rage of a creature lasts for 10 minutes or until it falls unconscious. If the rage ends for a creature, they cannot be enraged again by this feature for another 24 hours. While they are no longer subject to the rage effects, a creature with strong feelings on the initial issue may retain its feelings of anger and continue to riot.

Once you use this ability, you can’t use it again until you finish a long rest.

Havoc Reveler

Starting at 6th level, you’re able to control the flow of battle to cause further chaos. Whenever a hostile creature misses with an attack that targets only you, you may expend a use of your Bardic Inspiration as a reaction. Choose one hostile creature within 10 feet of you. The attack instead hits that creature. The creature has resistance against the damage from the attack, and must succeed on a Wisdom saving throw or become hostile towards the creature who originally made the attack. If the creature succeeds on the saving throw, you have advantage on the next attack roll you make against them before the end of your next turn.

Showstopper

Starting at 14th level, you can enact a special performance. If you perform for at least 1 minute, you can attempt to conduct a special ritual. At the end of the performance, you summon 8 Imps, which are hostile to all creatures. Additionally, for 10 minutes, the area within 60 feet of where you stood most often during the performance gains a magical effect. Whenever a creature is reduced to 0 hit points inside the area, it explodes in a blast of blood, fire, and blinding light. Any creature within 10 feet of an exploding creature must succeed on a Constitution saving throw or become stunned for 1 round. On a success, the creature is blinded for 1 round.

Once you use this ability, you can’t use it again until you finish a long rest.

Monk Tradition - Way of the Shred-Freak

Among the Rakdos, those known as shred-freaks are a strange case. While no less bloodthirsty than their guildmates, they have incredibly keen senses, blinding speed, a bizarre fighting style, and often muse on the finer points of killing. The most skilled among them can cause immense pain with but a single touch.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill. In addition, you gain proficiency with the hell flail and shredder blades. They are considered monk weapons for you.

Twinstrike

Also at 3rd level, your strikes cut and flow with extreme precision. Whenever you deal slashing damage with a weapon attack, you may immediately move 5 feet. This movement doesn’t provoke opportunity attacks.

In addition, whenever you use your Flurry of Blows, you may attack twice with a set of shredder blades you’re wielding in place of the unarmed strikes.

Riteknife Spells

At 6th level, you learn the Riot Spikes cantrip. You also learn the Zephyr Strike spell, and may cast it by spending 1 Ki point. Also at 11th level, you may also cast the Steel Wind Strike spell by spending 4 ki points.

Once you cast the spell in this way, you can’t cast it again until you finish a long rest. Wisdom is your spellcasting modifier for all of these spells.

Pain Magnification

Starting at 11th level, you’re able to hit your enemies where it hurts most. At the start of your turn, you may spend a Ki point. If you do, any living creature that takes slashing or force damage from you on that turn has disadvantage on Constitution checks and Constitution saving throws until the end of your next turn.

Master of Cruelties

At 17th level, you gain the ability to leave your enemies on the brink of death. As an action on your turn, you can spend 3 ki points to try and inflict a cruel strike on a living creature within your reach. The creature must make a Dexterity saving throw. If it fails, it is reduced to 1 hit point. If it succeeds, it takes 10d10 force damage. The creature also becomes frightened of you for 1 minute.

Other Rakdos Classes

As entertainers, Bards are well suited for the Rakdos, particularly those from the College of Blades or College of Satire. A Battlemaster or Champion Fighter will fit in with their impressive combat skills. Rogues of all kinds will also find an easy place in the guild. Warlocks with the Fiend Patron are the best way to represent the blood witches and other spellcasters sworn to Rakdos himself. Sorcerers of many origins are also welcome, though those who specialize in fire are the most common. The more orderly and natural magic of Clerics, Druids, and Paladins is at odds with the Rakdos lifestyle.

Golgari Swarm

Gorgon Traits

Gorgons are a race of creatures with snake-like hair, feared for their ability ot turn creatures into stone.

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

Age. Gorgons reach adulthood at a similar age to humans, but can often live to reach two or three centuries.

Alignment. Gorgons from the undercity tend to resent the laws surface dwellers try to impose on them. Life in the undercity can be harsh, and many turn to theft. Several use their natural talents to become assassins.

Size. Gorgons are slightly taller than the average human woman, ranging from 5 1/2 to 6 feet. Your size is medium.

Speed. Your base walking speed is 30 feet.

Superior Darkvision. Your eyes are naturally adjusted to the tunnels of the undercity. 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.

Deathly Gaze. As an action, you may glare at a creature within 60 feet of you. That creature must succeed on a Constitution saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus or take 1d6 force damage. If the damage reduces the creature to 0 hit points, it is petrified and turns to stone until the effect is removed.

The damage increases by 1d6 at 5th level (2d6), 11th level 3d6, and 17th level (4d6)

Natural Armor. You have cold, unyielding skin. When you aren't wearing armor, your AC is 12 + 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.

Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Stone Glare. At 3rd level, you can cast Flesh to Stone without material components, but only targetting small beasts. When you reach 5th level, you may also target humanoids and medium beasts. When you reach 7th level, you may also target large beasts. When you reach 11th level, you may target creatures with the spell normally.

Once you cast this spell, you must finish a long rest before you can cast it again.

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

Barbarian Path - Path of the Troll-blooded

There are many dark and savage things in the undercity, and trolls are among the most dangerous. The Golgari have developed a dark ritual, allowing one who drinks a troll’s blood to gain their primal might.

Dark Ritual

At 3rd level, your initiation has given you access to newfound magic. You may cast the Feign Death spell, but only as a ritual.

Frenzied Regeneration

Also at 3rd level, your rage brings forth your troll-like abilities. At the start of your turn while raging, you regain a number of hit points equal to your Barbarian level. If you are reduced to 0 hit points while raging, you become stable. Furthermore, you have resistance to poison damage while raging.

In addition, while raging, your features become more twisted and troll-like. You have advantage on all Charisma (Intimidate) checks while raging. You also gain Darkvision with a range of 30 feet. If you already have Darkvision, its range increases by 30 feet.

Grisly Salvage

Starting at 6th level, you are more than accustomed to digging through the muck of the undercity. You have advantage on saving throws against disease and poison.

You also have advantage on Intelligence (Investigation) and Wisdom (Perception) checks involving corpses and dead creatures, such as determining the what weapon caused a wound, or telling if a living or seemingly dead creature is undead.

Bloodbonding

Starting at 10th level, your troll attributes begin to affect you even while you’re not raging. If you don’t already have Darkvision, you gain Darkvision with a range of 30 feet. If you have Darkvision, its range increases by 30 feet. Any Darkvision range gained from this feature is still improved while raging.

In addition, whenever you finish a short rest, you regain additional hit points equal to 2d6+your Constitution modifier.

Feral Scavenging

Starting at 14th level, your savagery while raging reaches new heights. While raging, you gain a Bite attack, which deals 1d6 damage instead of your normal unarmed damage. In addition, you may use this bite as a bonus action a number of times equal to your Constitution modifier. If it hits, you regain hit points equal to your Constitution score. You regain all uses when you finish a long rest.

Ranger Archetype - Swarmcaller

Those among the Golgari know there is safety in numbers, and a Swarmcaller takes this idea to the furthest extent. They specialize in coordinating large swarms of insects to harry their foes, using nature magic to supplement their work.

Companion Swarm

Starting at 3rd level, you can use your magic to create a bond with a swarm of insects.

With 8 hours of work and the expenditure of 25 gp worth of rare mushrooms and reagents, you call forth a swarm of insects to follow you into battle. Your swarm has the stats listed bellow.

At the end of the 8 hours, your swarm gains all the benefits of the Swarm Bond ability. You are limited in how many Swarms you can call, described further under the Swarm Bond ability.


Swarm of Insects

Small swarm of tiny beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 14(3d8)
  • Speed 20ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances Bludgeoning, piercing, slashing
  • Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Skills Stealth + 3
  • Challenge 1/4 (50 XP)

Swarm The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points, except when specified. Actions

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0ft., one target in the swarm's space. Hit 5 (2d4) piercing damage.

Swarm Bond

Your Swarm gains a variety of benefits while it is linked to you. While it is bonded to you, your healing spells can cause the swarm to regain hit points, and whenever you finish a short rest, you may spend your hit dice to heal the swarm, calling new insects to reform it. Neither of these may methods may increase a swarm past its maximum size. At the end of a long rest, your insect swarm is restored to full hit points as you call in more insects for it.

The swarm obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). When you take the attack action on your turn, you may substitute one of your attacks to direct the swarm to attack instead. When you take the Dash, Disengage, or Dodge action on your turn, your swarm may take one of those actions as well.

While you are using your Natural Explorer feature, you and your swarm can both move stealthily at a normal pace.

Your swarm has abilities and game statistics determined in part by your level. Your swarm uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your swarm also adds its proficiency bonus to its AC and to its damage rolls. Your Swarm also becomes proficient in all saving throws.

For each level after 3rd, your swarm gains an additional hit die and increases its hit points accordingly. At certain hitpoint values, this also increases the size of the swarm. While your swarm is at 28 or more hit points, it becomes medium, and its attacks deals 4d4 damage. While it has 56 or more hit points, it becomes huge, and its attacks deal 6d4 damage. While it has 84 or more hit points, it becomes gargantuan, and its attacks deal 8d4 damage.

In addition, starting at 6th level, when your swarm has reached sufficient size, you may choose to divide it, or unite the divided pieces. At the end of a long rest, you may direct your swarm to form into multiple distinct swarms, or unite distinct swarms into a single larger one. Divide the swarm’s total hit dice into pools as you select, with no pool having fewer than 3 hit dice. The size, health, and damage of each swarm is then determined as listed above. For example, you might have one medium swarm, or two small swarms.

At the end of a short rest, you may only choose to unite swarms together, rather than separating them. Choose one swarm to have join another. The hit points of the swarm you choose are added onto those of the one you have them join, possibly changing its size.

In addition, whenever you gain the Ability Score Improvement Class feature, the abilities of your swarm and the insects within it improve. You may increase one ability score of your swarms by 2, or increase two ability scores of your swarms by 1. This increase is the same across all swarms you control, and applies to any future swarms you call.

Also, when your swarm is within 5 feet of a type of creature you have chosen as your favored enemy, you and your swarm gain a +2 to your damage rolls with weapon attacks against that enemy. This bonus increases to +4 when you reach 6th level.

Ranger Swarm Casting

In addition, as a Golgari ranger, you also learn Cause Fear when you take this archetype at 3rd level. At 5th level, you learn Web. At 9th level, you learn Feign Death. These spells count as Ranger spells for you, but don’t count against your spells known.

Swarming Coordination

At 7th level, your ability to direct insects grows further. While your swarm can see or hear you, it has advantage on all saving throws.

In addition, when you use the attack action on your turn, if there is a small swarm that can see or hear you, it can use its reaction to make a melee attack.

Swarm Specialization

Starting at 7th level, you may also have your swarm take on more specific attributes. When you finish a long rest, after you have chosen how to divide your swarm, you may select one of the following options for each swarm you have. If they unite later in the day after a short rest, the swarm with the greater hitpoints among them retains its option.

Swarm of Beetles A swarm of beetles gains a burrowing speed of 5 feet

Swarm of Centipedes A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points and paralyzed while poisoned in this way.

Swarm of Glow Worms A swarm of glow worms gives of an eerie green glow, emitting bright light for 20 feet and dim light for another 20 feet. The glow worms may stop emitting light as a reaction, and may be commanded to emit it again as a bonus action on your turn.

Swarm of Rot Grubs A swarm of rot grubs has a walking speed of 15 feet and a climbing speed of 10 feet. A creature other than you that ends its turn in a square occupied by Rot Grubs takes necrotic damage equal to half your proficiency modifier.

Swarm of Spiders A swarm of spiders has the following additional traits:

  • Spider Climb The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Websense While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
  • Web Walker The swarm ignores movement restrictions caused by webbing.

Swarm of Wasps A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

Swarm Surge

At 11th level, your swarm gains an increased frenzy. Once on your turn, when a swarm you can see would make an attack, you may instead have that swarm surge out from its space to strike nearby enemies. Your swarm makes an attack against each hostile creature within 5 feet of it, but any damage of these attacks is half of the normal damage.

Swarming Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect a number of separate swarms up to your Wisdom modifier with the spell if those swarms are within 30 feet of you.

Rogue Archetype - Deathrite

Those who have no place else to go often find themselves in the undercity one way or another. It should be no surprise then that many land in the arms of the Golgari. Those who thrive typically learn from the Golgari’s dark and ancient magic, putting it to use to further the guild’s ends.

Bonus Proficiencies

You gain proficiency with the herbalist’s kit and poisoner’s kit.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. Note: this functions as the Arcane Trickster feature of the same name, with the following differences.

Cantrips You learn three cantrips: Chill Touch and two other cantrips from the druid spell list. You learn an additional Druid cantrip at 10th level.

Spells Known of 1st level or higher You select your spells from the Druid spell list, and are not restricted by school.

Spellcasting Ability Wisdom is your spellcasting ability for your Druid spells, as well as Chill Touch.

Darkblast Expertise

Starting at 9th level, you become more skilled at your dark magic. When you hit with a melee or ranged spell attack against an enemy you are hidden from, you may add extra necrotic damage equal to your sneak attack damage to the damage roll.

You may use this feature a number of times equal to your Wisdom modifier. You must finish a short or long rest before you can use it again.

Crypt Infiltrator

At 13th level, you’ve spent more than enough time around death and tombs. By spending 1 minute with a corpse that has been slain in the past hour, you may disguise its reason of death. Any who see the corpse will believe it was slain by a weapon, element, or cause you specify, unless given obvious reason to disbelieve it.

Furthermore, you have advantage on Intelligence (Investigation) checks to find secret doors and passages. Additionally, undead have disadvantage on their Wisdom (Perception) checks to detect you while you are attempting to hide.

Rites of Reaping

Starting at 17th level, you’ve learned dark rites to draw power from the death of your foes. When you cast a spell of 1st level or higher on your turn, you may use your bonus action to give one target of that spell disadvantage on their saving throw. After you use this ability, you may not use it again until you either reduce a hostile creature to 0 hit points with a melee weapon attack, or finish a long rest.

Additionally, when you reduce a hostile creature to 0 hit points, you gain 10 temporary hit points.

Other Golgari Classes

The Golgari accept many into their ranks. The Druid Circle of Spores is an option for nature magic, while the Necromancer School for Wizards is suited for those who seek control over undead. For Warlocks, the Undying Patron is well suited for one with a pact with Jarad, the Lich Lord. A Monk of the Way of the Long Death or a Shadow Origin Sorcerer might also find a place in the swarm. Bards, Clerics, and Paladins are less likely to be found among the Golgari.

Gruul Clans

New Options - Path of the Totem Warrior

If you follow the path of the Totem Warrior from the Player’s Handbook, you have access to the options presented here.

Totem Spirit

These options are available to you when you choose a totem animal at 3rd level.

Hydra While raging, whenever you engage in two-weapon fighting, you may make two attacks as part of your bonus action, rather than one

Rhino While raging, if you move at least 20 feet straight toward a target, your first melee weapon attack that hits it on that turn deals 1d6 extra bludgeoning damage.

Wurm While raging, your melee attacks with Heavy weapons increase their reach by 5 feet. In addition, your melee weapon attacks ignore half and three-quarters cover.

Aspect of the Beast

These options are available to you when you choose a totem animal at 6th level.

Hydra You can’t be forced to sleep while raging. In addition, to gain the benefits of a long rest, you can spend 6 hours doing light activity, rather than 2. You have advantage on Wisdom (Perception) checks made during a rest.

Rhino You don’t suffer the effects of extreme heat or extreme cold. You also don’t suffer from Exhaustion due to a forced march. Difficult terrain does not slow your movement.

Wurm You gain Tremorsense with a range of 15 feet, allowing you to detect vibrations through the earth within that radius.

Totemic Attunement

These options are available to you when you choose a totem animal at 14th level.

Hydra While raging, when you take the attack action on your turn, you may instead make one melee weapon attack against each enemy within 5 feet of you.

In addition, while raging, if your head would be cut off instantly by any means, you instead take 6d6 slashing damage.

Rhino While raging, you have advantage on saving throws against any spell that targets only you.

Wurm While raging, you have a burrowing speed equal to your walking speed. If your rage ends while you are underground, you may burrow at a 5 foot speed afterwards, but only towards the surface or wherever you burrowed into the earth from. Once you resurface, your lose this burrowing speed until you rage again.

Credit: Chippy

Barbarian Path - Path of the Old Ways

Much has been lost in the Gruul’s past, nature having slowly been swallowed up by city. But still the Gruul fight, their teachings of the primal truths of the world fueling their rage, and their desire to see it restored.

Bloodthirst

Starting at 3rd level, you gain a killer instinct while in the heat of battle. Whenever you reduce a hostile creature to 0 hit points while raging, you may move up to half your speed without provoking any opportunity attacks, then use a bonus action to make an unarmed attack with advantage.

Gruul Scrapper

Starting at 6th level, you become a master of breaking things and using those things to break other things. You add your proficiency bonus to attack rolls with improvised weapons. Any improvised weapon you use deals 2d6 damage instead of its normal damage, unless it would do more.

In addition, you have advantage on checks made to break objects, and your weapon attacks against objects deal double damage. Furthermore, your weapon attacks against constructs deal 1d6 extra thunder damage.

Stomping Ground

Starting at 10th level, primal magic surges through you during battle. While raging, you may cast the Earth Tremor spell as a bonus action, ignoring the normal rules against casting spells during a rage. Strength is your spellcasting ability for it. You may not use it more than once during a rage.

Ground Assault

Starting at 14th level, the strength of the very earth emboldens you. While raging, you don’t suffer disadvantage for attacking at long range with thrown weapons. Furthermore, if a creature is airborne, your weapon attacks have advantage against it.

In addition, whenever you hit an airborne creature with a weapon attack, it takes 2d6 extra thunder damage. You may also have that creature make a Strength saving throw. The DC is 8+your proficiency modifier+your strength modifier. If it fails, it falls prone and its flying speed (if any) is reduced to 0 feet for the next minute. If it succeeds, it falls prone. You may only force a saving throw in this way a number of times equal to your Strength modifier. You regain all uses when you finish a short rest.

Druid Circle - Circle of the Burning Tree

The shamans of the Burning Tree clan are known for having a wide range of mysterious primal powers. They pass down the histories of hatred, turning their magic to destructive ends against civilized society.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the Greenflame Blade cantrip. It counts as a Druid spell for you.

Scorchwalker

Starting at 2nd level, while you maintain concentration on a spell of 1st level or higher, the area near you becomes wreathed in flames. Any creature that starts its turn within 5 feet of you takes fire damage equal to your proficiency modifier.

Wild Emissary

At 6th level, your connection with nature deepens. Whenever you take a short rest in an area of wilderness, you and up to 6 friendly creatures you can see have advantage on Wisdom (Perception) checks while you rest. At the end of your rest, you and any of those creatures who were also resting regain 1d6 extra hit points if they spent any hit dice during the rest.

In addition, whenever you take a short or long rest in an urban area, you may have the forces of nature follow you. When you begin your rest, you may choose to use this ability. If you do, the area within 60 feet of you becomes difficult terrain for creatures other than you, ivy and vines cracking through stones and rubble filling walkways. If you are sleeping within 10 feet of a bonfire, the spirits of flame within keep watch for you. If a hostile creature ends its turn within 30 feet of the bonfire, it must make a Reflex saving throw or take 1d8 fire damage. These benefits end 1 minute after you finish your rest.

Frenzied Tilling

Starting at 10th level, your magic grows more destructive. Whenever you cast a spell that deals fire damage, you may add your Wisdom modifier to one damage roll of that spell. If that spell is of 1st level or higher, the first time it deals fire damage, you may have a 5 foot square of ground underneath one creature damaged by it become difficult terrain.

In addition, your spells that create difficult terrain also become more dangerous. Any creature that ends its turn in difficult terrain created by a spell that you cast within the past minute takes 1d4 piercing damage.

Primal Visitation

At 14th level, a powerful and savage soul dwells inside of you. At the start of your turn, you may undergo a primal transformation, different from your normal wild shape. Select any beast with a maximum CR equal to ½ your Druid level. Until the end of your turn, your statistics become those of that creature, functioning in the same manner as Wild Shape, except you also retain your size and appearance, and you do not gain any of the creature’s movements speeds other than walking. You may take any actions the creature can perform as normal, using your own body as an imitation for its primal might. At the end of your turn, you gain temporary hit points equal to the Constitution score of the beast you chose.

You may use this ability a number of times equal to your Wisdom modifier. You regain these uses when you finish a long rest.

New Options - Ranger Beast Conclave

There are many strange beasts within Ravnica, and none are more ferocious than those found in the Rubblebelt and other Gruul territories. The following options are available as a variant to the standard animal companion options listed under the Beast Conclave for the Revised Ranger. A Ranger from the Gruul clans may select from these if they have Proficiency in the Animal Handling skill and a Strength score of 13 or greater.

Greater Beasts

These beasts are considerably stronger than those a typical Ranger tames, and with this strength comes a difficulty in training. The following beasts instead gain additional hit dice for every level after 5th, and do not benefit from an ability score increase at 4th level.

Ember Beast. An ember beast is a quadrupedal lizard with an internal flame. It uses the stats for a Fire Snake, as shown in the Monster Manual, except its size is large, it only has resistance to fire, rather than immunity or its other resistances, and it is not vulnerable to cold.

Gruul Ragebeast. A ragebeast is a beast with a single horn and sharp claws. It uses the stats for a Worg, as shown in the Monster manual, except it is a beast instead of a monstrosity, and has no languages.

Maaka. A maaka is a savage predatory cat with 6 eyes. It uses the stats for a Lion, as shown in the Monster Manual.

Ripscale Predator. A ripscale is a scaly beast with scything talons. It uses the stats for a Deinonychus, as shown in Volo’s Guide to Monsters, except its size is large.

Rust Scarab. A rust scarab is a giant beetle that emits clouds of rusting agent from its body. It uses the stats for a Rust Monster, as shown in the Monster Manual, except its size is large, and it has a Gore attack rather than a Bite attack.

Lesser Beasts

While still wild compared to the typical animal, these beasts gain all the normal features of a beast companion.

Ghor-Clan Rampager. A rampager is a hairy beast with tusks and horns. It uses the stats for an Ape, as shown in the Monster Manual, except its size is large.

Giant Solifuge. A giant solifuge is a large spider that lives in dry places. It uses the stats for a Giant Wolf Spider, as shown in the Monster Manual, except its size is large.

Gristleback. A gristleback is a boar-like beast known for its loyalty. It uses the stats for a Boar, as shown in the Monster Manual, except its size is large.

Nodorog. A nodorog is a beast with sharp claws and spines. It uses the stats for a Panther, as shown in the Monster Manual, except its size is large.

Slaughterhorn. A slaughterhorn is a bull-like creature with several sharp bony protrusions. If uses the stats for a standard Cow, as shown in Volo’s Guide to Monsters.

Wasteland Viper. A wasteland viper is a grey snake with red markings and small horns. It uses the stats for a Constrictor Snake, as shown in the Monster Manual, except it gains the Bite attack of the Poisonous Snake.

While both greater and lesser beasts are large, they are all too wild to be used as a mount. While some may be willing to carry supplies or the injured in an emergency, they refuse to be ridden into battle, even by the Ranger.

Ranger Clan Casting

In addition, as a Gruul Ranger, you also learn Searing Smite when you take this archetype at 3rd level. At 5th level, you learn Heat Metal. At 9th level, you learn Haste. These spells count as Ranger spells for you, but don’t count against your spells known.

Other Gruul Classes

The Gruul clans are loosely knit, formed of many tribes from many origins. Nearly any sort of Barbarian can find a home among the Gruul clans. Most types of Rangers and Druids fit with them as well. A Sorcerer of the Dragon, Giant, Storm or Pyromancer Origins would also be able to earn a place. Fighters, and to a lesser extent Rogues, are also common, but the subclasses of Eldritch Knight and Arcane Trickster aren’t welcomed due to their orderly form of magic. For similar reasons, Wizards of all schools are shunned. Clerics, Paladins, and Warlocks are likewise turned away by the Gruul, the clans disliking their religious orders or reliance on higher powers.

House Dimir

New Spells

The Dimir keep their secrets close, and among them are several spells which they use to gather or hide information. The following spells are on the Bard, Sorcerer, Warlock, and Wizard spell lists.

Mind Ward

Abjuration Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration 1 round

You trace a sigil around your head, warding off unwanted mental influences. Until the end of your next turn, you have resistance against psychic damage. In addition, you have advantage on saving throws to avoid becoming charmed or frightened.

Memory Erasure

2nd-level Enchantment

Casting Time: 1 minute

Range: Touch

Components: S, M (A strand of silk thread and a small glass vial)

Duration: Instantaneous

You attempt to wipe memories from a creature by lowering a thread into its ear. You may target yourself, a willing creature, or a creature that remains incapacitated for the casting time. If you target an incapacitated creature, it may make a Wisdom saving throw to resist the intrusion, and on a success its memories aren't affected.

If your attempt is successful, you designate the memory of an event the target experienced within the past 12 hours and that lasted no more than 10 minutes. You then permanantly eliminate all memory of that event. You must mentally describe the memory you are trying to designate, the target understanding as long as it has a language.

The memory is then stored in the glass vial in the form of a glowing blue magical energy. Breaking or opening the vial causes the memory to be lost. You or another creature capable of casting 2nd level spells may make a DC 20 Intelligence (Arcana) check in an attempt to absorb them memory while opening the vial. On a success, you recall the erased memory with as much detail as the creature it was originally stolen from. Otherwise, the memory is lost as normal.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the time limit the memory must have taken place within increases by 12 hours for each slot level above 2nd.

Shadow Slice

Necromancy Cantrip

Casting Time: 1 action

Range: 20 feet

Components: S, M (A knife or dagger)

Make a ranged weapon attack against a creature using a dagger you are wielding. On a hit, the target suffers the attack's normal effects, but you do not add your ability modifier to the damage. Instead, the target takes 2d4 necrotic damage from two shadowy daggers that appear mid-flight.

This spell's damage increases as you reach higher levels. At 5th level, the attack deals an additional 1d6 psychic damage, increasing by 1d6 at 11th level (2d6), and 17th level (3d6)

Mystic Order - Order of Memory

While mind mages are uncommon on Ravnica, few rival the talents that those among the Dimir have at their disposal. They easily bend the thoughts of others, but know many other strange abilities to complete their missions.

Diciplines of Memory

When selecting your Diciplines at 1st level and later levels, you may only select those from among the Awakened Diciplines, Nomad Diciplines, and Memory Diciplines. In addition to these, you may also select from Mantle of Dusk, Mantle of Fear, Mastery of Light and Darkness, and/or Psionic Weapon.

In addition, at 1st level, you learn an additional Dicipline from among the Memory Diciplines.

Expanded Memories

At 1st level, you gain proficiency with one of the following skills of your choice: History, Insight, Investigation, and Perception. You also gain proficiency with the Stealth skill.

Mental Archive

At 3rd level, you may scour your memory and the memory of others for information on creatures you come across. As an action, select one creature you can see within 60 feet of you. You learn which ability score of that creature is the highest and which is the lowest, but not the exact values.

You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Transmute Thoughts

At 6th level, you may quickly abandon your focus in order to adapt to a changing situation. You may exchange one of your diciplines known for another from the list available to you under Diciplines of Memory. However, your psychic focus immediatly ends if it's active, and you can't use it again until you finish a short or long rest.

You can't use this feature if you can't use your psionic focus. Once you use this feature, you must finish a long rest before you can use it again.

Stolen Identity

At 14th level, whenever you finish a long rest, you may exchange your current background for one of those listed in the Player's Handbook, or for your original background. Your skill proficiencies and background feature change accordingly, and you have advantage on Deception checks made to pass as someone of your new background.

New Mystic Diciplines

Mantle of Dusk

Avatar Dicipline

You exude an aura of lethargy, causing your enemies to lose focus an allow you and your allies to sieze on their carelessness.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you have advantage on Dexterity (Stealth) checks.

Incite Exhaustion (2-4 psi; Conc, 1 min). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or be treated as though they had one level of exhaustion until your concentration ends. For each addition psi point spent on this power past the first two, they are treated as if they had an additional level of exhaustion, to a maximum of three. This ability has no effect on a creature that already has a higher level of exhaustion. If the creature succeeds on its save, it has disadvantage on Wisdom (Perception) checks for one round.

Night Whispers (1-7 psi). As an action, chose a point within 30 feet. Roll 2d8 for each psi point spent. Creatures within a 10 foot radius of the point fall unconcious if their current hit points are lower than the result of your roll. They remain unconcious for 1 minute, until they take damage, or until a creature uses an action to rouse them.

Aura of Nightveil (4 psi; Conc, 1 min). As a bonus action, choose up to three allies you can see within 60 feet of you. Creatures other than you and those allies within 60 feet percieve areas of bright light as dim light, areas of dim light as darkness, and areas of darkness as magical darkness.

Dim Horror(6 psi; Conc, 1 min). As a bonus action, you cause shadows to lash out in the minds of your enemies until your concentration ends. Whenever a hostile creature you can see or hear starts its turn within 20 feet of you, it takes 3d8 psychic damage and treats you as lightly obscured until the start of its next turn.

Mental Mist

Memory Discipline

You can adjust the perceptions of those nearby, causing lapses in the details they observe, as well as shrouding your own presence.

Psychic Focus. While focused on this discipline, any creature must succeed on a Wisdom saving throw in order to recall details about you more specific than your race, height, or similarly vague information. A creature that succeeds on this save is immune to its effects for 24 hours. You may mentally designate a creature to allow it to pass its save automatically.

Faltering Perceptions (1 psi). As a bonus action, you become invisible to another creature you can see within 60 feet of you until the end of your next turn.

Perplex (2 psi). As a reaction, you can impose disadvantage on an attack roll against you or a creature you can see if you can see the attacker.

Convolute (5 psi). As a reaction, you may attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell, they must make an ability check using their spellcasting ability. The DC equals 10 + the spell's level.

Cipher Thoughts (7 psi; conc., 10 mins). Until your concentration ends, you are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition.

Midnight Recovery

Memory Discipline

You're able to recall facts and information with extreme clarity, as well as find information that may have been lost more easily.

Psyhic Focus. while focused on this discipline, you have advantage on Intelligence (History) checks.

Hidden Missive (1 psi; Conc, 1 min). For the duration of the spell, you can write in a special illusory script, hiding a message on a piece of parchment that is visible only to you, creatures you designate when you write it, and those with truesight. In addition, you can detect similar illusory messages within 10 feet, and read them.

Furthermore, by touching an envelope or closed book, you can read the letters, pages, or items inside at a normal pace.

Dim Discovery (3 psi). As an action, you can enhance your perceptions. For 10 minutes, you can see invisible creatures or objects, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You also have advantage on saving throws and ability checks made to resist or see through illusions.

Notion Rain (3 psi). As an action, you detect the presence of any creatures within 30 feet of you that have an Intelligence of 4 or higher and that speak a language. You then learn the surface thoughts of each of those creatures, letting you what is most on its mind in that moment. If there are more than 6 creatures within 30 feet of you, you take 1d6 psychic damage from the volume of information, but the ability otherwise functions as normal.

Surveil (7 psi; Conc, 10 minutes). You sit and meditate, attempting to reach out your thoughts to uncover secrets hiding in the minds of others. Focus your thoughts on a specific person, place, or object. After 10 minutes, if your concentration wasn't broken, you learn details about the subject you focused on if there was a creature within 3 miles who had knowledge of it. The details you gain are the most valuable of those known among the creatures in the area. The details might consist of current rumors, forgotten stories, or secret lore. If a creature within the radius used to have the most valuable knowledge, but has since lost the memory through magical means, you become aware of that fact in addition to whatever other information you gain.

The information you learn is influenced by the thoughts of the creature you got it from, and may be worded in a vague manner as it was pulled out subconciously. The creature might also have certain misconceptions about the details, but won't be entirely falsehoods.

Mind Grind

Memory Discipline

Psyhic Focus.

Whispering Madness (1 psi). As a bonus action, select one creature you dealt psychic damage to this turn. That creature has disadvantage on the next attack roll it makes before the end of its next turn.

Thought Erasure (2 psi). As an action, you may attempt to remove a target's most recent memories. A creature you can see within 30 feet of you must make a Wisdom saving throw. It has advantage on the save if it is not incapacitated. Designate one memory the target experienced within the past 10 minutes that lasted no more than 1 minute. The target permanantly loses all memory of that event.

Mental Vapors (3 psi). As an action, you may attempt to disorient a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Psychic Drain(4 psi). Immediatly after you deal psychic damage to a hostile creature, you may use your bonus action to regain hit points equal to half the damage you dealt.

Reap Intellect (7 psi). As an action, you may attempt to erase a creature's memory of their own skills. One creature you can see within 30 feet must make an Intelligence saving throw. On a failure, you designate one spell that creature has prepared, one spell it knows or may cast innately, one martial weapon proficiency, or one skill proficiency. The creature may not cast a spell designated in this way for 1 hour. The creature loses its proficiency bonus for a weapon or skill designated in this way for 1 minute.

Rogue Archetype - Whisper Agent

While assassins, thieves, spies, and tricksters of all kinds lurk in the ranks of the Dimir, those must unique to the guild are the agents who make extensive use of a more subtle variety of mental power.

Psionics

When you reach 3rd level, you gain the ability to use psionic talents and disciplines. See the Unearthed Arcana: The Mystic Class document for more details on this ability, as well as some of the talents and disciplines you can choose from.

Psionic Talents. At 3rd level, you know two psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Whisper Agent Psionics table shows you the number of talents you know at each level.

Whenever you gain a level in this class, you may exchange one psionic talent you know for another psionic talent of your choice.

Psionic Disciplines. At 3rd level, you learn one psionic discipline of your choice from among the Awakened Disciplines, Memory Disciplines, or Nomad Disciplines. In addition, you learn the Psionic Weapon discipline. You learn another discipline from among those at 11th level, and another at 19th level.

Psychic Focus. As an action, you can choose one of your psionic disciplines gan gain its psychic gain its spychic focus benefit, which is detailed in that discipline's description. You can only have one psychic focus beenfit at a time, and using the psychic focus of one discipline doesn't limit your abilty to use other disciplines.

The benefit lasts until you are incapacitated or until you finish a short or long rest. You may only use this ability once, and may only use it again when you finish a short or long rest.

Psi Points and Limit The Psi Points Column of the Whisper Agent Psionics table shows you the number of psi points you have to spend on any disciplines you know. The Psi Limit Column of that table displays the maximum number of points you can spend on a discipline at any given level.

Psionic Abilty

Wisdom is your psionic ability for your psionic disciplines. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline or talen or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Wisdom modifier

Discipline attack modifier = your proficiency bonus + your Wisdom modifier

Whisper Agent Psionics
Rogue Level Talents Known Disciplines Known Psi Points Psi Limit
3 2 1 4 2
4 2 1 6 2
5 2 1 9 2
6 2 1 11 2
7 3 1 13 3
8 3 1 15 3
9 3 1 19 3
10 4 1 21 4
11 4 2 22 4
12 4 2 23 4
13 5 2 23 5
14 5 2 24 5
15 5 2 25 5
16 6 2 26 5
17 6 2 27 5
18 6 2 28 5
19 7 3 28 6
20 8 3 30 6

Hidden Strings

Also at 3rd level, you become more skilled at the use of some of your Psionic talents. Whenever you use the Blind Spot, Delusion, and Mystic Hand talents, you may use the bonus action granted by your cunning action to use them rather than an action.

In addition, if you have proficiency with Thieves' tools, you may use Mystic Hand to attempt to open a lock without them and from a distance, but have disadvantage on the check to do so.

Notion Thief

At 9th level, when you deal sneak attack damage to a creature, you may spend 1 psi point to attempt to invade its mind. The creature must make an Intelligence saving throw. If it fails, you detect the creature's surface thoughts, knowing what's on its mind at the moment, as well as getting a vague sense for what it plans to do in the next few seconds, such as whether it plans to attack a certain creature or attempt to retreat. In addition, the creature's first attack roll against you before the start of your next turn has disadvantage. Until the start of your next turn, you have advantage on saving throws against any spell that creature casts.

Lurking Informant

At 13th level, you're able to have your eyes and ears in many places at once, even if those there don't know it. After speaking to a creature who understands your language for at least 1 minute, you may spend 5 psi points to attempt to plant a mental anchor in their mind. The creature must make a Wisdom saving throw. On a success, they don't notice anything strange. On a failure, the anchor is placed in their subconcious mind, the creature unaware of its effects.

As an action, you may focus your mind on any creature who you have placed an anchor within, so long as you are within 1 mile of them. While focusing on the creature in this way, you are blinded and deafened to anything happening near your body. Instead, you see through the creature's eyes and hear through their ears. In addition, you learn the surface thoughts of the creature while you are focused on them. The creature remains unaware of your presence while you observe through them in this way. You may focus in this way for up to 5 minutes before the strain becomes to great. You must finish a short or long rest before you can focus upon a creature in this way again.

A mental anchor lasts for a number of days equal to your Rogue level before dissipating. You may have a number of mental anchors implanted equal to your Wisdom modifier.

Soul Ransom

At 17th level, you're able to use your talents to perform great acts of infiltration. By spending 8 psi points, you can cast Magic Jar, using Wisdom as your spellcasting ability. When you cast the spell using this feature, the range of the various effects is doubled, to 200 feet rather than 100 feet. In addition, while you are possessing a creature, you may communicate telepathically with the creature's soul while it is in the container, and it can reply in turn. Furthermore, when the spell ends, roll a d6. On an 3 or higher, the container is not destroyed, and may be used as a material component for the spell again.

Sorcerer Origin - Vampiric

Of the beings within Ravnica, few are viewed with as much fear as a vampire. Notably however, there are three different varieties, two of which find a place among the shadowy ranks of the Dimir, while the other holds sway in the gleaming cathedrals of the Orzhov.

Vampiric Ancestry

At 1st level, you gain supernatural abilities dependent upon your heritage and kind. Select one of the options below. You learn spells at 1st and 5th level based upon your choice. Spells you learn this way count as sorcerer spells for you, but do not count against your sorcerer spells known. Your choice will also determine other features.

Blood Drinker You are the most commonly thought of vampire, and likely find your place among the Orzhov. You gain an unarmed bite attack, which deals 1d4 piercing damage. Whenever you deal damage to a humanoid with this bite, you regain 1 hitpoint, and you gain enough nourishment to be sustained for half a day. Once you gain that benefit from biting a creature, you may not benefit from biting them again within the next 24 hours.

At 1st level, you learn the Chill Touch cantrip. You also learn the Bane spell. At 5th level, you learn the Vampiric Touch spell.

Mind Drinker Few know the true nature of the vampires found among the Dimir, as they prefer to keep their abilities hidden. You can communicate telepathically with any creature you can see within 30 feet of you that has a language. Whenever you deal psychic damage to a humanoid, you gain enough nourishment to be sustained for one day.

At 1st level, you learn the Vicious Mockery cantrip. You also learn the Dissonant Whispers spell. At 5th level, you learn the Nondetection spell.

Moroii Compared to other vampires, Moroii are something more strange. While the most ancient of Moroii have an alien appearance, you still appear mostly normal at your level of power, but you have an unnatural level of vitality. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Instead of your normal lifespan, you now die when you reach 50 years of age. You magically age by one year for every week that passes. Other effects cannot cause you to age. Whenever you reduce a humanoid creature to 0 hit points with necrotic damage, you may choose to knock that creature unconscious rather than killing it. When you reduce a creature to 0 hit points without killing it, you may steal years of their life, reducing your age by 1 year (to a minimum of 20), while increasing their age by 2 years.

At 1st level, you learn the Toll the Dead cantrip. You also learn the Cause Fear spell. At At 5th level, you learn the Bestow Curse spell.

Vampiric Attributes

Starting at 1st level, you gain certain traits no matter your ancestry. You gain darkvision with a radius of 90 feet. You also 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.

Lifestealing Talent

At 6th level, you’ve grown more adept with your abilities, allowing you to deal with your victims more effectively. When you reduce a creature to 0 hit points on your turn, you may use a bonus action to feed upon them. You regain a hit dice and gain a sorcery point. You must finish a short rest before you may use this ability again.

Blood Drinker On your turn, if you cast a 1st level or higher spell, you may make an attack with your bite as a Bonus action. If it hits, you gain temporary hit points equal to your Charisma modifier.

In addition, you learn the Distant Spell metamagic, or another metamagic of your choice if you already know it. Whenever you spend a sorcery point, you gain resistance to necrotic damage for 1 hour.

Mind Drinker Whenever you cast a spell that deals psychic damage, you may add your Charisma modifier to the damage roll of that spell.

In addition, you learn the Subtle Spell metamagic, or another metamagic of your choice if you already know it. Whenever you spend a sorcery point, you gain resistance to psychic damage for 1 hour.

Moroii Your more monstrous aspects begin to show through as you’ve gained power. You gain an unarmed claw attack, which deals 1d6 slashing damage. You may use your Dexterity modifier in place of your Strength modifier when attacking with your claws. These claws also count as magical for the purposes of overcoming damage reduction. Furthermore, whenever you take the attack action to attack with your claws on your turn, you may make two attacks with your claws rather than one.

In addition, you learn the Extended Spell metamagic, or another metamagic of your choice if you already know it. Whenever you spend a sorcery point, you gain resistance to poison damage for 1 hour.

Agent of the Night

At 14th level, your talents reach new heights, arriving as a prime example for your kind. You gain one set of the following based upon your Vampiric Ancestry choice at 1st level.

Blood Drinker You gain the ability to fly, carried aloft by an unseen magical force. Your flying speed is 20 feet while in sunlight, and 40 feet otherwise.

While a creature is under the effects of a spell you have cast that would end if you deal damage to it, you may damage it once with your bite without ending that spell.

Furthermore, your rank among your guild entitles you to proper tithes. Whenever you finish a long rest, a trained bat arrives, delivering to you a flask with enough blood to sustain yourself for a day. In addition, you gain a number of gold pieces equal to your Charisma score.

Mind Drinker While you are within telepathic range of a creature, you may make an attempt to alter it’s memory. The creature makes an Intelligence save against your spell save DC. If they fail, you may alter one memory within their mind. The memory must have occured within the past hour, and you are limited to removing your own presence from it, or erasing any distinguishing marks or details about the other people or objects present. The memory must be no more than 5 minutes in length. On a successful save, you still modify the creature’s memories, but only to erase distinguishing marks or details concerning yourself within a memory of no more than 1 minute.

You may use this ability a number of times equal to your Charisma modifier. You regain all uses when you finish a Long Rest.

Additionally, as a bonus action on your turn, you may detect how many and what types of creatures are within 30 feet of you, as well as how many of them can see you.

Moroii Your true nature can be hidden no longer. Your skin turns blue, you sprout wings, and your appearance turns ghoulish. You gain a flying speed of 60 feet. You also have advantage on Charisma (Intimidation) checks.

Whenever you reduce a creature to 0 hit points, you may now steal more years of their life to reduce your age by 2 and increase theirs by 5. When you steal life in this way, you may use your one non-friendly creature of your choice within 30 feet of you becomes frightened of you until the start of your next turn. Credit: Dan Scott

Dark Denizen

At 18th level, your abilities have reached their apex, and you’re able to use the life energy you steal to new ends. As an action on your turn, you may spend 3 Sorcery points and spend a hit dice to exude an aura of energy to a distance of 30 feet. For 1 minute, any living creature that starts its turn within the aura must make a Constitution save against your Spell save DC or take 2d6 damage, or half damage on a successful save.

The type is based on your heritage: Necrotic for Blood Drinker, psychic for Mind Drinker, and force for Moroii. Blood, psychic force, or strands of temporal energy swirls around you in a vortex. The aura is considered to be lightly obscured for creatures other than you.

Additionally, Blood Drinker or Moroii has advantage on their bite and claw attacks against creatures in the aura, respectively. Creatures in the aura of a Mind Drinker have disadvantage on saving throws against Vicious Mockery when cast by you.The aura ends prematurely if you are incapacitated.

New Familiar

The following is available as an option to characters with the Find Familiar spell.


Dimir Spybug

Tiny Beast, Neutral


  • Armor Class 12
  • Hit Points 1(1d4 - 1)
  • Speed 5 ft., climb 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-5) 14 (+2) 8 (-1) 3 (-4) 14 (+2) 2 (-5)

  • Skills Perception +4, Stealth +4
  • Senses Darkvision 90 ft., passive Perception 14
  • Languages ---
  • Challenge 0 (10 XP)

Innate Spellcasting. The dimir's spellcasting ability is Wisdom. The dimir spybug can innately cast the following spells, requiring no components:

1/day: hunter's mark

Sunlight Sensitivity. While in sunlight, the spybug has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the spybug can take the Disengage action or the Hide action as a bonus action.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1 piercing damage.

Other Dimir Classes

The Dimir are a shadowy guild, known to few. In spite of this, they have agents everywhere. Nearly anyone could be a potential Dimir sleeper agent, however some candidates are more likely to be higher among the ranks. A Bard from the College of Whispers is well suited to dealing in dark secrets. A Rogue of nearly any sort will also easily find work with them, though an Arcane Trickster or Assassin is most likely to rise in the ranks. A Warlock with a Great Old One Patron would best represent someone who has made a deal with an entity in the organization, even if they aren’t aware who. A Monk following the Way of the Shadow would fit with them, provided he wished for that sort of work. A Wizard specializing in the Schools of Divination, Enchantment, or Illusion would serve the house’s purposes well. Other classes are less likely to know who they’re truly working for. Paladins and Clerics are often avoided for their purposes, as the rigors of their respective orders often prevent agents from working freely.

Izzet League

Sorcerer Origin - Weird

Weirds are artificial lifeforms, infused with conflicting types of elemental energy as a school of research within the Izzet League. While some weirds are simple in nature and resemble some sort of elemental ooze, others are articulate humanoids. You are either one of the latter, or have had a very interesting experiment or accident.

Elemental Form

Starting at 1st level, elemental energy suffuses your body. Select one element from two of the following lists. You learn the listed cantrip and spells associated with each choice at the Sorcerer levels listed. These spells don’t count against your Sorcerer spells known, and count as Sorcerer spells for you.

Heat List

Fire
Sorcerer Level Spells
1st Produce Flame, Hellish Rebuke
7th Wall of Fire, Fireball
Lightning
Sorcerer Level Spells
1st Lightning Lure, Thunderwave
7th Storm Sphere, Call Lightning

Heatsink List

Cold.
Sorcerer Level Spells
1st Frostbite, Armor of Agathys
7th Fire Shield, Sleet Storm
Water.
Sorcerer Level Spells
1st Shape Water, Create or Destroy Water
7th Control Water, Tidal Wave

Ground List

Earth.
Sorcerer Level Spells
1st Magic Stone, Earth Tremor
7th Meld into Stone, Stone Shape

Flux Charge

Also at 1st level, you gain the ability to blend your elemental energy in strange ways. Whenever deal damage with a 1st level or higher spell, the next melee weapon attack you make as part of the attack action before the end of your next turn has advantage. If it hits, it deals 1d6 extra damage of the same type as that spell.

This extra damage increases by 1d6 at 5th level (2d6) , 11th level (3d6) , and 17th level (4d6) .

Elemental Attunement

At 6th level, you gain two of the following benefits based on the elements you selected at 1st level.

Fire. When you cast a spell that deals fire damage, you add your Charisma modifier to one damage roll of that spell.

Lightning. When you cast a spell that deals lightning damage, you add your Charisma modifier to one damage roll of that spell.

Cold. You gain resistance to cold damage, and suffer no effects from extreme cold.

Water. You gain a number of hit points equal to your Sorcerer level. Whenever you gain a level in this class, you gain 1 additional hit point. You can breathe underwater as though it were air.

Earth. While you aren’t wearing armor, your AC equals 13+your Dexterity modifier.

In addition, you also learn the Replicate Spell metamagic if you don’t already know it.

New Metamagic: Replicate Spell

Replicate Spell

When you cast a spell that can only target one creature at that spell’s current level, and does not require concentration, you can spend a number of sorcery points equal to the spell’s level plus 1 to cast the same spell at a different creature in range, requiring no action. (1 sorcery points if the spell is a cantrip.)

You may spend sorcery points in this way multiple times for the same spell, targeting a different creature each time.

Izzet Paragon

At 14th level, your mastery of elemental powers grows even greater. Once on your turn, you may cast two of the following spells based on the elements you selected at 1st level. You cast one spell as a bonus action, and the other as an action.

Fire. Investiture of Flame

Lightning. Chain Lightning

Cold. Otiluke’s Freezing Sphere

Water. Maelstrom

Earth. Bones of the Earth

Casting the spells in this way does not use any spell slots. Once you cast the spells at once in this way, you must finish a long rest before you can do so again.

In addition, you learn the spells associated with this feature. They don’t count against your spells known, and count as Sorcerer spells for you.

Weirding Form

At 18th level, you can split of fragments of your power elemental power to fight for you. You summon two elementals based on which lists you chose from.

If you picked the Fire option from the Heat list, you summon a Fire Elemental. If you picked the Lightning option from the Heat list, you summon a Air Elemental. If you picked an option from the Heatsink list, you summon a Water Elemental Myrmidon. If you picked the option from the Ground list, you summon an Earth Elemental Myrmidon.

The DM has the creature’s stats. The two elementals are friendly to you, fight hostile creatures on your behalf, and will follow simple verbal commands. The elementals remain for 1 minute or until they are reduced to 0 hit points, after which they dissipate.

Once you use this ability, you must finish a short rest or long rest before you can use it again.

Warlock Patron - The Firemind

Niv-Mizzet is the founder and current head of the Izzet League. A dragon of immense knowledge and with a magnetic personality, he attracts many who wish to research and study under him. He chooses only the best students to share his wealth of secrets with, though is known to be demanding and fickle.

Expanded Spells

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
Warlock Level Spells
1st Absorb Elements, Feather Fall
3rd Aganazzar’s Scorcher, Nystul’s Magic Aura
5th Call Lightning, Sending
7th Storm Sphere, Fire Shield
9th Bigby’s Hand, Teleportation Circle

Mental Acuity

Starting at 1st level, when you select this Patron, your spellcasting ability becomes Intelligence, rather than Charisma.

In addition, you learn one cantrip of your choice from the wizard spell list.

Blast of Genius

Starting at 1st level, your tutoring gives you access to special dice called Flux dice. You have three flux dice, which are d6s. You may expend one flux die to roll it and add it to an ability check, saving throw, or spell attack roll you make.

In addition, as a bonus action on your turn, you may spend a number of flux dice up to your warlock level. Before the end of your next turn, you may then cast a spell from the Firemind Expanded Spells list with a spell level equal to the number of flux dice you spent.

You regain all of your flux dice when you finish a long rest. At later levels, you gain additional flux dice. You gain two additional dice at 11th level, and three additional dice at 17th level.

Thoughtflare

Starting at 6th level, you’re able to handle a more detailed form of spellcasting. Whenever you finish a short or long rest, you may choose to expend 2 warlock spell slots. In exchange, you gain 4 spell slots, excpet the level of these spell slots is equal to half the level (rounded down) of the spell slots you expended. These extra spell slots disappear at the end of your next short or long rest.

Firemind’s Foresight

At 10th level, you gain enough notice to be able to ask for your patron’s guidance more directly and more often. You may cast Commune as an action without using a spell slot or requiring any material components. When you cast the spell, roll 1d4. Your patron answers, answering a number of questions up to a maximum of the result of your roll. Once you cast the spell in this way, you must finish a long rest before you cast it again.

In addition, whenever you finish a long rest, you may choose one of the warlock spell you know of 5th level or lower for another and replace it with another spell from the warlock spell spell list of the same level.

Invoke the Firemind

At 14th level, you can call upon all you’ve learned to unleash a flurry of powerful magic. As an action on your turn, you may select one of the following options in place of casting your Mystic Arcanum. Roll 5d4. You gain 5 spell slots of a spell level equal to the result of each respective roll. These spell slots disappear after 1 minute. For the next minute, you may cast the Eldritch Blast cantrip as a bonus action.

New Invocations

Arc Lightning

You can cast witch bolt at will as a 1st-level spell, without expending a spell slot or requiring material components.

Elemental Blast

Prerequisite: Eldritch Blast Cantrip As an action on your turn, you may change the damage type of your eldritch blast to cold, fire, lightning, or thunder. This change lasts for 1 hour or until you choose to end it (no action required). You must finish a short or long rest before you can use this feature again.

Fire the Mind

Prerequisite: 5th level You can cast haste once using a warlock spell slot. You can’t do so again until you finish a long rest.

Weird Familiar

Prerequisite: 5th level, Pact of the Chain feature In addition to your current options for a familiar, you may also select a Smoke Mephit or a Steam Mephit. If you are of 7th level or higher, you may also select an Ice Mephit or a Magma Mephit.

Wizard Tradition - Fluxmage

Many spellcasters of the Izzet League are well known for supplementing their arcane skills with specialized devices. The most common of these are objects that store large amounts of processes elemental energy for later usage.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with alchemist’s tools, tinker’s tools, and light armor.

Essence Core

When you select this tradition at 2nd level, you gain access to a specialized canister, device, and gauntlet, designed to help contain and channel elemental energy. The canister contains one of the elements shown below, and while holding it you may use an action to induce the respective effects. The DC for any saving throws they cause is your spell save DC.

Fire Canister. As an action, you can activate the device and select one of the following options.

  • Pilot Light: A small flame emits from the opening, emitting bright light in a 10 foot radius and dim light for an additional 10 feet.t. The flame goes out at the end of your next turn unless you use a bonus action to sustain it.
  • Torchfire: A ball of flame crackles at the opening, functioning as a torch, and emitting bright light in a 20 foot radius and dim light for an additional 20 feet. The flame goes out unless you use a bonus action to sustain it. You may use your action to make a melee spell attack with the flame, dealing 1d6 fire damage.
  • Pyromatic: A gout of flame rushes from the opening. A creature you point it towards within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 fire damage. The fire then stops.

Lightning Canister. As an action, you can activate the device and select one of the following options.

  • Spark: A small arc of electricity comes from the opening. It sheds dim light within 5 feet. The electricity will also arc in the direction of any conductive metals within 5 feet that aren’t on your person. This electricity is harmless, causing only slight discomfort. The electricity cuts out at the end of your next turn unless you use a bonus action to sustain it.
  • Shock: A light charge is emitted from the opening. You may use a melee spell attack to try and hit someone with the charge before it dissipates. You have advantage if they’re wearing metal armor. On a hit, the target takes 1d8 lightning damage and can’t take reactions until the start of your next turn.
  • Bolt: A line of crackling electricity emits from the opening. The line extends 15 feet long and 5 feet wide in a direction you point it towards. Each creature the line passes through must succeed on a Dexterity saving throw or take 1d8 lightning damage.

Wind Canister. As an action, you can activate the device and select one of the following options.

  • Breeze: A light breeze pushes out of the cannister, scattering papers or leaves and causing a gentle flow of air. The breeze stops unless you use a bonus action to sustain it.
  • Gust: A blast of air pushes forth from the opening. You may direct it towards a target within 15 feet off you. If you direct it towards an unattended object weighing no more than 5 pounds, it is pushed 10 feet away. If you direct it towards a medium or smaller creature, that creature must succeed on a Strength saving throw or be pushed 5 feet away from you
  • Squall: A flurry of winds pours out of the opening in a 10 foot cone. Each medium or smaller creature in the cone must succeed on a Strength saving throw or be pushed 10 feet away from you. The wind disperses any gas or vapor in a 5 foot square immediately next to the opening, and extinguishes candles, torches, and other unprotected flames.

You may use the first two options of any of these items whenever you have the actions to do so. You may use the third option a number of times equal to your Proficiency modifier. You regain these uses once you finish a short or long rest, the magical energy having a chance to recharge.

You also gain a specialized metal gauntlet, which can be attached to the canister using a tube. While wearing it while the canister is attached and on your person, the gauntlet can be used as a spell focus while worn as long as your hand is free. Additionally, as long as your hand is free, you can emit the canister’s options from the gauntlet when you activate it. If your cannister is destroyed, you can replace it for 50 gold. If the gauntlet is destroyed, you can replace it for 5 gold.

Overload

At 6th level, your canister expands in its capabilities, and may be overcharged for more extreme effects.

Fire Canister. The range of the pyromatic option increases to 20 feet, and it deals 4d6 fire damage on a failed save.

Lightning Canister. The line of the bolt option now extends 25 feet, and it now deals 2d8 lightning damage on a failed save.

Wind Canister. The cone of the Squall option now extends to 20 feet, and pushes creatures 20 feet rather than 10 feet on a failed save.

In addition, as an action on your turn, you may use your canister in an even wider area. Each creature within the canister’s maximum range is affected by the canister’s third option, and must make a saving throw against it as normal.

Once you use this action, you can’t use it again until you finish a short or long rest.

Jump-Start

Also at 6th level, you gain the ability to use your own magical talents to get more energy out of certain magical items. Whenevre you use a magical item such as a scroll, wand, or other magical object that casts a spell as part of its usage, you add that spell to your spells prepared for 1 minute, and may cast it once by spending a spell slot with an appropriate level for the spell used. The spell counts as a wizard spell for you, and uses your ability modifiers for attack rolls and any saving throw DC.

In addition, as an action, you may expend a 1st level spell slot to recharge a magic item. The item regains 1 charge, up to any maximum it might have. Once you recharge an item this way, you must finish a long rest before you can do so again.

Further Development

At 11th level, your canister’s range and output is improved further, and you also complete work on another magical device.

Fire Canister. The range of the pyromatic option increases to 25 feet, and it now deals 6d6 fire damage on a failed save, and half as much on a successful one.

Lightning Canister. The line of the bolt option now extends 35 feet, and it now deals 3d8 lightning damage on a failed save, and half as much on a successful one.

Wind Canister. The cone of the Squall option now extends to 30 feet, and pushes creatures 20 feet and knocks them prone on a failed save. On a successful save, the creature is pushed 10 feet. Large creatures are now affected, but are not knocked prone even on a failure.

In addition, you also craft another magical mechanism for testing. Select one of the following options

Mizzium Mortar. This object is a small but heavy golden tube. By planting it into the ground, you may target a point you can see within 1 mile as an action. As another action after the tube is planted, you may press a switch on it to activate it, launching a massive ball of fire out of the tube towards the point you chose. Before it lands, it splits into three separate balls, one continuing to the point you chose, and the other two heading for two other random points within 200 feet of the initial point. The balls land at the end of your next turn. Any creature within 20 feet of an impact point must make succeed on a Dexterity saving throw or take 10d6 fire damage, or half as much on a successful save. Unattended objects and structures take twice as much damage. Once you use this device, it is hot to the touch, and you must finish a long rest before you can use it again.

Teleportal. This device is a small metallic disc that allows for teleportation. As an action, you may place it on the ground, facing a specific direction. Any creature who steps on the device is teleported 200 feet in that direction. Each creature after the first must roll a 3d10. If the majority of dice were odd, their distance is reduced by the total. If the majority of the dice were even, their distance is increased by the total. If you would be teleported into a place already occupied by an object or creature, you take 4d6 force damage and are teleported into the nearest unoccupied space near the teleportal. After 1 minute, the teleportal deactivates before teleporting into your pocket. You must finish a long rest before you can use it again.

Sky Wing. This is a small metallic contraption shaped like a wing. It has 20 hit points and 15 AC. A medium or smaller creature may ride upon it, having a flying speed of 70 feet while doing so. A creature riding it must use its bonus action each turn to steer the board, or else it flies in a random direction, losing 20 feet of altitude in the process. If it hits the ground or obstacles in flight, it is reduced to 0 hit points and crashes. If the device loses all of its hitpoints, the flying speed is reduced to 0 and any creature riding it. You may repair a crashed sky wing during a long rest with 100 gold worth of raw materials.

Train of Thought

At 14th level, you’re able to think through problems at blinding speed. You have advantage on Intelligence (Arcana) and Intelligence (Investigation) checks.

In addition, as an action on your turn, you may rearrange the spells you have memorized. Roll 2d6. You exchange up to that many spells you have memorized of 5th level or lower for other spells in your spellbook. If you do not have a spell to replace one with, you lose access to it until you can memorize your spells again.

Once you use this ability, you must finish a long rest before you can use it again.

Other Izzet Classes

Dragon, Storm, and Pyromancer Origin sorcerers specialize in types of magic that the league commonly uses. Wizards of the Conjuration, Evocation, or Transmutation schools would have their talents valued similarly. Bards from the College of Lore would be welcomed for their varied spellcasting knowledge. Other classes might be included for their spellcasting talents, but in general the Izzet League does not utilize the divine or natural magic common to Clerics, Druids, or others.

Orzhov Syndicate

Cleric Domain - Tithe

The pontiffs and syndics of the church of debt put on gleaming facades in order to coax money from the faithful. They use their spells to ensure proper payment, and often seek new followers to extort.

Domain Spells

You gain domain spells at the cleric levels listed in the Tithe Domain Spells table. See the Divine Domain class feature for how domain spells work.

Tithe Domain Spells
Cleric Level Spells
1st Cause Fear, Ray of Sickness
3rd Darkvision, Ray of Enfeeblement
5th Blink, Fear
7th Mordenkainen's Private Sanctum, Sickening Radiance
9th Antilife Shell, Hold Monster

Syndic Spellcasting

When you choose this domain at 1st level, the cantrips Friends, Mage Hand, and Chill Touch are added to the Cleric spell list for you. In addition, you may use a staff as a spellcasting focus for Cleric spells.

Ethereal Mantle

Also at 1st level, as a bonus action, you may form a magical defense that shields you from harm. Your AC equals 10+your Wisdom modifier+your Charisma modifier as long as you aren’t wearing armor or using a shield. This may take the form of glowing spectral armor, a dim aura of light, or inky shadows that swirl around you. You may dismiss the effect as a bonus action.

While you have this effect active, you may choose to gain advantage on any Charisma (Intimidate) or Charisma (Persuasion) checks you make for 1 minute. You must finish a short or long rest before you can gain advantage in this way again.

Dutiful Thrull

Starting at 1st level, you also gain a Thrull as a loyal servant. It uses the stats for a Commoner, except it is small. It obeys your requests to the best of its abilities. If it dies, you may acquire a new thrull for 30 gold.

Starting at 3rd level, you gain access to additional Thrulls. You may have a number from this feature up to your Proficiency modifier.

Channel Divinity: Tithe

At 2nd level, you become able to extract debts directly from those who oppose you. Select one creature within 30 feet, and declare Soul, Spell, or Steel. At the start of the creature’s turn, they suffer the effects of the choice you declared.

  • If you chose soul, the creature must succeed on a Wisdom saving throw or take 3d8 necrotic damage, or half as much on a successful save.

  • If you choose spell, the next time that creature casts a spell that turn, it must succeed on an Charisma saving throw or lose the spell if it is of 3rd level or lower. If it is above 3rd level or on a success, they take psychic damage equal to the spell’s level instead.

  • If you choose steel, the creature must succeed on a Strength saving throw or any weapons they are holding are pulled 10 feet through the air in your direction. The weapons don’t cause damage while moving this way, avoiding obstacles when able. If they succeed, the creature has disadvantage on their next weapon attack roll.

The creature may sacrifice an amount of wealth with a value equal to your level x 5 in gold pieces. If they do, the wealth disappears from their person or their savings, and appears in the form of an equally valued gemstone in your hand or pocket. The creature then gains advantage on their saving throw against this effect.

Extorting Spell

Starting at 8th level, you add your Charisma modifier to the damage you deal with any Cleric cantrip. In addition, whenever you cast a spell of 1st level or higher, you gain temporary hit points equal to twice that spell’s level.

Culling Sun

At 17th level, you cause the mark of your church to appear on the sun while it is in the sky. Creatures that are in direct sunlight for 1 mile around you are affected by its radiance. You and up to 6 friendly creatures you designate are immune to the effects of this feature. At the start of that creature’s turn, they may choose to fall prone, becoming charmed and frightened by you for as long as they remain prone. Any creature that does not remain prone on its turn takes Radiant damage equal to your Charisma modifier, and Necrotic damage equal to your Wisdom modifier. A creature who takes this damage must make a Constitution save or become poisoned for 1 minute. This sunlight lasts for 1 hour. Once you use this ability, you must finish a long rest before you can use it again.

Paladin Oath - Oath of Obligation

Knights in the service of the Orzhov where gleaming golden armor with intricate designs, though they are anything but fragile. They are experts at calculating interest and enforcing contracts. While they swear their oaths in service of the guild, the clever among them are all too quick to twist the wording to their advantage.

Tenets of Obligation

A paladin of obligation signs a lengthy contract, dictating their service to the church.

Honor. Debts are to be honored, not forgotten or forgiven. Ensure others keep their debts to you.

Law. A poorly worded law or contract is a binding easily escaped. Always be wary of it when you deal with someone.

Charity. Giving coins to those in need makes them week and unproductive. Impose a proper work ethic in them by ensuring later reimbursement.

Community. Second only to the council, the church must stand. Do not let competition get in the way of outside threats to it.

Oath Spells

You gain oath spells at the lpaladin levels listed in the Oath or Obligation Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Obligation Spells
Paladin Level l Spells
3rd Bane, Identify
5th Shadow Blade, Healing Spirit
9th Speak With Dead, Spirit Guardians
13th Leomund’s Secret Chest, Shadow of Moil
17th Enervation, Geas

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Beckon Apparition. You can use your channel divinity to call the recently slain to service. As an action, you touch a creature that has been dead for no longer than 1 minute. A spirit of the creature is created in an unoccupied space within 10 feet of the corpse. It has the stats of a Specter. The spirit obeys your commands to the best of its ability for 1 minute or until it is slain, as long as you use a bonus action on each of your turns to maintain control. After 1 minute or once you lose control, the spirit is free, either passing on, or haunting an area or person of importance to it.

Blind Obedience. As an action, you present your holy symbol, a bright light flashing from it. Creatures in a 15 foot cone originating from you must succeed on a Wisdom saving throw or fall prone. In addition, any creature that fails is blinded and charmed until the end of your next turn.

Executioner’s Swing

At 7th level, whenever a hostile creature within 10 feet of you deals damage to a friendly creature you can see, you may use your reaction to give that creature resistance to the damage. Then, if the creature that made the attack is within reach of your weapon, you may make an opportunity attack against them.

Shadow Lance

Also at 7th level, whenever you cast Shadow Blade, it loses the light property and gains the reach and two-handed, the blade forming into a glaive instead.

Crypt Wards

At 15th level, the souls of the dead have difficulty defying you. You have resistance to necrotic damage. Additionally, you have advantage on Charisma checks against undead.

Gift of Orzhova

At 20th level, you may borrow the powers of the church for your cause. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

  • Elegant wings crafted from stained-glass form on your back and grant you a flying speed of 60 feet

  • Whenever you deal damage to a hostile creature with a melee weapon attack, you regain hit points equal to 2d8 + your Charisma modifier

  • When you use your Beckon Apparition feature, your spirit uses the stats of a Ghost instead, and does not require any bonus actions to control.

Credit: Ryan Barger

Rogue Archetype - Enforcer

While many scoundrels and ruffians work under the employ of the Orzhov, those who are true members take their enterprise quite seriously. They’re well known for their brutal punishments among those indebted, though so much time among the church of deals has given them insight into the vast criminal underworld.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the Religion skill, as well as jeweler’s tools and forgery kits. You also gain proficiency with whips.

Street Specialty

Also at 3rd level, you gain the ability to use sneak attack with attacks using clubs, greatclubs, light hammers, and maces, in addition to your normal options.

In addition, whenever you deal damage to a creature using your sneak attack, you may use your bonus action to give the creature one of the following penalties depending on the type of damage inflicted. The DC of these effects is equal to 8+ your proficiency modifier+your strength or dexterity modifier.

Bludgeoning. A medium or smaller creature must succeed on a Strength saving throw or be pushed 10 feet and fall prone. If it succeeds or is large or huge, it is pushed 5 feet.

Piercing. If the creature moves 10 or more feet on its next turn, it must succeed on a Constitution saving throw or take damage equal to your sneak attack damage, or half as much on a successful save.

Slashing. The creature must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. On a success, the creature has disadvantage on their next attack roll against you.

Other. The next time the creature casts a spell, it must make a Charisma saving throw or lose the spell if it is of 3rd level or lower. If they succeed or if the spell is of a higher level, you have advantage on your saving throws against that spell.

You may use this feature a number of times equal to your Charisma modifier. You regain all uses when you finish a short or long rest.

Undercity Informer

Starting at 9th level, your knowledge of the criminal underworld goes deep. You have advantage on skill checks made to locate criminal hideouts or meeting places. You also have advantage on Wisdom (Insight) and Wisdom (Perception) checks to notice a betrayal, swindle, or ambush.

Underworld Connections

Starting at 13th level, you can more easily secure help from those among the syndicate. As an action on your turn, you may attempt to call for backup from your contacts. If you are in place where criminals have access to, the help arrives in the form of 8 Bandits, 4 Thugs, or one Bandit Captain, the DM selecting which is most reasonable. The criminals will work to aid you, making ranged attacks or providing a diversion, but will retreat after 1 minute or if they’re reduced to half their maximum hit points or lower. If you are somewhere more remote, your guild instead sends 2 Shadows to aid you. The shadows vanish after 1 minute.

Once you use this feature, you can’t use it again until you finish a long rest.

Slum Reaper

At 17th level, whenever you take the attack action on your turn, you can attack twice, rather than once. In addition, at the start of your turn, you may lower your total number of sneak attack dice by 4 until the end of your turn. If you do, you may apply your sneak attack any number of times that turn, instead of only once.

Sorcerer Origin - Vampiric

https://homebrewery.naturalcrit.com/share/HJwqneq_m

Other Orzhov Classes

The syndicate has many under its employ. Clerics of the Death or Grave domains would be used for those more experienced in dealing with undead or spirits. A Fighter who is a Cavalier or Samurai might serve as a more official guard, though other types would function as thugs or street toughs. A Monk following the Way of Shadows might find work with them as a spy or assassin, as could other varieties of Rogues. A Sorcerer with the Shadow magic origin or a Wizard with the school of Necromancy might find a place as an advisor rather than a proper priest. A Gloom Stalker Ranger might serve as a lookout in the depths of the undercity. A Warlock might have the Celestial patron if they’ve made a pact with the handful of angels the Orzhov employ. A Warlock might also make a deal with the ghost council directly, best represented by the Hexblade patron. A Barbarian following the Path of the Ancestral Guardian might represent an Orzhov guard with their own spiritual aid, either working to pay their debt towards the spirits or inheriting their help in some way. Druids are often too detached from civilized society and the monetary concerns of the guild.

Selesnya Conclave

Monk Way - Way of the Transluminant

Among the teachings of the Selesnya, one preaches the idea of detaching oneself from the world. Rather than the individual, the city, home, or debt, transluminants focus on a primal connection with nature. While this comes almost naturally to some dryads among the guild, with practice, others who practice may separate themselves from their earthly frames.

Mending Touch

Starting when you choose this tradition at 3rd level, you learn the Spare the Dying cantrip. In addition, you may spend 2 ki points to cast Cure Wounds. You may also spend 3 ki points to cast Lesser Restoration. Wisdom is your spellcasting ability for these spells and any later spells or effects you gain from this tradition.

Fists of Ironwood

Starting at 6th level, you can harness primal power to strike with the full fury of nature. s a bonus action on your turn, you may spend 2 ki points to conjure a pair of magical wooden gauntlets on your arm. This wood is as strong as steel, and gives you a +1 bonus to AC while you are wearing it. In addition, your unarmed strikes that you make as part of the attack action deal an extra 1d6 force damage.

Furthermore, when you conjure these gauntlets, a pair of Saprolings are conjured with them, resting on the gauntlets. They use the stats of Twig Blights, and follow your commands to the best of their ability. They act on your initiative, but have their own set of actions. They can remain on your person as you fight, though gain no special benefits for doing so. When the saprolings are slain, their bodies magically fade away.

After 1 minute, the gauntlets and the saprolings fade away until you conjure them again.

In addition, you can spend 3 ki points to cast Barkskin, targeting yourself.

Flickerform

Starting at 11th level, you’ve learned to move between the physical and spiritual at a moment’s notice. You may spend 3 Ki points to cast Blink.

In addition, you may meditate for 1 minute to focus your vision. For a number of rounds equal to your Wisdom modifier after you finish meditating, you have truesight out to a range of 10 feet. You must finish a long rest before you can mediate this way again.

Naturalize

At 17th level, you can unravel the bonds of civilization with a touch. As a bonus action, you may spend 2 ki points and choose a creature, object or magical effect within 10 feet of you and cast Dispel Magic upon it.

In addition, you may also spend 2 ki points as a bonus action and choose a non-magical object within 10 feet.

If it is made of wood, it sprouts vines and leaves. Any creature holding or wearing it at the start of their turn must succeed on a Strength saving throw or drop the object if it can. If it doesn’t drop the object, it had disadvantage on attack rolls and ability checks until the start of its next turn.

If the object is made of metal, it turns to wood. A creature with formerly metal armor gains a vulnerability to fire and slashing damage for the next 10 minutes or until it removes the armor. A formerly metal weapon that deals piercing or slashing damage is instead treated as a club, or a greatclub if it has the two-handed property.

Altering other objects in either of these ways may have more specific results. A wooden door sprouting vines may become stuck and be much harder to open, while an iron gate changed to wood will be easier to break.

Ranger Archetype - Concourse Knight

Though the conclave preaches peace, they know all too well the power of nature and the needs of defense. Wolf-riders raise wolves from a young age, growing up alongside them until the beasts become a giant size, fitting for a mount. Alongside this, they are given extensive training in combat and natural magic, patrolling the great concourse, as well as ranging far and wide for the guild’s needs.

Wolf-Rider

As a wolf rider, you’ve ranged a wolf pup from a young age to serve as your faithful mount. The two of you share a magical bond, linking you together for life.

Your wolf companion has the stats of a dire wolf, except it wears special barding that causes its AC to be 16 when wearing it, functioning similarly to a breastplate.

If your wolf companion is ever slain, it magically fades away, before returning to life next dawn, appearing nearby to you.

Rider’s Bond

Your wolf companion behaves in a special manner while it is linked to you. It primarily serves as your mount, obeying your commands as best it can. If you are incapacitated or absent, your wolf companion acts on its own.

While you are not riding your wolf, it rolls for initiative like any other creature, but due to its training it will seek to stay close to protect you. It will use its movement and actions to try and end its turn within 10 feet of you. In addition, its caution gives it disadvantage on attack rolls it makes as part of an attack action.

When using your Natural Explorer feature, you and your wolf companion can both move stealthily at a normal pace.

Your wolf companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your wolf companion also adds its proficiency bonus to its AC.

Your wolf companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level after 5th, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Ranger Conclave Casting

In addition, as a Selesnya ranger, you also learn Shield of Faith when you take this archetype at 3rd level. At 5th level, you learn See Invisibility. At 9th level, you learn Beacon of Hope. These spells count as Ranger spells for you, but don’t count against your spells known.

Common Bond

At 5th level, you’re able to fight better in sync with your animal companion. Whenever you make an attack with a light weapon, if the target is within 5 feet of your wolf companion, you have advantage on the attack roll.

If you are using the Revised Ranger variant, you also gain the Coordinated Attack feature at 5th level, as shown under the Beast Conclave archetype.

Unflinching Courage

At 7th level, while your wolf companion can see you, it has advantage on all saving throws.

Overwhelm

At 11th level, once per turn, when you hit a creature with a melee weapon attack while riding your wolf, it may try to shove the target of that attack without using an action.

Shielded Passage

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Credit: Raymond Swanland

Warlock Patron - Lifesong

Converts to the Selesnya Conclave come from many backgrounds, though aren’t always brought into the fold willingly. For many who seek to abuse the guild’s generosity, the glory and splendor of their teachings may sometimes awaken something within them, the creature soon finding itself in service to the will of Mat’Selesnya.

Expanded Spells

The Lifesong 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

Lifesong Expanded Spells
Warlock Level Spells
1st Animal Friendship, Healing Word
3rd Animal Messenger, Warding Wind
5th Daylight, Speak with Plants
7th Grasping Vine, Guardian of Nature
9th Commune with Nature, Dawn

Beast’s Herald

Starting at 1st level, you become capable of speaking with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

In addition, you also learn the Druidcraft cantrip.

Glare of Subdual

Starting at 6th level, you gain resistance to radiant damage.

In addition, when you or a friendly creature you can see takes damage, you may use your reaction to emit a bright light. A number of hostile creatures up to your Charisma modifier within 30 feet of you who can see you must make a Dexterity saving throw or be blinded for 1 round.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Chorus of Might

Starting at 10th level, whenever you roll initiative, you and up to five friendly creatures you can see gain temporary hit points equal to your Charisma modifier. For 1 minute, the first time you and each of those creatures deal damage to a hostile creature, that hostile creature must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Serene Remembrance

Starting at 14th level, you may tap into the whispers of the past to harness ancient magic.

You may cast Legend Lore once. When you do, you also tap into the memory of ancient primal magic. Choose one 6th or 7th level spell from the druid spell list. Until you finish a long rest, you may cast that spell in place of your arcanum spell of the same level. You regain the ability to cast Legend Lore when you finish a long rest.

Other Selesnya Classes

Barbarians are common converts to the conclave, though seek to control their rage. Totem Warriors focused upon the Hawk, Wolf, or Wurm are rather common. A Barbarian with the path of the Zealot may also be a willing herald. Bards from the College of Glamour or Valor are also welcomed to better spread the message and join the chorus. Clerics of the Nature Domain may worship Mat’Selesnya more directly. Druids are among the most common spellcasters of the Selesnya, many of them from the circle of Dreams or the Circle of the Shepherd. Many Fighters form the ranks of the conclave as well, Cavaliers being common due to their use of mounts, and Bannerets for their leadership skills, but also including Arcane Archers who follow a more natural path. Paladins of Selesnya swear themselves to the Oath of Ancients, seeking to defend the light and life of the world. In addition to the Concourse Knight, other types of Rangers can also be found among the conclave. Scout Rogues are welcomed for their surveying skills, and while the conclave does accept criminals, there is much pressure to reform.

Sorcerers and Wizards are less common among the conclave. Their individuality and studious nature often put them at odds with the teachings of the conclave.

Simic Combine

New Options - Simic Hybrid

There are many strange improvements added to those among the combine, various clades focusing on different end goals.

The following options are available to you when you choose an animal enhancement at 1st or 5th level:

Chameleonic Hide. You gain proficiency with the Stealth skill. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, mist, and other natural phenomena.

Envenom. You gain an unarmed bite attack, which may use your Dexterity modifier for attack and damage rolls. When you bite a creature, you may choose to inject venom into it. That creature must succeed on a Constitution saving throw or take 2d6 poison damage, or half as much on a failed save.

The save DC for this ability is your 8+your Proficiency modifier your Constitution modifier. You may use this venom a number of times equal to your Constitution modifier. You regain all uses when you finish a short or long rest.

The damage of this poison increases by 1d6 when you reach 5th level (3d6) 11th level (4d6) and 17th level (5d6).

Ocular Enhancement. Your darkvision is enhanced, and you can see in full color in darkness. Creatures or objects that you can see within range of your darkvision that emit heat, such as living creatures or hot coals, give off a faint glow. You gain proficiency with the Perception skill.

Standing Leap. Your walking speed increases by 5 feet. Your long jump distance is up to 30 feet, and your high jump is up to 15 feet, with or without a running start.

The following options are available to you when you choose an animal enhancement at 5th level:

Aquastrand Strider. You ignore movement restrictions caused by webbing. While in contact with a web, you know the exact location of of any other creature in contact with the same web. In addition, you can cast Web once. Constitution is your spellcasting ability for it. You may not cast it again until you finish a long rest.

Bioshift. You may cast Alter Self and Enhance Ability. Constitution is your spellcasting modifier for these spells. Once you cast one of these spells, you may not cast either again using this feature until you finish a long rest.

Sonar Adaptation. You have blindsight to a range of 30 feet. You can’t use this blindsight while you are deafened. The range of this blindsight is doubled underwater. You have advantage on Wisdom (Perception) checks that rely on hearing.

Druid Circle - Circle of Plasm

Druids among the combine seem strange to those among other circles, usually being viewed as vile or unnatural. Those among the circle see their work differently, as the slimes and oozes they work with are among the most primal sort of life there is.

Bonus Cantrip

When you join this circle at 2nd level, you learn the Acid Splash cantrip.

Slime Molding

The research of your circle has led to your ability to assume stranger forms. Starting at 2nd level, you can expend two uses of Wild Shape at the same time to transform into an ooze with a challenge rating as high as 1, but an Intelligence 12 or lower.

Starting at 4th level, you can instead transform into an ooze with a challenge rating as high as your druid level divided by 2, rounded down.

While in the form of an ooze, if you are subject to the Split feature, you select one of the split oozes to transfer your mind to. The other ooze becomes a normal ooze, and behaves as an ooze of its type normally would.

Plasm Capture

At 6th level, you gain access to Counterspell and are considered to always have it prepared. It doesn’t count against the number of spells you can prepare each day, and counts as a druid spell for you.

In addition, when you successfully interrupt a spell using Counterspell, you may expend a use of wildshape to conjure an ooze next to the creature who cast the spell you countered. The ooze must be one you could transform into using your Slime Molding feature.

Rapid Hybridization

Starting at 10th level, you may quickly adapt forms to suit your needs. You may touch a creature and expend a use of wild shape. Select two options from the Simic Hybrid’s animal enhancement feature that are available at 1st level, and one additional option from that feature that is available at 5th level. The creature you touch gains the benefits of those options for one hour.

Mystic Genesis

At 14th level, you may use a special type of miming slime to duplicate a creature. You may cast the Simulacrum spell once without using any material components. You must wait one week before you may cast the spell in this way again.

Sorcerer Origin - Mutant

Evolution is the primary driving force among the Simic, and you are a prime example of that. With the magical modifications to your form, you’ve been doctored towards a specific goal, whether that be understanding, endurance, or raw magical power.

Bonus Cantrip

When you choose this origin at 1st level, you learn the Primal Savagery cantrip. It counts as a Sorcerer cantrip for you.

Clade Initiate

Also at 1st level, you gain certain benefits depending on your clade of origin. Select one of the following clade options. At the Sorcerer levels listed, you learn the associated spells. These spells do not count against your Sorcerer spells known, and they count as Sorcerer spells for you.

Crypsis Clade.
Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Invisibility, Pass without Trace
5th Glyph of Warding, Nondetection
Fin Clade.
Sorcerer Level Spells
1st Expeditious Retreat, Jump
3rd Misty Step, Spider Climb
5th Haste, Water Walk
Gyre Clade.
Sorcerer Level Spells
1st Absorb Elements, Detect Magic
3rd Lesser Restoration, See Invisibility
5th Dispel Magic, Remove Curse
Hull Clade.
Sorcerer Level Spells
1st False Life, Mage Armor
3rd Barkskin, Protection from Poison
5th Beacon of Hope, Protection from Energy

In addition, you may cast the 1st level spells you gain from this feature without using a spell slot. You may cast these spells in this way a number of times equal to your Constitution modifier. You regain the ability to cast them in this way when you finish a long rest.

Thriving Energy

At 6th level, you gain the ability to temporarily shift your form in more subtle ways. You gain a number special dice known as mutation dice, which are d10s. Your total number of mutation die is equal to your Constitution modifier+your Proficiency modifier. You may expend one mutation die to roll it and add it to an ability check or saving you make using Strength, Dexterity, Constitution, or to a spell attack roll.

When you finish a short rest, you may expend mutation die and roll it, regaining hit points as though it were a hit die. In addition, you may expend 2 mutation die at the end of a short rest to gain 1 Sorcery point. You regain all of your mutation die when you finish a long rest.

When you reach 11th level, your mutation dice become d12s.

Adaptive Mutation

Starting at 14th level, you can cast the Alter Self spell at will. In addition to the standard options, you may also choose to grow wings, giving yourself a flying speed of 60 feet as long as you concentrate on the spell.

Breeding Pool

At 18th level, your place among the guild has led to the creation of redundant backups. When you are slain, you awaken 24 hours later in an incubation pod belonging to your guild, nearest to where you where you were. When you are revived in this way, roll a d6. Your race changes depending on the result rolled.

d6 Race
1 Merfolk
2 Your original race
3 High Elf
4 Human
5 Simic Hybrid
6 Vedalken

You may add or subtract 1 from the result of the d6.

New Options - Ranger Beast Conclave

Many curious creatures inhabit Ravnica, and none are more strange than those developed in the laboratories of the Simic. The following options are available as a supplement to the standard animal companion rules listed under the Beast Conclave for the Revised Ranger. A Ranger from the Simic Combine may select from these if they have Proficiency in the Nature skill and an Intelligence score of 13 or greater.

Beast Options

You may select from the following beasts in addition to the normal options when choosing an animal companion.

Giant Crab

Giant Frog.

Octopus. If you select this option, the beast’s base hit points become 9 (2d8), instead of 3 (1d6).

Reef Shark.

In addition, at 3rd level, your animal companion gains the benefit of either the Nimble Climber or Underwater Adaptation options from the Simic Hybrid’s Animal Enhancement racial feature, or the following option:

Terrestrial Adaptation. The creature can breathe air and water, and has a walking speed equal to half its swimming speed.

Beast Improvements

Whenever your animal companion gains the benefit of an Ability Score Increase, you also gain the following options for how to use that feature.

Minor Shaping. One of the animal companion’s ability scores of your choice increases by 1. The animal companion gains the benefit of one option from the Simic Hybrid’s Animal Enhancement feature that it does not already have, restricted to the options available at 1st level. This may include the options presented earlier in this section.

Major Shaping. The animal companion gains the benefit of one option from the Simic Hybrid’s Animal Enhancement feature that it does not already have, restricted to the options available at 5th level. This may include the options presented earlier in this section.

Other Simic Classes

The combine has undergone some reforms in recent years, though they are still eager to expand into new membership. Druids of the Circle of the Moon who are more curious might be found among them, as might those of the Circle of the Land who focus upon the Coast, the Simic Zonots being the only access to the ancient ocean. Monster Slayer or Hunter rangers might be welcomed for their assistance in tracking down loose experiments. Wizards specializing in Conjuration or Transmutation are frequent among research circles. A Warlock with the Kraken pact may represent an initiate testing magical effects for a grander project of the guild as a whole. Other classes would often fall under test subjects rather than researchers. Clerics and Paladins aren’t often seen among the Simic, due to their divine magic conflicting with the combine’s more physical research.