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{{toc,wide
# Table Of Contents

- ### [{{ **Welcome to the Sixth District**}}{{ 5}}](#p5)
- ### [{{ **Character Species**}}{{ 6}}](#p6)
  - [{{ Cecaelia}}{{ 6}}](#p6)
  - [{{ Cyclops}}{{ 7}}](#p7)
  - [{{ Gribling}}{{ 8}}](#p8)
  - [{{ Merfolk}}{{ 9}}](#p9)
  - [{{ Faerie}}{{ 10}}](#p10)
  - [{{ Weird}}{{ 10}}](#p10)
- ### [{{ **Class Options**}}{{ 12}}](#p12)
  - [{{ Artificer}}{{ 12}}](#p12)
    - [{{ Artificer Infusions}}{{ 12}}](#p12)
  - [{{ Cleric}}{{ 16}}](#p16)
    - [{{ Secrecy Domain}}{{ 16}}](#p16)
  - [{{ Monk}}{{ 17}}](#p17)
    - [{{ Way of the Razorwitch}}{{ 17}}](#p17)
  - [{{ Ranger}}{{ 18}}](#p18)
    - [{{ Urban Warden}}{{ 18}}](#p18)
  - [{{ Warlock}}{{ 19}}](#p19)
    - [{{ Warlock Invocations}}{{ 19}}](#p19)
  - [{{ Sorcerer}}{{ 21}}](#p21)
    - [{{ Worldweaver}}{{ 21}}](#p21)
  - [{{ Wizard}}{{ 23}}](#p23)
    - [{{ Lawmage}}{{ 23}}](#p23)
- ### [{{ **The Guilds of Ravnica**}}{{ 24}}](#p24)
  - [{{ Azorius Senate}}{{ 24}}](#p24)
  - [{{ Boros Legion}}{{ 24}}](#p24)
  - [{{ House Dimir}}{{ 25}}](#p25)
  - [{{ Gruul Clans}}{{ 25}}](#p25)
  - [{{ Golgari Swarm}}{{ 26}}](#p26)
  - [{{ Izzet League}}{{ 26}}](#p26)
  - [{{ Orzhov Syndicate}}{{ 27}}](#p27)
  - [{{ Cult of Rakdos}}{{ 27}}](#p27)
  - [{{ Selesnya Conclave}}{{ 28}}](#p28)
  - [{{ Simic Combine}}{{ 28}}](#p28)
- ### [{{ **Precincts of the Sixth**}}{{ 29}}](#p29)
  - [{{ The Ires }}{{ 29}}](#p29)
  - [{{ The Brass Peaks }}{{ 29}}](#p29)
  - [{{ Lotus Grotto}}{{ 30}}](#p30)
  - [{{ Zakontsent }}{{ 30}}](#p30)
  - [{{ Vostok Bazaar}}{{ 31}}](#p31)
  - [{{ Yugasklad}}{{ 31}}](#p31)
  - [{{ Tealeaf Quay}}{{ 32}}](#p32)
  - [{{ The Gribs}}{{ 32}}](#p32)
  - [{{ University Precinct}}{{ 33}}](#p33)
  - [{{ City of Opona}}{{ 33}}](#p33)
  	- [{{ Other Locations}}{{ 34}}](#p34)
- ### [{{ **Equipment**}}{{ 37}}](#p37)
	- [{{ Weapons & Armor}}{{ 37}}](#p37)
	- [{{ Magical Items}}{{ 38}}](#p38)
- ### [{{ **Vestiges of the Paruns**}}{{ 40}}](#p40)
  - [{{ Azor’s Eye}}{{ 40}}](#p40)
  - [{{ Conduit of Razia}}{{ 41}}](#p41)
  - [{{ Boots of the Secret King}}{{ 42}}](#p42)
  - [{{ Key of Unkindness}}{{ 43}}](#p43)
  - [{{ Skeletal Raven}}{{ 44}}](#p44)
  - [{{ Skullhammer}}{{ 45}}](#p45)
  - [{{ Firemind’s Aegis}}{{ 46}}](#p46)
  - [{{ Coins of the Ghost Council}}{{ 47}}](#p47)
  - [{{ Tails of the Defiler}}{{ 48}}](#p48)
  - [{{ Branch of the World Tree}}{{ 49}}](#p49)
  - [{{ Grimoire Simic}}{{ 50}}](#p50)
- ### [{{ **Optional Gameplay options**}}{{ 51}}](#p51)
	- [{{ Color Alignment}}{{ 51}}](#p51)
	- [{{ Feats}}{{ 53}}](#p53)
	- [{{ Magical Miscellany}}{{ 56}}](#p56)
		- [{{ Spells}}{{ 56}}](#p56)
		- [{{ Creating Spells}}{{ 63}}](#p63)
		- [{{ Crafting a Magic Item}}{{ 65}}](#p65)
  	- [{{ Optional Rule: Specialized Crafting}}{{ 65}}](#p65)
- ### [{{ **Bestiary**}}{{ 66}}](#p66)
  - [{{ Cecaelia}}{{ 67}}](#p67)
  - [{{ Griblings}}{{ 68}}](#p68)
  - [{{ Merfolk}}{{ 70}}](#p70)
  - [{{ Bigtop Inhabitants}}{{ 71}}](#p71)
  - [{{ Boros Soldiers}}{{ 73}}](#p73)
  - [{{ Izzet Elementals}}{{ 75}}](#p75)
  - [{{ Cinder Ghoul}}{{ 76}}](#p76)
  - [{{ Vizkopa Gargoyle}}{{ 76}}](#p76)
  - [{{ Banehound Handler}}{{ 78}}](#p78)
  - [{{ Faeries}}{{ 79}}](#p79)
- [{{ **Guild Nobles**}}{{ 80}}](#p80)
  - [{{ Kyra Zeddess}}{{ 80}}](#p80)
  - [{{ Areme Brightleader}}{{ 81}}](#p81)
  - [{{ Feather}}{{ 82}}](#p82)
  - [{{ Marcus Wrenn}}{{ 83}}](#p83)
  - [{{ Vossen Geulimja}}{{ 84}}](#p84)
  - [{{ Uta & Graknar}}{{ 85}}](#p85)
  - [{{ Sqeqrut Oqva}}{{ 88}}](#p88)
  - [{{ Evern Rokiric}}{{ 89}}](#p89)
  - [{{ Giz’Ginnaz}}{{ 90}}](#p90)
  - [{{ Jevolmed Kastrath}}{{ 91}}](#p91)
  - [{{ Vixatic & The Deep One}}{{ 92}}](#p92)
}}

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{{footnote INTRODUCTION}}
\page

# Credits
:
**Lead Designer:** Mitchell Bozik

**Additional Design:** Stephen Simone, Ryan Patrick Allen, Parker Heffner, Zach Trenberth
:
**Playtesters:** Stephen Simone, Connor Knowlan, Jonah Padula, Chad Schafer, Ryan Patrick Allen, Zach Trenberth
::
**Illustrations:** Mitchell Bozik

**Illustration Inspiration:** Chad Schafer
:::::::::::::::::::::::::::::::::::

##### On the Cover

Watching over his bar in the Sixth District of Ravnica, Kron Elovik, also known as The Chronicler, wipes a flagon with a rag. Two patrons sit at the edge of his bar drinking alchoholic beverages. Various liquors and drinks fill the walls, and a locked cabinet above Kron contains books that need specific permission to look through.
::
<p style=font-size:8pt> First Printing: August 2023 </p>
:
<p style=font-size:8pt> Formatted using Homebrewery </p>

<p style=font-size:8pt>  homebrewery.naturalcrit.com </p>

![cover](https://imgur.com/AXqWXq5.jpg) {position:absolute,top:375px,left:115px,height:300px}

![cover border](https://imgur.com/katsXPr.png) {position:absolute,top:367px,left:109px,height:315px}

![back](https://imgur.com/d0kzvTV.jpg) {position:absolute,top:375px,right:115px,height:300px}

![back border](https://imgur.com/katsXPr.png) {position:absolute,top:367px,right:109px,height:315px}

\column

##### Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by Mitchell Bozik and published under the Community Content Agreement for Dungeon Masters Guild.

::::::::::::::::::::::::::::::
##### On the Back Cover

Three patrons sit at another section of The Chronicler's Bar. A Boros Knight, a talented Sorceress, and a Faerie Rogue sit and drinks to wind down from an adventure. A large taxidermy Ceratok head is found on the wall, more drinks can be seen on shelves, and the kitchen can be seen into, some plates of food sitting in the window.
:::::::
<p style=font-size:8pt;font-style:italic> Disclaimer: All contents within this tome were written or overseen by the Chronicler, Kron Elovik. The contents of this tome are for use on the plane of Ravnica, and most details do not apply to other planes. </p>

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{{footnote INTRODUCTION}}
\page

# Welcome to the Sixth District

Several hundred miles to the southwest of the Tenth District of Ravnica, with its tall towers scraping the sky and bustling crowds of people, lies another much tamer, secluded locus of guild activity. The Sixth District is rapidly growing, in both influence and population, and is quickly developing its own unique culture separate from the rest of the Ravnican metropolis. 

This book serves as an expansion of sorts for the Guildmaster’s Guide to Ravnica, which features the Ravnica campaign setting from the wide scape of worlds in Magic: The Gathering multiverse. It provides another corner of the ever-sprawling city for adventurers and DMs alike to explore. Get entrenched in the rich history of this new place and explore the guilds in a new way, never seen before. Even for those wishing to stick in the Tenth District, this resource provides character options and interesting new NPCs to interact with. 

## What you'll find

The **first chapter** provides multiple new Ravnica themed playable species and subclasses for players to choose. Ravnica is filled with a wide menagerie of different people and creatures, and the species detailed in this book reflect that by providing a variety of not-quite-humanoid creature types players can choose from. Additionally, there are 5 Ravnica-themed subclasses and assorted other character options for players in the Tenth and Sixth Districts alike. 

The new cross-guild interactions and politics present in the Sixth District are detailed in the **second chapter**. Some of the Guilds here interact with each other in vastly different ways than in the Tenth District, with a far higher influence on community over guild affiliation. Some of the guilds here fulfill different roles, and claim different alliances than their Tenth District counterparts. Overall, the more prominent guilds still report to and interact with the overall guild, but the sects of the guilds that exist in this district can be viewed as satellites or branches of the overall guild. 

The **third chapter** details the actual features of the setting, the Sixth District. It details the precincts that split the district into unique, characteristic sections, the locations of the Guildhalls, and some of the eccentric people you might meet within. DMs can reference this section when running a campaign on Ravnica, either providing an in-depth setting with new inter-guild intrigue and politics or a short stop away from home in your Tenth District game.

**Chapter four** provides several equipment options that can be found on Ravnica, including powerful artifacts that have been sealed away for millennia, said to be created by the original Paruns of the Ten guilds. Martial characters and spellcasters alike will find unique items that provide new, flavorful options for every type of playstyle.

A few optional rules that Dungeon masters can choose to implement into their campaigns for a unique feel are provided in the **fifth chapter**. DMs will find an alignment system that reflects the 5 color arrangement from the Magic: the Gathering card game, which Ravnica is from. Players can refer to this chapter for an assortment of feats and character options that they may be able to use in their games.

Lastly, the **sixth chapter** provides several Ravnican creatures and non-player characters that DMs can implement in any Ravnican campaign. Some distinctive Ravnican beasts and creatures, guild NPCs, and stat blocks for the Nobles that run the Guilds in the Sixth District can be found in this chapter and provide epic encounters for players of all levels.

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# Character Species

Ravnica boasts a wide array of creatures that roam its streets each day. Whether visiting the Gribs with the nonvascular plants living within, the Ires with its small goblinfolk and tiny faeries, or outside Gleamhold with the gigantic, well Giants, and Cyclopes, human shaped creatures are far from the status quo. 

**Ability Score Increases.** Despite the apparent differences in size of some of the folk of Ravnica, size hardly distinguishes one's ability. Mighty faerie blacksmiths create masterful, tiny weapons in Ires smithies, and brilliant, dextrous cyclopian artificers work within Izzet laboratories.

When creating a character, you choose one of your ability scores to increase by 2 and one of your ability scores to increase by 1.

## Cecaelia
The cecaelia have dwelled in the seas of Ravnica for longer than the first bricks of civilization were laid on land. They are an ancient people with a sequestered way of life, looking out for the individuals in their community and none else. In modern times, they are extremely rare to see, mainly because of their lack of proximity to any other inkling of society.

While most of these creatures dwell in complete darkness in the underseas, many have taken a liking to the City of Opona underneath the Simic Zonot in the 6th District. The cecaelia here still stick to themselves, but make a point to involve themselves with both the limited Guild activity that occurs there, and the other aquatic organisms living in their community.

**Age.** Cecaelia reach adulthood in their early teens, and do not tend to live longer than a century.

**Alignment.** Many details about cecaelia are not widely known on the surface world, and this is mainly because of their tendencies to stick to small social groups and keep to themselves. Their self-reliance and ability to survive in deep ocean environments cause most cecaelia to tend towards the Blue alignment, but finding a small community of these creatures that align more closely to Black or Green would not be uncommon.

**Size.** When on land, cecaelia appear to stand around 5 feet tall. In actuality, their torsos are quite short, measuring about 2-3 feet from their waist to the top of their body, but the majority of their height comes from being propped up by their 8 to 10 foot tentacles. When their tentacles are fully extended, cecaelia can reach full lengths of 10 to 15 feet long. Your size is Medium.

**Speed.** You have a base walking speed of 20 feet, and a swim speed of 35 feet.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Tentacles. The lower half of a cecaelia’s body is made up of a crown of 8 tentacles. These tentacles can be used to manipulate simple objects, though they are not precise enough to wield weapons. The strong suction cups on these appendages grant you advantage on all Athletics checks made to climb or initiate or end a grapple. Additionally, you may take the Use an Object action as a bonus action on your turn and may do so at a range of up to 10 feet.

**Cartilaginous Skeleton.** A cecaelia’s skeleton is much different than that of a human or similar other surface-dweller in that it is made of a flexible cartilage, rather than stiff bone. This allows for cecaelia to fit into spaces that other creatures of their size could not. You can fit through any space that a Tiny creature could fit through without penalty (2 ½ feet on each side).

**Camouflage.** You can change the color of your skin, allowing you to be extremely adept at hiding in plain sight. You have proficiency in the stealth skill, and can hide even when another creature would be able to see you.

**Amphibious.** You can breathe both air and water.

**Languages.** You speak, read and write Aquan as well as one other language (typically Common).

![cecaelia](https://imgur.com/kepCuP3.png) {position:absolute,bottom:50px,width:365px,mix-blend-mode:multiply}

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## Cyclops
The brutality and tendencies towards violence that many cyclopes exhibit definitely may seem savage or foreign to most city dwellers. Despite this, these lumbering giants have maintained many of their ways of life through the expansion of the city, mainly sticking to less inhabited areas. 

Although city living is not the general preference for most cyclopes, some, such as those working as guards in Boris Garrisons or Izzet Laboratories, have found an acceptable place for themselves. Those who choose to befriend cyclopes can count on having a consistent, protective friend for life. 

**Ability Score Increases.** Your Strength score increases by 3 instead of the regular ability score increases.

**Age.** Cyclopes reach adulthood at age 12 and live up to 50 years.

**Alignment.** Cyclopes value chaos and ferocity over nothing else, and as such tend towards the Red alignment. Some cyclopes that are associated with the Izzet or Gruul may exhibit traits of either blue or green, respectively.

**Size.** Cyclopes are usually well over 6 feet tall and weigh between 300 and 400 pounds. Your size is Medium.

**Speed.** You have a base walking speed of 35 feet.

**Limited Depth Perception.** You have disadvantage on any attack roll against a target more than 60 feet away.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

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

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::::::::::::::::::::::::::::::::::::::::::::
#### Rubblebelt
These cyclopes are the most common variety, able to be found in the Gruul Clans and other more barbaric groups that have not meticulously integrated into society. 
___
**Rubblebelt Rumbling.** You can cast the thunderwave spell with this trait. You can clap your hands together to cast it without requiring verbal components. Once you use this trait, you can't use it again until you finish a short or long rest. Your spellcasting ability for this spell is Constitution.

#### Nivix
These cyclopes are generally trained by the Izzet, and have gained the ability to use the ambient magic left in the air from magical effects to vitalize themselves, giving them a sudden surge of speed. 
___
**Spell Vitalization.** As a reaction to a creature casting a spell of 1st level or higher within 90 feet of you, you can move up to your speed without provoking opportunity attacks.

![cyclops](https://imgur.com/ims91jx.png) {position:absolute,top:0px,right:50px,height:600px,mix-blend-mode:multiply}

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## Gribling
Griblings are a species of plant-based, non-vascular creatures that have found a home in the undercity beneath the 6th District. The creatures that make up this society, named after the section of city that their home is located, are thought to have branched from the plant creatures that originally made up the majority of the class of Golgari citizens known as Teratogens. This class of people consisted of the Golgari Elite that did not fall under the category of human or elf.

Since the decamillenial, the Teratogens have lost much of their influence in Golgari society as a whole, mainly due to the further splintering of the groups that the class was constructed of. The griblings on the other hand, live in peaceful concordance with their above-ground, blood-filled neighbors and tend to keep their internal business, well, internal.

**Age.** Griblings are taught to be a part of their community from a very young age. Griblings become fully formed around year 50, but their actual size can fluctuate throughout their life depending on health. They can live virtually anywhere from 50 years to as long as 10 centuries.

**Alignment.** Griblings tend very much towards the green alignment. Most griblings tend to not stray far from the Luster Hollow, where they commit their lives to the community within. World Tree griblings are naturally touched by White mana, and therefore sometimes stray in that direction, while Fungal Born griblings can sometimes be drawn towards Black spells of decay.

**Size.** Griblings vary in size, from anywhere between 3 and 5 feet tall, and weigh 25 and 100 pounds, depending on their actual size and build. Your size is Small. When you reach 5th level, or any level thereafter, you may become Medium.

**Speed.** You have a base walking speed of 30 feet.

**Creature Type.** You are a Plant.

**Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

**Nutrient Absorption.** When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. During this time, you must absorb the nutrients of fertile soil, either through your skin or by ingesting it. 

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

#### Bark Skin
These griblings resemble trees in that the outside layer of their body is covered in a thick bark that protects them from bodily harm.

**Sunlight Dependency.** If you fail to be exposed to direct sunlight for at least 4 hours during a day, you suffer one level of exhaustion at the end of that day. Indirect sunlight applies to this time at half the normal rate. You can only recover from this exhaustion through magic or by exposing yourself to direct sunlight for at least 1 hour.

**Plant Form.** You know the *thorn whip* and *barkskin* spells, and you can cast them using your Constitution modifier. Once you cast *barkskin* with this trait, you can't cast it with this feature again until you finish a long rest. You can also cast barkskin using any spell slots you have of the appropriate level.

#### World Tree
World Tree griblings began appearing in the 6th district once the seed of the Vitu Sere was relocated and incorporated into the Luster Hollow. These griblings are blessed with the energy of the Selesnya Conclave and the Worldsoul of Ravnica.
___

**Sunlight Dependency.** If you fail to be exposed to direct sunlight for at least 4 hours during a day, you suffer one level of exhaustion at the end of that day. Indirect sunlight applies to this time at half the normal rate. You can only recover from this exhaustion through magic or by exposing yourself to direct sunlight for at least 1 hour.

**Blessing of the Worldsoul.** You know the *spare the dying* and *healing word* spells, and you can cast them using your Wisdom modifier. Once you cast *healing word* with this trait, you can't cast it with this feature again until you finish a long rest. You can also cast healing word using any spell slots you have of the appropriate level. 

![cat warrior](https://imgur.com/kvOcZFz.png) {width:280px,mix-blend-mode:multiply}

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#### Fungal Born
Dwelling mainly in the deep shadows of the undercity, Fungal Born griblings tend to keep to themselves. These griblings tend to stay away from light at all costs, and mainly live in the lower, darker portions of the Luster Hollow. They are the main creatures that handle the 6th District’s waste management systems, and unfortunately are often looked down upon by surface dwellers.
___

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

**Fungal Magic.** You know the *infestation* and *enthrall* spells, and you can cast them using your Constitution modifier. Once you cast *enthrall* with this trait, you can't cast it with this feature again until you finish a long rest. You can also cast enthrall using any spell slots you have of the appropriate level. 

## Merfolk
Only in recent history, around the time of the decamillenial, have the merfolk reconnected with the surface world. They have integrated heavily with the Simic Guild, the zonots being the easiest access to the surface world. The Sixth District’s Opona was built around this time mainly by the hands of skilled merfolk architects. The Lotus Hollow also features many merfolk artisans who bring products geared towards surface dwellers to sell to travelers in the precinct. 

**Age.** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

**Alignment.** Merfolk are deeply aligned with the Simic Guild, and as such tend towards the Blue and Green alignments. Blue merfolk are naturally inclined towards analytical arcane magic, while many Green merfolk show talent for natural, druidic spells.

**Size.** Merfolk are generally taller than most humans, standing between six and seven feet tall and averaging between 200 and 300 pounds. Your size is Medium.

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**Speed.** You have a base walking speed of 30 feet, and a swimming speed of 30 feet.

**Amphibious.** You can breathe air and water.

**Languages.** You can speak, read, and write Common, Merfolk, and one additional language of your choice.

#### Blue
Blue merfolk exemplify blue mana in every way. They value intelligence and wits over all and never back down from a challenge of the mind. Arcane magic comes extremely naturally to these folk, and as such they make up a large portion of researchers and teachers in the Lotus Hollow and the City of Opona. 

**Cantrip.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

**Lore of the Waters.** You gain proficiency in the History and Nature skills.

#### Green
Green merfolk are much more in tune with nature and wildlife, many of them able to actually communicate with animals or plants. The people of this creed tend to stick to more nomadic groups, being the more common type of merfolk an undersea traveler might come across. 

**Cantrip.** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

**Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

![merfolk](https://imgur.com/Uftl2BG.png) {position:absolute,bottom:65px,left:230px,width:580px,mix-blend-mode:multiply}

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## Faerie
Faeries are beings of mystical wonder. They have been on Ravnica as long as anyone can remember, and since then have made it a goal of their existence to cause mischief. They love messing with others and tend to take on some of the more unscrupulous tasks that humans might be less inclined to do. The Izzet League and House Dimir commonly hire Faeries to complete such missions.

In the Sixth District, Faeries have carved out a special place for themselves in the Ires, a place where they can continue their mischief and debauchery uninterrupted. The population of the Ires is made up mainly of Goblins and Faeries, two of the smaller species, which causes visitors to be intrigued by the small, cutesy looking architecture in this neighborhood.

**Ability Score Increases.** Three ability scores of your choice increase by 1 instead of the regular ability score increases.

**Age.** Faeries generally live to around a century. This allows them to witness many societal changes and patterns that might go unnoticed to other peoples in the metropolis.

**Alignment.** Most faeries are mischievous creatures, utilizing clever tricks and smarts to get through their lives. This cleverness, partnered with a natural desire for the acquisition of information results in many faeries aligning towards Blue. A similar type of creature, known as a Pixie on Ravnica, utilizes enchanting Green magic. 

**Size.** Mature faeries tend to stand within a few inches of 1 foot tall. You are Small.

**Speed.** You have a base walking speed of 30 feet.

**Creature Type.** You are a Fey.

![cat warrior](https://imgur.com/WAChvY4.png) {position:absolute,left:95px,bottom:80px,width:275px,mix-blend-mode:multiply}

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**Mischievous Magic.** You know the prestidigitation cantrip. Starting at 3rd level, you can cast the pass without trace spell with this trait. Starting at 5th level, you can also cast the fly spell with this trait. Once you cast pass without trace or fly with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).

**Flight.** Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

**Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

## Weird
Elementals are one of the most experimented on subjects by Izzet scientists. The Izzet League has used elementals for all kinds of purposes, including laboratory assistants or guards, but a special type of elemental was created by scientists to serve as a sentient helper capable of things that bound elementals were not. These special elementals were named after what the original scientists referred to them as, weird.

Weirds are created generally with two types of opposing elemental energy. This generally creates a “plasmodermic bubble” around that dictates their physical form, and contains the true elemental center of their bodies.

**Age.** Weirds, being of a constructed nature, don’t age in the same way as other species of Ravnica. Many have remained around for thousands of years and many are created anew everyday. The more intelligent the weird, the more likely their physical form is to dissipate due to age, though skilled chemistry can often offset this “aging” artificially. 

**Alignment.** Since weirds are created in Izzet laboratories, they usually take after their eccentric creators. Weirds rarely  tend towards anything other than the Red or Blue alignment.

**Size.** Weirds’ sizes vary greatly depending on the image they were made in. Weirds can vary anywhere from 4 to 7 feet, depending on their makeup or purpose. Your size is Medium.

**Speed.** You have a base walking speed of 30 feet.

**Creature Type.** You are an Elemental.

**Chaotic Chemistry.** Your body is made up of two diametrically opposed types of elemental energy. You choose two of the following Elemental Cores, and gain one of each of their basic features. At 5th level, your form changes, gaining additional abilities. You then gain one of your Elemental Cores’ advanced features.

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#### Frost Core

Your core is made from Rime energy, and you are slightly cold to the touch. Your outer layer may encrust with ice or have a frozen shell.

**Cold Bones.** You have resistance to Cold damage and you cannot be slowed by difficult terrain..

**Ice Construction.** You can create small constructs of ice, able to be used as walls, hazards, or platforms. As an action, you can create a thick sheet of ice which is a foot thick and must have the same area as a 10 foot by 10 foot square. If you use this feature to make difficult terrain, it can have the area of a 15 foot cube.

**Deep Freeze (Advanced).** As an action, you can cause your body and everything you are wearing to become coated in thick ice for one minute. While you are coated, you have resistance to bludgeoning, piercing, and slashing damage from magical weapons, and your melee attacks deal an additional 1d6 cold damage.

#### Fire Core

A small flame can be seen within your core, flickering brighter when you show emotion. You may be warm or hot to the touch, and your outer shell may flicker with flame or bubble from your core.

**Flame Body.** You have resistance to Fire damage.

**Heated Body.** Whenever a creature touches you or hits you with a melee attack, you can use your reaction to deal fire damage to that creature equal to your Constitution modifier.

**Flame Burst (Advanced).** You can cast thunderclap with burning hands damage once a short rest.

#### Lightning Core

Electricity sparks through your core, which may be a ball of lighting or spark through your body occasionally. Your outer layer may leave those who touch it with a static shock, or be slightly warm to the touch.

**Sparky Fingers.** You gain the lightning lure and shocking grasp spells.

**Living Current.** You can take the Dash action as a bonus action on each of your turns.

**Magnetic Propulsion (Advanced).** You gain a flying speed of 30 feet. If you are wearing medium armor, this speed is reduced by 5 feet, and if you are wearing heavy armor, this speed is reduced by 15 feet.

#### Living Rock Core

Your core contains bits of stone or gem, or a rocky shell circles it within you. Your outer layer may be solid or have a hard, stony shell.

**Rocky Covering.** You have a +1 to your AC.

**Quaking Leap.** As an action, you can leap a number of feet equal to your strength score. When you land, each creature within 5 feet of you takes damage equal to your Constitution modifier and must make a Strength saving throw or be knocked prone. 

**Stone Shield (Advanced).** As an action, you can summon a shield made from the living stone of your body. This shield is a Tower Shield (detailed in the Equipment section), though you do not need to meet the Strength requirement to use it.

#### Water Core

Your core consists of fluid, perhaps only slightly viscous or gelatinous in nature. Your outer layer may move and flow slightly with movement, or your skin may jiggle and rebound if touched.

**Gloop Form.** You can squeeze through a space as narrow as 1 inch wide, provided whatever you are wearing and carrying also fits through the space. You also have advantage on ability checks you make to initiate or escape a grapple.

**Flow like a Stream.** You gain a +5 to your movement speed.

**Crystal Clear (Advanced).** As an action, you can magically turn invisible for one minute or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

![cat warrior](https://imgur.com/RU3dQLA.png) {position:absolute,bottom:55px,right:30px,width:420px,mix-blend-mode:multiply}

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# Class Options

## Artificer
Artificers can be found in virtually any place on Ravnica, their job being very important to the ecosystem that the city operates under. Magical Items of many shapes, sizes, rarities, and levels of usefulness are common on Ravnica, most people incorporating some such items into their everyday lives. 

### Artificer Infusions
Artificers can infuse their mana into mundane objects to infuse them with magical abilities. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

#### Aeronaut Model
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Armorer Specialist<br>
	Item: Your Arcane Armor</p>
	
You gain an additional Armor Model to customize your Arcane Armor. The Aeronaut Model has you the following features:

**Vacuum Blasters.** A small vacuous node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 200 feet, and it deals 1d6 cold damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 cold damage to that target.

**Rocket Thrusters.** You gain a flying speed equal to your walking speed.

![cat warrior](https://imgur.com/sadMWax.png) {position:absolute,rotate:-40deg,bottom:45px,left:100px,height:400px,mix-blend-mode:multiply}

![cat warrior](https://imgur.com/fT5G3iq.png) {position:absolute,top:20px,right:45px,width:220px,mix-blend-mode:multiply}

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#### Altered Frame
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Battle Smith Specialist <br>
	Item: Your Steel Defender</p>

You modify your steel defender with an alternate frame, modifying its size, abilities, and durability. Choose one of the following options when you choose this infusion:

**Flight Frame.** Your Steel Defender’s hit dice becomes a d4. Increase its Dexterity score by 8, and decrease its Strength score by 6 and its Constitution score by 2. Your Steel Defender gains a flying speed of 30 feet, and its size becomes Small or Tiny.

**Agile Frame.** Your Steel Defender’s hit dice becomes a d6. Increase its Dexterity score by 6, and decrease its Strength score by 6. Your Steel Defender’s walking speed increases by 10 feet, and its size can become small.

**Tank Frame.** Your Steel Defender’s hit dice becomes a d10. Increase its Strength score by 2 and its Constitution score by 2, and decrease its Dexterity score by 6. Your Steel Defender’s walking speed decreases by 10 feet, and its size can become large.

#### Arcane Armaments
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Battle Smith Specialist <br>
	Item: Your Steel Defender</p>
	
You install improved weapons onto your steel defender, allowing it to fire at targets at range and improving its melee capabilities. As an action, your steel defender can charge its weapon and cast the magic missile spell. It can cast this spell a number of times equal to your proficiency bonus. Additionally, its Force-Empowered Rend deals an additional 1d8 force damage on a hit.

#### Channeler Model
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Armorer Specialist<br>
	Item: Your Arcane Armor</p>
	
You gain an additional Armor Model to customize your Arcane Armor. The Channeler Model has you the following features:

**Runic Armor.** Arcane Runes appear on your armor. While wearing your armor, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your artificer spells.

**Mana Focus.** As an action, you regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level.

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#### Deep Flasks
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Alchemist Specialist, Level 9<br>
	Item: Your Elixir Flasks</p>
	
You have crafted extra spacious flasks for your elixirs. Your Experimental Elixirs now have 2 doses, and creatures can drink from them twice to gain additional benefits, depending on the type of elixir:
| Potion Type | Secondary Effect |
|:---:|:------:|
|  Healing  | The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. | 
|  Swiftness | The drinker's walking speed increases by an additional 10 feet for the duration. | 
|  Resilience | The drinker gains an additional +1 bonus to AC for the duration. | 
|  Boldness | The drinker can roll an additional d4 and add the number rolled to every attack roll and saving throw they make for the duration. | 
|  Flight | The drinker’s flight speed increases by an additional 10 feet for the duration. | 
|  Transformation | The drinker chooses an additional option for the alter self spell for the duration. | 

![cat warrior](https://imgur.com/PjkWwfj.png) {position:absolute,top:5px,left:170px,width:220px,mix-blend-mode:multiply}

![cat warrior](https://imgur.com/KPYKLlg.png) {position:absolute,top:510px,left:320px,width:90px,mix-blend-mode:multiply}
::
#### Detainment Sphere
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: 5 renown in the Azorius Senate<br>
	Item: A small orb or gem</p>
	
You have crafted a device to temporarily hold creatures. This small, palm-sized mechanical sphere is inscribed with complex runes. As a bonus action you can throw the sphere, which encloses a barrier around creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—-not physical objects, energy, or other spell effects-—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere becomes weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. After 1 minute, the sphere shrinks back into a palm-sized globe. 

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

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#### Eldritch Murmur
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: 5 renown in House Dimir<br>
	Item: An Earring, Earpiece, or Headdress</p>
	
If you know a creature wearing a Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.

#### Enhanced Brews
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Alchemist Specialist <br>
	Item: Your Alchemist's Tools</p>
	
Your Elixirs are particularly potent. When a creature drinks each type of your Experimental Elixirs for the first time each day they gain the following benefits, depending on the type of elixir:

| Potion Type | Additional Effect |
|:---:|:------:|
|  Healing  | The drinker gains an additional 2d6 temporary hit points. | 
|  Swiftness | The drinker's can take the dash action as a bonus action for the duration. | 
|  Resilience | The drinker can take the dodge action as a bonus action for the duration. | 
|  Boldness | The drinker has advantage on the first saving throw that it makes during the elixir’s duration. | 
|  Flight | The drinker’s flight speed has a duration of 30 minutes. | 
|  Transformation | The drinker’s transformation lasts for 30 minutes. | 

#### Golem Model
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Armorer Specialist, 7th Level<br>
	Item: Your Arcane Armor</p>
	
You gain an additional Armor Model to customize your Arcane Armor. The Golem Model has you the following features:

**Seismic Fists.** Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d10 bludgeoning damage on a hit. When you hit a creature with an attack with your Seismic Fists for the first time each turn, that creature must make a Strength saving throw against your spell save DC or be knocked prone.

**Bulky Armor.** Your armor is large and bulky, and your size is Large while wearing it. It counts as a Large Construct while you are not wearing it. It automatically fails saving throws and ability checks while its not piloted, and it has a number of hit points equal to 8 times your Artificer level.

**Self-Piloted.** Your armor can move on its own at your command. As a bonus action on your turn, you can have your Arcane Armor move up to half of your speed. If you have taken the attack action on your turn and not used your second attack, you can have the armor make an attack with its seismic fists using your Spellcasting modifier for the attack and damage rolls.

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#### Hellfire Thrower
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Artillerist Specialist <br>
	Item: Your Eldritch Cannon</p>

When your Flamethrower Eldritch Cannon exhales flames, the flames exhale with a fiendish black color to them. Your Flamethrower deals an additional 1d8 damage, and whenever you roll damage, you can choose to have it deal fire or necrotic damage. The fire now requires an Athletics (Strength) check to put out as an action, with a DC equal to your spell save DC.

When you fire your flamethrower, you can channel further arcane energy into it as long as you are touching it. As your Flamethrower exhales flames, you can expend one spell slot to deal additional necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.

#### Incubation Chamber
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: 5 renown in the Simic Combine, Alchemist Specialist<br>
	Item: A container large enough for you to fit inside</p>
	
You fill the large large chamber with a magical  rejuvenating formula. This chamber is large and cannot be transported easily. When you take a long rest inside the chamber, you roll a number of d6 equal to the level of your highest spell slot, gaining temporary hit points equal to the total. 

![cat warrior](https://imgur.com/EPUAfkC.png) {position:absolute,bottom:20px,left:100px,height:520px,mix-blend-mode:multiply}

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#### Living Defender
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: 5 renown in the Selesnya Conclave, Battle Smith Specialist<br>
	Item: Your Steel Defender</p>
	
Your Steel Defender’s creature type becomes your choice of Plant or Fey. Additionally, you can use a bonus action on your turn to expend one spell slot to cause your Steel Defender to regain 1d8 hit points per level of the spell slot expended.

#### Magical Intellect
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Battle Smith Specialist <br>
	Item: Your Steel Defender </p>
	
You modify your steel defender, installing a crystal inside of it that grants it partial sentience. Your Steel Defender gains an Intelligence score of 13 and a Charisma score of 10. It also gains proficiency in Intelligence saving throws, and can attune to up to one magic item.

#### Mizzium Transreluquat
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: 5 renown in Izzet League<br>
	Item: A Bracer or Glove</p>
	
This magical device has wires running all throughout it and is worn on one of your arms. As an action, you can cause the Transreliquat to mimic the abilities and form of another magic item. As an action, you can speak the command word, and the Transreliqut has the properties of another magic item within 30 feet of you. The transreliquat has these properties for 1 hour, after which it transforms back into its regular form. 

#### Potion Belt
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Alchemical Specialist<br>
	Item: A Belt</p>
	
You have crafted a belt that allows you to easily access your Experimental Elixirs and Potions. You or creatures within 5 feet of you can grab up to two potions from your belt as a bonus action. As long as you are conscious, only creatures of your choice can do this. The belt can store up to 5 Potion bottles or Experimental Elixirs.

#### Revitalizing Charge
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Artillerist Specialist <br>
	Item: Your Eldritch Cannon</p>
	
Your Protector Eldritch Cannon can give its benefits at long range. When you activate your Protector Eldritch Cannon, it affects all creatures within 10 feet of a point within 30 feet of you.

Additionally, you can load a Revitalizing Charge into your Cannon. When you activate your Protector Eldritch Cannon, you can expend one spell slot to heal creatures in the range, in addition to the other effects. The healing is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

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#### Spell Elixirs
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Alchemical Specialist<br>
	Item: Your Alchemist’s Supplies</p>
	
Whenever you magically produce your Experimental Elixirs, you can cast one of your spells into your elixirs choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). Whenever a creature drinks the potion, the spell is cast with the drinker as the target. If the spell requires concentration, the creature must concentrate. 

#### Steel Fortress
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Battle Smith Specialist <br>
	Item: Your Steel Defender</p>
	
You modify your steel defender to be extremely durable, installing protocols for protecting you and your allies. Increase the size of your steel defender’s hit dice by one, increasing d4s to d6s, d6s to d8s, d8s to d10s, or d10s to d12s. Additionally, your steel defender gains a Constitution score of 18, and it gains the Protection fighting style.

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#### Thunder Cannon
<p style=color:gray;font-size:12px;font-style:italic>Prerequisite: Artillerist Specialist <br>
	Item: Your Eldritch Cannon</p>
	
You craft your Force Ballista Eldritch Cannon into a long rifle, incorporating wood and metal into its design. Once per turn, you can Channel Thunder through your cannon. Your Thunder Cannon deals an additional 1d8 damage, and whenever you roll damage, you can choose to have it deal force or thunder damage.

When you fire your cannon, you can channel further arcane energy into it as long as you are touching it. As you Channel Thunder, you can expend one spell slot to deal additional thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a construct, to a maximum of 6d8.

![cat warrior](https://imgur.com/Wu5foik.png) {position:absolute,top:25px,left:-25px,width:840px,mix-blend-mode:multiply}

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## Cleric
Clerics are spellcasters that wield mana for the name of a certain cause. These casters often have a very spiritual connection or connect with the mana of the plane itself. Ravnican clerics can be found in almost any guild, and utilize the magical connection to their guild and the plane to utilize their magic.

### Secrecy Domain
Keeping secrets is regarded in House Dimir similarly to how making things explode would be regarded in the Izzet League: a necessary skill with as high a skill ceiling as the highest cloud. Luckily for those who have secrets to share, it is never hard to find someone willing to acquire some unknown knowledge. Clerics who practice in the Secrecy Domain have a knack for bargaining with the secrets of others, or protecting them with the same vigor.
##### Table: Secrecy Domain Spells
| Cleric Level  | Spells |
|:--:|:-----------|
|  1  | Alarm, Disguise Self |
|  2  | Invisibility, Magic Aura |
|  3  | Tiny Hut, Nondetection |
|  4  | Greater Invisibility, Private Sanctum |
|  5  | Modify Memory, Seeming |

#### Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

#### Divine Cunning
Also starting at 1st level, you are granted divine knowledge pertaining to the trade of secrecy. You gain the following features:
You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can take the Hide or Disengage actions as a bonus action on your turn.

#### Channel Divinity: Passing Glance
Starting at 2nd Level, you can use your Channel Divinity to avoid being seen.
When you are spotted while hidden, you can use your reaction to erase your visage from a creature’s mind, using your Channel Divinity. You must immediately make a Dexterity (Stealth) check, adding a +10 bonus to the roll. The result immediately becomes the new DC for any ability checks made to notice you.

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#### Channel Divinity: Mantle of Dusk
Beginning at 6th level, you can use your Channel Divinity to shroud your allies from powerful divination magic.
As an action, choose a number of creatures up to your Wisdom modifier that you can see within 60 feet. For the next 12 hours, those creatures can’t be targeted by any divination magic or perceived through magical scrying sensors.

#### 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

#### Sanctum of Secrets
Starting at 17th level, you gain access to an extratemporal, extradimensional space that you can access via magical doorways that you create. The sanctum has any floorplan that you imagine the first time you use this feature, but the space can’t exceed 30 cubes, each cube being 10 feet on each side, and is furnished and decorated any way that you like. 

Whenever you open a door, you can choose to have the doorway lead into the foyer of the Sanctum instead, as long as the doorway fits inside a 15 foot cube. You and any creature you designate when you open the doorway can enter as long as the door stays open. Once inside, if any creature chooses to leave from the front door of the sanctum, they will emerge from the doorway where they originally entered the sanctum.

Furnishings and other objects created by this feature dissipate into smoke if removed from the sanctum. You can, however, bring and leave anything inside the sanctum, such as important documents, items, or the like. If you leave the sanctum without something you brought inside, it is left wherever you left it inside.

Additionally, while inside this space, time progresses outside of the space at one sixth of the speed, such that one hour inside the sanctum only takes 10 minutes of time in the plane that you entered from.

![cat warrior](https://imgur.com/MOqZ7L2.png) {position:absolute,bottom:20px,right:70px,width:300px,mix-blend-mode:multiply}

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## Monk
Monks are spiritual martial fighters who utilize their own energies to empower their skills and fighting abilities. Monks are generally very dignified and disciplined, but others align themselves with the forces of chaos rather than order.

### Way of the Razorwitch
Razorwitches are blessed by the powerful demon Rakdos with the power to summon many small, sharp knives from their hands. Though their appearance varies between individuals, they are generally double-sided and roughly diamond shaped. The best known Razorwitch is Hekara, who was killed in the war with Nicol Bolas, however she was resurrected as a much more powerful Blood Witch and promoted to Rakdos’ second in command.
#### Razor Blades
Starting when you choose this tradition at 3rd level, you can summon razor-sharp knives out of thin air. Whenever you make an unarmed strike, you can choose for that to deal slashing or piercing damage instead.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged weapon attack with a short range of 20 feet and a long range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is slashing, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack four times as a bonus action, however you don’t add your Dexterity modifier to the damage of these attacks. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
#### Hemorrhaging Strike
At 6th level, you gain the ability to cause lasting wounds with your blades. When you hit a creature with your Razor Blade attack, you can spend 1 ki Point to cause that blade to stick in that creature, wounding it until the start of your next turn. Whenever another creature hits that creature with an attack, you can cause that attack to deal additional magical piercing damage equal to your martial arts die.

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#### Curse of the Dance
At 11th level, you can control the bodies of your victims. You can apply your Stunning Strike feature even on your ranged Razor Blade attacks. 
When a creature is stunned by you in this way, you can spend 1 ki point on that creature’s turn to cause that creature to move up to its movement speed as if it weren’t stunned. You choose the path and direction of this movement.
#### Razor Storm
At 17th level, you can manifest a wreath of blades around you, flinging them in a radius at the enemies surrounding you. 

You may choose up to a number of creatures within 60 feet of you equal to your Wisdom modifier + your proficiency bonus. You can make a Razor Blade attack at each of these creatures with advantage. You cannot apply your Stunning Strike feature to any creatures hit with attacks in this way.

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## Ranger
Ravnica is a plane covered most in urban expansion. While some rangers wander the Rubblebelts, or Selesnya nature enclaves, some rangers stalk the back streets and alleyways of the urban expanse, using the workings of the city to their advantage.

### Urban Warden

Urban Wardens are rangers who vow to protect humanity. They thrive in city environments, and gain benefits interacting with all types of creatures. 

#### Urban Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Urban Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

#### Urban Warden Spells
| Ranger Level | Spells |
|:---:|:------:|
| 3rd  | feather fall | 
| 5th | knock *(only as loud as your knock)* | 
| 9th | surveil | 
| 13th | private sanctum | 
| 17th | teleportation circle | 

#### Voice of the People
At 3rd level, you can control the workings of the city around you. As an action, any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from a water system, pavement collapsing to unseen holes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

#### Urban Insight
At 3rd level, you learn to detect specific types of humanoids with your Primeval Awareness. Additionally, you can choose Urban as your Favored Terrain. 

Your Primeval Awareness now detects humanoids, and you can detect groups of your chosen subtypes if they are your favored enemy. You know their rough location, direction from you, and whether they are moving and at what speed. 

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#### Block Watch
Starting at 7th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

#### Life of the City
Starting at 11th level, you can perfectly recall the layout of cities you have been in. You also have a climbing speed equal to your walking speed, and you gain advantage on Stealth (Dexterity) checks made to hide behind architecture. 

Additionally, you have advantage on ability checks to understand or decipher the customs of a different city or urban district. 

#### Gateway Passage 
Starting at 15th level, you can travel through doorways of places that you’re familiar with.

As an action, you create a magical link between a Large or larger doorway, which need not contain a door, you are touching and another doorway, at any distance, on the same plane of existence. You must have touched the destination doorway at least once before. For one round, any creature can step into the target doorway and exit from the destination doorway by using 5 feet of movement.

If the doorway that you have chosen is no longer intact, any creature that goes through it takes damage, as the city lashes back. Any creature that walks through the target doorway with a broken link takes an amount of bludgeoning damage  equal to 1d10 for every 100 miles of distance between the target doorway and the broken doorway, to a maximum of 10d10 bludegoning damage.

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## Warlock
Warlocks make deals with beings of a higher power, bestowing them with eldritch abiities. Some warlocks cast powerful spells, while others fight with adept arcane maneuvers. Many creatures are powerful enough to lend abilities to lesser creatures, but some may manipulate their vessel with the leverage of this power.

### Warlock Invocations
:
#### Battle Talisman
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5th Level, Pact of the Talisman feature </p>

When the wearer of your talisman misses with an attack, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

#### Blessing of the Talisman
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: Pact of the Talisman feature </p>

While you are wearing your talisman you can extend its benefits to a creature within 30 feet of you. As a bonus action on your turn, you can cause a visage of your talisman to appear around the neck of an ally within 30 feet of you. They are treated as if they are also wearing your talisman for one minute. This benefit can be used a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a long rest.

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#### Cantrip Mastery
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5th Level, Pact of the Tome feature </p>

When you cast cantrips, you can channel higher spell slots into it. As you cast a cantrip, you can expend one spell slot to deal additional damage with the cantrip, in addition to its normal damage. You roll an additional number of the cantrip’s damage dice equal to the level of the spell slot expended.

#### Cindervines
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5 Renown with the Gruul Clans </p>

You can lash out at mages, using their spell energy to backfire upon them. As a reaction to a creature casting a spell of 1st level or higher within 30 feet of you, make a weapon attack at that creature. This attack deals an additional 1d8 fire damage on a hit. 

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#### Dreadbore
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5 Renown with the Cult of Rakdos </p>

You can leave a pulsing wound on a target that you hit with an attack. When you hit a creature with an attack or cantrip, you can cause a searing mark to appear on their chest. When a creature begins its turn marked, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 necrotic damage and is frightened of you while they are marked. On a successful save, the effect ends. 

#### Eldritch Brandish
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 7th level, Pact of the Blade feature </p>
 
You can summon your pact weapon as a bonus action instead of an action on your turn.

#### Eldritch Cannon
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5th level, eldritch blast cantrip </p>

Whenever you cast the eldritch blast cantrip, instead of launching multiple beams you can choose to launch one large blast. If you do so, the blast deals 1d12 per beam that the spell would normally launch at your level. If you have the Agonizing blast 

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#### Eldritch Helix
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: eldritch blast cantrip, 5 Renown with the Boros Legion </p>

Whenever you cast the eldritch blast cantrip, a helix of healing energy spirals from it as well. One creature of your choice within 60 feet of the target regains hit points equal to the number rolled on the damage die.

#### Ghostform
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5 Renown with the Orzhov Syndicate </p>

As a bonus action, you can become incorporeal until the end of your next turn. You can do so a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.

* While incorporeal, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can't be grappled or restrained.
* You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

#### Otherworldy Mind
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 9th Level, Pact of the Tome feature </p>

Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.

* If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
* If you take damage during this time, you must make a concentration check for each spell individually.
* At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 8 + both spells’ levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.

#### Stealer of Secrets
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5th Level, Pact of the Tome feature </p>

You can steal secrets from other eldritch masters. Choose two 1st-level spells from the Expanded Spell List of any Warlock Patron, or one deemed appropriate by the DM. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the the chosen spells. 

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#### Summon the Erstwhile
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 5 Renown with the Golgari Swarm </p>

You can cast summon undead once using a warlock spell slot, choosing only the Putrid Option. You can do so a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.

#### Superior Blade Master
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 9th level, Pact of the Blade feature </p>

Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

#### Superior Chain Master
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 7th level, Pact of the Chain feature </p>

You learn the Find Steed spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast this spell in this way, you can dismiss and summon your steed as you would with the find familiar spell.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: guard drake, hell hound, nightmare, owlbear, or shadow mastiff alpha.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own, even if you are mounted on the creature. 

#### Talisman of Sight
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: Pact of the Talisman feature </p>

The wearer of your talisman can use an action to gain truesight with a range of 30 feet for one minute. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

#### Ultimate Blade Master
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 15th level, Pact of the Blade feature </p>

Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

#### Ultimate Chain Master
<p style=color:gray;font-size:12px;font-style:italic> Prerequisite: 12th level, Pact of the Chain feature </p>

When you cast the find familiar or find steed spell, you can choose one of the normal forms for your familiar or one of the following special forms: any color dragon wyrmling, chuul, couatl, or yeth hound.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar or steed to use its reaction to make one attack of its own, even if you are mounted on the creature.

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## Sorcerer
Sorcerers tap into raw mana to cast devastating spells on the battlefield. These powerful mages are often very charismatic and charming, utilizing their raw charisma rather than the studied training of a Wizard.

### Worldweaver
Some sorcerers may gain their powers from a bloodline that can be traced back to magical creatures, while others may originate from otherworldly or obscure forces.  There also exists a very select few who have the weave of magic intertwined within their very selves from birth. 

These sorcerers are known as Worldweavers. As a Worldweaver, your connection with the weave of magic allows you to use your sorcerous abilities more efficiently than other magic users. As you grow, your ability to manipulate the magical weave can reach limitless heights and can even allow the most powerful Worldweavers to even influence the world around them.
#### Adept Meta-Caster
You are much more adept at handling your own magic than even other sorcerers of the same capacity. Starting at 1st level, you gain one sorcery point, as detailed in the 2nd level Sorcerer feature: Font of Magic. This sorcery point is in addition to the points that you gain at later levels. This feature grants you an additional sorcery point at 6th level, and again at 14th and 18th level. 

Additionally, you gain one metamagic option from those available in the sorcerer class at 3rd level. This metamagic option upgrades to its improved form at 6th level, cannot be changed at later levels, and you cannot take the option chosen at this level at later levels. 
#### Mana Reading
Also at 1st level, your understanding of your own magical essence allows you to better read other people. You gain proficiency in the Insight skill. Additionally, you can add your Charisma bonus to Wisdom (Insight) checks to read other humanoids.

#### Improved Metamagic
At 6th level, you have improved your ability to manipulate the weave with a focus on strengthening your metamagic abilities. You gain one Improved Metamagic at 6th level, and another at 14th level. The metamagic that you choose to improve must be one that you have already learned.

##### Improved Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature takes no damage from the spell. 

##### Improved Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend a number of sorcery points up to your charisma modifier to make the range of the spell that many miles.

##### Improved Empowered Spell
When you roll damage for a spell, you can spend 2 sorcery points to treat a number of the damage dice up to your Charisma modifier (minimum of one) as if they had rolled the maximum damage. 

You can use Improved Empowered Spell even if you have already used a different Metamagic or Improved metamagic option during the casting of the spell, but not if you have used the Empowered Spell Metamagic option during the casting of the spell.

##### Improved Extended Spell
When you cast a spell that requires concentration lasting a minute or longer, you can spend a number of sorcery points equal to the spell's level to allow the spell to last for the maximum duration without concentration, or until dispelled (no action required). If the spell is a cantrip, you must spend 1 sorcery point.

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##### Improved Heightened Spell. 
When you cast a spell that forces any number of creatures to make a saving throw to resist its effects, you can spend 4 sorcery points to give any number of targets disadvantage on the saving throw. 
Additionally, you can use Improved Heightened Spell even if you have already used a different Improved Metamagic option during the casting of the spell. 

##### Improved Quickened Spell. 
As a reaction at the end of any creature’s turn, you may spend 4  Sorcery Points to cast a spell. The spell must have a casting time of one action.
Additionally, you cannot use any other Metamagic or Improved Metamagic option when using Improved Quickened spell during the casting of the spell.

##### Improved Subtle Spell. 
When casting a spell using the Subtle Spell Metamagic, you can spend 1 additional sorcery point to make all of the spell’s effects Invisible and silent. Using this option does not require you to use Material Components.

##### Improved Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.

##### Improved Twinned Spell. 
When you Cast a Spell, you can spend a number of sorcery points equal to the spell’s level plus half its level rounded down to create another instance of your spell, effectively casting it a second time. Casting a spell in this way only counts as you casting one spell.

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#### Masterful Casting
At 14th level, You gain the ability to convert higher level spell slots into sorcery points. The Creating Higher Level Spell Slots table shows the cost of creating a spell slot of a given level.

###### Creating Higher Level Spell Slots
| Spell Slot Level | Sorcery Point Cost |
|:---:|:-----------:|
|  6th  | 9 |
|  7th  | 11 |

#### Weaver of Fate
At 18th level, your mastery over the weave allows you to make small changes to the fabric of reality itself. A number of Motes of Fate, which resemble small orbs of starlight, encircle your head equal to your Charisma modifier. You can expend one of these motes as a reaction when a creature within 90 feet of you makes an attack roll, ability check, or saving throw. That creature gains your choice of +10 or -10 on the roll. You make this choice after you see the roll, but before the DM tells you the result of the roll. Once you cause a creature to fail an attack roll, ability check, or saving throw using this feature, you can’t use this feature against it again for 24 hours. Expended orbs reappear around your head at midnight.

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## Wizard
Constantly studying spell scrolls and arcane artifacts to improve their own catalogue of abilities, wizards devote themselves to the pursuit of magical knowledge. These spellcasters usually employ a vast catalogue of different spells, providing them utility in the field and strong offensive spells in battle.

### Lawmage

“Stop, in the name of the Guildpact!” is a shout very commonly heard by brigands attempting escape from Azorius Arresters. Lawmages are needed to stop more arcanely knowledgeable criminals. They provide protection for other officers, detainment magic, and abilities to help in detective work. 

#### Lyev Enforcer
Beginning when you select this school at 2nd level, you gain proficiency with Half-Plate, Plate armor, and shields.

#### Statute Spells
Starting at 2nd level, you gain a special section in your spellbook that contains special spells, known as statute spells, that are always available to you to help maintain the law. Whenever you prepare spells, you choose one column of the statue spells table. If you can cast spells of the listed spell’s level, you have these spells prepared until you finish a long rest. 

| Enforcement | Guard | Detective |
|:---:|:---:|:---:|
| Command | Shield | Charm Person |
| Hold Person | Warding Wind | Zone of Truth |
| Slow | Counterspell | Speak with Dead |
| Banishment | Resilient Sphere | Arcane Eye |
| Hold Monster | Wall of Force | Commune  |

Additionally, the cost and time you must spend to copy any statute spell into your spellbook is halved.

#### Decree of Law
Starting at 6th level, for the purposes of determining your hostility for a spell, you are not considered “hostile” or “fighting” a creature if you have not attacked the creature within the last 24 hours and it is not aware that you are affecting it with any spell.

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#### Improved Law Magic
Beginning at 10th level, as a reaction when a hostile creature you can see within 60 feet of you makes an attack at an allied creature, you can cast the charm person, hold person or hold monster targeting the attacking creature, possibly causing the attack to not happen or have disadvantage. Alternatively, you may use this feature to cast the shield spell targeting an ally within 60 feet of you when they are targeted by an attack. 

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

#### Arcane Filibuster
Starting at 14th level, you learn to hold spells, delaying them from going off. Once per round, when a creature within 30 feet of you casts a spell with a casting time of 1 action, you can expend a spell slot of any level. If you do so, the spell is delayed for a number of rounds equal to the level of the spell slot expended. When the spell is cast after the delay, it is cast as if it had the same origin and trajectory, even if either creature is not in the same spot. If a different creature is standing in the same space as the target was when the spell was originally attempted, that creature becomes the target instead. 

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# The Guilds of Ravnica

On the plane of Ravnica, The ten guilds that exist on the plane dictate the way of life for many. The 10th District on Ravnica is the hub of Guild activity on the plane, and much of the time, the other 9 Districts of the plane are overlooked. 

The area currently known as District 6 in its youth was mainly controlled by Boros diplomats, craftsmen, and warriors that sought refuge from the zealous ways of the Legion in the 10th District. These pilgrims of the 10th district bonded greatly with the original inhabitants of the area to form what has slowly grown into the second most populous district in Ravnica.

In the Sixth District, the guilds are run by Guild Nobles, running a similar but parallel organization to their parent guild. In some, more important matters the Guild Nobility may report to or complete work at the behest of the primary Guildmaster of their guild in the Tenth District, but everyday operations and decisions fall under the jurisdiction of the Nobles.

Each of these guilds embodies two of the colors of Mana in the Magic: the Gathering multiverse. The ideals of each of these 5 colors is explained within the Color Alignment section of Chapter 5.

![Azorius](https://imgur.com/SRs57a7.jpg) {mix-blend-mode:multiply;position:absolute,top:500px,left:80px,height:300px}
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## Azorius Senate

The Azorius are the White and Blue guild, truly embodying the combination of Order and Intuition. The Azorius operate purely by the book, doing everything in accordance with the laws of the Guildpact. They use arcane detainment magic to enforce these laws. They employ the community aspect of White, sometimes being seen as Xenophobic, enforcing laws more strictly on those not of their ranks. In Azorius past, the Blue ideals of an open future were taken too far, relying on precognitive magic to overpolice certain precincts. These protocols have been used sparingly since the restructuring of the Senate following Bolas' Invasion.

Stretching far above the clouds, the Azorius Lawspire looms far above the streets of the district. The Lawspire is a tower of Vedalken architecture, incorporating numerous water features flowing in multiple directions, floating chambers, and bright marble pillars. It’s brilliant white stonework provides a landmark noticeable to any person in the 6th district. While most of the floors in the tower are dedicated to things like office space and holding cells, the highest floor is known as the High Court and is presided over by Arbiter Kyra Zeddess.

While the Azorius Senate in the 6th district may seem similar to anyone not belonging to the guild, daily operations are much different. Most laws and regulations are originally created by the Jelenn column in the 10th district, and then subsequently sent to the members of the Senate from other districts and are voted on. Thus, there is a much lower focus on jobs as lawmakers and congresspeople, as well as a much lower need for Lyev guards due to the recent arrival of the Haazda, a volunteer guildless law-enforcement organization, in the 6th district. Instead, Kyra Zeddess and Guild Noble Feather of the Boros opted to provide a joint training regimen for new Haazda recruits.

Another discrepancy between here and the Tenth District is Zeddess’ acceptance of an ancient method of trial by combat. When a defendant is found guilty of a crime, they can choose to challenge Kyra to a physical duel which, if won, can provide a reduced sentence or even full clemency. The duel is fought to the death, but participants are protected by abjuration magic that allows for both combatants to leave the fight uninjured, which was invented by Kyra herself shortly after she became the Arbiter of the Sixth District roughly 250 years ago.

## Boros Legion

The Boros operate via the principles of White and Red. They are precisely structured due to their belief in White, and they rely on the fury of Red in battle. Immense loyalty for your guild is principal in the beliefs of most members of the Legion, resulting in the organization from White and pride from Red. The Boros has a constant standing Military, able to be used against anyone who decides to oppose them or disagree with their zealous beliefs.

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The Boros Legion in the 6th District conduct themselves distinctly differently than the Aurelian ways of the Boros in the 10th district. The Boros here are much more cooperative with the other guilds and much less zealous. Some of the first settlers of the 6th district were pilgrims of the Legion seeking to start a more peaceable, less militaristic branch of their guild, while still preserving their own ideals. 
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![Boros](https://imgur.com/U6tILUE.jpg) {mix-blend-mode:multiply;position:absolute,top:190px,left:80px,height:300px}

The Legion in the 6th District has chosen to disband the Angelocracy that is maintained under Aurelia. Since its founding, the Boros in the 6th have been Commanded by Noble Areme Brightleader, a powerful holy warrior who commands with tactical precision. However, once the self proclaimed Dragon-God invaded Ravnica, Areme was revealed to have been the exiled angel Feather, who sought refuge after her escape from Udzec. Here, with the help of her second in command, Mistress Cylana, she managed to construct the Parhelion II, which ended up being a necessary piece in the war against Bolas. 

All Legionnaires operate out of The Gleamhold, a massive stronghold that sits within the center of the District. The original structure was built when the District was founded, and was the location of some of the first Adamantine forges in the district. Since the District developed more, the Legion continued adding into the structure, creating a multiple-walled, impenetrable castle. Above the Gleamhold sits the Brass Peaks, a precinct of expensive manors that sits upon rings of brass magically suspended in the sky.

## House Dimir

For much of Ravnica's history, the Blue and Black guild lied in the shadows, keeping information within its ranks and operating in secret. They value information over most things, a value gained from Blue. They often operate often with the killing of others, acting with apathy towards others for their own gain, which is a trait from their connection to Black. The Dimir look out for only themselves, and when they are not infiltrating other guilds, tend to stick to themselves.

Marcus Wrinn is the pragmatic and devilishly charming Noble of House Dimir in the Sixth District. Marcus has ties with every other guild in the 6th District, running his branch of the Guild much differently than what other Districts would expect of the Dimir. From shipping Adamantine Armor and Weapons to The Gleamhold from the Forges deep below the district, to Discreet Transport of funds between Vizkopa ATMs (Accounting Thrull Ministrants, where citizens can make withdrawals from their Vizkopa Checking Accounts) throughout various precincts, and elimination of rogue wurms endangering the Luster Hollow, Marcus’ House Dimir’s everyday operations proceed in complete transparency. Marcus Wrinn does have a lot of free time though, and the other Nobles don’t need to know ***every*** hobby a man has. 
	
The Guildhall for the Dimir in the Sixth is more of an outpost than an actual place for everyday business. Due to Marcus Wrinn’s adept understanding of space and time, his Divine Domain allows him to conjure a realm in which those two things bend more willingly. This place is known as The Midnight Palace, and is only accessible by the Noble himself (and any guests he so graciously chooses to house, of course), choosing to access it through any doorway he chooses. While inside Marcus’ Palace, time also moves at around 6 times slower than outside, which Marcus uses to file all of the paperwork his Tenth District counterpart may choose to skip. Marcus prides himself in knowing each of his agents personally, and manually briefs every assignment he gives. In return, every Dimir agent in the sixth knows that if they are ever in trouble to knock on the closest door in hopes that Marcus is home.

![Dimir](https://imgur.com/8Xg5YfV.jpg) {mix-blend-mode:multiply;position:absolute,bottom:80px,right:80px,height:300px}

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## Golgari Swarm

The cycle of life and death guides the beliefs of the Golgari Swarm, being the Black and Green guild. Rot farmers utilize life postmorem, using everything possible due to their alignment with Black. Their connection to nature fuels their advancement and many creatures including the bug-like Kraul and plant-like Teratogens indicate their connection to Green.

Most members of the Golgari Swarm here dwell within the precinct known as “The Gribs,” which houses a massive natural structure known as the Luster Hollow,  a massive cave blooming with fungus and flowers. It serves as a home to millions of types of microorganisms, a species of sentient plants known as griblings, and other sentient fungus and plant life.

After the War with Nicol Bolas, the Golgari Swarm and the Selesnya Conclave have formed an alliance, all stemming from the introduction of the last seed of the Vitu Sere, which was planted in the center of the Luster Hollow. Now, the ivory roots of this mystical tree are slowly being incorporated into the structure itself.

Vossen, a gribling, has spent most of his lifetime within the Luster Hollow, but he was the first to attempt official relations with the outside world. His connections to others within the district and his unstoppable quest to improve his home and his people are some of the reasons that Vossen’s leadership is so successful for the colony.

His pride and joy lies in the Luster Hollow, which serves as the Golgari guildhall in the district. Vossen has dedicated to ensuring that his people, the Barkskin griblings that live within the hollow, can thrive and survive in peace. The large cave provides a natural connection to the earth for its people, with numerous brown and green roots winding throughout the otherwise drab, gray cave walls, devoid of life on their own. 

![Golgari](https://imgur.com/FNy215O.jpg) {mix-blend-mode:multiply;position:absolute,bottom:60px,left:75px,height:300px}

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## Gruul Clans

The Gruul Clans, the Red and Green guild, fight with chaotic rage, favoring the expansion of nature over the urban sprawl. Red barbarians roam the Rubblebelts, sparring with and allying with raging elementals. Some clans worship the mighty Green hydras, and druids of old war for the return of the wilds. The Gruul Clans are known for their hostility to most of the other guilds, most of whom use their alignment in accordance with urban expansion and the use of technology

While the Gruul Clans never held a true seat of power within the 6th district, the one place that drew their attention was the legendary Throne of Chaos. Clan lore claims that it was a massive chair built specifically for the Parun of the Gruul Clans, Cizarsim. It is made from the igneous black rock that is found in the vicinity of District 6’s Volcano, Mt. Ijila. For the memorable history of the Clans in the Sixth, the Cinder Clan was led by the relatively young dragon known as Al Gorrorth. This dragon’s claim to the throne was his possession of the great artifact known as Skullhammer, the axe of the legendary parun of the Gruul Clans, Cizarsim. 

Beginning during the time of the War against Bolas, the Gruul in the Sixth have begun to act very differently, not expressing the belligerent and destructive behaviors they may have used in the past. This change began when the dragon was killed in a Challenge of Ritual Combat in exchange for the powerful artifact that he controlled. The remnants of the Cinder Clan were ushered back together more united than they have ever been, due to the persistence and resolve of the young Uta. Under Uta’s leadership, the Gruul have begun to construct the Cinder Reclamation zone, restoring it with wildlife and foliage. Additionally, whenever someone needs their roof torn down for remodeling, they can ensure it is done with “extreme haste and caution...” or at least that's what they claim.

![Gruul](https://imgur.com/gtegohD.jpg) {mix-blend-mode:multiply;position:absolute,top:40px,right:80px,height:300px}

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## Izzet League

Intuition and passion fuel every Izzet project, sparking genius from their connection to Blue and Red. Artificers evoke Blue with their inventions, while the chaotic instinct of Red inspires every innovation. The instinctive desire to test and improve sometimes dissuade outsiders from indiviuals of the Izzet League, but most are great confidants that inspire growth from those around them.

The Izzet has its toes dipped into three fields in the Sixth District. Its main priority is power generation, which is done in two main ways in this district. Its main source of power is Wind, generated by the two massive windmills on the Guildhall known as The Turbine, as well as thousands of smaller windmills on buildings all over the district. The placement of these windmills were strategically chosen to most efficiently harness the wind blowing through the valley in which the Sixth District sits.

The other main method of power generation is done through the use of steam. Large generators deep below The Turbine create pressurized steam using the geothermal activity present deep below the Sixth District. The steam power is not only used for the creation of energy, but also allows for the Izzet to maintain the subterranean railways that connect to all of the corners of the district. 

The last focus of the Izzet here is their construct manufacturing. The League in the sixth is quite possibly the largest manufacturer of constructs in all of Ravnica, producing a wide range of products anywhere from automated cleaning robots to a walking espresso machine that milks almonds to order. Recently, they have also begun producing drones and even vehicles for the Haazda using some of the plans of Dovin Baan’s thopters, the Supreme Judge of the Azorius who was ousted and killed after betraying the other guilds for Bolas.

## Orzhov Syndicate

The White and Black Orzhov Syndicate avariciously enforce their self-interest over the citizens of Ravnica. The White notion of Order is enforced over its own members by the tyrannical Obzedat Council, who act with the self-interest of Black. Citizens indebt themselves to the guild, which is carried beyond death, entrapping debtors as ghastly servants.

Looking in from the outside of the Orzhov Syndicate, the average citizen would most likely not be able to tell the differences in its everyday operations here from its operations virtually anywhere else on the plane. For any task you need done on Ravnica, there is always a price. And the Orzhov always find a way to pay it, most often at the expense of the desperate. 

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![Izzet](https://imgur.com/bghTJwc.jpg) {mix-blend-mode:multiply;position:absolute,top:10px,right:80px,height:300px}

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The 6th branch of the Vizkopa bank is the main operation hub of the guild in the Sixth District. While there are also cathedrals and basilicas scattered throughout the district, this branch of the bank was built with worship in mind, and features symbology of historical Sixth District Orzhov figures, ranging from chiseled marble statues, ornate stained-glass windows, to grandiose paintings on the roof. 

The majority of figures depicted are members of one family, which has been at the head of the 6th branch since its inception. This family is the Rokiiric family, a name sometimes associated in close proximity to the Ghost Council itself. The family was one of the first groups of people to plant permanent, lasting roots in the Sixth District, with connections in both the Boros and Orzhov guilds. This side of the family established their presence here through greed and manipulation, eventually acquiring their dynastic monopoly over the banks of the Sixth District.

The most recent Guild Noble, Evern Rokiiric, has made it his personal prerogative to make the existence of his debtors un-living hell. Evern acquired his position after the sudden and unexpected demise of his father. His greed and selfishness has caused the majority of the members of the Orzhov to hate him over the few years that he has been in power. One must wonder what kind of manipulative persuasion someone like him must hold...

![Orzhov](https://imgur.com/WGbLJom.jpg) {mix-blend-mode:multiply;position:absolute,bottom:20px,right:80px,height:300px}

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![Rakdos](https://imgur.com/TmyBrNy.jpg) {mix-blend-mode:multiply;position:absolute,top:30px,left:70px,height:300px}

## Cult of Rakdos

The wicked Rakdos Cult mingle the beliefs of Black and Red, with Demons and Devils a common sight among members. Cultists act on pure passion and pleasure, which exemplifies their connection with Red. Most cultists care not for those who do not share their beliefs and needs, which is a trait gained from Black. Outsiders tend not to understand the motivations of Rakdos Cultists, who operate with their own vision of life in mind.

One of the most unusual sights when arriving in the 6 is the enormous circus tent sitting atop the inactive volcano, Mt Ijila. The tent covers the whole of the crater at the top of the mountain, while smaller central tents are set up within that serve as booths and housing for the permanent residents here. There are large wrought iron beams that provide a structure for the outside of the main tent, though the constant rush of hot air from the center of the volcano causes the tent to inflate, similar to a hot-air balloon, and form its signature round, domed shape. 

The main performance stage is located right inside of the tent’s entrance and performances ranging from demon-slaying, glorious trapeze acts, axe swallowing, and the classic act, sawing someone in half… and magically putting them back together! Magically suspended in the direct center of the tent is Big Giz’s Private tent, where she lives and performs. Chain bridges lead from the outside of the crater up to the small floating island.

The Noble of the Cult is a seductive female Pit-Fiend named Giz’Ginnaz. Most of the people she interacts with, though, call her Big Giz. She is a passionate performer, giving a show to those who buy her exclusive tickets almost nightly. She is a thrill-seeker, believing that the highest purpose in life is following your most true desire. The most popular rumor that is floated around the tent is that Giz once had a fling with Rakdos himself, which is why she holds a considerable amount of power in the hierarchy of his Cult.

## Selesnya Conclave

Selesnya is the White and Green guild on Ravnica, community and spirituality being important to most members. The Selesnya have an inclusive community about them, resulting from their White ideals. They also revere Nature, incorporating plants and wildlife into their habitats, evoking Green influences. While the Selesnya have a Peaceful guise, they can be ferocious in battle, mainly fighting to preserve their own forces and territories.

The de-emphasis on the guilds in the 6th district is the most evident when viewing the Selesnya Conclave. There are very few active members of the Conclave, however most of them are content keeping to themselves. As in the 10th district, and most other places on Ravnica, the Selesnya organize themselves into groups called Verdani. Unlike most other Verdani, however, the Verdani based around the Vitu Sere does not have a true Voda, which is usually a dryad or other creature with a strong connection to the Worldsoul through their individual World Tree. Instead, the stand-in leader for the Conclave in the 6th is the wise, old centaur Hierarch known as Jevolmed Kastrath. 

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![Selesnya](https://imgur.com/sKnYNfD.jpg) {mix-blend-mode:multiply;position:absolute,top:415px,right:85px,height:300px}

Before the War of the Spark, Jevolmed spent the majority of time in his large manor known as the Château d'iSere, which he inherited from his parents and has lived in since his childhood. The main feature of this manor was the hundred foot tall, glowing white barked tree, Outside was a multiple hundred acre garden based around the large tree, which he and other members of the Conclave living in the Chateau tended to daily. 

After the destruction of his beloved home, Jevolmed made the decision to relocate the Vitu Sere to the Luster Hollow, in a newly formed partnership and conjunctive leadership of the Golgari and Selesnya with Guild Noble Vossen Geulimja. This change is guaranteed to bring incredible health to those already living within the Luster Hollow, and even allow for the incorporation of several other species into the living ecosystem of the Guild Hall. 

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## Simic Combine

The Simic Combine combine Invention and Nature, proving their connection with both Blue and Green. Simic Inventors spare no expense in their research and experiments, having an endless need for advancement from Blue. Green's primordial connections to nature fuel research on many forms of life within the Combine. Druids and Wizards of the guild blend creatures of the depths with their own biology.

All knowledge of the true leadership of the Combine in this district was kept under strict lock and key until recently when it was revealed that an ancient kraken-like Benthid, known only as the Deep One, has led the guild here since the district’s founding. Recent rumors reveal that this creature, although very little is known about it, may have had a significant part in the founding of the Simic Combine. Before the War of the Spark, the Deep One commanded through its speaker, Gekhyad a Hybrid warrior with the head and battle prowess of a hammerhead shark.

The Deep One first chose to reveal itself when it took its warriors, led by Gekhyad, to defend the fallen body of Niv Mizzet after clashing with the invading Nicol Bolas. These defenders valiantly fought with Bolas’ minions who tried to destroy the corpse, and though many fell in the skirmish, the kraken ultimately managed to recover the corpse and facilitate its delivery to Ral Zarek and the location of the resurrection ritual in the Tenth District. 

Since Gekhyad’s unfortunate demise, the Deep One has chosen a new speaker in the name of Vixatic. Vixatic is a psionic cecaelia warrior who has a crown of eight tentacles in place of his legs. Vixatic’s passions lie in improving the reputation of his home and people throughout the district and beyond. Both Vixatic and the real speaker both belong to the Utopian faction of the guild, which promotes a union between humanity and nature, which poses them against the current Prime Speaker, Vannifar.

Opona is the home of many aquatic or amphibious citizens of the Simic within the Sixth District. The hundreds of homes and buildings here are made from a shining, gold-colored alloy that reflects the beams of light that penetrate the water below the Zonot. A large palace, which serves as both the guildhall and the namesake for the city, sits on the edge of the aquatic shelf, overlooking a seemingly endless abyss. Vixatic has begun working on ways for air-breathing citizens to enjoy the pleasures and beauty of their submerged precinct.

![Simic](https://imgur.com/VmBGD4Y.jpg) {mix-blend-mode:multiply;position:absolute,top:50px,right:85px,height:300px}

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![Map1](https://imgur.com/fDM9dqJ.png) {position:absolute,top:0px,left:0px,height:1060px,mix-blend-mode:multiply}

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![Map2](https://imgur.com/fDM9dqJ.png) {position:absolute,top:0px,right:0px,height:1060px,mix-blend-mode:multiply}

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# Precincts of the Sixth

All of the precincts within the Sixth District are full of diverse people with many different customs and ways of living. Although only miles apart, the appearance of these precincts varies greatly, with neighborhoods for faeries and cyclopes sitting only blocks from eachother. Bustling markets can be found in the center of the district, while the warehouses used to store goods for selling can be found in the south. The northern University Precinct rage nightly with parties, while the surrounding Tealeaf Quay provides a quiet respite for those looking for something different.

### The Ires 

This precinct is home to many of the less fortunate citizens of the Sixth District. The expletive-ridden foul language spewed by most of the inhabitants has resulted in a distinct accent forming over hundreds of years. Known to all in the District are MacGherity and O’Haggerty, two elderly goblins that have been competing their entire lives for the title of the best Tavern in the Ires. Everyone has their favorite, so mentioning your favorite drinking spot may result in a swift kick to the groin, depending on who you talk to.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A pair of Goblins sitting at a restaurant. They slurp down a thick brown soup-like substance. | A park with strange flowers and trees, sculpted into off-putting, erratic sharp shapes. |
|  2  | A group of Faerie children, flying in and out of a colorful set of playground tubes. | A faerie cafe that is marketed mainly towards tourists visiting the precinct. |
|  3  | An extremely elderly Goblin with a walker or cane, struggling to carry a bag of groceries. | A disgusting sewer leakage spills out of a grate on the floor of an alley. |
|  4  | A human resting on the side of a building within an alley; he puts out a cigarette in a second story window pot next to him.  | A small street cart selling goblin made meat wraps; they serve shaved meat inside hard spiced bread. |
|  5  | A goblin being stuck up by another goblin. They shout at each other in barely intelligible accents. | A dingy looking brothel that looks to be run by an imp. Red and black banners are hung outside. |
|  6  | Nothing much but a blue blur; a very quick faerie swipes several coins from the pouch of the dumbest looking party member. | A shop with a carved sign of a pointed hat out front. Their fashion is strange, but it seems to be a goblin haberdashery. |

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### Vostok Bazaar

Run by the wealthy Vostok family, this precinct is the center of trade in the District. It also hosts much of the night life in the District, containing an abundance of Taverns, Brothels, Bars, and Inns (including one location of The Chronicler). This also results in a lot of people traveling here from outside of the District staying in this Precinct.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A wacky vendor offers passersby to play in some sort of game of chance in his stall. | A well-priced bed and breakfast is positioned near the border of the precinct for new visitors to stay. |
|  2  | A minotaur carries large barrels of goods over their shoulders hung from a yoke on their shoulders. | An open-air marketplace sells imported, high quality produce and animal products. | 
|  3  | A group of friends wearing expensive clothes galavant down the road, stopping at bars. | A promenade with bushes lining the sides is filled with dozens of restaurants and shops. |
|  4  | A group of friends wearing expensive clothes galavant down the road, stopping at bars. | A promenade with bushes lining the sides is filled with dozens of restaurants and shops. |
|  5  | A seemingly conspicuous elf dressed in a white sundress watches the party from afar, looking over a pair of dark glasses. | A dark, sleek building with very few markings besides a magically glowing sign above the entrance that says “Bliss.” |
|  6  | A man with an artificial arm aims it at enforcers. Runes upon it glow bright purple as he lets off a blast towards them. | The Slapping Salmon, a small inn with only a few rooms, rents for cheap to travelers passing through. |

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### Lotus Grotto

This precinct has the highest concentration of citizens belonging to a guild, being almost exclusively inhabited by members of the Simic Combine. Ponds overgrown with vibrant colored foliage enrich the walkways and bridges that extend above the water below. Amphibious animals and aquatic insects make their homes on and around the enormous lily pads that sit upon the water and form platforms for homes and shops. In the center of the precinct is Zonot Two, one of the Simic’s connections to the underseas of the plane. 

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A group of young merfolk led by a teacher or caretaker. They look at the sights with awe. | A building near the entrance of an underground river system. They charge a silver to ride a log down. |
|  2  | Izzet inventors and Simic shopkeepers argue over the pricing of some mysterious ooze. | Several small homes line the walls of the walkway, the other side looking over the zonot. | 
|  3  | Human tourists wear floral wraps or dresses, taking in the sights with childlike wonder. | A cafe that serves mainly vegetarian dishes made with legumes and grains run by elves. |
|  4  | Scantily clad elves lounge in what looks like a hot spring; their drinks rest on lilypads. | Artfully sewn tapestries hang over the doors of this inn, the rooms smelling of sweet smoke. |
|  5  | A merfolk alchemist who hilariously overcharges for Potions of Water Breathing right near the zonot. | Large, colorful flowers grow over a small, secluded pond. Amphibious creatures hop among the lilies and chirp.|
|  6  | A puny looking merfolk scientist seems to be losing control of a large, angry Krasis. | A shop that sells many magical trinkets and tomes, alchemical brews, and artisanal tools. |

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### Yugasklad

Home to many of the Warehouses of the Sixth District, this Precinct is filled with low-income apartment complexes and warehouses, which provide jobs for many citizens. These warehouses are rented out to many different guilds, such as the Boros Legion and the Izzet League, which they use to store military supplies or materials for experiments. 

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | An ogre pushes a cart down the street with several heavy looking crates onboard. The wheels buckle at the weight of them. | A large brick warehouse with very few windows sits on the corner of two streets. Its door is covered in graffiti. |
|  2  | A group of several young adults kick a dirty ball down an alley between two goals.  | A small food shack that serves cheap, greasy, salty foods that workers can easily stop for. | 
|  3  | Izzet Scientists sprint out of a door of a warehouse suddenly. After a moment, a loud bang is heard inside as smoke pours from the windows. | A large loading rig is carrying large metal crates of material into a warehouse with 2 large loading docks. |
|  4  | Boros Legionnaires patrol down the street, stopping people that look like they’re “up to no good.” | Warehouses sit on the edge of an open-air sewer tunnel. Several bridges cross it, but the smell permeates the air nearby. |
|  5  | A group of 3 Minotaurs wearing draping pink robes, silver jewelry, and flamboyant hats seem very lost. | A mostly burned down warehouse on the end of a large dusty lot filled with sand and metal piping. |
|  6  | A human man stands on the second-story balcony of a long, plain warehouse and lets out a thick puff of smoke. | A workshop with several large, open bays has several mechanics fixing large wooden carts. |

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### Zakontsent 

Old Rav for Center of the Law, this precinct houses the courts and legislative bodies of the Azorius Senate.  The residents here are mainly members of the Senate, along with independent lawyers and detectives. Additionally, a branch of Vizkopa is located on the outskirts of the precinct. 

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A banker scribbles in a book while walking, their glasses falling down their nose. | The lawspire can be seen looming over the tops of the buildings around this fountain. |
|  2  | A small team of Azorius hussars, mounted on horses, struts down the street.  | A museum that shows artifacts and artwork pertaining to the history of the Sixth District. | 
|  3  | A hooded figure runs from enforcers, carrying a small purse while someone screams behind him. | A two block wide courthouse looms over a crowded plaza, a large staircase leading up to it. |
|  4  | An alms beast pulls a large, armored cart. This is a Vizkopa ATM, or accounting thrull ministrant, and serves as a mobile bank. | A large board that sits in the center of a small park. Freelance jobs that include detective jobs or guard work are posted here. |
|  5  | Street swindlers approach the party, attempting to sell small magic items that are just tricks. | A high-class steak restaurant serves tiny portions and strong drinks for exorbitant prices. |
|  6  | A convoy of carts transporting some sort of goods, hidden behind a thick tarp over its top. | A Haazda guard outpost sits across the street from the Vizkopa bank, with enforcers stationed outside. |

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### The Brass Peaks 

Brass Peaks is the floating precinct of Manors that is suspended above The Gleamhold. The precinct consists of many floating, slowly rotating Brass discs, enchanted with Angelic magic to stay afloat. Upon these discs, there are dozens of large mansions belonging to the upper-class and high-ranking members of the Legion. Along with beautifully polished, shining pathways connecting all of the houses into a beautiful, swirling layout, perfectly kept lawns surround each house creating a green and natural feel to the artificial structure. The residents of this district are often called “Gold Wings'' by lower class citizens, due to the outrageous wealth and looking-down attitude of many of its residents.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A human businessperson dressed in a showy gold suit. He walks hurriedly, holding a briefcase. | A large community center, adorned with marble pillars with gold filigree. Large ceremonies are held inside. |
|  2  | A pair of angels spar with glowing swords in the space between two houses. | A cul-de-sac of several mansions, each with a unique flair, all exuding wealthy grandeur. | 
|  3  | A pegasus roams behind a large, extravagant golden fence. It picks at white berries off of a bush. | A spectacular, precisely groomed park filled with implanted greenery and golden and marble walkways. |
|  4  | A human and a minotaur dressed in white jumpsuits wield gardening tools and delicately carve hedges into a winged figure. | A long walkway with trees on each side. The trees spout golden fruit that taste sweet and remind those who eat it of good memories. |
|  5  | Several attractive angels walk in dresses and suits towards a house holding small wrapped gifts. | A park with blocky, marble sculptures by a pretentious artist within a plaza overlooking the rest of the district. |
|  6  | A set of Firemane angels from Gleamhold mistake the party for criminals, attempting to arrest and detain them. | A Boros outpost used by Angels patrolling the precinct to rendezvous and communicate with Gleamhold proper. |

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### University Precinct

This precinct is home to Chromat University, and thus houses many younger adults who are attending school. This precinct serves as a hub for pleasure activities like clubs, student-run theaters and hole-in-the-wall restaurants. Many magical vendors choose to locate in this area as well, due to the high density of magically interested individuals. This is also where the Haazda have set up base in the Sixth District. This new, impartial guard force has been spreading all over Ravnica, usually with support of citizens everywhere.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A pixie sits on the edge of a gutter, smoking some sort of herbal cigarette, kicking his legs back and forth between puffs. | A small, wooden building stands between two larger ones. It is a small, family-run bookstore with books stacked behind its windows. |
|  2  | A centaur with very thick glasses gallops down the street constantly checking a watch on their wrist. | A garden growing many small fruits, vegetables, and nuts allows passersby to freely pick from it. | 
|  3  | Melodic voices drift over buildings from an amphitheater nearby where a student-run musical is being performed. | The door to a dive bar with only a small sign above it sits between two other businesses. Loud yelling can be heard from inside. |
|  4  | A small group of students are comparing notes at a picnic table in a park. | A wide fountain with countless coins on its floor sits in the center of a lovely park. |
|  5  | A rowdy group of students loudly romps along, coming out of one tavern and stumbling into another. | University themed merchandise can be seen through the large windows of this clothing shop. Almost everything is overpriced. |
|  6  | Haazda officers are standing outside a home, interviewing someone that they are referring to as “professor.” | Geometric shapes and sharp points can be seen all over this art piece that is built in the center of a square below the college. |

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### Tealeaf Quay

Perched on the edge of Mt. Ijila, the scents of various teas and incense overwhelms the nose of anyone who enters this precinct. This precinct harbors many shops that sell floral arrangements or herbal teas, as well as the majority of the Theaters and Circuses run by the Cult of Rakdos. It also contains an airship dock for the few travelers that arrive in the District by those means. 

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | About 10 elven children play in the yard of a small cottage. The parents sip on drinks, watching them. | A chain coffee shop called Trostani-bucks sells cheap coffees and teas marketed as artisanal. |
|  2  | A jolly looking human rolls down the street in a wheeled chair, guided by a dog with bright golden fur. | A shop that sells anything that smells good. Incense, candles, cigars, and draughts fill the shop. | 
|  3  | A boy with a bugle yells to others walking by, selling newspapers for a few zibs a piece | A small theater that performs 5 act, verbose, ancient plays written by a specific famous playwright. |
|  4  | A centaur is standing within a cart with several hundred baskets of teas. They sell each of them in leaf shaped glass jars. | A long street with a steep incline winds up the side of Mt. Ijila, the view over the rest of the district rivals the Brass Peaks. |
|  5  | An elven dignitary walks down the road in glorious green and white robes. They preach the gospel of Mat’Selesnya. | Several attractive succubi in revealing outfits stand outside of a sleek black building, attempting to entice passersby. |
|  6  | A merchant selling bouquets of flowers grossly overcharges and makes passersby pay for any flower they touch. | A small detective agency with a logo of sunglasses with a hat sits at the bottom of a hill, barely advertised. |

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### The Gribs

A precinct inhabited mainly by those who have difficulty living under the sun, this mostly underground precinct also contains the Golgari Guildhall and the main hub for the Underground Subway station that exists throughout District Six. While the non-vascular species living in this precinct have always been fairly exclusionary, their treatment and willingness to interact with the rest of the district has greatly improved since the partnership of Selesnya and Golgari leadership.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A barkskin gribling sits on a bench and greets passersby in Sylvan, waving kindly and smiling. | A home with moss growing up the side of it looks like it hasn’t been lived in for a few generations. |
|  2  | A group of Devkarin elves walk past the party, talking extremely fast in a deep elven accent. They seem to be arguing something. | A crossroads has a few people carrying heavy cargo walking through it. The buildings on the corners are quite run down. | 
|  3  | Two trolls carry a heavy crate down the street, one of them walking backwards and constantly tripping over his feet. | A shop that sells general adventuring goods, botanical brews, and useful tools. You’re not sure if it's open. |
|  4  | Some teenage humans walk through the streets of the undercity, staring at other travelers. | A fence extends from the ground to the archway above it, fencing off several 6 foot tall rhino beetles. |
|  5  | 2 small fungal griblings with bulbous caps on their head sit on the roof of a house, lodged between it and the cave roof. | A very old looking candy shop has lights on inside. They sell bitter, sour, or otherwise strange pastries and candies. |
|  6  | A couple strolls down the street, holding hands. One of them oggles at one of the party members, getting scolded. | Dirty looking water flows through the sewer system, able to be seen through a grated window in a wall. |

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### City of Opona

All around the plane, the Simic Combine controls multiple locations in which the surface is connected via a large sinkhole, which reaches directly down to the vast undersea beneath Ravnica. Zonot Two is supposedly the second zonot that was officially claimed by the Combine, the first connecting the merfolk with the surface dwellers around the decamillennial. Once beneath the surface of the water in the bottom of the zonot, you are greeted by the wondrous underwater City of Opona. This underwater precinct is a city made of aqueous rocks, and roofs of gleaming brass reflect the rays of the sun at certain points in the day. The entirety of this precinct sits on an aqueous shelf, extended over the edge of an unfathomably deep area of sea.

| 1d6 | People | Sights |
|:---:|:------:|:------:|
|  1  | A cecaelia wearing silver armor practices martial skills outside of a terracotta building at the end of a street. | A grand palace with pointed brass caps sits at the edge of the precinct, serving as the guildhall of the Simic Combine here. |
|  2  | Young merfolk hurl a disc between one another that glides through the water, trying to get it past a goalkeeper in the center. | A group of shops make up a small market near the entrance to the city. They sell colorful bulbous fruits and undersea herbs. | 
|  3  | Two burly Simic guards drag a merfolk prisoner towards the castle, looking like they are coming from the surface city. | A carefully curated garden of plants is surrounded by a fenced dome about 30 feet in diameter. A few small sharks swim within. |
|  4  | An elf with a magical bubble around his head rides on a huge frog, commuting back to the Lotus Grotto at the top of the Zonot. | An exclusive bar has a draining air-lock at its front door. Expensive seafood and drinks are served within its boat-looking walls. |
|  5  | A construct that looks to be of Izzet design with heavy looking metal feet tries to flag someone down to carry them back to the surface. | A large steeple directly under the zonot projects a ray of sunlight in a radius around it, serving as a clock for the time of the surface world. |
|  6  | A friendly psionic merfolk approaches anyone she doesn’t recognize, sharing their emotions into the minds of new friends. | A railing indicates where one should stop swimming, with signs indicating a rapid downward riptide. Open ocean extends beyond it. |

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## Other Locations

### Golovod Mires

To the south of the district, sludgy mires and a sparse scattering of buildings. The population center of the district has slowly shifted away from this, because of the vile stench that the bogs once emitted. Fungal griblings once found this space as a suitable home, and some still call it that, but the area is mainly uninhabited by creatures having anything to do with life in the district. It also serves as a hideout for many unscrupulous individuals that have reason to hide from those that may want to find them.

| 1d4 | People | Sights |
|:---:|:------:|:------:|
|  1  | A grim, grubby goblin sits on a bench outside a building that looks like an outhouse. | A bunch of buildings sit on a thin, muddy street. They don’t look like they’ve been lived in for years. | 
|  2  | An hooded elf walks through the bogs, leading two vicious, blindfolded Axebanes behind them. | A small slum of wooden buildings is constructed on stilts to combat the swampy environ. |
|  3  | A fungal gribling sits in a murky pond, only its capped head visible. If startled, it stands to about 7 feet tall, fleeing deeper into the marsh. | A sinkhole that bubbles up from its center looks as if it has swallowed multiple brick and stone buildings.  |
|  4  | A wide bellied troll yells from behind some trees. A 4 foot tall fungal gribling sprints towards the party, fleeing from the threat. | Thick, ancient trees with green bark and long hanging branches create a small grove. Inside, the connection to green mana is strong. |

### Mount Ijila

Mt. Ijila is the large active volcano on the eastern edge of the district. While the location of an active volcano may seem like a bad place to begin a major city, the original settlers of the Sixth District had another plan. Through many decades of difficult and dangerous construction, a forge was made deep beneath the earth that utilized the intense heat and magma flows from the magma chamber of the volcano. After Malchiel forge was constructed, the Sixth District has only experienced very minor consequences from eruptions, since an eruption just means more magma reaches the important parts of the forges. At its mouth sits the Bigtop, the humongous circus tent that the Cult of Rakdos use to perform magnificent and extravagant acts.

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| 1d4 | People | Sights |
|:---:|:------:|:------:|
|  1  | A monk wearing light green robes sits on a column overlooking the district. An owl sits perched on his shoulder, and he seems to not respond to his surroundings. | A deep fog horn alarm begins blaring near a large vent in the sidewalk with spinning lights. After a moment, a thick cloud of hot, volcanic gas billows skyward. |
|  2  | A large bat-like creature is being led by a goblin with a helmet and goggles towards a flying obstacle course on the side of the mountain.  | A spiral staircase descends down most of the mountainside connecting the Tealeaf Quay and the area near the Bigtop. |
|  3  | Two large, burly humans at the bar get into a screaming match before breaking massive glass steins over each others’ heads | A vendor announces his wares to people inside the Bigtop, yelling about drinks, popcorn, whips, and various other Rakdos fan-favorites. |
|  4  | A person with a curled mustache and a pinstripe shirt sells glazed nuts and sweet fruit drinks in the Bigtop entrance area. | The entrance to the Bigtop has blaring brass music playing from it, with performers of all kinds walking within. |

### Skeld Mines

The skeld mines are mostly well-known for the extraordinarily large deposits of Adamantine found within them. Near the entrance to the mines lies the Malchiel Forge, one of the largest and most powerful forges on the plane. Equipped with the ability to process Adamantine, the forge manages to ship out hundreds of weapons, armor, and many other metal goods to the people of the Sixth District each day.

| 1d4 | People | Sights |
|:---:|:------:|:------:|
|  1  | Frustratedly muttering to themself, a wealthy looking banker or business person stomping back towards the surface.  | Precious gems and stones are made into fine jewelry that sits in the window of this well-priced jewelry shop.  | 
|  2  | An ogre pushes a mine cart like a shopping cart up the road. It leaves divots where the metal wheels break the cobblestones.  | The street stops suddenly, a railing stopping travelers from falling into an underground quarry hundreds of feet in height and width.  |
|  3  | A portly human blacksmith strolls down the street, still wearing their apron, eating a tasty looking pastry while walking back to their shop.  | Conveyor belts carrying chunks of gleaming adamantine ascend through multiple levels of architecture in this area of undercity.  |
|  4  | A miner walks towards the mines wearing a large tank of pressurized gas connected to a pressure mining rig walks down towards the mines.  | A thick metal archway is inserted into the cave wall with a carved staircase descending behind it. “Malchiel Forge” is carved into the metal in Celestial and Common. |

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### The Cinders

Not unlike the Tenth District, there is a large “reclamation zone” to the north of the district. This reclamation zone was caused by an eruption of Mt. Ijila before the Malchiel Forge was built. This event caused the destruction and burning of a large swathe of land towards the north of the district. In the aftermath of the eruption, a band of warriors and druids claimed the area as a stomping ground, eventually forming into the present-day Gruul Cinders clan. 

| 1d4 | People | Sights |
|:---:|:------:|:------:|
|  1  | A raggedy looking huge, cyclopic centaur with many saddlebags covering his rear half trots down the road. He seeks to trade his cursed magical trinkets and loves a good meal. | Under a bridge, chunks of burned wood, foliage, and rubble are formed into a sort of nest. An 8 headed Hydra sometimes calls this place home but the creature is nowhere to be seen. | 
|  2  | Goblins with serrated handaxes charge into a clearing, seemingly ready to attack. The large Giant who was rudely awoken in the plaza does not seem pleased with them. | A waterfall has formed off the edge of a tiered stone platform, tumbling through random ruins of old homes and shops. |
|  3  | Cinders clan druids look out from an overgrown tower, demanding a reason for passing through here. They advocate the quickest way out of their territory.   | What looks like a burned, ruined church, sits on a barren cobblestone street. Inside, the walls are covered in mirrors and circular scribbles of dark ink. |
|  4  | A pack of Cinder Ghouls, the spirits of unfortunate souls who perish within the cinders rush through wherever the party is, attacking them.  | Gruul members roam a massive stone plaza surrounding an open-air temple. The throne of chaos is located inside the temple.  |

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### The Chronicler

Best known for his over one hundred story tower in the Tenth District, the owner also has a much smaller location in the Sixth District. The lowest floor mainly serves as a tavern, however the outsides of the floor are filled with countless bookshelves. This impressive library of many popular and unheard of authors is filled with everything from in-depth research notes, journals, and arcane theory, to fictional farces, plays, and novels. Adventurers frequent these cheap, but nice rooms and the ground floor, which is perfect for drinking, researching, or mingling with fellow adventurers. The owner, Kron Elovikk, talks of his far-travels, though he is almost always behind the bar, and even sometimes regales stories of his far-away home, though the specific locations are often left out.

| 1d4 | People | Sights |
|:---:|:------:|:------:|
|  1  | A quirky goblin cart driver with an Old Rav accent bumbles around the dining room, offering business cards with his name and hiring prices. | On a bookshelf is  a childrens’ book that seems oddly like it could be a map to an ancient tomb. The drawings form a path into the undercity if they are deciphered. | 
|  2  | A suited man with a fashionable hat buys the party a round of drinks. They have a package they need delivered to an address in Yugasklad. | The bounty board on the front wall posts jobs for multiple factions and guilds within the District, suitable for all types of adventurers.  |
|  3  | A tall, well dressed minotaur brings the party whatever food and drinks they ordered. Virgil is the main server in the restaurant. | A group of famed adventurers walks through the Chronicler, grabbing drinks from Kron and telling a story of their recent travels. |
|  4  | Kron, “The Chronicler” himself, strolls out from the kitchen. He calmly begins polishing flagons at the bar, listening to the tales being told around him. | A belligerent mage begins to sling a spell at a drunk person harassing them. The spell is countered from behind the bar as Kron teleports both of them to the streets outside. |

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# Equipment

Ravnica is a diverse place of many different types of people in both species, background, and talent. Therefore, many different styles of weapons, and armor are readily available, where they might be more expensive or rare in another setting.

## Mundane Items

### Weapons
:
##### Saber

<p style=font-style:italic;color:gray> Martial Melee Weapon, 1d8 slashing, 45 gp </p>

This expertly crafted weapon is used by dextrous fighters, which include Boros Swiftblades or Golgari Scouts.

**Versatile (1d10).** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

**Finesse.** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

##### Chainwhip

<p style=font-style:italic;color:gray> Martial Melee Weapon, 2d4 slashing, 15 gp </p>

Rakdos pit fighters and beast wranglers usually carry these deadly weapons made from a chain of spiked blades.

**Finesse.** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

**Reach.** This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

##### Mizzium Mining Gauntlet

<p style=font-style:italic;color:gray> Martial Melee Weapon, 1d6 bludgeoning, 50 gp </p>

The Izzet League has created these large, mechanical devices for miners in the Skeld Mines for mining Adamantium. Some larger, stronger creatures could use these as an extremely forceful weapon.

**Heavy.** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

**Light.** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

**Siege Weapon.** This weapon deals double damage to objects and structures.

\column

##### Greatbow

<p style=font-style:italic;color:gray> Martial Ranged Weapon, 1d10 piercing, 50 gp </p>

Used by Selesnya sagittars perched on high towers, defending their sanctuary, or giants in the Gruul Clans for sieging strongholds.

**Range.** This weapon has a range of 180/720

**Ammunition.** This weapon shoots Heavy Arrows, which act as Javelins and cost the same.

**Heavy.** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

**Loading.** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

**Two-Handed.** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

### Armor
:
##### Buckler Shield

<p style=font-style:italic;color:gray> Armor (Shield), +1 AC, 15 gp </p>

This small shield is used by agile fighters needing the use of both of their hands. Wielding this shield increases your Armor Class by 1. You can benefit from only one shield at a time.

While wielding this shield, you can wield weapons with the Versatile or Two-Handed properties using both of your hands.

If the wielder has a Dexterity score lower than 13, their speed is reduced by 10 feet.

##### Tower Shield

<p style=font-style:italic;color:gray> Armor (Shield), +3 AC, 30 gp </p>

This 6 foot tall shield is mainly used to create shield walls by large fighting forces. Wielding this shield increases your Armor Class by 3. You can benefit from only one shield at a time.

The wielder has disadvantage on Dexterity (Stealth) checks. The wielder’s speed is reduced by 5 feet, and ranged attacks that target the wielder beyond their normal range are treated as if the wielder has partial cover.

If the wielder has a Strength score lower than 14, their speed is reduced by 10 feet.

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# Magical Items

Each of the Ten Guilds uses magic, to some extent. On Ravnica, Magic Items are very commonly seen in daily life, improving certain aspects of living and serving as tools to maintain the thriving cityscape of the plane. Boros Commanders use magical armor and weapons, The Orzhov use equipment that allows them to talk to spirits, and the Izzet mass-produce magic items for almost any use you could imagine. With the influx of technology and extra-planar knowledge introduced into the Ravnican ecosystem, a profound magical boom ensued after the defeat of Nicol Bolas. 

##### Amulet of Projection

<p style=font-style:italic;color:gray>  Wondrous Item, common </p>

This small amulet sits tightly around the wearer’s neck, suspending a small glass, metal, and crystal device. The wearer can speak the command word to begin recording themselves, tapping the glass once they are finished with their message. 

Once there is a recording in the amulet, it does not erase until the outer ring of the amulet is turned. A small version of the recording can be seen reflected in the internal crystals of the device. 

If the command word is said near the amulet while a recording is stored in it, a small visual and auditory illusion appears above the glass face of the amulet displaying the recorded message from the creature that stored the message within. 

##### Bag of Golding

<p style=font-style:italic;color:gray> Wondrous Item, rare </p>

This small gray bag is emblazoned with the symbol of the Orzhov Syndicate and tied shut with a small golden string. This item was created by Orzhov bankers to hold an impossible amount of coinage, and even convert between coin types to produce exact change. This bag has an interior space considerably larger than its outside dimensions, for coins inserted into it. The bag can hold up to 500 pounds of coins. The bag weighs 10 pounds, regardless of its contents. Retrieving up to a handful of coins from the bag requires an action. These coins can be of any number and sort from copper, silver, electrum, gold, or platinum pieces, assuming the monetary value of coins retrieved is equal to or less than the monetary value of coins in the bag. 

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered into the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. 

\column

{{note
**Bag of Golding Questions** 

On Ravnica, there is not necessarily an Astral Plane that these items can be sent to. It is up to the DM to decide where in the Magic multiverse these items get sent to. Is it another plane where all lost items get sent to? Or do these things get shunted into the Blind Eternities, eventually to wash up on the metaphysical shores of another random plane of the multiverse? Is it just a black hole that absorbs the matter for it never to return? Any of these options work, but meddling with extradimensional spaces should certainly be dangerous for players to do in most circumstances. 
}}

:
Placing a bag of holding inside an extradimensional space created by a bag of holding, Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

##### Expanding Shield

<p style=font-style:italic;color:gray> Armor (any shield), uncommon (requires attunement) </p>

While wearing this magical Gauntlet, you can use a bonus action to speak a command word and cause it to expand into a shield; however, the shield will expand only if the surrounding space allows. You can use a bonus action to speak a different command word and cause the shield to revert to a gauntlet. 

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##### Mizzium Coffee Companion

<p style=font-style:italic;color:gray> Wondrous Item, common </p>

Created by the inventors of the Mizzium Mill, this small contraption is a coffee maker with small legs and arms that assist with your morning routine! When asked and provided with a cup, the Coffee Companion can brew a fresh cup of coffee in one minute. 

It can move around wherever permitted by its owner, and makes small chirps to communicate affirmations to requests or struggles, if it does not have access to water or a brewing vessel. The Coffee Companion must rest for 4 hours each day on its charging pad, a small circular mizzium devices that must be supplied with a small amount of electricity.

##### Coffee

<p style=font-style:italic;color:gray> Drink, mundane </p>

This is a brown, bitter liquid that many Ravnicans consume on a daily basis. It allows people to work past exhaustion when needed at the risk of a crash afterwards. When the drinker finishes a cup, they ignore the effects of exhaustion for 8 hours. After the 8 hours are up, the drinker must make a DC 13 Constitution saving throw or gain one level of exhaustion. If the user consumes more coffee, the saving throw can be delayed.

##### Mizzium Transmat Tubes

<p style=font-style:italic;color:gray> Wondrous Item, uncommon </p>

Izzet scientists created these handy gadgets to send small supplies and tools to other laboratories. This one and a half foot long tube, which is about 6 inches in diameter can be separated at the center, splitting into two shorter tubes. If something is put within the tube and it is closed, the item placed inside will be magically transported to the other half of the tube, as long as it is on the same plane. Whenever the lid of a tube is closed, if there is an item inside, a pop and a whoosh can be heard as it is sent to the other tube.

\column

##### Spectral Searchlight

<p style=font-style:italic;color:gray> Wondrous Item, rare </p>

This brass and silver lantern has a crescent design with a chamber within that holds an ethereal, twisting white-green fog. As an action, the holder can activate the lantern by turning the valve on its top, which shoots a bright light through the internal mist, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, invisible creatures and objects within the range of light can be seen as if they were visible. You can have the lantern on for 1 hour, and it regains 5 minutes of usage for every 2 hours it isn't in use.

##### Tooth of Last Resort

<p style=font-style:italic;color:gray> Wondrous Item, rare (requires attunement) </p>

This small molar tooth is made of a slightly transparent deep blue glass. Green mist seems to swirl in an orb suspended in the center. These tools are utilized by high level spies and assassins who cannot let secrets loose once captured. To attune to the tooth, you must remove one of your molars and then press the tooth into that spot. The tooth implants itself to your gums and becomes a functioning tooth. While attuned to the tooth, as an action you can break the tooth in your mouth. You cast the disintegrate spell on yourself, automatically failing the saving throw.

##### Tube of Flashing

<p style=font-style:italic;color:gray> Wondrous Item, common (requires attunement) </p>

This small metallic tube has a switch on its side. There is a mirrored bulb on the end of the tube, and when the switch is flipped, a magical light turns on inside the bulb. The tube projects bright light in a 25 foot cone in front of you, and dim light in a 50 foot cone beyond that.

##### Whispersilk Cloak

<p style=font-style:italic;color:gray> Wondrous Item, very rare (requires attunement) </p>

This cloak changes colors to mask the wearer in whatever environment they find themself. While wearing this cloak, you cannot be “seen” for the purposes of casting spells. (Spell attack rolls against you have disadvantage, and spells that target a seen creature cannot target you.)

Additionally, you can cause the cloak to hide from specific creatures. The cloak has 3 charges and regains 1d3 expended charges daily at dawn. As a bonus action, you can expend a charge and become invisible to a creature of your choice within 30 feet of you. This effect lasts until the beginning of your next turn.

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# Vestiges of the Paruns

Since the establishment of the Guildpact roughly 10 millennia ago, many different creatures have taken control of the ten guilds of Ravnica. Originally, there was a founder, or Parun, of each of these guilds who were vested with the power and soul of Ravnica itself. Each of these beings came to possess a powerful artifact, which has been lost and found at important points throughout Ravnican history.

These artifacts are known as the Vestiges of the Paruns, and each one serves as a powerful magical font that grants powerful magical abilities to its wielder. The weapons are also known to grow more powerful when collected together, gathering the collective magical power of the Guildpact to a . The items are known to reach their Awakened state when more than five of the artifacts are brought together, and their Exalted state once all ten are united. 

The general public is mostly unaware of these items, but some Paruns of the guilds are still around, such as Niv Mizzet, and they could be very interested in reuniting with their Vestige if it is uncovered. Regardless, of who may be looking for them, they should be handled with great care or hidden away when not in use, since they can be used for nefarious purposes in the wrong hands.

{{wide
##### Vestiges of the Paruns
| Guild            | &emsp; &emsp; &emsp; Item Name                   | Item Type  | Creator       |
|:----------------:|:----------------------------|:-----------|:--------------|
|  Azorius         | &emsp; &emsp; &emsp; Azor's Eye                  | Headpiece  |  Azor         |
|  Boros           | &emsp; &emsp; &emsp; Conduit of Razia            | Circlet    | Razia         |
|  Dimir           | &emsp; &emsp; &emsp; Boots of the Secret King    | Boots      |  Szadek       |
|  Golgari         | &emsp; &emsp; &emsp; Key of Unkindness           | Staff      |  Svogthos     |
|  Gruul           | &emsp; &emsp; &emsp; Skullhammer                 | Greataxe   |  Cizarsim     |
|  Izzet           | &emsp; &emsp; &emsp; Firemind's Aegis            | Shield     |  Niv-Mizzet   |
|  Orzhov          | &emsp; &emsp; &emsp; Coins of the Ghost Council  | Coins      |  The Obzedat  |
|  Rakdos          | &emsp; &emsp; &emsp; Tails of the Defiler        | Whip       |  Rakdos       |
|  Selesnya        | &emsp; &emsp; &emsp; Branch of the World Tree    | Bow        |  Mat'Selesnya |
|  Simic           | &emsp; &emsp; &emsp; Grimoire Simic              | Spellbook  |  "Simic"      |
}}



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![cat warrior](https://imgur.com/qv3Gm5i.png) {position:absolute,bottom:110px,left:80px,width:300px,mix-blend-mode:multiply}

## Azor’s Eye

<p style=font-style:italic;color:gray> Wondrous item, legendary (requires attunement by a blue-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This ornate silver headpiece drapes over the wearer’s head, suspending a silver symbol of the Azorius guild in the center of the wearer’s forehead. Delicate chains connect more small triangles with small blue gems.  <p>

#### Dormant

The headpiece grants the following benefits in its dormant state:

- While wearing the headpiece in its dormant state, you can see normally in darkness, both magical and non magical, to a distance of 60 feet. 
- Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. 

\column
	
#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> A faintly glowing blue eye now appears on the wearer’s forehead whenever they perceive through the item. <p> 
<div style=margin:bottom:3px></div>

When Azor’s Eye reaches an awakened state, it gains the following properties:

- You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. 
- As a bonus action, you can speak a command word and switch the headpiece into one of the following modes. Each mode lasts for 1 minute and once it is activated, it cannot be activated again for 12 hours:
- **X-Ray.** To you, solid objects within 60 feet appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn. 
- **Amplified.** While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the headpiece to its normal operation. 

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> The wearer’s eyes now glow the same color as the eye on their forehead. The symbol gently floats above the wearer’s head when it is being used. <p> 
<div style=margin:bottom:3px></div>

When Azor’s Eye reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form. 
- You can cast the *Scrying* and *Antimagic Field* spells. Once you cast either of these spells, you cannot cast that spell again until the next dawn.

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## Conduit of Razia

<p style=font-style:italic;color:gray> Wondrous Item (Circlet), Legendary (requires attunement by a white-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This thin golden Circlet radiates holy energy. A single gem sits in the center of the circlet. <p> 

#### Dormant

The circlet grants the following benefits in its dormant state:

- While wearing this circlet, you are always under the effects of the protection from evil and good spell. This effect only applies to one creature type. You can choose a new creature type (other than celestial) to be protected against daily at dawn. 
- When you hit a creature with a melee weapon attack, you deal an additional 1d6 fire damage. Additionally, fire and radiant damage that you deal overcomes resistance.

\column
	
#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> A thin halo now hovers above your head while wearing the circlet. It emits a faint light, which mirrors the intensity of the wearer’s emotiona. <p> 
<div style=margin:bottom:3px></div>

When the Conduit of Razia reaches an awakened state, it gains the following properties:

- Increase the fire damage inflicted on a hit to 2d6 fire damage.
- You gain advantage on Wisdom (Insight) checks to determine if a creature is lying. 
- You gain advantage on saving throws to resist being frightened.
- As a bonus action on your turn, you can utter divinely inspiring words to your allies. Choose a number of creatures within 60 feet of you equal to your charisma modifier (minimum 1). These creatures become inspired, and can expend this inspiration to add a d10 to any saving throw or ability check they make in the next 10 minutes. 

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> Small motes of holy light swirl around the apex of the circlet. They burn a harsh red when the user makes contact with an attack. <p> 
<div style=margin:bottom:3px></div>

When the Conduit of Razia reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- Increase the fire damage inflicted on a hit to 2d8 fire damage.
- Creatures expending inspiration gained with the Conduit of Razia can now add a d12 to any saving throw or ability check they make in the next 10 minutes, instead of a d10.
- Your Divine senses instantly know if you hear a lie if it is spoken within 10 feet of you.

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## Boots of the Secret King

<p style=font-style:italic;color:gray> Wondrous Item (Boots), Legendary (requires attunement by a black-aligned creature) </p>

<p style=font-size:12px:text-align:justify> These Navy colored leather boots once belonged to Szadek, Lord of Secrets, the Parun of House Dimir. They smell faintly of iron, and when they are exposed to daylight, let off a gentle smoke as the leather hisses.  <p> 

#### Dormant

The boots grant the following benefits in its dormant state:

- While attuned to these boots, your speed increases by 5 feet. 
- Your movement makes no sound, regardless of the surface you are moving across.
- **Hidden Escape.** Whenever the wearer scores a critical hit against a creature, they may become invisible for one minute. If you make an attack, cast a spell, or receive any damage from an attack or spell, the invisibility ends. If you utilize your uncanny dodge or evasion features to reduce the damage of the attack or spell that would end this invisibility, the damage is instead reduced to 0, and the invisibility ends. 

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> Plates made of wrought iron appear on the heel and toe of each boot. The metal groans and creaks in harsh light. <p> 
<div style=margin:bottom:3px></div>

When the Boots of the Secret King reach an awakened state, they gains the following properties:

- Increase the bonus to your speed to 10 feet. 
- **Celerity.** If you click the heels of these boots together as a bonus action on your turn, you are under the effects of the haste spell until the beginning of your next turn. You do not suffer the regular wave of lethargy that the spell imposes when this effect ends. If you use your additional action from the spell to make an attack, that attack can benefit from the effects of the Sneak Attack feature, even if you used this feature on another attack on the same turn. Once you use this trait, you cannot use it again until you finish a short or long rest.

\column

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> Ornate chiseling appears on the boots; abjuration and illusion runes, unrecognizable from any runes scribed in the past decamillenial. <p> 
<div style=margin:bottom:3px></div>

When the Boots of the Secret King reach an exalted state, they gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- Increase the bonus to your speed to 15 feet. 
- You can now use the Celerity feature of the boots 3 times before you finish a short or long rest.
- When you use the Hidden Escape feature of these boots you can choose to amplify the effect. If you do so, the invisibility granted does not end if you make an attack, cast a spell, or receive damage from an attack or spell. Once you use this feature, you cannot do so again until you finish a short or long rest.

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## Key of Unkindness

<p style=font-style:italic;color:gray> Weapon (Quarterstaff), Legendary (requires attunement by a black-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This long, gnarled staff made from dark colored wood houses a shadowy green crystal at its tip. Dark, fossilized feathers also adorn the staff up and down, s#ome of them sticking out around the crystal as if symbolizing two gnarled wings. The staff gives off a deep earthy smell, while the crystal smells of sweet lavender.  <p> 

#### Dormant

The staff grants the following benefits in its dormant state:

- You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
- **Raven Form.** While attuned to this staff, you can cast the *Shape Change* spell. When you cast the *Shape Change* spell with this staff, you can only assume the form of a **Skeletal Raven.** The staff fulfills the material components for the spell. Alternatively, you can have the staff transform into the **Skeletal Raven** as an action, instead. Once you use this feature, you cannot do so again until you finish a long rest.

  Whenever you or the staff transforms, the staff twists and melds into the form that is being conjured, and the crystal on the top of the staff falls harmlessly to the ground. You or any creature that spends 1 minute concentrating on the crystal, as if concentrating on a spell, can see through the &nbsp; raven’s eyes.

  Whenever you revert to your normal form, if you are not in contact with the crystal, the staff reforms in your hands without the crystal in it. If you touch the separated crystal with the staff, the wood twists around the crystal and reverts back to normal. You cannot use any of the staff’s features if the two parts are separated.

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> The feathers protruding near the crystal extend, clearly depicting two raven wings in flight. The crystal also grows in size, and emits a gentle light. <p> 
<div style=margin:bottom:3px></div>

When the Key of Unkindness reaches an awakened state, it gains the following properties:

- The weapon's bonus to attack and damage rolls increases to +2.
- You gain additional features as detailed in the **Skeletal Raven** stat block.

\column

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> The wings at the top of the staff grow, fully extended to either size of the crystal, which is housed securely in the dark wood of the staff. <p> 
<div style=margin:bottom:3px></div>

When the Key of Unkindness reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- The weapon's bonus to attack and damage rolls increases to +3.
- You gain additional features as detailed in the **Skeletal Raven** stat block. 

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::::::::::::::::::::::::::::::::::::::::::::
{{monster,frame,wide
## Skeletal Raven
*Tiny (Dormant); Medium (Awakened); Huge (Exalted) Undead, Black*
___
**Armor Class** :: 12 (Dormant); 17 (natural armor, Awakened); 18 (natural armor, Exalted)
**Hit Points**  :: 1 (1d4 - 1, Dormant); 133 (14d10 + 56, Awakened); 187 (15d12 + 90, Exalted)
**Speed**       :: 10 ft., fly 50 ft. (Dormant); 20 ft., fly 80 ft. (Awakened and Exalted)
___
|  STR (D)  |  DEX (D)  |  CON (D)  |  INT (D)  |  WIS (D)  |  CHA (D)  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|2 (-4)|14 (+2)|8 (-1)|2 (-4)|12 (+1)|6 (-2)|
|  **STR (A)**  |  **DEX (A)**  |  **CON (A)**  |  **INT (A)**  |  **WIS (A)**  |  **CHA (A)**  |
|20 (+5)|16 (+3)|18 (+4)|8 (-1)|15 (+2)|14 (+2)|
|  **STR (E)**  |  **DEX (E)**  |  **CON (E)**  |  **INT (E)**  |  **WIS (E)**  |  **CHA (E)**  |
|23 (+6)|16 (+3)|23 (+6)|10 (+0)|15 (+2)|19 (+4)|
___
**Saving Throws**        :: Con +8, Wis +6 (Awakened); Con +11, Wis +10 (Exalted)
**Skills**               :: Perception +3 (Dormant); Perception +6, Stealth +11 (Awakened); Perception +7, Stealth +13 (Exalted)
**Senses**               ::  blindsight 60 ft. (Exalted), darkvision 120 ft. (Awakened), darkvision 300 ft. (Awakened), passive Perception 13; passive Perception 16; passive Perception 17
**Languages**            :: understands the Languages you known
___
***Mimicry.*** The skeletal raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
:
***Magic Resistance. (Awakened and Exalted Forms)*** The skeletal raven has advantage on saving throws against spells and other magical effects.
:
***Shadow Stealth. (Awakened and Exalted Forms)*** While in dim light or darkness, the skeletal raven can take the Hide action as a bonus action.
:
***Sunlight Sensitivity. (Awakened Form)*** While in sunlight, the skeletal raven has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

### Actions
***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
:
***Multiattack. (Awakened and Exalted Forms)*** The skeletal raven makes three attacks: one with its mandibles and two with its claws.
:
***Wing. (Awakened and Exalted Forms)*** *Melee Weapon Attack:* +9 to hit (Awakened); +11 to hit (Exalted), reach 10 ft., one target. *Hit:* 16 (2d10 + 5, Awakened); 17 (2d10 + 6, Exalted) bludgeoning damage, and the target must make a DC 17 (Awakened); DC 19 (Exalted) Strength saving throw or be knocked prone. 
:
***Claw. (Awakened and Exalted Forms)*** *Melee Weapon Attack:* +9 to hit (Awakened); +11 to hit (Exalted), reach 5 ft., one target. *Hit:* 12 (2d6 + 5); 13 (2d6 + 6) slashing damage.
:
***Shadow Caw. (Exalted Form)*** The skeletal raven releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage.

### Legendary Actions (Exalted Form)
The skeletal raven can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The skeletal raven regains spent legendary actions at the start of its turn.
:
***Detect.*** The skeletal raven makes a Wisdom (Perception) check.
:
***Shadow Caw (Costs 2 Actions).*** The skeletal raven uses Shadow Caw.
:
***Wing Attack (Costs 2 Actions).*** The skeletal raven beats its wings. Each creature within 10 feet of the skeletal raven must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The skeletal raven can then fly up to half its flying speed.
}}

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## Skullhammer

<p style=font-style:italic;color:gray> Weapon (Greataxe), Legendary (requires attunement by a red-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This menacing axe once belonged to the Lord of Chaos himself, Cizarsim, Parun of the Gruul Clans. Chains and multiple skulls hang from the axehead, which itself is fashioned to look like a skull. Utilized in countless tortures and slow executions, the serrated blade of this brutal weapon still smells of dried blood and rot.</p> 

#### Dormant

The axe grants the following benefits in its dormant state:

- You gain a +2 bonus to damage rolls with this magic weapon. 
- When you hit with an attack using this weapon, and that creature is below its maximum hp, you deal an additional 1d6 slashing damage.
- When you use the attack action on your turn, the following special attack can replace one attack you make with Skullhammer:

- **Sweeping Edge.** Make a melee attack at any number of creatures within 5 feet of you. Each target beyond the first must be within 5 feet of the first target. Once you use this feature you cannot use it again until the beginning of your next turn.
#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> The weapon’s blades become longer, sharper, and more serrated. The size of the axe grows as well, causing it to look much more menacing.  <p> 
<div style=margin:bottom:3px></div>

When Skullhammer reaches an awakened state, it gains the following properties:

- The bonus to damage rolls is increased to +4.
- The damage bonus to striking a creature below its maximum hit points to 2d6.
- When a creature is damaged by this weapon, they suffer disadvantage on Strength ability checks until the beginning of your next turn.
- When you drop a creature to 0 hit points with an attack using Skullhammer, you can immediately make an additional melee attack with this weapon as a bonus action.

\column
::::::::::::::::::::::::::::::::::::::::::::
#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> When you touch the chains and blade of Skullhammer, they now feel hot. Additionally, the axe grows in size again. <p> 
<div style=margin:bottom:3px></div>

When Skullhammer reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- The wielder appears 4 inches taller and has advantage on Charisma or Strength (Intimidation) checks.
- The bonus to damage rolls is increased to +6.
- The damage bonus to striking a creature below its maximum hit points to 2d8.
- The range of the Sweeping Edge feature increases to 10 feet.
- When a creature takes damage from Skullhammer equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or immediately drop to 0 hit points.

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## Firemind’s Aegis

<p style=font-style:italic;color:gray> Armor (Shield), Legendary (requires attunement by a blue-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This intuitively designed Mizzium shield is meant to be wielded by any size creature, including the gargantuan form of its creator, Niv Mizzet. Affixed to the shield is a large depiction of Niv Mizzet’s head, with a Cobalt colored Shield face behind it. The Mizzium edge of the shield works as an Arcane conductor, which causes the eyes of the head to crackle with elemental energy whenever a spell is being concentrated on by the shield.</p> 
<div style=margin:bottom:3px></div>

#### Dormant

The Shield grants the following benefits in its dormant state:

- Whenever you make a Constitution saving throw to maintain concentration on a spell or ability, you may add a bonus to the roll equal to this shield’s bonus to your Armor Class. Additionally, you are considered proficient with this shield even if you lack proficiency with shields.

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> When the shield is concentrating on a spell, the eyes glow and crackle with magical energy, the color matching that of the spell’s color alignment.</p> 
<div style=margin:bottom:3px></div>

When the Firemind’s Vessel reaches an awakened state, it gains the following properties:

- Increase the shield’s bonus to AC to a +1. This bonus is in addition to the shield’s normal bonus to AC. 
- **Dual Minded.** Whenever you cast a spell that requires concentration, you can have the shield maintain concentration instead. While the shield is Concentrating on a spell, whenever you are hit by an attack, roll a d20. On an 8 or lower, you must make a concentration check for the shield. The shield adds its bonus to AC to this roll. If you take damage from something other than an attack, and the shield is within the radius, it makes a concentration check as if it took the damage as well. 

\column

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> Upon storing a spell in the shield, a magical amalgam starts to form in its mouth, with flashes of light emitting out that match the color alignment of the spells inside.  The amalgam grows in size as more spell slots are held within the shield.</p> 
<div style=margin:bottom:3px></div>

When the Firemind’s Vessel reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- Increase the shield’s bonus to AC to a +2. This bonus is in addition to the shield’s normal bonus to AC. 
- **Mind of the Dracogenius.** The shield can now store Spells cast into it, holding them until the attuned wearer uses them. The shield can store up to 5 levels worth of Spells at a time.

  &nbsp;Any creature can Cast a Spell of 1st through 5th Level into the shield by touching the shield as the spell is cast. The spell has no effect, other than to be stored in the shield. If the shield can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
  
  &nbsp;While wearing the shield, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
  
  &nbsp;While the shield is concentrating on a spell with its Dual Mind feature, you cannot cast spells that are being held within the shield. Additionally, the shield cannot concentrate on a spell if there &nbsp; is not at least one level of spell slot available.

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## Coins of the Ghost Council

<p style=font-style:italic;color:gray> ondrous Item, Legendary (requires attunement by a white-aligned creature)*</p>

<p style=font-size:12px:text-align:justify> This set of three ancient Orzhov minted coins consists of a Gold, an Electrum, and a Platinum coin. The gold coin is called Fate, the electrum coin is called Temperance, and the Platinum coin is called Fortune. Each coin’s name is imprinted in Old Rav around its perimeter. Fate depicts multiple strings being woven together, while the other two are plain coins.</p> 
<div style=margin:bottom:3px></div>

#### Dormant

The coins grants the following benefits in its dormant state:

- While attuned to the coins, they gently float around your head. As a bonus action, you can cause any number of the coins to shoot towards a creature. Each coin hits a creature of your choice within 60 feet of you. The target can be behind any amount of cover, as long as you know their exact position and there is a clear path to them. A coin deals 1d4 + your Luck modifier force damage to its target. The coins all strike simultaneously, and you can direct them to hit one creature or several. The coins return to their orbit around your head at the beginning of your next turn. 
- **Fate.** While this coin orbits your head, if you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> The symbol of a scale becomes inscribed in the square electrum coin. Its name, Temperance, is also inscribed around the edges in Old Rav. </p> 
<div style=margin:bottom:3px></div>

When the Coins of the Ghost Council reach an awakened state, they gains the following properties:

- **Temperance.** While this coin orbits your head, if you regain hit points, the next attack roll you make has advantage. You can only benefit from this feature once per turn. 

\column

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> Glowing yellow inlays appear on the platinum coin. A large pile of coins is depicted on its face, while its name, Fortune, is printed around the back. </p> 
<div style=margin:bottom:3px></div>

When the Coins of the Ghost Council reach an exalted state, they gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- **Fortune.** While this coin orbits your head, whenever you roll a natural 20 on an ability check, you can choose to reroll the ability check, and you must use the new roll. If you do, you can store the result within the coin for later use. Fortune glows with a pale golden light while a natural 20 is being stored in it. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within the range of the coins with the stored natural 20. When you do, Fortune falls to the ground as if you had made an attack with it. If Fortune has a roll saved within it when it is unattuned from, the saved roll is lost.

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## Tails of the Defiler

<p style=font-style:italic;color:gray> Weapon (Whip), Legendary (requires attunement by a red-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This whip is made of a red leather, with three sets of six lashes sprouting from a blood stained, curved bone handle, ending in a spike. Each lash ends in a small barb, reminiscent of a devil’s tail. When you draw blood with the whip, the blood is drawn into and consumed by the tails.</p> 
<div style=margin:bottom:3px></div>

**Sentience.** The Tails of the Defiler is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. 

**Personality.** A slaughter-loving demon named Oth’tanath lives within the Tails of the Defiler. The weapon draws pleasure from the blood that is drawn into the tails, and loves general mischief. The demon claims to be a past lover of Rakdos himself. 

#### Dormant

The whip grants the following benefits in its dormant state: 

- You can speak, read, and write Abyssal and Infernal. 
- You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
- This weapon has a reach of 15 feet. 
- This weapon has 6 charges. The whipregains 1d6 + 1 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the whip cannot be used for 6 days.
- **Counterlash.** As a reaction you can expend 2 charges. The whip magically lashes out at the spell as you cast Counterspell. Additionally, the caster takes 2d10 fire damage.

\column

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> When the vampiric touch spell is cast with the whip, the tips of the lashes glow with abyssal red energy. </p> 
<div style=margin:bottom:3px></div>

When the Tails of the Defiler reaches an awakened state, it gains the following properties:

- The weapon's bonus to attack and damage rolls increases to +2.
- **Draining Kiss.** As an action you can expend 2 charges to cast the Vampiric Touch Spell. You use the whip to make the spell attacks required by the spell. Whenever you hit a creature with an attack while under the effects of this spell, that creature must make a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can not maintain concentration on a spell or any other ability that requires concentration. The creature can repeat the saving throw at the end of each of its turns. 

#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> When a target is dominated by the whip, Oth’tanoth whispers in the target’s head, instructing it of its every move. </p> 
<div style=margin:bottom:3px></div>

When the Tails of the Defiler reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- The weapon's bonus to attack and damage rolls increases to +3.
- The saving throw DC for the weapon's abilities increases to 18.  
- **Abyssal Riposte.** As a reaction you can expend 4 charges. The whip magically lashes out at the spell as you cast Apprentice’s Retort. Additionally, the caster takes 4d10 fire damage.
- **Captivating Flog.** As an action, you can expend 6 charges. You can cast the Dominate Monster Spell. If the creature fails the saving throw, it must immediately use its reaction, if available, to move up to its movement towards the closest creature hostile to the wielder and make a melee attack at that creature if able to do so.

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![cat warrior](https://imgur.com/r6AI55s.png) {position:absolute,rotate:58deg,bottom:-35px,right:55px,height:820px,mix-blend-mode:multiply}

## Branch of the World Tree

<p style=font-style:italic;color:gray> Weapon (Bow), Legendary (requires attunement by a green-aligned creature)*

<p style=font-size:12px:text-align:justify>This intricately woven bow made of cream colored wood encompasses many light green crystals. It is strung with an extremely vine plant fiber bowstring. When it's string is pulled back without an arrow knocked, a green arrow made from pure natural energy of the Vitu appears knocked in the wielder’s fingers.</p> 
<div style=margin:bottom:3px></div>

#### Dormant

The bow grants the following benefits in its dormant state: 

- This bow can shoot projectiles, even without ammunition.  Instead of stringing an arrow, you can speak the bow’s command word and conjure a magical arrow. This arrow deals 1d8+ your Dexterity modifier force damage on a hit. 
- You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
- **Life.** Instead of stringing an arrow, you can channel life energy through the bowstring. When you take the attack action on your turn, instead of making a regular attack, you can shoot a healing arrow at a creature you can see within 120 feet of you. That creature heals 1d8 + your Wisdom modifier. This projectile looks like a golden, holy arrow that bursts when it hits its target.

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> New, white crystals sprout from the branches, enhancing the grip and ends of the bow. </p> 
<div style=margin:bottom:3px></div>

When the Branch of the World Tree reaches an awakened state, it gains the following properties:

- The weapon's bonus to attack and damage rolls increases to +2.
- **Order.** As a reaction, you can fire a bolt of order at a creature that you can see that makes an attack at an ally within 120 feet of you. If you hit with this attack, that creature is blinded and their movement speed is reduced to 0 until the beginning of your next turn. You can also cause the target to immediately drop what they are holding. This bolt resembles a thin beam of white energy.

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#### Exalted

<p style=color:gray;font-size:12px:text-align:justify> All of the crystals become a deep green marbled with white. The bow is the perfect length for the wielder, seamlessly bonding with the user. </p> 
<div style=margin:bottom:3px></div>

When the Branch of the World Tree reaches an exalted state, it gains the following properties:

- **Exalted.** Any creature that is attuned to another Vestige of the Paruns can ignore the alignment attunement restriction on this item.
- The weapon's bonus to attack and damage rolls increases to +3.
- **Harmony.** Instead of stringing an arrow, you &nbsp;&nbsp;&nbsp; can fire an Inspiring bolt towards an ally &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; within 120 feet of you. The target &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; may immediately use its &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; reaction to make a weapon &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; attack against a creature within &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; range. It makes this attack with &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; advantage. This bolt of inspiration &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; surrounds the ally with a slightly &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; glowing, green aura.

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![cat warrior](https://imgur.com/ML0waNo.png) {position:absolute,rotate:10deg,bottom:250px,right:100px,width:250px,mix-blend-mode:multiply}

## Grimoire Simic

<p style=font-style:italic;color:gray> Wondrous item, legendary (requires attunement by a green-aligned creature) </p>

<p style=font-size:12px:text-align:justify> This barnacle-encrusted tome is supposedly created by the original founder of the Simic Combine. It has a leather bound cover that smells deeply of salt. The pages appear weathered, as if they had been soaked and then dried. The pages cannot get wet.</p> 
<div style=margin:bottom:3px></div>

#### Dormant

Most of the book is blank, but the following spells are recorded in the first pages of the tome: 

*absorb elements, alter self, animal messenger, animal shapes, blight, color spray, control weather, dispel magic, fog cloud, gaseous form, hold person, hold monster, misty step, plant growth, polymorph, ray of enfeeblement, ray of sickness, regenerate, slow, summon elemental, Tasha’s caustic brew, tidal wave, thunderwave, and transport via plants.*

If you use a spellbook, you can use the grimoire as your spellbook, and you can scribe new spells into it as normal. 

You prepare one spell from the book that is of a level you can cast. To do so, choose one spell from the list above. The spell must be of a level equal to or lower than the highest level spell slot you have. If you do not have any spell slots, the spell you choose must be half your level or lower, rounded down. You can change this spell whenever you finish a long rest. Preparing the spell requires time spent studying the spellbook and memorizing the runes and types of magic used in each spell. Preparing a new spell takes a number of minutes equal to the spell’s level. 

While this spell is prepared, you can also cast it normally using your spell slots. You can also cast the spell chosen once per day without expending a spell slot (DC 15). Once you do so, you cannot do so again until you finish a long rest. 

#### Awakened

<p style=color:gray;font-size:12px:text-align:justify> Blue runes appear on the surface of the book. The spells chosen with the item appear to be stored in small baubles that hang from the book.</p> 
<div style=margin:bottom:3px></div>

When the Grimoire Simic reaches an awakened state, it gains the following properties: 

- **Biomancer Aura.** At the beginning of your turn, choose one creature within 30 feet of you. That creature gains 1d10 temporary hit points. While a creature has temporary hit points from this feature, it has advantage on saving throws against spells and magical effects.
- The number of additional spells you can prepare from the book each day increases to 2, and the DC for spells cast through the book becomes 17.

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#### Exalted

<p style=color:gray;font-size:12px:text-align:justify>Various Baubles, including the ones storing the chosen spells, now hang from the book. Its size shifts to the ideal size and shape for its user.</p>
<div style=margin:bottom:3px></div>

When the Grimoire Simic reaches an exalted state, it gains the following properties: 

- The number of creatures you can choose with the Biomancer’s Aura increases to two creatures. Additionally, the temporary hit points gained from the feature increases to 2d10.
- The number of additional spells you can prepare from the book each day increases to 3, and the DC for spells cast through the book becomes 19.

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# Optional Gameplay options

## Color Alignment

Alignment in Dungeons & Dragons serves as a way to measure a being's morality. It defines whether a character is Good or Evil, and their tendency to adhere to some sort of belief system, represented by Law and Chaos. Applying a rigid descriptor to someone’s behavior is troubling, since a person’s motivations may change over time. Realistically, any creature or person can do both good and bad things, depending on the situation and context.

This system has been around since the early editions of D&D and as such, much of the lore of certain settings is intertwined with it, namely the Outer Planes of the Forgotten Realms. Using a setting from Magic: The Gathering presents a fairly obvious and easy alternative, which is baked into the flavor and mechanics of its settings and the game itself.

As a system, alignment in Dungeons and Dragons serves as a baseline for DMs to determine how a creature might act or respond to a certain situation. It informs what their motivations are, who they ally themselves with, and sometimes what ideological differences they have with the player characters. Some creatures, mainly those from the outer planes, are direct embodiments of the alignments. Celestials are good. Devils are lawful evil. Demons are chaotic evil. And the planes that they come from reflect that fact, sometimes even punishing extraplanar visitors who have a differing alignment than the Plane. 

In settings from Magic: the Gathering, all creatures get their Alignment from an assortment of 5 Colors – White, Blue, Black, Red, and Green – which each have a unique set of ideals, characteristics, and motivations that creatures that adhere to that alignment will follow. In contrast with the D&D alignment system, these colors serve as more of a personality type rather than a direct indicator of morality. Ravnica is one of the most obvious examples of these, since each of the Guilds is so heavily tied to two of the colors.

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### White

A few of the things that White represents are Order, Community, Law, and Structure. It values the group as a whole, and defines a set of laws that reflect this. It is easy to think of White as a holy or purely good color, and while this may be true fairly often, its rules are to be followed very rigidly. It leaves no room for straying from the path, suggesting that one’s personal feelings or interests are less important than the will of the collective.

### Blue

The main defining feature of Blue is the presence and search for Opportunity. Intuition and Knowledge are both extremely important to Blue. It very much views existence as a blank slate that is rife with possibility. Destiny and Fate are not things that affect one’s life, but instead one’s purpose is defined by their experiences. Blue creatures are generally seen as intelligent or clever, using logic to overcome most situations

### Black

Black’s main focus is Power. It doesn’t focus on any rules or morality, and aims to obtain power by any means necessary. Like White, Black has the disadvantage of it being often misconstrued as meaning evil, but this is not the case. Rather, the ideology focuses on one’s self over anyone, or anything, else. Being selfish is core to the philosophy of Black, which means love, comfort, pleasure, and any other personal worldly wants are perfectly in line with this alignment.

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### Red

The beliefs or Red state that one’s purpose in life is to find experience in adventure. It seeks out fulfillment in impulse and chaos. It creates opportunity for freedom of choice, not wishing to be censored or controlled. Red acts purely on emotion, which can sometimes be viewed as reckless by others. It is passionate, chaotic, and unpredictable, and creatures belonging to this alignment tend to exemplify that with their large personalities.

### Green

Green is the color most in tune with the natural world. It believes that the best course of action is to live in, and enhance the world around it rather than changing it. They also believe in coming together for the good of the group, but not as rigidly as White believes. It values instinct and natural wisdom, believing in survival of the fittest and that the strong will always come out on top. High levels of spirituality is a common trait between Green aligned creatures, taking solace in the existence of all beings, including those of a higher power than them.

![cat warrior](https://imgur.com/BGwwMJ6.png) {position:absolute,rotate:-2deg,top:45px,left:170px,width:480px,mix-blend-mode:multiply}

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{{note
##### Sidebar: Planar Realms
The term “Plane” has a slightly different meaning in D&D and M:TG. In D&D, extraplanar adventures are common. Adventurers may find themselves traveling from the Material Plane to the Elemental Chaos, the Nine Hells, or the Feywild over the course of a campaign. 
 
In Magic, Planes are the entirety of the world and its connected “Realms,” as I call them. That is because in Magic, planes are separated by the Blind Eternities, something only traversable by powerful magical beings called “Planeswalkers.” Therefore, in Magic Settings, your DM may choose to rename the Plane Shift spell to Realm Shift. Other spells, like Banishment, that transfer creatures to other planes might transfer them to a temporary Demiplane or another Realm instead. 
 
Some examples of other Realms that are connected to Planes from Magic include Agyrem, the Ghost Quarter on Ravnica, or the Theros Underworld, where deceased souls go after death on that plane. Though difficult, these are places that are traversable by those without a Planeswalker’s spark, but still obey slightly different laws or rules as their Planes’ “Material Plane.”
}}

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# Feats

#### Angelic Gift
<p style=color:gray;font-size:12px:text-align:justify> Prerequisite: Aasimar </p> 

When you use your Radiant Soul feature, your transformation lasts for an hour, or until you end it as a bonus action. Additionally, the extra radiant damage that you can deal on your turn during your transformation can be dealt a number of times equal to your level (minimum of 10). This damage can now be applied to any number of attacks on each turn, as opposed to only once per turn.

#### Addendum
<p style=color:gray;font-size:12px:text-align:justify>Prerequisite: the counterspell spell</p>

You have the ability to rewrite the magical outcomes of conflict. You gain the following benefits:

- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You gain the option to cast the counterspell spell as an action. When you do so, you enter a reflexive stance that lasts until the start of your next turn. While in this reflexive stance, you can attempt to interrupt the casting of spells within 60 feet of you without using your reaction, as you would by casting the spell. When you cast this spell in this way, it cannot be cast at a higher level. You have disadvantage on the spellcasting checks made in this way if attempting to stop spells of 4th-level or higher.

#### Adamantine Adept
<p style=color:gray;font-size:12px:text-align:justify>Prerequisite: proficiency with a martial weapon or heavy armor</p>

You are familiar with the impenetrable armor and masterful weapons produced in the legendary Malchiel Forge of the Sixth District. You gain the following benefits:

- While wearing Adamantine Armor, you can use your reaction to shrug off some of the damage when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10. You can use this trait a number of times equal to your proficiency bonus.
- While wielding an Adamantine Weapon, when you hit a creature with a melee weapon attack, cause the weapon to deal an additional 1d10 force damage. You can use this trait a number of times equal to your proficiency bonus.
- You have advantage on all Smith’s Tools checks made to manufacture Adamantine armor, tools, and weapons.

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#### Battalion
Since you were trained for fighting with a large group, you gain a particular edge when foes are surrounded. You gain the following benefits:

- Increase your Strength, Dexterity, or Intelligence by 1, to a maximum of 20.
- If two or more of your allies are within 5 feet of a creature, you have advantage on weapon attack rolls against that creature, and you can reroll one of the dice once.

#### Bloodthirst
The smell of blood enhances your fighting, surging adrenaline through you. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
You can enter a blood-fueled rampage as a bonus action. While in this rampage, you gain the following benefits:

- You have advantage on attack rolls against a creature, as long as you or an ally have hit it with an attack this turn. 
- You have resistance to damage from attacks from creatures that you have damaged while in your rampage. 

#### Cipher
<p style=color:gray;font-size:12px:text-align:justify>Prerequisite: Spellcasting or Pact Magic feature</p>

You are skilled at encoding spells into objects for use at an instant. You can cast a spell of 1st through 3rd level into a weapon or item held by you or an ally by touching that item while the spell is cast. The spell has no effect, other than to be stored in the item. 

- While the item is being held, you or an ally can cast the encoded spell. The spell uses your spell save DC, spell attack bonus, and spellcasting ability, but is otherwise treated as if the creature holding the item cast the spell. Once the spell is cast, it is no longer encoded. 
- Alternatively, if the spell was encoded into a weapon, and it only has one target, you can use your reaction when an attack made with that weapon hits a creature to cause the spell to also target that creature. You can only use your reaction this way if the weapon’s wielder is within 30 feet of you and you can see the attack. 

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#### Convoke
You can assist your magical allies in the casting of their spells. You can call to your allies as an action, preparing mana for use by these allies. Before the start of your next turn, you can use your reaction to assuage the cost of a 1st through 5th level spell cast by an ally. Make a Spellcasting ability check using your spellcasting modifier with a DC equal to 10 + the spell’s level, using your Wisdom if you do not have one. On a success, your ally’s spell is cast without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses on a long rest. 

#### Evolve
Your body has evolved to restore your own vitality when your allies regain hit points. You gain the following benefits.

- Increase your Constitution by 1, to a maximum of 20.
- Whenever a creature regains hit points from a hit dice or a spell or class feature within 60 feet of you, you can use your reaction to bolster yourself. You can roll a number of hit dice up to your proficiency bonus, regaining a number of hit points equal to the number rolled plus your Constitution modifier.

#### Extort
You are adept at talking for your own gain. You gain the following benefits:

- Increase your Charisma by 1, to a maximum of 20.
- You know the friends cantrip and can cast it at will. When the spell ends, you can have the target of the spell not realize that you used magic to influence it. You can use this trait a number of times equal to your Charisma modifier, and regain expended uses on a long rest.
- You gain advantage on Persuasion (Charisma) checks made to barter or reduce prices with merchants.

#### Overload
<p style=color:gray;font-size:12px:text-align:justify>Prerequisite: Spellcasting or Pact Magic feature</p>

You can overload your spells with additional mana, causing them to hit all creatures in an area. When you hit a creature with a spell that requires a ranged spell attack roll, you can expend an additional spell slot of any level. Every creature within a number of feet of the target equal to 10 x the level of the second spell slot expended must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes the damage of the spell, or half as much on a successful one. Once you use this ability, you can't do so again until you finish a long rest.

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#### Metamagic Master
<p style=color:gray;font-size:12px:text-align:justify>Prerequisite: Spellcasting or Pact Magic feature</p>

You've learned how to expertly manipulate the weave of magic, changing spells you cast to your will:

You learn one Improved Metamagic option of your choice from the Worldweaver sorcerous origin. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this Improved Metamagic option with another one from the Worldweaver.

You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

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#### Tamer of the Elements
You are particularly in tune with elementals. You gain the following benefits:

- You may craft an Elemental Gem using only 24 hours of work. Your options include a Blue Sapphire (Air), Emerald (Water), Red Corundum (Fire), Yellow Diamond (Earth), or lastly, a Cloudy Aquamarine (Steam). The cost to create these gems is not reduced.
- You have advantage on Charisma checks made to interact with elementals.

#### Scavenge
You flourish in the face of death, able to scavenge from the wreckage. You gian the following benefits:

- Increase your Constitution or Wisdom by 1, to a maximum of 20.
- You know the spare the dying cantrip and can cast it at will. For you, it has a range of 30 feet.
- As long as you have no successful death saving throws, you have advantage on saving throws while you are unconscious.

#### Spectacle
You have learned to fight with flourish, adding amazing, showy maneuvers to your battles. You gain the following benefits:

- Increase your Dexterity or Charisma by 1, to a maximum of 20.
- As long as you have hit a creature with a melee attack this turn, you can use your bonus action to take the Dash, Disengage, or Dodge actions. 
- You have advantage on Athletics (Strength) and Acrobatics (Dexterity) checks made to escape a grapple, and Intimidation (Charisma) checks made against creatures you have hit with an attack in the last hour. 

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# Magical Miscellany

## Spells

Throughout the history of Ravnica, spellcasters have crafted a vast array of spells, creating various effects and outcomes. This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.

If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.

#### Akriel’s Rejuvenating Smite
**4th-level evocation**
:
**Spell Lists:** Boros; Paladin </br>
**Casting Time:** 1 bonus action </br>
**Range:** Self </br>
**Components:** V </br>
**Duration:** Concentration, up to 1 minute
:
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 3d10 radiant damage. Additionally, you can heal the creatures around you, distributing an amount of hit points equal to the amount of radiant damage dealt with the spell to any number of creatures within 30 feet of the creature struck.

#### Apprentice’s Retort
**6th-level conjuration**
:
**Spell Lists:** Sorcerer, Wizard </br>
**Casting Time:** 1 reaction </br>
**Range:** 60 ft. </br>
**Components:** S </br>
**Duration:** Instantaneous
:
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 6th level or lower, the creature's spell fails and has no effect. If it is casting a spell of 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. 

If the creature spell fails, as part of casting this spell, you may immediately cast the spell the creature attempted to cast without consuming any additional material components or spell slots. If you choose to not cast the spell, the spell is lost. 

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used, and you may cast that spell as above. 

#### Aura of Vigor
**4th-level evocation**
:
**Spell Lists:** Boros; Paladin </br>
**Casting Time:** 1 action </br>
**Range:** Self (30-foot radius) </br>
**Components:** V </br>
**Duration:** Concentration, up to 1 minute
:
Invigorating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each friendly creature in the aura (including you) has advantage on attack rolls against creatures in the aura and whenever a creature gains hit points in the aura for the first time in a turn, they heal an additional amount of hit points equal to your Charisma modifier.

#### Azor’s Judgment
**3rd-level evocation**
:
**Spell Lists:** Azorius; Cleric, Wizard </br>
**Casting Time:** 1 reaction, which you take when you see a creature roll an Initiative check within 60 feet of you </br>
**Range:** 60 feet </br>
**Components:** V, S </br>
**Duration:** 1 round
:
You allow yourself a break in the action, detaining a creature willing to start a fight. As a reaction, when a hostile creature that you can see within range rolls an Initiative Check, you attempt to stop the creature from action. The target must succeed on a Wisdom saving throw or be paralyzed until the start of your next turn, and roll the Initiative check with disadvantage. On a success, the spell ends on the target and they do not roll their Initiative check with disadvantage. 

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

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#### Cacophony
**2nd-level evocation**
:
**Spell Lists:** Bard </br>
**Casting Time:** 1 action </br>
**Range:** Self (15-foot cube) </br>
**Components:** V, S </br>
**Duration:** Instantaneous
:
You create an uproarious, blasting cacophony that blows creatures away. Choose Treble clef or Bass clef. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. 
If you choose Treble clef, on a failed save, a creature takes 2d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
If you choose Bass clef, on a failed save, a creature takes 2d6 thunder damage and is pushed 20 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, if you choose Treble clef, the damage increases by 1d10 and the creature is pushed an additional 5 feet for each slot level above 2nd. If you choose Bass clef, the damage increases by 1d6 and the creature is pushed an additional 10 feet for each slot level above 2nd.

#### Conjure Wurm 
**7th-level conjuration (ritual)**
:
**Spell Lists:** Gruul; Druid, Warlock </br>
**Casting Time:** 1 action </br>
**Range:** 90 feet </br>
**Components:** V, S, M (a broken chunk of stone and chalk used for a brief ritual) </br>
**Duration:** Concentration, up to 1 hour
:
You call out to potent forces of pure destruction to summon a wurm, which appears in an unoccupied space that you can see within range. The wurm disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the wurm, which has its own turns. It will obey any verbal commands that you issue to it if you succeed on a DC 21 Animal Handling (Wisdom) check on your turn as a bonus action. If you don’t issue any commands to the wurm, it will wreak havoc around it, attacking creatures and structures in its way.

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If your concentration is broken, the wurm doesn’t disappear. Instead, the wurm turns its wrath upon its summoner, and it immediately becomes hostile toward you and your companions, and it will turn its focus on attacking you. An uncontrolled wurm can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The Wurm’s statistics can be found in the Guildmaster’s Guide to Ravnica. 

**At Higher Levels:** When you cast this spell using a 9th-level spell slot, you summon a Purple Wurm instead. The Wurm’s statistics can be found in the Monster’s Manual. 

#### Disintegration Cannon
**9th-level transmutation**
:
**Spell Lists:** Bard, Sorcerer, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** 60 feet </br>
**Components:** V, S, M (a lodestone and a pinch of dust) </br>
**Duration:** Instantaneous
:
A wide green beam springs from your palm to a target that you can see within range forming a line 90 feet long and 15 feet wide blasts out from you in a direction you choose. 

Each creature in the line must make a Dexterity saving throw. On a failed save, the target takes 12d12 + 50 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

![cat warrior](https://imgur.com/RcAhINP.png) {position:absolute,top:-10px,right:0px,width:600px,mix-blend-mode:multiply}

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#### Detain
**1st-level enchantment**
:
**Spell Lists:** Azorius; Cleric, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** 60 feet </br>
**Components:** V, S, M (a small, straight piece of iron) </br>
**Duration:** Concentration, up to 1 minute
:
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or that creature cannot make attacks or cast spells for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

#### Don’t Yet Rest
**3rd-level necromancy**
:
**Spell Lists:** Orzhov; Druid, Sorcerer, Warlock, Wizard </br>
**Casting Time:** 1 Reaction, which you take when a creature is reduced to 0 hit points within range. </br>
**Range:** 30 feet </br>
**Components:** V, S, M (expensive gem) </br>
**Duration:** Concentration, up to 1 minute
:
You can temporarily bind a creature's soul to fight for you. The creature becomes stable. The spirit retains the stats and abilities of the creature but is considered undead, and it can only attack once per turn. The creature’s spirit is bound as long as it is unconscious, and you can choose to take its turns and decide its actions. Death saving throws are made at the end of the turn.

#### Earworm
**3rd-level evocation**
:
**Spell Lists:** Bard </br>
**Casting Time:** 1 action </br>
**Range:** 30 feet </br>
**Components:** V </br>
**Duration:** Concentration, up to 1 minute
:
Choose a creature that you can see and can hear you within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks, and cannot concentrate on spells or abilities for the duration. 
**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 20 feet of each other when you target them.

\column
::::::::::::::::
#### Find Vehicle
**2nd-level conjuration**
:
**Spell Lists:** Artificer, Wizard, Ranger (Urban Warden) </br>
**Casting Time:** 1 action </br>
**Range:** 10 feet </br>
**Components:** V, S, M (a plank of wood) </br>
**Duration:** 8 hours
:
With a whistle and a wave, summon a vehicle to transport you around. Choose Boat or Wagon, summoning the chosen option in a space you can see within range. The summoned vehicle weighs 800 lbs and must be less than 10 feet in height, 15 feet in width, and 25 feet in length, and it appears however you like. It has a number of hit points equal to 4d12 + your spellcasting modifier, which you roll when you cast the spell. 

Even without anything pulling it, the vehicle can slowly move on its own. As long as it is carrying less than its weight, it has a movement speed of 15 feet, and can move at the end of its driver’s turn if they wish. 

#### Graft
**2nd-level abjuration**
:
**Spell Lists:** Simic; Druid </br>
**Casting Time:** 1 action </br>
**Range:** 60 feet </br>
**Components:** V, S, M (a small, straight piece of iron) </br>
**Duration:** Concentration, up to 1 minute
:
Your spell creates a pool of temporary hit points to distribute among your allies. Choose up to five creatures within range. Roll 1d8 for each creature chosen, and that creature gains temporary hit points equal to the result. 

While you concentrate on this spell, as a bonus action, you can transfer any number of temporary hit points from any of those creatures that are willing to another one of those creatures.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 1d8 for each slot level above 2nd.

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![cat warrior](https://imgur.com/CAGnRSo.png) {position:absolute,transform:scaleX(-1),rotate:-25deg,top:575px,left:190px,width:150px,mix-blend-mode:multiply}

#### Haunt
**3rd-level transmutation**
:
**Spell Lists:** Orzhov; Cleric, Warlock, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** Touch </br>
**Components:** V, S, M (a coin worth 1 gp, which the spell consumes) </br>
**Duration:** Concentration, up to 1 hour
:
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a ghastly, transparent form for the duration. The spell ends if the creature drops to 0 hit points. 

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. While the target is in the space of another creature, that creature is frightened of you and your allies.

The target has resistance to cold, necrotic, and poison damage, and it is immune to the charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the ghostly form, the target can’t talk or manipulate objects, and it can move objects smaller than it if it occupies the space of the object and moves at half speed. The target can’t attack or cast spells.
:::::::::::::::::
#### Nature's Claim
**2nd-level necromancy**
:
**Spell Lists:** Golgari; Druid, Warlock </br>
**Casting Time:** Reaction spell to a creature dying within range </br>
**Range:** 30 ft.  </br>
**Components:** V, S,M (A small length of vine) </br>
**Duration:** Concentration, up to 1 minute
:
Undergrowth and vines reach out and absorb some of the death energy of a creature dying within range. You gain a number of temporary hit points equal to (1d4 plus your) spellcasting modifier. 

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increase by 1d4 (or spellcasting mod) for every slot level above 2nd.

#### Populate
**3rd-level conjuration**
:
**Spell Lists:** Selesnya; Druid, Warlock, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** 60 feet </br>
**Components:** V, S, M (a stone relic engraved with runes evoking the worldsoul worth at least 400 gp) </br>
**Duration:** Concentration, up to 1 hour
:
You summon a copy of a conjured creature, and it manifests in an unoccupied space that you can see within range. Choose a creature summoned by a “Summon” spell of equal or lower level than this spell. The creature summoned by this spell has the same statistics as the original creature. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

The spells that this spell can affect are as follows, but the spell is only able to affect creatures summoned with a spell slot level equal to or lower than the level of the spell slot used to cast this spell: Summon Beast, Summon Fey, Summon Lesser Demons , Summon Shadowspawn, Summon Undead, Summon Aberration, Summon Construct, Summon Elemental. Summon Greater Demon, Summon Celestial, Summon Draconic Spirit, and Summon Fiend.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the level of spell slot used to summon the original creature can be equal to or less than the spell slot level used.

#### Repair
**4th-level transmutation (ritual)**
:
**Spell Lists:** Izzet; Artificer, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** Touch </br>
**Components:** S, M (a set of Tinker’s Tools) </br>
**Duration:** Instantaneous
:
You touch a Construct. Any damage to the Construct begins to mend itself, causing it to regain 50 hit points. This spell also ends any conditions affecting the target. 

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#### Sadist’s Song
**5th-level evocation**
:
**Spell Lists:** Rakdos; Bard </br>
**Casting Time:** 1 action </br>
**Range:** Self (30-foot radius) </br>
**Components:** V </br>
**Duration:** Concentration, up to 1 minute
:
You conjure a discordant, sadistic tune, filling the ears of creatures in range. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 3d6 thunder damage, as well as 3d6 psychic damage, and cannot take reactions while they can hear the song in the range. A creature that succeeds on its saving throw takes half as much damage and can still take reactions.

On each of your turns for the duration, you can use your action to deal 1d6 thunder damage and 1d6 psychic damage to creatures still inside the range of the song. The spell ends if you use your action to do anything else. Creatures not able to hear you do not take this damage, and can use their action on their turn to fully cover their ears until the start of their next turn. 

#### Seeking Shot
**1st-level transmutation**
:
**Spell Lists:** Artificer, Ranger </br>
**Casting Time:** 1 bonus action </br>
**Range:** Touch </br>
**Components:** V, S, M (a piece of ammunition or a weapon with the thrown property) </br>
**Duration:** 1 round
:
You touch a piece of ammunition or a weapon with the thrown property. For the duration, if the ammunition or weapon is used to make an attack, the attacker adds your spellcasting modifier to the attack roll. The attack scores a critical hit on a roll of 18 or higher.

#### Surveil
**3rd-level divination (ritual)**
:
**Spell Lists:** Dimir; Artificer, Ranger, Wizard </br>
**Casting Time:** 1 minute </br>
**Range:** 500 feet </br>
**Components:** V, S, M (A drop of blood from a humanoid) </br>
**Duration:** Instantaneous
:
You can sense whether groups of humanoids are in your vicinity. You learn their numbers, their general direction and distance (in feet) from you, and if they are moving, you know the approximate speed and direction they are traveling. If there are multiple groups of humanoids within range, you learn this information for each group.

\column

#### Thousand-Year Storm
**9th-level evocation**
:
**Spell Lists:** Izzet; Sorcerer, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** 1 mile </br>
**Components:** V, S </br>
**Duration:** Instantaneous
:
Primordial bolts of elemental lightning strike the ground at four different points you can see within range. Each creature in a 25-foot radius, 100-foot-high cylinder centered on each point you choose must make a Dexterity saving throw. The cylinders spread around corners. A creature takes 20d6 lightning damage and 20d6 thunder damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lightning strike is affected only once.

The spell damages objects in the area and short-circuits all electrical devices within 30 feet of any of the strikes.

#### Verdant Aura
**3rd-level evocation**
:
**Spell Lists:** Selesnya; Druid, Paladin, Ranger </br>
**Casting Time:** 1 action </br>
**Range:** Self </br>
**Components:** V </br>
**Duration:** Concentration, up to 1 minute
:
Primordial power radiates from you in an aura with a 30-foot radius, strengthening the resolve in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, allies have resistance to nonmagical bludgeoning, piercing, and slashing damage. 


#### Vex’s Counterspell of countering
**4th-level conjuration**
:
**Spell Lists:** Sorcerer </br>
**Casting Time:** 1 action </br>
**Range:** 150 ft </br>
**Components:** V, S, M (A crystal ball imbued with moonlight worth at least 1000 gp) </br>
**Duration:** 1 minute
:
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 4th level or lower, the creature's spell fails and has no effect. If it is casting a spell of 5thlevel or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. 

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If the creature spell fails, as part of casting this spell, you immediately regain a number of sorcery points equal to the level of the failed spell.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used, and you may cast that spell as above. 

#### Vex’s Daring Escape
**4th-level conjuration**
:
**Spell Lists:** Sorcerer, Warlock, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** Touch </br>
**Components:** V, S, M (A cut emerald) </br>
**Duration:** Instantaneous
:
Make a melee spell attack against a creature you can reach. On a hit, the target takes 6d8 psychic damage. Additionally, you teleport 120 feet to a point that you can see and become invisible until the end of your next turn. 

On a miss, you instead teleport 30 feet to a point you can see and your movement speed is halved until the end of your next turn. 

**At Higher Levels:** When you cast this spell using a spell slot of 5th-level or higher, the damage increases by 1d8 for each slot level above 4th.

![cat warrior](https://imgur.com/VQEEKbD.png) {position:absolute,filter:opacity:80%,bottom:-45px,left:-5px,width:475px,mix-blend-mode:multiply}

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#### Vex’s Dark Moon
**7th-level conjuration**
:
**Spell Lists:** Sorcerer, Wizard </br>
**Casting Time:** 1 action </br>
**Range:** 150 ft </br>
**Components:** V, S, M (A crystal ball imbued with moonlight worth at least 1000 gp) </br>
**Duration:** 1 minute
:
You manifest a cold dark moon around yourself, absorbing all projectiles and becoming immune to spells.  While in this form, you can use a bonus action to launch the moon at a spot you can see within range.  Until this action is taken, you cannot perform any standard actions and have a movement speed of 0, additionally if hit with a melee attack while channeling this spell you are knocked prone and the spell ends.. When the moon makes contact or reaches the end of its range, it explodes and creates a chilling blast with a radius of 25 feet. Any creatures caught within the blast have to make a Dexterity saving throw, or take 5d8 force damage and 5d8 cold damage on a failed save, or half as much damage on a successful one.

Any creature that takes damage from the blast becomes frostbitten, causing their movement speed to be reduced by 10 feet. Additionally, whenever a frostbitten creature is hit by an attack, the chill surrounding its body causes that creature to wound more easily, taking an additional damage die from weapon attacks and two additional damage die from damaging spells. This frostbitten state persists for 1 minute or until the creature takes fire damage, at which point it can make a Constitution saving throw, ending the effect on a successful save.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, you deal an additional 1d8 cold and 1d8 force damage for each level above 7th.

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#### Vex’s Mind Blast
**3rd-level Evocation**
:
**Spell Lists:** Sorcerer </br>
**Casting Time:** 1 action </br>
**Range:** 90 ft. </br>
**Components:** V, S,M (A reflective gemstone worth at least 250 gp) </br>
**Duration:** 1 minute
:
You gaze into the gemstone used in this spell’s casting to focus on the force of your psychic power, conjuring two individual bolts of rending mental energy. These bolts may be fired at any target in range, and can either be fired at the same target or individual targets. 

If a creature gets hit by two bolts, it must succeed on an Intelligence saving throw or subtract a d4 from all attack rolls and saving throws for the spell’s duration. 

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you create an additional bolt for each spell level above 3rd.

\column

#### Vex’s Ray of Disarray
**2nd-level evocation**
:
**Spell Lists:** Sorcerer </br>
**Casting Time:** 1 action </br>
**Range:** 60 ft. </br>
**Components:** V, S, M (A silk thread coated in at least 5 gp worth of fine emerald dust) </br>
**Duration:** Concentration, up to 1 minute
:
You manipulate the flow of magic, channeling a ray of energy based on the last spell you cast. Make a ranged spell attack against a creature of your choice within range. On a hit, the target takes 2d10 damage and suffers an additional effect. The damage type and effect are determined by the damage type of the last spell that you cast. If the last spell that you cast did not deal one of the damage types listed or this is the first spell you have cast this combat, the damage type is Force.


| Type | Effect |
|:---:|:------:|
| Acid | <p style=font-size:8pt>The target must make a Dexterity saving throw. On a failed save, the target’s AC is reduced by 1 for the duration. On a successful save, the spell ends.</p> | 
| Cold | <p style=font-size:8pt>The target’s speed is reduced by 15 feet until the start of your next turn, at which point, the spell ends.</p> | 
| Fire | <p style=font-size:8pt>At the start of each of its turns for the duration, the target takes 1d10 fire damage and must make a Constitution saving throw. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.</p> | 
| Force  | <p style=font-size:8pt>The target takes an additional 1d10 damage on a hit and the spell ends. | 
| Lightning | <p style=font-size:8pt>Choose another creature within 15 feet of the target. That creature must succeed on a Dexterity saving throw or take 1d10 lightning damage. Afterwards, the spell ends.</p> | 
| Necrotic | <p style=font-size:8pt>You regain hit points equal to half the amount of necrotic damage dealt to the target and the spell ends.</p> | 
| Poison | <p style=font-size:8pt>The target must make a Constitution saving throw. On a failed save, the target is poisoned for the duration. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the spell ends.</p>  | 
| Psychic | <p style=font-size:8pt>The target must make a Wisdom saving throw. On a failed save, the target is frightened of you for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the spell ends.</p> | 
| Radiant | <p style=font-size:8pt>The target must make a Constitution saving throw. On a failed save, the target is blinded for the duration. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the spell ends.</p> | 
| Thunder | <p style=font-size:8pt>The target must make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you and is knocked prone. On a successful save, the target is only pushed 5 feet. Afterwards, the spell ends.</p> |

![cat warrior](https://imgur.com/sAUAzor.png) {position:absolute,rotate:60deg,bottom:205px,left:60px,width:325px,mix-blend-mode:multiply}

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# Creating Spells

Spellcasters may wish to achieve magical feats not yet detailed by an existing spell. Whether they wish to deal a different damage type within a radius, or enhance their allies in a specific way, spells can be created with enough magical knowledge and time spent in dedication to the project.

All of the spell's effects, its casting time, range, components, and duration should be negotiable with your DM, but they get the final say of the power of the spell. 

### Crafting a Spell

Actually crafting a new spell requires much time testing and money unk into scribing runes into scrolls. 

To start, a character must have a formula that describes the construction of the spell. The character must also be a spellcaster with spell slots. Moreover, the character must be able to cast a spell of the level of the spell that they are creating. 

Your DM can decide that certain spell also require special materials or locations to be created. For example, a character might need alchemist's supplies to create a spell that creates an elixir, or the formula for lava spray spell might require that the spell be forged near lava.

You sink gold into your project as a rate of 50 gp per day up to the total cost of the creation of the spell, or one tenth of your project's cost per workweek up to the total cost of the creation of the spell, whichever is greater.
##### Crafting Time
| Spell Level | Time | Cost |
|:------:|:------:|:------:|
| Cantrip | 1 day | 15 gp |
| 1st | 1 day | 25 gp |
| 2nd | 3 days | 250 gp |
| 3rd | 1 workweek | 500 gp |
| 4th | 2 workweeks | 2,500 gp |
| 5th | 4 workweeks | 5,000 gp |
| 6th | 8 workweeks | 15,000 gp |
| 7th | 16 workweeks | 25,000 gp |
| 8th | 32 workweeks | 50,000 gp |
| 9th | 48 workweeks | 250,000 gp |

Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.

After each day of the first workweek, and each week thereafter, the character must make an Spellcasting ability check with a DC of 10 + the level of the spell they are crafting. For each success, the time needed to complete the spell decreases by one day. For each failure, the time needed to complete the spell increases by one day, and the spell has a chance to go wrong. Roll on the Spellcraft Complications Table.

##### Spellcraft Complications

| d? | Complications |
|:------:|:------:|
| 1 | 1 day |
| 2 | 1 day 
| 3 | 3 days |
| 4 | 1 workweek |
| 5 | 2 workweeks |
| 6 | 4 workweeks |
| 7 | 8 workweeks |
| 8 | 16 workweeks |
| 9 | 32 workweeks |
| 10 | 48 workweeks |

### Spell Effects

Most Spell effects can be based on existing spells, relying on comparison for the level of these spells. The Dungeon Master's Guide provides these things to consider: 

- If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level.
- A long duration or large area can make up for a lesser effect, depending on the spell.
- Avoid spells that have very limited use, such as one that works only against White aligned dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile.
- Make sure the spell fits with the identity of the class. Wizards and sorcerers don"t typically have access to healing spells, for example, and adding a healing spellto the wizard class list would step on the cleric's turf.

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### Spell Damage

For any spell that deals damage, use the Spell Damage
table to determine approximately how much damage is
appropriate given the spell's level. The table assumes the spell deals half damage on a successful saving throw or a missed attack. If your spell doesn't deal damage on a successful save, you can increase the damage by 25 percent.

You can use different damage dice than the ones in the table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip's damage from ldlO (average 5.5) to 2d4 (average 5), reducing the maximum damage and making an average result more likely.

##### Spell Damage
| Spell Level | One Target | Multiple Targets |
|:------:|:------:|:------:|
| Cantrip | 1d10 | 1d6 |
| 1st | 2d10 | 2d6 |
| 2nd | 3d10 | 4d6 |
| 3rd | 5d10 | 6d6 |
| 4th | 6d10 | 7d6 |
| 5th | 8d10 | 8d6 |
| 6th | 10d10 | 11d6 |
| 7th | 11d10 | 12d6 |
| 8th | 12d10 | 13d6 |
| 9th | 15d10 | 14d6 |

### Healing Spell
You can also use the Spell Damage table to determine
how many hit points a healing spell restores. A cantrip shouldn't offer healing.

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# Crafting a Magic Item

Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.

The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.

You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist's supplies to brew a particular potion, or the formula for a flame tongue might require that the weapon be forged with lava.

##### Crafting Magic Items
| Item Rarity | Creation Cost | Minimum Level |
|:------:|:------:|:------:|
| Common | 100 gp | 3rd |
| Uncommon | 500 gp | 3rd |
| Rare | 5,000 gp | 6th |
| Very Rare | 50,000 gp | 11th |
| Legendary | 500,000 gp | 17th |

An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.

If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.

Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.

## Optional Rule: Specialized Crafting

### Wizards

Due to wizards' specific arcane knowledge, DMs may choose to allow Wizards to gain specific benefits when crafting spells and magic items, as following:

- Wizards can reduce the crafting time of spells by one third, not allowing you to reduce the crafting time below the rate at which you spend gold on the project.
- Wizards' arcane knowledge allows them assistance to the crafting of magical items as well. When crafting magic items, Wizards make progress in 50 gp increments, instead of 25 gp increments.

### Sorcerers

Due to sorcerers' intense attunement to their own magic, DMs may choose to allow Sorcerers to gain specific benefits when crafting spells available only to Sorcerers, as following:

- Sorcerers can reduce the crafting time of Sorcerer only spells by half, not allowing you to reduce the crafting time below the rate at which you spend gold on the project. If the crafter wishes for the spell to be designed for other types of spellcasters, they can craft the spell at the normal rate.

### Artificers

Due to artificers' intensive knowledge of the working of magic items, DMs may choose to allow Artificers to gain specific benefits when crafting magic items, as following:

- Artificers' tinkering abilities allow them assistance to the crafting of magical items. When crafting magic items, Artificers make progress in 75 gp increments, instead of 25 gp increments.

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# Sixth District Bestiary

This chapter provides a vast array of creatures to be used in a campaign in Ravnica. These creatures are examples of creatures of these types that might be found in the Sixth District. Some spells from this chapter are from various Wizards of the Coast printed material, and can be freely substituted with spells and options that are in books or materials available to you.

## Cecaelia

Hailing from the ancient depths of the Ravnican underseas, cecaelia are scarcely seen outside of specific cities close to the surface. Cecaelia are known for their martial prowess and their natural psionic abilities. 

Martialists are trained in the halls of the Palace of Opona, while skilled psions train their minds in the calming solitude of the depths. Scouts stalk beyond the edges of undersea cliffs, keeping track of who comes and goes into the sea. 

{{monster,frame
## Cecaelia Martialist
*Medium Monstrosity (cecaelia), Blue*
___
**Armor Class** :: 18 (scale mail, shield)
**Hit Points**  :: 39 (6d8 + 12)
**Speed**       :: 15 ft., swim 45 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|18 (+4)|15 (+2)|15 (+2)|14 (+2)|11 (+0)|12 (+1)|
___
**Saving Throws**        :: Str +7, Con +5
**Skills**               :: Athletics +7, Intimidation +4, Survival +4
**Senses**               :: darkvision 60 ft., passive Perception 10
**Languages**            :: Common, Aquan, Merfolk
**Challenge**            :: 1/2 (100 XP)
___
***Cartilaginous Skeleton.*** The cecaelia can fit through a space 2 and a half feet wide.
:
***Amphibious.*** The cecaelia can breathe air and water.

### Actions
***Multiattack.*** The cecaelia makes two Trident attacks.
:
***Trident.*** *Melee Weapon Attack:* +7  to hit, Reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6 + 3) piercing damage plus 5 (1d8) psychic damage.
:
***Psionic Blast.*** One target within 30 feet of the cecaelia must make a DC 13 Intelligence save or take 15 (3d8) psychic damage and be telekinetically moved 10 feet in any direction. On a successful save, the target takes half as much damage and is not moved.
}}

\column

{{monster,frame
## Cecaelia Skirmisher
*Medium Monstrosity (cecaelia), Blue or Green*
___
**Armor Class** :: 16 (studded leather)
**Hit Points**  :: 49 (9d8 + 9)
**Speed**       :: 15 ft., swim 45 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|13 (+1)|18 (+4)|13 (+1)|13 (+1)|16 (+3)|15 (+2)|
___
**Saving Throws**        :: Dex +7, Wis +4
**Skills**               :: Perception +4, Persuasion +5, Stealth +7, Survival +4
**Senses**               :: darkvision 60 ft., passive Perception 11
**Languages**            :: Common, Aquan, Merfolk
**Challenge**            :: 1 (200 XP)
___
***Cartilaginous Skeleton.*** The cecaelia can fit through a space 2 and a half feet wide.
:
***Amphibious.*** The cecaelia can breathe air and water.
:
**Spellcasting (Psionics).** The cecaelia casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18):

1/day each: *dispel magic, sending*

2/day each” *pass without trace, control water*

### Actions
***Rapier.***  *Melee Weapon Attack:* +7  to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 4) piercing damage plus 5 (1d8) psychic damage.

### Bonus Actions
***Cunning Action.*** The cecaelia can dash, disengage, or hide as a bonus action.
}}

![cat warrior](https://imgur.com/Fo45wj4.png) {position:absolute,rotate:25deg,bottom:35px,right:0px,height:350px,mix-blend-mode:multiply}

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{{monster,frame
## Cecaelia Psion
*Medium Monstrosity (cecaelia), Blue*
___
**Armor Class** :: 16 (studded leather)
**Hit Points**  :: 55 (10d8 + 10)
**Speed**       :: 15 ft., swim 45 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|13 (+1)|18 (+4)|13 (+1)|16 (+3)|12 (+1)|15 (+2)|
___
**Saving Throws**        :: Dex +7, Wis +4
**Skills**               :: Perception +4, Persuasion +5, Stealth +7, Survival +4
**Senses**               :: darkvision 60 ft., passive Perception 11
**Languages**            :: Common, Aquan, Merfolk
**Challenge**            :: 2 (450 XP)
___
***Cartilaginous Skeleton.*** The cecaelia can fit through a space 2 and a half feet wide.
:
***Amphibious.*** The cecaelia can breathe air and water.
:
***Intense Focus.*** The cecaelia has advantage on Constitution saving throws.
:
***Innate Spellcasting (Psionics).*** The cecaelia's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: *message, mind sliver (see "Actions" below)*

1/day each: *charm person, detect thoughts, dissonant whispers, enthrall, mind spike*

### Actions
***Multiattack.*** The cecaelia makes two shortsword attacks. It can replace one attack with mind sliver.
:
***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage plus 5 (1d8) psychic damage.
:
***Mind Sliver.*** You drive a disorientating spike of psychic energy into the mind of one creature you can see within range. A target within 60 feet of the cecaelia must succeed on an Intelligence saving throw or take 7 (2d6) psychic damage and subtract 1d4 from the next saving throw it makes before the end of the cecaelia's next turn.
}}

![cat warrior](https://imgur.com/glNHrqd.png) {position:absolute,rotate:20deg,top:45px,left:430px,width:400px,mix-blend-mode:multiply}

![cat warrior](https://imgur.com/ZGHbcHF.png) {position:absolute,rotate:-10deg,bottom:45px,right:0px,height:300px,mix-blend-mode:multiply}

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## Griblings

Griblings are the species of sentient plant-life that reside mainly within the Golgari Luster Hollow. These creatures range from 3 feet to 7 feet tall, and perform various roles around their home and the Sixth District undercity. 

Protector griblings are the personal guard of Vossen Gjeulimja, the Golgari guild noble. There are usually some of these guards near the commonly used entrances to the Hollow, that greet visitors in Sylvan. 

Cherub griblings are small World Tree griblings that act as shamans and healers within the luster hollow. These White-aligned creatures use their connection to the Vitu Sére to perform miracles on residents and visitors of the hollow alike. 

Deepcreeper griblings lurk in the undercity, mostly keeping to unpopulated areas. They may ward travelers away from a stash of theirs, or have a small bag of wares to offer to a traveling party.

![cat warrior](https://imgur.com/cY47EAZ.png) {position:absolute,bottom:50px,left:20px,width:375px,mix-blend-mode:multiply}

{{monster,frame
## Protector Gribling
*Medium Plant (gribling), Green*
___
**Armor Class** :: 14 (natural armor)
**Hit Points**  :: 45 (6d8 + 18)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|14 (+2)|13 (+1)|16 (+3)|12 (+1)|15 (+2)|11 (+0)|
___
**Saving Throws**        :: Str +4, Con +5 
**Skills**               :: Perception +5, Survival +5
**Senses**               :: passive Perception 11
**Languages**            :: Old Rav, Sylvan
**Challenge**            :: 1/2 (100 XP)
___
***Speach of Beast and Leaf.*** The gribling can communicate with plants and beasts. They can understand its words, but not necessarily reply verbally. The gribling has advantage on Charisma checks with plants and these creatures.
:
***Sunlight Dependency.*** The gribling must spend at least 4 hours each day in direct sunlight, with indirect sunlight applying at half the rate. If they do not, they gain one level of exhaustion, which cannot be cured except by spending at least 1 hour in direct sunlight.
:
***Innate Spellcasting.*** The gribling's spellcasting ability is Constitution (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: *thorn whip*

1/day each: *barkskin*

### Actions
***Club.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage or 7 (1d8 + 2) bludgeoning damage if used with two hands.

### Reactions
***Protection (3/Day).*** As a reaction when an ally within of the gribling takes damage from a ranged or melee attack, the gribling can interpose itself between the attack and the ally. The gribling takes the damage instead, but reduces it by 1d10 + 3
}}

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::::::::::::::::::
{{monster,frame
## Cherub Gribling
*Small Plant (gribling), White or Green*
___
**Armor Class** :: 14 (natural armor)
**Hit Points**  :: 27 (5d6 + 10)
**Speed**       :: 25 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|11 (+0)|13 (+1)|15 (+2)|12 (+1)|16 (+3)|14 (+2)|
___
**Saving Throws**        :: Con +4, Wis +5 
**Skills**               :: Medicine +5, Persuasion +4
**Senses**               :: passive Perception 11
**Languages**            :: Celestial, Sylvan
**Challenge**            :: 1/4 (50 XP)
___
***Speach of Beast and Leaf.*** The gribling can communicate with plants and beasts. They can understand its words, but not necessarily reply verbally. The gribling has advantage on Charisma checks with plants and these creatures.
:
***Sunlight Dependency.*** The gribling must spend at least 4 hours each day in direct sunlight, with indirect sunlight applying at half the rate. If they do not, they gain one level of exhaustion, which cannot be cured except by spending at least 1 hour in direct sunlight.
:
**Innate Spellcasting.** The gribling casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: *spare the dying*

1/day each: *healing word*

3/day each: *cure wounds*

### Actions
***Unarmed Strike.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage.

### Reactions
***Rejuvenating Prayer (3/Day).*** As a reaction to an ally within 30 feet of the gribling taking damage, the gribling can choose a number of creatures within 30 feet of it equal to its wisdom modifier. Those creatures restore a number of hit points equal to the number of creatures chosen.
}}

![cat warrior](https://imgur.com/6FICYCU.png) {position:absolute,top:10px,left:140px,height:265px,mix-blend-mode:multiply}

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{{monster,frame
## Deepcreeper Gribling
*Medium Plant (gribling), Black or Green*
___
**Armor Class** :: 14 (natural armor)
**Hit Points**  :: 71 (11d8 + 22)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|19 (+4)|14 (+2)|13 (+1)|16 (+3)|11 (+0)|
___
**Saving Throws**        :: Dex +7, Wis +6 
**Skills**               :: Perception +6, Survival +6, Stealth +9
**Senses**               :: passive Perception 16
**Languages**            :: Common, Old Rav, Sylvan
**Challenge**            :: 2 (450 XP)
___
***Speach of Beast and Leaf.*** The gribling can communicate with plants and beasts. They can understand its words, but not necessarily reply verbally. The gribling has advantage on Charisma checks with plants and these creatures.
:
***Sunlight Sensitivity.*** The gribling has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight.
:
**Innate Spellcasting.** The gribling casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 13):

At will: *infestation*

1/day each: *enthrall*

### Actions
***Saber.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 3) slashing damage.

### Bonus Actions
***Urban Skirmisher.*** The gribling can dash or hide as a bonus action.

### Reactions
***Reflexive Movement (3/Day).*** The gribling can move up to its speed as a reaction when a creature ends its turn within 5 feet of it. This movement doesn't provoke opportunity attacks.
}}

![cat warrior](https://imgur.com/sM15utc.png) {position:absolute,bottom:15px,right:200px,width:200px,mix-blend-mode:multiply}

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## Merfolk

Merfolk are quite common among the Ravnican populace, especially in places where water is readily accessible. Merfolk like to fight only when necessarily and use stealth to their advantage. If they can help it, they try to fight surface-dwellers in water, where they are at a disadvantage. 

Merfolk Arcanists are Blue spellcasters who use aquatic magic and try to overwhelm their opponents with tactics. A band of traveling merfolk usually travel with at least one arcanist to protect their group from magical threats. 

Merfolk spiritualists are those who have formed a specific bond with the natural life of the ocean. Spiritualists may command small groups of sharks or benthids to defend an outpost. Green magic surges through these creatures, commanding nature at their will. 

{{monster,frame
## Merfolk Arcanist
*Medium Humanoid (merfolk), Blue*
___
**Armor Class** :: 14 (leather armor)
**Hit Points**  :: 82 (15d8 + 15)
**Speed**       :: 30 ft., swim 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|16 (+3)|13 (+1)|19 (+4)|15 (+2)|11 (+0)|
___
**Skills**               :: Arcana +4, History +4, Survival +6
**Senses**               :: passive Perception 13
**Languages**            :: Common, Merfolk
**Challenge**            :: 4 (1,100 XP)
___
***Amphibious.*** The merfolk can breathe air and water.
:
***Spellcasting.*** The merfolk casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14)

At will: *mage hand, prestidigitation, ray of frost*

1/day each: *counterspell, dispel magic, tidal wave*

3/day each: *mage armor, magic missile, thunderwave, witch bolt*

### Actions
***Trident.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 3) piercing damage.
:
***Mana Recall.*** The merfolk regains the use of one of its spells.
}}

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{{monster,frame
## Merfolk Spiritualist
*Medium Humanoid (merfolk), Green*
___
**Armor Class** :: 15 (leather armor, shield)
**Hit Points**  :: 84 (13d8 + 26)
**Speed**       :: 30 ft., swim 45 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|19 (+4)|14 (+2)|14 (+2)|13 (+1)|20 (+5)|9 (-1)|
___
**Skills**               :: Acrobatics +4, Nature +3, Perception +8, Survival +8
**Senses**               :: passive Perception 18
**Languages**            :: Aquan, Merfolk
**Challenge**            :: 4 (1,100 XP)
___
***Amphibious.*** The merfolk can breathe air and water.
:
***Speach of Aquatic Beast.*** The meroflk can communicate with aquatic beasts. They can understand its words, but not necessarily reply verbally. The gribling has advantage on Charisma checks with plants and these creatures.
:
***Spellcasting.*** The merfolk casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14)

At will: *druidcraft, speak with animals, thorn whip*

1/day each: *haste, slow, commune with nature*

3/day each: *summon beast, thunderwave, plant growth*

### Actions
***Trident.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 3) piercing damage.
}}

![cat warrior](https://imgur.com/fWUURYT.png) {position:absolute,rotate:20deg,bottom:30px,left:395px,width:170px,mix-blend-mode:multiply}

![cat warrior](https://imgur.com/M4S5D7b.png) {position:absolute,rotate:15deg,bottom:10px,right:26px,width:260px,mix-blend-mode:multiply}

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:::::::::::
## Bigtop Performers

The Rakdos Bigtop sits atop the highest point in the Sixth District, looming over the district with bright lights and loud music and sounds. Various performers can be found all around the enormous tent, including flame jugglers, rolling firewheelers, demon-tamers, doom-saying fortunetellers, and spectacular fighters.

{{monster,frame
## Bigtop Gladius
*Medium Humanoid, Red*
___
**Armor Class** :: 18 (breastplate, shield)
**Hit Points**  :: 99 (18d8 + 18)
**Speed**       :: 35 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+2)|18 (+4)|13 (+1)|14 (+2)|12 (+1)|16 (+3)|
___
**Saving Throws**        :: Dex +7, Cha +6
**Skills**               :: Acrobatics +7, Atletics +6, Performance +6
**Senses**               :: passive Perception 13
**Languages**            :: Common, Abyssal, Infernal
**Challenge**            :: 6 (2,300 XP)
___
***Brave.*** The gladiator has advantage on saving throws against being frightened.
:
***Duelist.*** The gladiator has advantage on attack rolls as long as the target is the only creature within 5 feet of the gladius.

### Actions
***Multiattack.*** The gladius makes two scimitar attacks.
:
***Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage.

### Bonus Actions
***Acrobatic Dueling.*** The gladius can dash, disengage, or dodge as a bonus action.

### Reactions
***Parry.*** The gladius adds 3 to his AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
}}

\column

In one corner of the Bigtop an unending fighting tournament rages in a massive stadium fighting ring. Visitors can challenge reigning champs or fight beasts within the stadium, winning prizes for the victorious individuals. Bigtop Gladii are trained fighters that known how to make a show out of a fight. They flip around their opponenents performing unexpected, chaotic maneuvers.

Bigtop Succubii can be found all around the guild hall, acting as eye candy for visitors and influencing people to spend within the tent. These devilish seductresses use fiendish magic to get what they need from just about anyone they want.

![cat warrior](https://imgur.com/zroPSjc.png) {position:absolute,bottom:50px,right:20px,width:320px,mix-blend-mode:multiply}

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![cat warrior](https://imgur.com/lC0Mmnj.png) {position:absolute,bottom:80px,left:20px,width:320px,mix-blend-mode:multiply}

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{{monster,frame
## Bigtop Succubus
*Medium Fiend (devil), Black*
___
**Armor Class** :: 15 (natural armor)
**Hit Points**  :: 93 (17d8 + 17)
**Speed**       :: 30 ft., fly 60 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|19 (+4)|13 (+1)|13 (+1)|16 (+3)|11 (+0)|
___
**Skills**               :: Deception +3, Insight +6, Persuasion +3, Stealth +7
**Damage Resistances**   :: cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
**Senses**               :: darkvision 60 ft., passive Perception 13
**Languages**            :: Common, Infernal, telepathy 60 ft.
**Challenge**            :: 5 (1800 XP)
___
***Telepathic Bond.*** The succubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
:
***Spellcasting.*** The succubus casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12)

1/day each: *dominate person*

### Actions
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
:
***Draining Kiss.*** The succubus kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
:
***Charm.*** One humanoid the succubus can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this succubus's Charm for the next 24 hours.

The succubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
}}

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## Gleamhold Soldiers

The Boros Legion has a sizable force, even in the less populous Sixth District. In addition to the common forces, Feather's influence has allowed this sect of the guild to have access to even the most adept of troops.

Boros Swiftblades are nimble adepts, using celestial magic and trained instincts to outsmart foes in the urban atmosphere. These individuals sometimes serve as detevtives or gatherers of information for the interests of the guild.

Some members of the legion utilize arcane spells instead of martial prowess. Truefire mages evoke searing magic and control the battlefield by surging ambient mana into their spells.

{{monster,frame
## Boros Swiftblade
*Medium Humanoid, Red or White*
___
**Armor Class** :: 17 (studded leather, buckler shield)
**Hit Points**  :: 120 (16d8 + 48)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|19 (+4)|17 (+3)|18 (+4)|15 (+2)|17 (+3)|
___
**Saving Throws**        :: Dex +7, Int +7 
**Skills**               :: Acrobatics +7, Investigation +7, Stealth +7
**Senses**               :: passive Perception 13
**Languages**            :: Common, Minotaur, Celestial
**Challenge**            :: 7 (2,900 XP)
___
***Evasion.*** When the swiftblade is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the swiftblade instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
:
***Divine Ambush (1/Turn).*** The swiftblade deals an extra 4 (1d8) radiant damage when it hits a target with a weapon attack, or 17 (4d8) radiant damage if it has advantage on the attack roll.
:
***Urban Detective.*** The swiftblade has advantage on Survival (Wisdom) checks to track humanoids.

### Actions
***Multiattack.*** The swiftblade makes two rapier attacks.
:
***Rapier.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 3) piercing damage.
}}

![cat warrior](https://imgur.com/bfII6MV.png) {position:absolute,bottom:100px,right:50px,width:320px,mix-blend-mode:multiply}

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![cat warrior](https://imgur.com/5shMjo6.png) {position:absolute,bottom:180px,left:20px,width:400px,mix-blend-mode:multiply}

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{{monster,frame
## Truefire Mage
*Medium Humanoid, Red*
___
**Armor Class** :: 19 (splint armor, shield)
**Hit Points**  :: 97 (15d8 + 30)
**Speed**       :: 30 ft., fly 60 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|14 (+2)|14 (+2)|19 (+4)|14 (+2)|13 (+1)|
___
**Saving Throws**        :: Int +8, Wis +6
**Skills**               :: Arcana +8, History +8, Perception +6
**Senses**               :: passive Perception 12
**Languages**            :: Common, Minotaur, Celestial
**Challenge**            :: 8 (3,900 XP)
___
***Tactical Wit.*** The  mage has a bonus to its initiative rolls equal to its intelligence modifier.
:
***Mana Surge.*** Whenever the  mage successfully ends a spell with *dispel magic* or *counterspell*, it can add 11 (2d10) force damage to the next damaging spell it casts before the end of its next turn.
:
***Spellcasting.*** The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12)

Cantrips (at will): *fire bolt, message, prestidigitation, sacred flame*

1st level (4 slots): *absorb elements, burning hands, chromatic orb, gift of alacrity, guiding bolt, shield of faith*

2nd level (3 slots): *aganazzar's scorcher, flame blade, flaming spehere, magic weapon*

3rd level (3 slots): *counterspell, dispel magic, elemental weapon, fireball, spirit guardians*

4th level (3 slots): *fire shield, sickening radiance, staggering smite, wall of fire*

5th level (1 slots): *dawn, holy weapon*

### Actions
***Halberd.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d10 + 3) slashing damage.
}}

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## Elementals

Elementals are widely used on Ravnica by many guilds, such as the Izzet League and the Gruul Clans. The Izzet manufacture devices that aid in controlling these primordial forces, while Gruul druids learn to commune with them. 

Steam Elementals are common among the Izzet, being formed sometimes accidentally due to a leaky pipe and an unplugged mana tap. Sqeqrut Oqva uses many of these elementals to run the Mizzium Mill, aiding in power generation for the district, and serving as laboratory aids and helpers.

The Mizzium Mill produces Steam Rigs that allow the elementals to transport heavy cargo. These Large contraptions consist of a large torso with two large forked arms. Two large sets of tank tracks allow the Steam Rig to move back and forth, albeit a bit slowly.

{{monster,frame
## Steam Elemental
*Medium Elemental, Blue*
___
**Armor Class** :: 15
**Hit Points**  :: 90 (12d10 + 24)
**Speed**       :: 0 ft., fly 80 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|14 (+2)|20 (+5)|14 (+2)|6 (-2)|10 (+0)|6 (-2)|
___
**Damage Immunities**     :: fire, poison
**Condition Immunities**  :: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses**                :: passive Perception 10
**Languages**             :: understands Common, Goblin
**Challenge**             :: 5 (1,800 XP)
___
***Innate Spellcasting (1/Day).*** The elemental can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
:
***Steam Form.*** The elemental can enter a hostile creature's space and stop there. Any creature that starts its turn within the elemental's space takes 7 (2d6) fire damage. It can move through a space as narrow as 1 inch wide without squeezing.

### Actions
***Multiattack.*** The elemental makes two slam attacks.
:
***Slam.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) bludgeoning damage plus 2 (1d4) fire damage.
:
***Steamy Exhale (Recharge 5-6).*** The elemental exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
}}

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{{monster,frame
## Steam Rig
*Large Construct, Unaligned*
___
**Armor Class** :: 17 (natural armor)
**Hit Points**  :: 126 (12d10 + 60)
**Speed**       :: 25 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|21 (+5)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5))|
___
**Saving Throws**        :: Str +
**Damage Resistances**   :: bludgeoning, piering, and slashing
**Damage Immunities**    :: poison, psychic
**Condition Immunities**  :: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses**               :: passive Perception 1
**Languages**            :: Common, Infernal, telepathy 60 ft.
**Challenge**            :: 6 (2,300 XP)
___
***Elementally Piloted.*** The steam rig is built for a controlled steam elemental to pilot it. As a bonus action, a steam elemental can enter the space of the steam rig and enter it. When it does so, it assume's the steam rig's hit points and hit dice. It also uses the steam rig's strength and dexterity ability modifiers while it is within the steam rig. If the steam rig were to be reduced to 0 hit points, any damage leftover carries over to the elemental inside of it.
:
***Hauling Rig.*** The steam rig can lift up to 2500 pounds of weight.
:
***Siege Monster.*** The steam rig deals double damage to objects and structures.

### Actions
***Multiattack.*** The steam rig makes two piston-gauntlet attacks.
:
***Piston-Gauntlet.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.
}}

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## Cinder Ghouls

Cinder ghouls are the remnant souls of those who perished in the eruption of Mt. Ijila that formed the Cinders. These ghouls tend to attack travelers, especially those staying for long periods within the rubblebelt. The members of the Cinder Clan hav developed wards that keep these undead creatures away from common traveling paths and settlements.

{{monster,frame
## Cinder Ghoul
*Medium Undead, Red-Green*
___
**Armor Class** :: 14 (natural armor)
**Hit Points**  :: 67 (15d8)
**Speed**       :: 0 ft., fly 40 ft. (hover)
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|7 (-2)|13 (+1)|10 (+0)|10 (+0)|12 (+1)|17 (+3)|
___
**Damage Resistances**     :: acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Dmaage Immunities**      :: fire, necrotic, poison
**Condition Immunities**   :: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses**                 :: darkvision 60 ft., passive Perception 11
**Languages**              :: any languages it knew in life
**Challenge**              :: 3 (700 XP)
___
***Incorporeal Movement.*** The ghoul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

### Actions
***Touch of Cinder.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 17 (4d6 + 3) fire damage.
:
***Horrifying Visage.*** Each non-undead creature within 60 feet of the ghoul that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghoul's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
:
***Cinder Storm.*** Each creature within 45 feet of the ghoul must make a Constitution saving throw. On a failed save, the creature takes 28 (8d6) fire damage and is set on fire. At the start a burning creature's turn, it makes a DC 13 Constitution saving throw. On a failed save, it takes 7 (2d6) fire damage, taking half as much on a successful save. The target or a creature within 5 feet of it can use an action to put out the flames, or they can put out by other means such as being submerged in water.
}}


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{{monster,frame
## Vizkopa Gargoyle
*Medium Construct, White-Black*
___
**Armor Class** :: 17 (natural armor)
**Hit Points**  :: 82 (11d8 + 33)
**Speed**       :: 30 ft., fly 60 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+2)|11 (+0)|16 (+3)|6 (-2)|11 (+0)|7 (-2)|
___
**Damage Resistances**     :: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Damage Immunities**      :: poison
**Condition Immunities**   :: exhaustion, petrified, poisoned
**Senses**                 :: darkvision 60 ft., passive Perception 10
**Languages**              :: Common, understands Old Rav
**Challenge**              :: 3 (700 XP)
___
***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

### Actions
***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws.
:
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
:
***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
}}

![cat warrior](https://imgur.com/vLqFLkF.png) {position:absolute,top:20px,right:125px,width:220px,mix-blend-mode:multiply}

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## Gargoyles

The Bank of Vizkopa has many branches all across Ravnica. The Sixth Branch, located conveniently in the Sixth District, is run by Evern Rokiric. He has a unique interest in the application of constructs in his many exploits. These creatures are made from animated stone mined from beneath the Sixth District, and carry out any number of tasks for the Orzhov in this District serving as guards, collectors, couriers, and enforcers.

![cat warrior](https://imgur.com/aflmYSg.png) {position:absolute,top:0px,left:70px,width:320px,mix-blend-mode:multiply}

![cat warrior](https://imgur.com/q0APFu0.png) {position:absolute,bottom:10px,left:220px,width:190px,mix-blend-mode:multiply}

## Banehounds

Creatures of pure shadow, these menacing 6 eyed canines with rows of razor-sharp teeth stalk the deepest depths of the undercity. Packs of these beasts are known to make quick work of an adventuring party venturing into unkown territory, leaving no trace of their victims. Some brave assassins are known to train these beasts as companions, using them to aid with covert assassinations and dispoasl of bodies.

{{monster,frame
## Banehound
*Medium Monstrosity, Black*
___
**Armor Class** :: 12
**Hit Points**  :: 55 (10d8 + 10)
**Speed**       :: 40 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|14 (+2)|13 (+1)|6 (-2)|15 (+2)|5 (-3)|
___
**Skills**                 :: Perception +6, Stealth +6
**Damage Resistances**     :: bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
**Senses**                 :: darkvision 60 ft., passive Perception 16
**Languages**              :: —
**Challenge**              :: 3 (700 XP)
___
***Ethereal Awareness.*** The banehound can see ethereal creatures and objects.
:
***Sunlight Weakness.*** While in bright light created by sunlight, the banehound has disadvantage on attack rolls, ability checks, and saving throws.

### Actions
***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw take 7 (2d6) necrotic damage. The banehound regains hit points equal to half the necrotic damage dealt.
:
***Terrifying Howl (Recharge 6).*** The banehound howls. Any creature that can hear within 120 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's save is successful or the effect ends for it, the target is immune to any banehound's Terrifying Howl for the next 24 hours.

### Bonus Actions
***Shadow Blend.*** While in dim light or darkness, the banehound becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the banehound uses a bonus action to end it or until the banehound attacks, is in bright light, or is incapacitated.
}}

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{{monster,frame
## Banehound Handler
*Medium Humanoid, Blue-Black*
___
**Armor Class** :: 17 (natural armor)
**Hit Points**  :: 104 (16d8 + 32)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|13 (+1)|17 (+3)|12 (+2)|12 (+1)|14 (+2)|16 (+3)|
___
**Saving Throws**                 :: Dex +6, Wis +5
**Skills**                 :: Animal Handling +5, Acrobatics +6, Stealth +6
**Senses**                 :: darkvision 60 ft., passive Perception 10
**Languages**              :: Common, any other language
**Challenge**              :: 4 (1,100 XP)
___

### Actions
***Multiattack.*** The handler makes three attacks with its shortsword.
:
***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.

### Bonus Actions
***Enhanced Flank.*** The handler calls to any number of allies within 30 feet of it. If two of these allies are within 5 feet of a creature, they have advantage on attacks against that creature. If three of these allies are within 5 feet of a creature, you have advantage on attacks against that creature, and can reroll one of the dice once.
:
***Cunning Action.*** The handler can dash, disengage, or hide as a bonus action. 
}}

### Banehound Handler

Trained with extreme patience and connection with shadow, these assassins utilize banehounds to execute targets with ferocious precision. They like to utilize the confusing twists and turns of the undercity to confuse and surround their targets with their beasts.

![cat warrior](https://imgur.com/ea5HSUO.png) {position:absolute,top:70px,right:10px,width:620px,mix-blend-mode:multiply}

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## Faeries

Faeires are found in many nooks and crannies of Ravnica's urban sprawl. The Ires in the Sixth District hums with the fluttering of faerie wings, with many neighborhoods built specifically for their kind. The people of the Ires are particularly vulgar in both behavior and vocabulary, and faeries tend to have a knack for mischief. Faerie Miscreants may help a thief to get away from a well-off person, or steal the purse of an unsuspecting person in from out of district.

{{monster,frame
## Faerie Miscreant
*Tiny Fey, Blue-Black*
___
**Armor Class** :: 15 (studded leather)
**Hit Points**  :: 30 (12d6 - 12)
**Speed**       :: 10 ft., fly 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|2 (-4)|20 (+5)|8 (-1)|10 (+0)|14 (+2)|15 (+2)|
___
**Skills**                 :: Perception +4, Stealth +7
**Senses**                 :: passive Perception 14
**Languages**              :: Common, Thieves' Cant
**Challenge**              :: 3 (700 XP)
___
***Innate Spellcasting.*** The faerie casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12)

At will: *prestidigitation, minor illusion*

1/day each: *fly, greater invisibility, invisibility, pass without trace, silent image*
:
***Magic Resistance.*** The faerie has advantage on saving throws against spells and other magical effects.

### Actions
***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
}}

![cat warrior](https://imgur.com/kGUcLTj.png) {position:absolute,bottom:20px,right:50px,width:350px,mix-blend-mode:multiply}

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# Guild Nobles
The Guild Nobles are perhaps the most powerful creatures in the Sixth District. Each of these creatures play a pivotal role in the running of their guild in the Sixth District.
:::
## Kyra Zeddess

Kyra is the Guild Noble of the Azorius Senate in the Sixth District. Kyra is the High Judge of the Lawspire, and acts as the final decisionmaker on most matters within the guild here. Her ideals are unlike most others in the Senate, because she values strength over most other things. She often allows defendents to be absolved or partially pardoned if they invoke their right to a duel with her, and win.

The duel commences in front of the massive Deus, and both combatants wear specific magical rings that allow the duel to commence without harm to either party. Combatants are allowed to use any weapons, armor, or equipment that they wish.

##### Ring of Safe Combat

<p style=font-style:italic;color:gray> Wondrous Item, uncommon </p>

This magical ring is used by wearers to generate a shield around them, mimicing their own vitality. When &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the wearer puts the ring on for the first time &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;each day, the wearer gains temporary hit &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;points equal to their hit point maximum. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;These hit points only apply to damage &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;from others wearing a Ring of Safe &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Combat. When the creature's &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temporary hit points from the Ring &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;reach zero, they are knocked &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;unconscious and are stabilized, &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;waking up with their remaining &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hit points in 1d4 hours.

![cat warrior](https://imgur.com/0j9Pkxt.png) {position:absolute,bottom:-25px,left:10px,width:245px,mix-blend-mode:multiply}

{{monster,frame
## Kyra Zeddess
*Medium Humanoid (human), White-Blue*
___
**Armor Class** :: 18 (bladed plate)
**Hit Points**  :: 190 (20d12 + 60)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|11 (+0)|13 (+1)|1 (-5)|3 (-4)|1 (-5)|
___
**Damage Immunities**       :: poison, psychic
**Condition Immunities***   :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses**                  :: passive Perception 13
**Languages**               :: Common, Vedalken, Elvish, Celestial
**Challenge**               :: 12 (8,400 XP)
___
***Bladed Armor.*** A creature that grapples Kyra or is grappled by her takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by Kyra.
:
***Charge.*** If Kyra moves at least 10 feet straight toward a target and then hits it with her greatsword on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.
:
***Vedalken Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
### Actions
***Multiattack.*** Kyra makes 2 attacks with her greatsword.
:
***Greatsword.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 21 (2d6 + 5) slashing damage.
:
***Bolt of Order.*** *Ranged Spell Attack:* +9 to hit, reach 5ft., one target. *Hit* 21 (4d10) force damage.
:
***Blade Dash (3/Long Rest).*** Kyra moves up to her speed without provoking opportunity attacks, then may make one attack with her greatsword. She may also make an attack against each creature whose space she moved through.
}}

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## Areme Brightleader

For years, Areme Brightleader served as the Guildleader of the Sixth District. When the news of Nicol Bolas' coming was revealed to the Guild representatives in other guilds, Areme revealed her true identity, the ousted angel, Feather. Feather chose the Sixth District to flee to because of the partially active volcano, which she used the heat from to create a forge strong enough to use for her plans. She hollowed out a large area beneath the surface, purposing the space into a massive hangar where she could work. In the years following her removal from power, she worked in secret on a massive endeavor to construct an upgraded version of the Boros Legion flying fortress, The Parhelion, which was once used as a mobile, aerial headquarters for the guild. This new fortress was deemed the Parhelion II.

\column

Once her identity was revealed, she worked with the Selesnya and Golgari Guild Nobles, Jevolmed Kastrath and Vossen Gjeulimja, to open a hole large enough in the side of the mountain to fly the fortress out of. With a new mobile machine of war on their side, they headed to the Tenth District to aid the Ravnican people in their war agains the invading Dragon-God.

![cat warrior](https://imgur.com/NWsb53i.png) {position:absolute,bottom:20px,left:5px,width:1100px,mix-blend-mode:multiply}

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![cat warrior](https://imgur.com/NWsb53i.png) {position:absolute,bottom:20px,left:-810px,width:1100px,mix-blend-mode:multiply}

{{monster,frame,wide
## Feather
*Large Celestial (angel), White-Red*
___
**Armor Class** :: 22 (Natural Armor)
**Hit Points**  :: 337 (27d10 + 189)
**Speed**       :: 50 ft., fly 50 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|26 (+8)|24 (+7)|25 (+7)|17 (+3)|30 (+10)|25 (+7)|
___
**Saving Throws**         :: Dex +14, Con +14, Wis +17
**Skills**                :: Athletics +15, Insight +17, Perception +17
**Damage Resistances**    :: necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities**     :: poison
**Senses**                :: truesight 120 ft., passive Perception 27
**Languages**             :: all
**Challenge**             :: 25 (75,000 XP)
___
***Legendary Resistance (5/Day).*** If Feather fails a saving throw, she can choose to succeed instead.
:
**Divine Awareness.** Feather knows if she hears a lie.
:
***Magic Resistance.*** Feather has advantage on saving throws against spells and other magical effects.
:
### Actions
***Multiattack.*** Feather makes 3 Greatsword attacks and uses Leadership.
:
***Greatsword.*** *Melee Weapon Attack:* +15 to hit, reach 5ft., one target. *Hit* 21 (2d6 + 8) slashing damage plus 27 (6d8) radiant damage.
:
***Warleader's Helix.*** *Ranged Spell Attack:* +17 to hit, reach 5 ft., one target. *Hit* 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.
:
***Commanding Presence.*** Feather yells a battle chant to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Feather’s next turn. If it is used on an attack, you add the result to the damage.

### Reactions
***Greatsword Mastery..*** When Feather hits with a greatsword attack, she can use her reaction to deal an additional 10 slashing damage with the attack and the target must make a DC 23 Strength saving throw or be knocked prone.
:
**Unyielding.** When Feather is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.

### Legendary Actions
Feather can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Feather regains spent legendary actions at the start of its turn.
:
***Command Allies..*** Feather chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Feather, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
:
**Greatsword Attack(Costs 2 Actions).** Feather makes one Greatsword attack.
:
**Frighten Foes (Costs 3 Actions).** Feather targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.

}}

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## Marcus Wrenn

Marcus Wrenn is the extremely charming Guild Noble of House Dimir here in the Sixth District. He speaks with an endearing twang, and is extremely pleasant to most people he interacts with. He spends most of his time slinking through back alleys, gathering information on high priority targets, or completing paperwork and tinkering with magical elements inside his Midnight Palace.

His operation of the Dimir Guild is a much more savory environment compared to the lawless moral void that Lazav runs his section of the House with. Marcus runs Wrinn Publishing, which produces a popular newspaper, Sixth District Times, that is distributed around the district. His couriers run several very efficient postal offices around the district, allowing for extremely fast delivery of goods to the citizens of the sixth. Assassinations are virtually unused by Marcus, much preferring personal encounters with those who he needs to influence or make a deal with.

![cat warrior](https://imgur.com/lCCErGy.png) {position:absolute,top:20px,right:150px,width:175px,mix-blend-mode:multiply}

::::::::::::::::::::::::::::::::::::::

{{monster,frame,wide
## Marcus Wrenn
*Medium Humanoid (human), Blue-Black*
___
**Armor Class**   :: 17 (Half-Plate) 
**Hit Points**    :: 180 (24d8 + 72)
**Speed**         :: 30 ft. 
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|13 (+1)|16 (+3)|16 (+3)|17 (+3)|21 (+5)|19 (+4)|
___
**Saving Throws Wis**  :: +10, Cha +9
**Skills Acrobatics**  :: +9, Deception +10, Insight +11, Perception +11, Persuasion +10, Stealth +15, Survival +11
**Senses**             :: passive Perception 21
**Languages**          :: common, elvish, undercommon, celestial
**Challenge**          :: 11 (7,200 XP)
___
**Divine Cunning.** Marcus can take the hide or disengage actions as a bonus action. 
:
**Divine Intervention(1/Week).** Marcus can cast the Wish spell (listed options only).
:
**Spellcasting.** Marcus casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):

Cantrips (at will): *guidance, mage hand, resistance, thaumaturgy, encode thoughts*

1st level (4 slots): *Alarm, Disguise Self, cure wounds, guiding bolt, inflict wounds, healing word, magnify gravity*

2nd level (3 slots): *Invisibility, Nystul’s Magic Aura, hold person, silence, spiritual weapon*

3rd level (3 slots): *Leomund’s Tiny Hut, Nondetection, bestow curse, dispel magic, spirit guardians, mass healing word*

4th level (3 slots): *Greater Invisibility, Mordekainen’s Private Sanctum, banishment, freedom of movement, gravity sinkhole*

5th level (3 slots): *Modify Memory, Seeming, greater restoration, temporal shunt*

6th level (2 slots): *blade barrier, harm*

7th level (2 slots): *divine word, true seeing*

8th level (1 slot): *antimagic field, dark star*

9th level (1 slot): *mass heal*

### Actions
***Rapier.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 11 (1d8 + 3) piercing damage plus 9 (2d8) psychic damage.
:
***Conjure Midnight Palace.*** Marcus conjures a door to the Midnight Palace, which functions similarly to the Sanctum of Secrets class feature of the Secrecy Domain Cleric. The key differences are that Marcus can exit the Mansion at any entrances that he has used in the last week. 
Additionally, the Midnight Palace does not vanish when Marcus leaves, and people inside can stay inside even when he is not. Also. while Marcus is inside the Mansion, if a member of his guild does a specific knock on a door in the Sixth District, Marcus can have that door open into the Midnight Palace once opened.

### Reactions
***Passing Glace (3/Long Rest).*** When Marcus is spotted while hidden, he can immediately make a Dexterity (Stealth) check, adding a +10 bonus to the roll. The result immediately becomes the new DC for any ability checks made to notice him.
}}

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{{monster,frame
## Vossen Geulimja
*Small Plant (gribling), Black-Green*
___
**Armor Class** :: 16 (natural armor)
**Hit Points**  :: 104 (19d6 + 38)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|19 (+4)|14 (+2)|19 (+4)|20 (+5)|21 (+5)|
___
**Saving Throws**  :: Int +8, Wis +9, Cha +9
**Skills**         :: Arcana +8, Nature +8, Perception +9
**Senses**         :: darkvision 60 ft., passive Perception 19
**Languages**      :: Sylvan, Elvish, Undercommon
**Challenge**      :: 5 (1,800 XP)
___
**Spellcasting.** Vossen casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: *barkskin, druidcraft. goodberry, thorn whip*

3/day each: *entangle, grasping vine, plant growth, shillelagh*

1/day each: *commune with nature, transport via plants, tree stride*

***Magic Resistance.*** Vossen has advantage on saving throws against spells and other magical effects.
:
***Tongue of Leaf.*** Vossen can communicate with plants as if they shared a language.
:
***Tree Stride.*** Once on his turn, Vossen can use 10 feet of his movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

### Actions
***Warden's Staff.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 1) bludgeoning damage or 7 (1d8 + 5) bludgeoning damage if shillelagh has been cast.
}}

## Vossen Gjeulimja

Vossen is a wise, proud, old gribling who rules over the Luster Hollow which is a lush biosphere in a small cavern underneath the surface of the Sixth District. It can be accessed by surface dwellers from the Gribs, which is the small undercity precinct in the district. The main populace of the Golgari Swarm in the district resides here and consists mainly of the living plant people known to outsiders as griblings. Vossen provides sanctuary in his home to anyone who seeks it, and the thousands of griblings often openly welcome visitors providing them with needed healing or small blessings. 

Vossen often does not fight himself, and tends to prefer to resolve matters with peace. In terms of actual might, he relies on a small force of Protector griblings who serve as personal guards for Vossen and guards of the Luster Hollow as a whole.

![cat warrior](https://imgur.com/3axgYLu.png) {position:absolute,bottom:100px,right:20px,width:380px,mix-blend-mode:multiply}

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{{monster,frame
## Uta
*Medium Elemental, Red-Green*
___
**Armor Class** :: 16 (leather armor, shield)
**Hit Points**  :: 82 (15d8 + 15)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|14 (+2)|14 (+2)|12 (+1)|15 (+2)|20 (+5)|11 (+0)|
___
**Saving Throws**  :: Int +5, Wis +11
**Skills**         :: Medicine +9, Nature +5, Perception +11
**Senses**         :: passive Perception 19
**Languages**      :: Common, Druidic, Terran, Sylvan
**Challenge**      :: 7 (2,900 XP) 
___
***Titan Caller.*** Uta automatically succeeds on Charisma checks made to calm or influence Elementals. Additionally, he is not considered hostile automatically by any Elementals.
:
***Urban Warden.*** While in an urban environment, difficult terrain does not slow Uta's movement. Additionally, they have advantage on Survival (Wisdom) checks to track creatures.
:
**Spellcasting.** Marcus casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):

Cantrips (at will):  *druidcraft, magic stone, mending, mold earth

1st level (4 slots): *absorb elements, detect magic, earth tremor, entangle, hunter's mark (at-will), zephyr strike*

2nd level (3 slots): *aid, earthbind, enhance ability, pass without trace, spike growth*

3rd level (3 slots): *elemental weapon, erupting earth, meld into stone, nondetection, plant growth*

4th level (3 slots): *dominate beast, grasping vine, stone shape, stoneskin, summon elemental*

5th level (2 slots): *commune with nature, steel wind strike, tree stride (through stone streets and walls)*

6th level (1 slots): *flesh to stone, transport via plants (through stone buildings and streets)*

### Actions
***Multiattack.*** Grak’nar makes one slam and one stomp attack
:
***Stone Staff.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 6 (1d6 + 2) bludgeoning damage or 7 (1d8 + 2) bludgeoning damage if used with two hands.
}}

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## Uta, Born of Stone

Uta was born in the Gruul Clans to two Human parents who lived in a camp, along with other Gruul clan members, to the north of the Cinders. When Uta came of age, he went out on his first hunting party with his father. While tracking a pack of Maaka, they were attacked by a colossal, writhing elemental. The creature’s form twisted with ever-changing forms of stone, twisting and warping raw marble, limestone, and volcanic basalt with ruined buildings that it picked up in its path. Wherever it moved, the sound of its multiple stone limbs grinding against its torso of writhing rock and metal created a deafening aura around it. When it got too close, loose rocks in the area were whipped through the air, several of which embedded themselves in the young boy’s forehead. 

![cat warrior](https://imgur.com/h2VJp7E.png) {position:absolute,bottom:60px,right:80px,width:250px,mix-blend-mode:multiply}

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Uta’s father and hunting party rushed the boy back to the clans where he was seen to by a shaman. While the boy was grievously injured, he was reincarnated by a Clan shaman, with an interesting new power. The stones that embedded themselves in his head allow him to turn his skin to stone at will. After Uta was revived, his memory and dreams were plagued with visions of the elemental that brought him so close to the verge of death. Once he had fully recovered from his injuries and the strain of being brought back from the brink of death, he went to his father and gathered a party of powerful warriors from the clan to hunt the primordial being.

### Taming Grak’Nar 

When they finally tracked the creature, Uta found himself in immense pain. He could feel everything that this creature was feeling, and he recognized the cause for its unconscious rampage. 


He also knew how to stop this &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; creature’s endless torment. Uta bound &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; off in front of his hunting party, leaping &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; from rock to floating rock through the &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; air before eventually reaching the &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; top of the elemental. This is where &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Uta could see it for the first time; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; jutting from the chest of the &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; creature, barely visible through &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; writhing rock was a jagged, red &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and green crystal — the heart &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of this ancient creature. 

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Uta leapt from the final hurling piece of debris, into an opening just large enough for himself. As the rock twisted to close the opening behind him, he touched his hand to the crystal, as it glowed with a bright red light. After a moment, all Uta could see was darkness, but as he moved within the stone, he felt himself lowered to the ground in front of the creature. As he turned to look up at the elemental creature, it mimicked his movements. Every movement that Uta made, the elemental made too. Uta was in full control of the elemental. Under Uta’s control, Grak’nar carried the hunting party the rest of the way back to the Throne of Chaos.

![cat warrior](https://imgur.com/a7IZYMc.png) {position:absolute,bottom:5px,right:10px,width:620px,mix-blend-mode:multiply}

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### Claiming the Throne
When Uta’s hunting party arrived back at the Throne of Chaos, they found that their clan had been plunged into chaos. The incumbent leader of the clans, a zealous young dragon known as Al Gorrorth, had been killed in a ritual duel by seemingly unknown challengers. With a restless clan, confused and disorganized, Uta worked vigorously over the next month to reunite the Cinder Clan. 

Although Uta was a much different leader, he was known to most people in the clan and trusted by many. He decided that it was his mission to change the way that Gruul members were viewed by society, aiming to adapt the Cinder Clan to a society that has adapted much faster than even a present Living Guildpact could have controlled. 

Uta used Grak’nar’s powerful Lithomantic magic to shape the home of the Cinder Clan into a beautiful stone city. While the new way of life was not acceptable for many, most members of the Cinders adapted and embraced their new way of life with open arms. Uta made it his mission to incorporate his people into the society of the 6th District, starting with his decision to take part in the Guild Summit called to prepare for the arrival of Nicol Bolas.

{{monster,frame,wide
## Grak’nar
*Gargantuan Elemental, Red-Green*
___
**Armor Class** :: 21 (Natural Armor)
**Hit Points**  :: 307 (15d20 + 150)
**Speed**       :: 30 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|30 (+10)|10 (+1)|30 (+10)|2 (-4)|21 (+5)|18 (+4)|
___
**Saving Throws**       :: Wis +12, Cha +11
**Damage Resistances**  :: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities**   :: poison
**Senses**              :: passive Perception 15
**Languages**           :: common, elvish, undercommon, celestial
**Challenge**           :: 22 (41,000 XP)
___
***Legendary Resistance (3/Day).*** If Grak'nar fails a saving throw, it can choose to succeed instead.
:
***Siege Monster.*** The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
:
**Spellcasting.** Grak'nar casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 23):

At will: *mold earth, stone shape, bones of the earth*

### Actions
**Multiattack.** Grak’nar makes one slam and one stomp attack
:
***Slam.*** *Melee Weapon Attack:* +20 to hit, Reach 20ft., one target. *Hit:* 28 (4d8 + 10) bludgeoning damage.
:
***Stomp.*** *Melee Weapon Attack:* +20 to hit, Reach 20 ft., one target. *Hit:*26 (3d10 + 10) thunder damage plus 1d10+10 thunder damage to each creature within 5 feet of the target.
:
***Conjure Boulder.*** *Ranged Weapon Attack:* +17 to hit, range 120 ft./240 ft., one target. *Hit:* 31 (6d8 + 10) force damage.
:
***Spew Debris (Recharge 5–6).*** Grak’nar sprays rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

### Bonus Actions
***Earth-Shaking Movement.*** After moving at least 10 feet on the ground, Grak'nar sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

### Legendary Actions
Grak’nar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Grak’nar regains spent legendary actions at the start of its turn.

***Stomp.*** Grak’nar makes one Stomp attack.

***Move.*** Grak’nar moves up to its speed.

***Boulder (Costs 2 Actions).*** Grak’nar makes one Conjure Boulder attack.
}}

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{{monster,frame
## Sqeqrut Oqva
*Small Humanoid (goblin), Blue-Red*
___
**Armor Class** :: 18 (Mizzium Plate)
**Hit Points**  :: 103 (23d6 + 23)
**Speed**       :: 35 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|9 (-1)|17 (+3)|12 (+1)|20 (+5)|16 (+3)|15 (+2)|
___
**Saving Throws**  :: Con +5, Int +9, 
**Skills**         :: Arcana +9, History +9, Tinker's Tools +13, Smith's Tools +13, Sleight of Hand +7, Stealth +3 *with advantage*
**Senses**         :: darkvision 60 ft., passive Perception 13
**Languages**      :: Common, Goblin
**Challenge**      :: 9 (5,000 XP)
___
***Mizzium Armor.*** Any critical hit against Sqeqrut becomes a normal hit. In addition, when she is subjected to a magical effect that allows her to make a Strength or Constitution saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw..
:
**Spellcasting.** Sqeqrut casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

Cantrips (at will):  *dancing lights, fire bold, lightning lure, thunderclap*

1st level (4 slots): *detect magic, false life, identify, magic missile, thunderwave*

2nd level (3 slots): *aid, arcane lock, heat metal, mirror image, shatter*

3rd level (3 slots): *dispel magic, fly, hypnotic pattern, lightning bolt*

### Actions
***Lightning Launcher.*** *Ranged Weapon Attack:* +6 to hit, range 90/300 ft., one target. *Hit:* 7 (1d6 + 5) lightning damage plus 1d6 lightning damage against one target per turn.
:
***Summon Elemental (1/Day).*** Sqeqrut summons a Steam Elemental. 

A summoned elemental appears in an unoccupied space within 60 feet of her and acts as her ally. It remains for 1 minute, until it or Sqeqrut dies, or until she dismisses it as an action.
:
**Spell-Refueling Ring.(1/Day)** As an action, Sqeqrut can restore spell slot of 3rd level or lower.

### Reactions
***Repulsion Shield (4/Day).*** When Sqeqrut is hit by a melee attack, she can use her reaction to push the attacker up to 15 feet away.
:
***Flash of Genius (5/Day).*** As a reaction, Sqeqrut can add her Intelligence modifier to an ability check or saving throw that an ally makes within 30 feet of her.
}}

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![cat warrior](https://imgur.com/fhqidxG.png) {position:absolute,bottom:320px,right:20px,width:320px,mix-blend-mode:multiply}

:::::::::::::::::::::::::::::::::::::::::::::::::::::
## Sqeqrut Oqva

Sqeqrut operates the Mizzium Mill, the central power generation facility in the center of the Sixth District. She has a large force of bound steam elementals, which she uses in accordance to her Steam Rig constructs to run the facility. 

This Izzet structure serves as a combination wind-mill, water-mill, and steam engine plant, and generates enough power to operate the utilities of the Sixth District and surrounding areas. 

The Mizzium Mill is also a large producer of constructs, manufacturing many goods for the citizens of the Sixth District. They produce Automated Coffee Companion, useful tools like Tubes of Flashing and Mizzium Transmat Tubes. Most Recently 

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![cat warrior](https://imgur.com/vwu9tit.png) {position:absolute,top:50px,left:70px,width:250px,mix-blend-mode:multiply}

{{monster,frame
## Evern Rokiric
*Small Humanoid (human), White-Black*
___
**Armor Class** :: 15 (Half-Plate)
**Hit Points**  :: 117  (18d8 + 36)
**Speed**       :: 35 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|11 (+0)|14 (+2)|19 (+4)|19 (+4)|20 (+5)|
___
**Saving Throws**  :: Con +5, Int +9, 
**Skills**         :: Intimidation +11
**Senses**         :: darkvision 60 ft., passive Perception 14
**Languages**      :: Common
**Challenge**      :: 6 (2,300 XP)
___
**Spellcasting.** Evern casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At will: *friends, disguise self, guidance, mage hand*

5th level (3 slots): *alarm, dispel magic, enhance ability, intellect fortress, Leomund's secret chest, Mordenkainen's Private Sanctum, revivify, sanctuary, skill empowerment, summon construct (stone gargoyle), tiny servant*

6th level (1 slot): *true seeing*

### Actions
***Menacing Decree.*** As an action, Evern yells demoralizing words at one creature he can see within 30 feet of him that can see, hear, and understand him. He makes a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If his check succeeds, the target is frightened until the end of your next turn. If his check fails, the target can't be frightened by him in this way for 1 hour.
:
***Dagger.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 3 (1d4) piercing damage.
}}

::
## Evern Rokiric

Evern Rokiric comes from a very imporant family in Ravnican history. General Ferrous Rokiric was a famous Boros general who constructed the ten great Titans of Ravnica; these ancient statues were placed in a dormant state in the center of each of the ten districts of Ravnica.

Another branch of the Rokiric family were some of the first immigrants to the Sixth District, establishing the Gleamhold, and massively stimulating the economy of the district. The branch of the family that Evern comes from is an exclusionary bunch, generally though to be extremely greedy and off-putting from anyone in close proximity to them. Evern is the Guild Noble of the Orzhov Syndicate in the Sixth District, and also serves as the Branch Manager for the Sixth Branch of Vizkopa bank, which is located here in the district.

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{{monster,frame,wide
## Giz'Ginnaz
*Large Fiend (devil), Black-Red*
___
**Armor Class**  :: 19 (natural armor)
**Hit Points**   :: 300 (24d10 + 168)
**Speed**        :: 30 ft., fly 60 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|14 (+0)|26 (+8)|24 (+7)|22 (+6)|18 (+4)|24 (+7)|
___
**Saving Throws**        :: Dex +13, Con +13, Wis +10
**Damage Resistances**   :: psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities**    :: fire, poison
**Condition Immunities** :: poisoned, charmed
**Senses**               :: truesight 120 ft., passive Perception 14
**Languages**            :: Common, Infernal, telepathy 120 ft.
**Challenge**            :: 20 (25,000 XP)
___
***Seductive Aura.*** Any creature hostile to Giz'Ginnaz that starts its turn within 20 feet of Giz'Ginnaz must make a DC 21 Charisma saving throw, unless Giz'Ginnaz is incapacitated. On a failed save, the creature is charmed until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Giz'Ginnaz's Seductive Aura for the next 24 hours.
:
**Spellcasting.** Giz'Ginnaz casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 21):

At will: *detect magic, fireball*

3/day each: *hold monster, wall of fire*
:
***Magic Resistance.*** Giz'Ginnaz has advantage on saving throws against spells and other magical effects.
:
***Magic Weapons.*** Giz'Ginnaz's weapon attacks are magical.
:::
### Actions
***Multiattack.*** Giz'Ginnaz makes three attacks: one with its kiss, one with her claw, one with her chainwhip, and one with her tail, and uses her Draining Kiss
:
***Claw.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
:
***Chainwhip.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 21 (6d6) psychic damage.
:
***Tail.*** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
:
***Draining Kiss.*** Giz'Ginnaz kisses a creature charmed by it or a willing creature. The target must make a DC 21 Constitution saving throw against this magic, taking 32 (5d10 + 7) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
}}
::
## Giz’Ginnaz

Giz’Ginnaz is truly a sight to behold. Colloquially called Big Giz by the goers of the Bigtop, she runs a private tent where she runs elaborate acrobatics and pyrotechnics shows for guests, including more intimate, sensual private shows for the right price. 

Big Giz is a very powerful Devil, having the charm of a succubus, but the might of a pit fiend. On rare occasions, Big Giz will take on challengers in the pit, utilizing her infernal influences to lure their opponent to an easy defeat. 

Big Giz also spend sa lot her time relacing in the lava pits inside the crater of Mt. Ijila. Here, she can commune with Rakdos himself, and gain the insight of his Infernal Wisdom or access the magic of his Blood Witches.

![cat warrior](https://imgur.com/UIQ6RlA.png) {position:absolute,rotate:-5deg;bottom:35px,right:90px,width:330px,mix-blend-mode:multiply}

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{{monster,frame
## Jevolmed Kastrath
*Large Monstrosity (centaur), White-Green*
___
**Armor Class** :: 17 (Half-Plate Barding)
**Hit Points**  :: 110 (17d10 + 17)
**Speed**       :: 50 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|15 (+2)|13 (+1)|14 (+2)|18 (+4)|19 (+4)|
___
**Saving Throws**  :: Con +5, Int +9, 
**Skills**         :: Nature +5, Perception +7, Persuasion +7, Survival +7
**Senses**         :: darkvision 60 ft., passive Perception 17
**Languages**      :: Common, Elvish, Old Rav, Sylvan
**Challenge**      :: 6 (2,300 XP)
___
***Charge.*** If Jevolmed moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
:
***Spellcasting.*** Jevolmed casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: *sacred flame, spare the dying, thaumaturgy, word of radiance*

3/day each: *blur, cure wounds, guiding bolt, lesser restoration*

1/day each: *calm emotions, daylight, dispel magic, revivify*

### Actions
***Multiattack.*** Jevolmed makes two attacks with his longbow.
:
***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
:
***Longbow.*** *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
}}
::
## Jevolmed Kastrath

Jevolmed Kastrath is the eccentric leader of the very small sect of the Selesnya Conclave in the district. His main motivation is to serve as a protector for the Vitu Sere, which is a tree grown from a seed of the World Tree, the Vitu Ghazi, in the Tenth District. Jevolmed and his conclave members have made several pilgrimages to the Tenth District, acquiring branches from the main World Tree to graft onto the Vitu Sere.

After using the power of the Vitu Sere to open a hole in Mt. Ijila for Feather, the Vitu Sere was left weak. With the Vitu Ghazi collapsed and destroyed in the Tenth District, the remains of the tree were transported there with hopes of saving the Selesnya Guildhall. Jevolmed, with his Château destroyed as well, decided to replant a new Vitu Sere in the core of the Luster Hollow in a joint effort with the Golgari Swarm to bring new life to the beautiful habitat, that the Selesnya Conclave members are happy to inhabit as well and assist in maintaining.

![cat warrior](https://imgur.com/IpTzfiv.png) {position:absolute,bottom:20px,right:20px,width:400px,mix-blend-mode:multiply}

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![cat warrior](https://imgur.com/KCM7Kua.png) {position:absolute,bottom:20px,left:20px,width:420px,mix-blend-mode:multiply}

## Vixatic

Born to a family of cecaelia residing in the City of Opona, Vixatic showed great psionic aptitude from a young age. He excelled in school, and after finishing his schooling, he enrolled in the Royal Guard of the Palace of Opona. Through his honed martial ability and strong psionic connection, he quickly climbed the ranks, becoming one of, then acting Speaker, Gekhyad’s personal attendants. 

During the invasion of Bolas, Gekhyad and the primordial being, the true Guild Noble, only known as the Deep One, fought Bolas’ minions away from the body of Niv Mizzet. Gekhyad, along with many of his royal guard, fought hard until the end but ended up perishing in the carnage. Vixatic survived, following the direct orders of the Deep One, and succeeded in transporting the body back to the Tenth District for the eventual resurrection ritual that would be performed for the Firemind. 

After returning to the Sixth District, Vixatic stepped up into the role of Speaker, taking on all of Gekhyad’s responsibilities. He regularly communes with the Deep One, who wishes for his public presence to be minimal, even though his existence has been revealed. 

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{{monster,frame
## Vixatic
*Large Monstrosity (cecaelia), Blue-Green*
___
**Armor Class** :: 18 (Half-Plate, Buckler Shield)
**Hit Points**  :: 178 (21d10 + 63)
**Speed**       :: 15 ft., swim 50 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|20 (+5)|14 (+2)|16 (+3)|18 (+4)|13 (+1)|11 (+0)|
___
**Saving Throws**          :: Con +7, Int +8, 
**Skills**                 :: Nature +5, Perception +7, Persuasion +7, Survival +7
**Damage Resistances**     :: psychic
**Condition Immunities**   :: charmed, frightened
**Senses**                 :: darkvision 60 ft., passive Perception 17
**Languages**              :: Common, Elvish, Old Rav, Sylvan
**Challenge**              :: 10 (5,900 XP)
___
***Second Wind (1/Day).*** Vixatic regains 20 (1d10 + 15) hit points
:
***Indomitable (1/Day).*** If Vixatic fails a saving throw, he can choose to succeed instead.

### Actions
***Multiattack.*** Vixatic makes four attacks with his longsword or trident.
:
***Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 5) slashing damage or 8 (1d8 + 5) slashing damage if used with two hands plus 3 (1d8) psychic damage.
:
***Trident.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage plus 3 (1d8) psychic damage.
:
***Underwater Surge (2/Day).*** Vixatic uses Multiattack twice and moves up to his speed, as long as he is underwater.

### Bonus Actions
***Psionic Bulwark (2/Day).*** Vixatic chooses up to 4 creatures that he can see within 30 feet of him. These creatures gain the benefits of half cover for 1 minute, or until Vixatic is incapacitated.
}}

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![cat warrior](https://imgur.com/C11LqLb.png) {position:absolute,top:-5px,left:-5px,width:320px,mix-blend-mode:multiply}

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:::
## The Deep One

Very little about this creature is yet known. It is untold how old this creature, but due simply to its size, apparent age, and power, it is easily older than the formation of the guilds. It seems to have a great connection to the ideals of the Simic Combine’s doctrines, and knows much of the history that it has lived through. Rumours are passed aorund the City of Opona that The Deep One was present for the original formation of the Simic Combine, but the true validity of these rumours are known only to The Deep One itself.

:::
{{monster,frame,wide
## The Deep One
*Gargantuan Monstrosity, Blue-Green*
___
**Armor Class**  :: 18 (natural armor)
**Hit Points**   :: 472 (27d20 + 189)
**Speed**        :: 20 ft., swim 60 ft.
___
|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|30 (+10)|12 (+1)|25 (+7)|28 (+9)|25 (+7)|19 (+4)|
___
**Saving Throws**             :: Str +17, Dex +8, Con +14, Int +16, Wis +14
**Damage Immunities**         :: lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities**      :: frightened, paralyzed
**Senses**                    :: truesight 120 ft., passive Perception 14
**Languages**                 :: all, telepathy 120 ft. but can't speak
**Challenge**                 :: 23 (50,000 XP)	
___
***Amphibious.*** The Deep One can breathe air and water.
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***Freedom of Movement.*** The Deep One ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
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***Siege Monster.*** The Deep One deals double damage to objects and structures.
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***Magic Resistance.*** The Deep One has advantage on saving throws against spells and other magical effects.
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***Legendary Resistance (5/Day).*** If The Deep One fails a saving throw, he can choose to succeed instead.
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***Spellcasting.*** The Deep One casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 24):

At will: *control water, maelstrom, shape water, tidal wave, watery sphere*

1/day each: *control weather*

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### Actions
***Multiattack.*** The Deep One makes three tentacle attacks, each of which it can replace with one use of Fling.
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***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *Hit:* 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the Deep One, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Deep One, and it takes 42 (12d6) acid damage at the start of each of the Deep One's turns. If the Deep One takes 50 damage or more on a single turn from a creature inside it, the Deep One must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Deep One. If the Deep One dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
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***Tentacle.*** *Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *Hit:* 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Deep One has ten tentacles, each of which can grapple one target.
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***Fling.*** One Large or smaller object held or creature grappled by the Deep One is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
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***Lightning Storm.*** The Deep One magically creates three bolts of lightning, each of which can strike a target the Deep One can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.
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***Devour Mana.*** The Deep One casts the *antimagic field* spell. For each spell or magical effect that is ended with this spell, The Deep One regains 1d10 hit points.
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{{footnote SIXTH DISTRICT BESTIARY}}
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