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Published by ManweTheValar, 2023-11-15 18:57:34

Guildmasters' Guide to Ravnica

Guildmasters' Guide to Ravnica

Keywords: Ravnica

R AKDOS CARNIVAL As lumbering giants put up makeshift stages and cackling devils ignite the footlights, the first performers begin to gather the crowds. Exuberant music with erratic rhythms draws spectators from the surrounding neighborhood, and cheers of approval greet the more accomplished performers- along with gasps and shrieks as the acts get more risky and the first blood is drawn. Acrobats cavort through the streets while sword swallowers and knife throwers flash bright steel. The crowd gets larger and wilder, the shouts and screams get louder, the fires burn brighter, and blood glistens red in the torchlight. The spectacle is gruesome but captivating; the crowd hates to watch but can't look away. Soon madness takes them, and they- devils and ogres, acrobats and spectators-are caught up in a frenzy of violence. Only when it is over does the horror of the event sink in. A Rakdos carnival is more than the sum of its performers and its audience. It is a frenzy that grips those present, a fiendish madness that comes on suddenly and departs just as quickly, leaving gore in its wake. The carnival, in fact, has a life of its own-and when adventurers face the Cult of Rakdos in the midst of a revel, the carnival is one more foe arrayed against them. When at least six Rakdos performers perform together in public, they can call on the carnival to aid them. When determining the difficulty of such an encounter, consider the carnival to be one additional creature of challenge rating 3. LAIR ACTIONS On initiative count 20 (losing initiative ties), the carnival takes a lair action, causing one of the following effects; the carnival can't use the same effect two rounds in a row: Cli,\I'TFR6 l·RIFNOSANP IOI~ • Fire erupts from the ground at up to four points of the DM's choice in the carnival. The fire lasts for 1 minute or until this action is used again. Each jet of flame is a 20-foot-tall cylinder with a 5-foot radius. Each creature in the cylinder when it first appears must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Any creature that starts its turn in the flames must also make the saving throw. Whirling blades, spiked chains, or other implements of agony appear for a moment to menace ld6 random creatures in a 20-foot cube. Each target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) force damage. Blood splashes all creatures in a 20-foot-radius sphere centered on a point within the carnival. Each creature in that area becomes the target of a confusion spell (save DC 15). REGIONAL EFFECTS The carnival exerts a powerful influence over those who come close to the festivities: When a creature that is outside the carnival sees or hears it, the creature must succeed on a DC 15 Wisdom saving throw or use its movement each round to move toward the carnival. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature becomes immune to this effect for 24 hours. If a creature attempts to leave the carnival, the creature must make a DC 15 Charisma saving throw. On a failed save, the creature instead moves toward the center of the carnival. On a successful save, the creature becomes immune to this effect for 24 hours. If all the Rakdos performers in the carnival die or leave its area, these effects end immediately. g 0 ::,


SELESNYA NPCs Those drawn to the Selesnya Conclave find the guild's mission of inclusion and harmony appealing. They gain comfort and fulfillment from the guild's peaceful coexistence with civilization and untamed nature. But the guild's drive isn't only to draw people into a peaceable community: the Selesnya aim to build an army. They aren't naive; they realize that the ambitions of other guilds will lead to violence, and they plan to be prepared for it. Despite the guild's atmosphere of peaceful quietude, many of its members have military roles. The Selesnya NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise. SELESNYA NPCs Role Equenaut (cavalry) Ledev guardian (outrider) Religious leader Selesnya soldier Shepherd ''Appears in this chapter Appropriate Stat Block Scout mounted on a pegasus Knight mounted on a dire wolf Priest or druid Soldier'' or veteran Horncaller* T'ROSTANI The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostaniand a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times. Trostani spends most of her time in the towering tree ofVitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica. TROSTANI 1 S TRAITS Ideal: "In each of us is the strength of all of us." Bond: "All will come to the warm embrace of the Conclave." Flaw: "I have nothing but anger for those who break the bonds of the community and leave our embrace." H ORNCALLER Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.


T'ROSTANI Large fey, neutral good Armor Class 17 (natural armor) Hit Points 252 (24dl0 + 120) Speed 30 ft. STR 19 (+5) DEX 14 (+2) CON 20 (+5) INT 16 (+3) Saving Throws Con +11, Wis +16, Cha +13 WIS 30 (+10) CHA 25 (+7) Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion + 13 Condition Immunities charmed, grappled Senses darkvision 120 ft., passive Perception 26 Languages Common, Druidic, Elvish, Sylvan Challenge 18 (20,000 XP) Innate Spel/casting. Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: At will: dispel magic, druidcraft 3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion l /day each: conjure fey, mass cure wounds Legendary Resistance (3/Day). lfTrostani fails a saving throw, she can choose to succeed instead. Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects. Magic Weapons. Trostani's weapon attacks are magical. Speak with Beasts and Plants. Trostani can communicate with beasts and plants as if they shared a language. Tree Stride. Once on her turn, Trostani can use 10 feet of her 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. 2i'l Cl! \PTER 6 I FRIENDS ANO FOES ACTION S Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of l action. Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, Trostani can grapple no more than three targets at a time. Touch of Order. Me/ee Spell Attack: +16 to hit. reach 5 ft., one creature. Hit: 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start ofTrostani's next turn. Wrath of Mat'Selesnya (Recharge 5-6). Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. LEGEN DARY A CT IO N S Trostani can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Trostani regains spent legendary actions at the start of her turn. Voice of Harmony. Trostani makes one melee attack, with advantage on the attack roll. Voice of Life. Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her. Voice of Order. Trostani casts dispel magic. Chorus of the Conclave (Costs 2 Actions). Trostani casts suggestion. This counts as one of her daily uses of the spell. Awaken Grove Guardians (Costs 3 Actions). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for l minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but fo llow her and take the Dodge action.


HORN CALLER Medium humanoid (any race), lawful good Armor Class 13 (hide armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR l3 (+ l) DEX 12 (+ l) CON 14 (+2) INT 10 (+0) WIS 14 (+2) Skills Animal Handling +4, Nature +2, Perception +4 Senses passive Perception 14 Languages Common plus any one language Challenge l (200 XP) CHA 13 (+l) Innate Spellcasting. The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components: 1/day each: bless, conjure animals Speak with Beasts. The horncaller can communicate with beasts as if they shared a language. ACTIONS Multiattack. The horncaller makes two melee attacks with its staff and uses One with the Worldsoul. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) piercing damage, or 5 (ld8 + 1) bludgeoning damage if used with two hands. One with the Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horn caller, the beast uses its reaction to make one melee attack against a target that the horncaller can see. • EM M ARA TANDRIS An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a friend of Jace Beleren, she understands that he's never going to be able to settle on Ravnica, so she believes the world needs a replacement for the Guildpact. Emmara plays an active role in her community, and she has many non-Selesnya friends aside from the Guild pact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort. CHAPTER 6 FRII-KDS .\~D FOES


S1M1c NPCs Curiosity about the manifold wonders of life-as well as the magical science involved in modifying it- leads inquisitive and ambitious minds from across Ravnica to join the Simic Combine. Grouped together in clades and projects, Simic scientists look for new ways to speed the nature's processes of adaptation and evolution, preparing organisms of all kinds that can thrive in the dangerous and ever-changing urban environment. Most Simic researchers are humans, vedalken, elves, and merfolk, or at least they were born that way. During their careers, they might give themselves such a wide variety of adaptations and augmentations that their heritage is hard to ascertain. The Simic NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise. S IMIC NPCs Role Appropriate Stat Block Biomancer (creates hybrids) Biomancer'' Forcemage (grows flora and fauna) Druid Terraformer (alters environments) Druid or mage *Appears in this chapter PRIME SPEAKER ZEGANA ---- The regal and reticent P rime Speaker Zegana is the merfolk guild master of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so. ZEGANA'S TRAITS Ideal: "Nature's patterns are the schematics for how to improve." Bond: "I will use all the resources at my disposal to see that Ravnica becomes the best it can be." Flaw: "I can't understand how progress could ever be the wrong goal." B IOMANCER Nearly all the innovation and advancement in Simic bioengineering comes from the work ofbiomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.


ZEGANA Medium humanoid (merfolk), lawful neutral Armor Class 16 (natural armor) Hit Points 130 (20d8 + 40) Speed 30 ft., swim 40 ft. STR 11 (+OJ DEX 14 (+2) CON 14 (+2) Saving Throws Int +10, Wis +9 INT 20 (+SJ Skills Insight +9, Nature +10, Perception +9 Damage Resistances cold, poison WIS 18 (+4) Senses darkvision 60 ft., passive Perception 19 Languages Common, Elvish, Merfolk Challenge 16 (15,000 XP) Amphibious. Zegana can breathe air and water. CHA 16 (+3} Legendary Resistance (3/Day). lfZegana fails a saving throw, she can choose to succeed instead. Magic Resistance. Zegana has advantage on saving throws against spells and othe r magical effects. Spel/casting. Zegana is a l 5th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): acid splash, druidcraft, ray of frost, shape water 1st level (4 slots): color spray, expeditious retreat.fog cloud, shield 2nd level (3 slots): enlarge/reduce, gust of wind 3rd level (3 slots): counterspe/1,jly, slow 4t h level (3 slots}: control water, ice storm, polymorph 5th level (2 slots): conjure elemental, creation 6th level (l slot): move earth, wall of ice 7th level (l slot): prismatic spray, teleport 8th level (l slot): control weather, dominate monster ACT IONS Prime Speaker's Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8}. On a successful save, the creature takes half as much damage and isn't pushed. Deluge (Recharge 4-6). Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes. LEGENDARY ACTIONS Zegana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zegana regains spent legendary actions at the start of her turn. Adaptive Skin. Zegana gains resistance to one damage type of her choice- acid, fire, lightning, or thunder-until the start of her next turn. Trident. Zegana makes one melee attack with the Prime Speaker's Trident. Enlarge (Costs 2 Actions). Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot. Deluge (Costs 3 Actions). Zegana uses Deluge, if available. CH \Pl l·R !, l'RIF~DS •\~D FOES


BIOMANCER Medium humanoid (any race), neutral good Armor Class 17 (splint) Hit Points 110 (17d8 + 34) Speed 30 ft. STR 10 (+0) DEX 15 (+2) CON 14 (+2) Saving Throws Int +9, Wis +6 Skills Arcana +9, Nature +9 Senses passive Perception 12 INT 20 (+5) WIS 14 (+2) Languages Common plus any one language Challenge 10 (5,900 XP) CHA 15 (+2) Bolstering Presence. The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the bio• mancer that starts its turn there regains 5 (ldl0) hit points. Magic Resistance. The biomancer has advantage on saving throws against spells and other magical effects. <,HAP'Tt Rb I rRIENDS .\:-D IOF.S Spe/lcasting. The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared: Cantrips {at will): acid splash, light, mending, poison spray, shocking grasp 1st level (4 slots): detect magic, grease, shield 2nd level (3 slots): alter self. darkvision, enlarge/reduce, hold person 3rd level (3 slots): counterspe/1, dispel magic, haste, protection from energy 4th level (3 slots): confusion, conjure minor elementals, polymorph 5th level (2 slots): cone of cold, creation, hold monster 6th level (1 slot): move earth, wall of ice 7th level (1 slot): prismatic spray 8th level (1 slot): control weather ACTIONS Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) slashing damage.


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