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Published by arbellabunny, 2022-06-01 19:19:14

Pryvyds Guide To Ravnica

Pryvyds Guide To Ravnica

PRYVYD’S GUIDE TO

RAVNICA

BY SEAN ATHERTON
Surveil the intrigues of Ravnica,

in the world’s greatest roleplaying game.

PRYVYD’S GUIDE TO RAVNICA

Created and written by Sean Atherton, 2020
Edited by Jack Weighill

Twitter @diceaveragejack
All art, graphics and layouts by Brianna Atherton, BellaLuna Art

www.bellalunaart.com
Twitter @the_bellaluna
Instagram @the.bellaluna

1 PRYVYD’S GUIDE TO RAVNICA

Contents

Preface ...................................................................................... 3 Skullhammer .................................................................... 44
Introduction by Pryvyd ....................................................... 4 Guild Relic Locations ..................................................... 44
Chapter 1: Character Options .......................................... 5 Guild Trinkets ................................................................... 45
Races ......................................................................................... 5 Chapter 4: Bestiary ............................................................ 47
Mindleeches .......................................................................... 47
Lupul ..................................................................................... 5 Swarm of Mindleeches .................................................. 47
Simic Hybrid ....................................................................... 7 Lupul Lurker ..................................................................... 48
Expanded Animal Enhancement List .......................... 7 Mindleech Mass ............................................................... 49
Racial Feats ............................................................................. 8 Pryvyd ................................................................................. 51
Subclasses ............................................................................. 10
Bard: College of Discord ............................................... 10
Monk: Way of the Two Tides ........................................ 12
Warlock Patron: The Firemind .................................... 13

Eldritch Invocations ................................................... 15
Guildless Backgrounds ...................................................... 15

Socialite ............................................................................. 15
Wayfinder ........................................................................... 18
Chapter 2: Dungeon Master’s Tools ............................ 21
Developing Cooperation in Multi-Guild Parties ........... 21
Using Plot Hooks ............................................................ 23
Travel Within the Tenth ...................................................... 25
Alternate Modes of Transportation ............................. 27
Understanding the Power Balance of Ravnica ............ 28
Making the Setting Your Own .......................................... 29
Chapter 3: Treasures of Ravnica .................................. 31
Tools ........................................................................................ 31
Coffee Roaster’s Tools .................................................... 31

Ravnican Coffee Roasters ........................................ 32
Magic Items ........................................................................... 32

Archweaver’s Net ............................................................. 32
Arrester’s Spear ............................................................... 33
Dapper Cufflinks/Berets ................................................ 33
Huntmaster’s Razorbow ................................................ 33

Devkarin Razorbows .................................................. 33
Ledev Training Whistle .................................................. 33
Magewright’s Stone ........................................................ 35
Mizzium Transreliquat ................................................... 36
Servant’s Bell .................................................................... 37
Shadow Lance ................................................................. 37
Wind Drake Armor ......................................................... 38
Wojek Baton ...................................................................... 38
Writ of Passage ................................................................ 38
Guild Relics ........................................................................... 39
Azor’s Annotated Guildpact .......................................... 40
Blade of Boros .................................................................. 41
Jewel of the Chorus ......................................................... 42
Karlov’s Ledger ................................................................ 43

PRYVYD’S GUIDE TO RAVNICA 2

Preface

Since 2005, when I read Cory J Herndon’s first Ravnica novel, I have been hooked into this wonderful
setting. What the folks at Wizards of the Coast have created with Ravnica is nothing short of a masterpiece
of worldbuilding. Fast forward 15 years of impatient waiting, and we now have an official D&D setting with
Guildmaster’s Guide to Ravnica.

I began working on Pryvyd’s Guide to Ravnica not long after GGtR was released, to expand upon the options
within the guide. Many lore questions inside the Ravnica setting have been left unaddressed by Wizards. Because
of this, artistic license had to be taken with some content. However, I have done my best to keep everything in this
book as anchored to the lore as possible while still filling in the gaps.

I would like to take a moment to thank some of the instrumental people that made this all possible. First and
foremost, I would like to thank Brianna Atherton at BellaLuna Art for the creation of all the artwork in this book.
She painstakingly worked on every illustration, graphic and layout; all-the-while listening to me obsess about the
content of this book. I could not have created Pryvyd’s Guide without her. To see more of her art, or to commission
an illustration or graphic design, please visit her website or social media:

www.bellalunaart.com
Twitter @the_bellaluna
Instagram @the.bellaluna
I would like to thank my amazing editor, Jack Weighill for the technical editing of this book. As the author it is my
job to come up with interesting and lore-filled ideas; which admittedly is the fun part. It is Jack’s job to make sure
these ideas and mechanics don’t break the game, and are easily understood. I highly recommend Jack Weighill for
any aspiring or veteran DMs Guild creators looking for an editor.
I would like to thank my play-testers: Brianna Atherton, Philip Benjamin, Carol DeClercq-McDonald and
Kaylynn Mcdonald. They have been much more than just my consistent gaming group for many years now. They
are true family and have been a source of inspiration throughout this project.
I would like to thank the subreddit r/RavnicaDMs for coming together to create one of the greatest communities
I have had the pleasure of being part of. I joined r/RavnicaDMs at its inception, and have met many great people
along the way. Specifically, I would like to give a shout out to u/BlueScatterShield, u/Filkearney, u/Gilfaethy, u/
Goreness, u/SonicPileDriver and u/SurrealSage for their advice and opinions on this book’s content.
Finally, I would humbly like to thank you, the reader for purchasing this guide. The creation of this book has
been a passion and a joy for me over the last two years. I hope you enjoy it as much as I have enjoyed creating it.
I also hope that your journey through Ravnica is filled with the same awe and magic that I have been a part of for
over 15 years. May this guide serve as a companion and aid in your travels.

Without further ado, please allow me to introduce your guide, Pryvyd.

-Sean Atherton

3 PRYVYD’S GUIDE TO RAVNICA

To those reading my notes, or mentally decoding my thought strands,

I am Pryvyd;

and I am lupul.

Perhaps it’s melodramatic to take my name from the Old Ravi word for ‘ghost’; but it feels appropriate for such a

life. Constantly drifting, changing faces,invisible to most; I can relate with the spirits of Ravnica. I have spent
most of my life in the Tenth District. Listening. Watching. Impersonating. Understanding how and what
people think, their motivations, their secrets, is a specialty of mine. Which brings me to why I am writing this

guide.

You may have read another guidebook by Lavinia, the Steward, or Chaperone, of the Guildpact. That guide was
pieced together from notes and histories recorded in Ismeri Library. The curators of Ismeri, formally known
as House Dimir, having found said volume to be incomplete, solicited my talents to observe and catalogue

daily life in the Tenth District for future publications. While the Steward attempted an exhaustive compendium of

Ravnican affairs, there are some dealings an Azorius Arrester is not privy to. The ability to slip under
doors doesn’t hurt either. Tin Street is the busiest strip in the city, but in my experience, any intriguing
events occur at least three blocks, and one wrong turn, over.

So, if you’ve read enough about lawmages and tourist attractions, allow me to fill in the shaded edges of the map.

Take another drink of coffee. You’ll need it as we explore this colorful cityscape. Keep an open mind, you know
what I mean, and I hope you’re not afraid of heights.

And remember, if you get lost, that means the exciting part is just around the corner.

Pryvyd, Dimir Dissident

PRYVYD’S GUIDE TO RAVNICA

CChhaarptaecrte1r: Options

In the vast diversity of Ravnica, there are a multitude A History of Oppression
of people, paths and professions. Included here are
some options not mentioned in Guildmaster’s Guide to Before the Guildpact, lupul were feared for their
Ravnica, and added depth to some that are. abilities and believed to have been hunted to extinction.
Though relegated to the dusty pages of ancient
Races history books, the lupul survived. A small colony was
found by the former Guildmaster of House Dimir, the
Two races are included in this section: the mysterious vampire Szadek, and used for his nefarious purposes.
shapechanging Lupul, and additional options for the Kept under oppressive mind control, the lupul did the
Simic Hybrid from Guildmaster’s Guide to Ravnica. bidding of the vampire as he orchestrated his millennia
spanning plot. After the Decamillenial of the Guildpact
Lupul and the Dissension Crisis, the psionic ties between the
lupul and the Dimir were severed. Left to drift among
Shifting deep within Ravnica’s Undercity, lives an Ravnican society, the lupul used their eerie abilities of
ancient race that pre-dates the Guildpact and those who impersonation to observe and study the culture of this
signed it. Harking back to the nascent days of Ravnica, new cityscape.
the word “lupul” is Old Ravi for “lurker”.
Life After the Dim
Lupul are a race of shapeshifters that used to live in
cloistered colonies in the depths of the Undercity. While As a result of their psychic manipulation, most
they can mimic the appearance of other races, their true lupul seek independence and many shun any Guild
form is a writhing cluster of small white-blue worms, affiliation. However, their natural talent for infiltration
called mindleeches. Mindleeches have a natural psionic and espionage are powerful tools in a city where
ability that allows the individual worms to link their information is more valuable than gold. Lupul that
minds into a single intelligence and persona. To allow do choose a Guild often seek roles that leverage their
for normal lives on the surface of Ravnica, lupul often abilities. At home in the Undercity, some lupul have
create a consistent persona for themselves, maintaining found comfort in the Golgari Swarm’s network of
the identity for years. Others live for the freedom information or with their elite assassins, the Ochran.
in their fluid forms, changing their appearance and Others find welcome on Rakdos stages; their mercurial
identity as often as one changes clothes. forms offering specialized entertainment. Those that
return to House Dimir find easy progress through the
More than the Sum of Their Parts guild’s ranks, but are always careful who they reveal
their identity to. While Szadek may be gone, Lazav also
In its natural form, a lupul is a mass of worms that hoards secrets and is just as unscrupulous with how he
can link their minds together to form a singular wields such knowledge.
consciousness. This consciousness is built upon the
worms’ minds like neurons in a brain. By themselves Protecting the Future
the mindleeches are unable to attain higher thought; but
together they can form an intelligence and personality Lupul are unanimously closed-mouthed when it comes
that becomes the core of the lupul. Despite being made to their colonies. All that is known is that their breeding
of many parts, a lupul’s identity is still singular; thinking grounds lie in the darkest corners of the Undercity.
of themselves as an “I” not a “we”. Lupul reproduce asexually, similar to cells performing
mitosis. As a lupul consumes nourishment, their
Lupul call this process of linking many minds mindleeches grow until they are able to break off a
together “coherence”. The process takes a large number replicant of themselves. In this way lupul regenerate
of mindleeches to event attempt, and success is not a damaged or destroyed parts of their physical body.
guarantee. Mindleech swarms normally take dozens However, should a lupul choose, they are able to break
of attempts at coherence before achieving a singular off larger quantities of their worms. This severed cluster
identity. However, attempting to establish coherence is often retains some degree of the parent’s memories
not without risks. When a swarm reaches coherence or personality should it later attain coherence. Lupul
but is unable to maintain its stability, the newly awoken perform this ritual underground in their colonies as a
personality could dissolve and cave-in on itself; creating form of a reproduction. Lupul that meet on the surface
a horrible monstrosity.

5 PRYVYD’S GUIDE TO RAVNICA

take great pains to protect the privacy and identity of your as if it were bright light, and in darkness as if it
their race. Exposing another lupul can be considered were dim light. You can’t discern color in darkness, only
tantamount to murder, within a colony. shades of gray.
Shapechanger. As an action, you can change your
You may be wondering why I identified myself appearance and your voice. You determine the specifics
as lupul in my introduction. Lazav and I have of the change, including your coloration, hair length,
and sex. You can also adjust your height and apparent
enjoyed a thrilling game of cat-and-mouse weight, but not so much that your size changes. You
over the years. Though... when you’re both can make yourself appear as a member of another
shapeshifters, it’s easy to forget who is playing race, though none of your game statistics change. You
can’t duplicate the appearance of a creature you’ve
which role. never seen, and you must adopt a form that has a basic
humanoid arrangement of limbs. Your clothing and
...and to you Lazav, if you’re wondering, I was the equipment aren’t changed by this trait.

aging vedalken merchant on You remain in this form until you use this feature to
Court Street that day. transform again, until you use your action to revert to
your lupul form, or until you die.
Lupul Names
While you are shapechanged you lose all alterations
Prior to obtaining their free will, lupul did not possess gained from your lupul form feature.
names. Collectively they were addressed as either Lupul Form. Your true lupul form consists of an
lupul or lurker by Szadek. As they developed their amorphous swarm of white-blue worms. When you shift
individuality and their own personalities, lupul began into your lupul form, any equipment you are wearing
to take on names. Lupul names are usually gender or carrying melds with your form, providing no benefit
neutral, able to shift with the lupul’s fluid appearance. unless your DM states otherwise. Though amorphous,
Some choose names from Old Ravi, or names from you may still only generate the same number of limbs
the cultures that they assimilate. Many lupul prefer as a basic humanoid. Whilst in your lupul form, you are
the symmetry of palindromes and create their names altered in the following ways:
accordingly.
• You are able to move into another creature’s space
Lupul Names: Asa, Solos, Neven, Vyv, Ciric, Ahsha, Laval, and stop there. You can also move through a space
Reinier, Volov as narrow as 1 inch wide without squeezing.
Additionally, starting at 3rd level, you can spend half
Lupul Traits your speed of movement to escape from nonmagical
restraints or being grappled.
Your Lupul character has the following racial traits.
• You gain a climbing speed equal to your walking
Ability Score Increase. Increase one ability score by 2, speed.
and increase a different one by 1.
Age. Lupul physical and mental abilities age separately. • While in this form you may not cast spells and when
Mindleeches are able to attempt coherence after a you take the Attack action you can only make a
few months of life. But this new consciousness is still single attack using the special attack below:
immature and naïve. Once its coherence is established,
a lupul’s mind reaches adolescence in under a year, and • Swarm. You target one creature that is sharing
full maturity by 3 years. While the mindleeches that your space. The target takes piercing damage
make up a lupul live only about a year, their replication equal to twice your proficiency bonus.
allows the lupul’s body to live for extended periods. A
lupul can live up to 300 years. Languages. You speak Common and one other
Alignment. Lupul universally fear and despise language of your choice.
subjugation. As such, most lupul are chaotic, seeking
their independent freedom above all else. Lupul have no
natural inclination towards good or evil.
Size. A lupul’s mass remains constant regardless of
their shapechanged or true form. They are usually a
similar height to humans though lighter; around 100
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of

PRYVYD’S GUIDE TO RAVNICA 6

Lupul Classes that produces razor sharp, calcium shards. As an
Due to their shapeshifting forms, lupul naturally excel action you can create up to four of these shards in your
at infiltration and espionage. Lupul that join a guild hands, they act as darts. You are proficient with these
are often employed as assassins, thieves or spies. natural weapons. The shards last for 8 hours, at which
As such, lupul tend to favor the rogue class, and time they crumble to dust. You may use this feature
many hone their latent psionic talents to become a a number of times per day equal to your Constitution
Soulknife. Lupul that prefer an overt style of combat modifier (minimum of 1).
often develop into Psi Knight fighters.
Many lupul focus solely on unlocking their psionic Starting at 5th level, when you create these darts, you
abilities, awakening as Aberrant Mind sorcerers. may choose to coat them in a venomous secretion. If
These fearsome psychics perplex their foes with so, they deal an additional 1d4 poison damage the first
mind magic and deception, leaving them shuddering time they hit a creature.
in paranoia.
Chameleonic Vision (Prerequisite: 5th Level). You
Lupul bards who choose to reveal their identity gain a second set of eyes, on the side of your head.
often find great fame, as their shifting appearances These eyes may be moved individually and grant you
offer many unique performances. Others find a the following benefits:
balance between espionage and performance by
joining the College of Whispers. • You can see in all directions.
• You have a +5 bonus to your passive Wisdom
Like all races, lupul can develop arcane mastery
with time and practice. Lupul wizards often augment (Perception) and Intelligence (Investigation) scores.
their natural abilities by becoming Illusionists or
Enchanters. However, lupul often find simpler Chromatophores (Prerequisite: 5th Level). Your body
paths to such arcane knowledge. In the Undercity can generate the color changing pigments of an octopus
it is more common to find a lupul warlock. These or chameleon. As an action you can activate these
warlocks often form pacts with a Great Old One (such pigments that last for 1 minute, or until you lose your
as a Dream Eater Sphinx), a powerful Fathomless concentration (as if you were concentrating on a spell).
leviathan or horror (such as a Grozoth), an Archfiend During this time, you have advantage on Dexterity
(like a Doom Whisperer demon or Rakdos himself) (Stealth) checks. You may use this feature a number of
or even an Undead Patron (Such as the Guild Paruns times equal to your proficiency bonus, and regain all
Szadek and Svogthir). uses after a long rest.

Lupul clerics and paladins are almost unheard of, Croconura Tongue (Prerequisite: 5th Level). You
as they prefer their freedom of expression over sworn mutate to gain the toad-like tongue of the Croconura.
tenets or dogma. Similarly, a lupul’s curiosity and Your tongue is a natural weapon with which you can
knack for impersonation does not lend itself well to make unarmed strikes with a range of 15 feet. The
exploring Ravnica’s scarce wilds. Lupul seldom find tongue can also be used to grab and manipulate
enjoyment in the druid or barbarian classes. Should any object within 15 feet that is not worn, carried or
a lupul choose the ranger class they often become a secured, as long as that object weighs no more than
Gloom Stalker, prowling the Undercity. 10 pounds. Your tongue is not articulate enough to use
a weapon, shield or provide the somatic component to
Simic Hybrid spells.

Expanded Animal Enhancement List Ink Sac. You have grown a cephalopod ink sac that
allows you to disperse a gaseous, inky cloud. As an
The Simic Combine never ceases in their attempts to action, you release a 15-foot radius sphere of dark gas
speed up nature’s evolution. When choosing from your centered on you. This area is heavily obscured. The
Animal Enhancement list, your DM may allow you to cloud remains until the end of your next turn, or until
choose one of the following options. it is dispersed by a wind or current of at least 10 miles
Biollumination. Your body can generate the light per hour. You may use this feature a number of times
emitting pigmentation of some aquatic creatures. As equal to your proficiency bonus, and regain all uses
a bonus action you can shed bright light in a 20-foot after a long rest.
radius and dim light for an additional 20 feet, or shed
dim light in a 20-foot radius. This effect ends when you Serpentine Body (Prerequisite: 5th Level). You have
dismiss it as a bonus action. mutated the lower half of your body into the coiling
form of a giant snake. Your constricting serpentine
Calcium Darts. You have developed a limacine gland body is a natural weapon, which you can use to make
unarmed strikes. If you hit with your constrict attack,
7 PRYVYD’S GUIDE TO RAVNICA you deal bludgeoning damage equal to 1d6 + your
Strength modifier, and the target is grappled. Until this

grapple ends, the target is restrained, and you can’t Ravnica.
constrict another target.
Additional Mutation
Static Conductor. Your mutations have grown a gland
that produces bioelectricity. When you are hit by a Prerequisite: Simic Hybrid
melee attack, you can use your reaction to force your
attacker to make a Constitution saving throw, the DC of Your body has undergone additional mutations. You
which is equal to 8 + your Constitution modifier + your gain the following benefits:
proficiency bonus. On a failure, a creature suffers 1d6
lightning damage. This damage increases by 1d6 when • Increase one ability score of your choice by 1, to a
you reach 9th level (2d6) and 17th level (3d6). maximum of 20.

Vocal Sac. You have grown an amphibian air sac on • You may choose an additional option from your
your throat that amplifies your vocal resonance. As a Animal Enhancement racial feature. You must still
bonus action you may yell through this vocal sac, which meet the level requirement for that option.
can be heard for 300 feet, and forcing all creatures
within 30 feet of you to make a Constitution saving Battle Shaper
throw, the DC of which is equal to 8 + your Constitution
modifier + your proficiency bonus. On a failure, a Prerequisite: Minotaur
creature is deafened until the end of your next turn.
Minotaurs are a formidable force on the battlefield;
The Simic mutate their kin and twist inspiring allies and quelling enemies. You gain the
their flesh beyond recognition, and following benefits:
yet lupul are somehow labeled the
• Increase your Charisma score by 1 to a maximum
monsters... of 20.

Racial Feats • As an action you can make a war-cry to affect the
flow of battle. Choose a number of creatures equal
While Guild affiliation often trumps race in terms to your Charisma modifier, that can see and hear
of self-identification in Ravnica, racial traditions still you and are within 60 feet of you. Until the end
permeate society. Listed here are feats associated of your next turn, each hostile creature suffers a
with those racial traditions as they pertain to plane of penalty to each attack roll it makes, and each allied
creature gains a bonus to each attack roll it makes.
Race Feat Both the hostile penalty and allied bonus are equal
Centaur Honored Tradition to your Charisma modifier. Once you have used
Centaur Short Gallop this feature, you must complete a short or long rest
Goblin Explosives Expert before you may do so again.
Goblin Foul Play
Loxodon Defensive Coordination Defensive Coordination
Loxodon Unreadable Serenity
Lupul Elusive Shifter Prerequisite: Loxodon
Lupul Split Form
Minotaur Battle Shaper You have practiced the complex mechanics of wielding
Minotaur Disciplined Endurance a shield with your trunk. You gain the following benefits:
Simic Hybrid Additional Mutation
Vedalken Serene Focus • You gain proficiency with shields.
Vedalken Tangential Casting • You are able to wield a shield with your trunk;

freeing up your hands to dual wield, use two-handed
weapons or perform somatic components for spells.

Disciplined Endurance

Prerequisite: Minotaur

You carry the weight of generations of Minotaur honor
on your shoulders. You gain the following benefits:

• Increase you Strength or Constitution scores by 1
to a maximum of 20.

• As an action on your turn, you may expend a
number of hit dice equal to one third of your level
(minimum of 1), regaining hit points as if you rolled
them during a short rest. Once you have used this
feature, you may not do so again until you complete
a long rest.

PRYVYD’S GUIDE TO RAVNICA 8

Elusive Shifter focus. You have three focus dice, which are d4s. When
you cast a spell that requires an attack roll, saving
Prerequisite: Lupul throw or ability check, you may spend one focus die and
You have learned to leverage your shapechanging roll it, adding it as a bonus to either the attack roll, your
to swiftly blend into a crowd. You gain the following spell save DC or the ability check. You choose to use
benefits: this ability after the initial roll, but before the DM says
if the spell is successful or not. You regain all of your
• Increase one ability score of your choice by 1, to a focus dice after completing a long rest.
maximum of 20.
Short Gallop
• Immediately after using your action to Shapechange
into your lupul form, you can take the Disengage Prerequisite: Centaur
action as a bonus action. In a space as cramped as Ravnica, you have learned
to get up to a gallop in a short distance. You gain the
Explosives Expert following benefits:

Prerequisite: Goblin • The distance you must move in a straight line for
your Charge racial feature is reduce to 15 feet.
Goblins lack any true cultural traditions, except for
making things explode. You gain the following benefits: • When you use your Charge racial feature, if you
hit with your first melee weapon attack, your target
• When you cast a spell that deals damage and affects must succeed on a Strength check contested by
an area, you may use your reaction to increase that your own Strength check or fall prone.
area by 5 feet.
Split Form
• When you throw a vial of acid, alchemist’s fire or
a similar item, you may use your reaction when it Prerequisite: Lupul
shatters to instead have it explode in a sphere with As an action, you are able to split off some of your
a radius of 5 feet. If the item already affects an area, mindleeches to create a duplicate of yourself that
you instead increase the area by 5 feet. The effects lasts for 1 minute, or until you lose your concentration
of the item are unchanged. (as if you were concentrating on a spell). You expend
and roll one hit dice. You take psychic damage equal
Foul Play to the number rolled, and your duplicate is created
with that many hit points. The duplicate appears in
Prerequisite: Goblin an unoccupied space that you can see within 5 feet of
you. The duplicate appears exactly as you do, and is
Goblins are known for their devious cunning and wearing and wielding any armor or weapons that you
disregard for playing fair. You gain the following are. Any magical items that you are wearing or carrying
benefits: are duplicated as nonmagical replicas. The duplicate
shares your turn; sharing your movement, actions, and
• Increase one ability score by 1 to a maximum of 20. statistics but has an AC of 10 + your Dexterity modifier.
• Whenever you score a critical hit against a creature You are able to use your duplicate’s senses to perceive
your surroundings. Your duplicate must remain within
at least one size category larger than you, you 60 feet of you. If your duplicate is dropped to 0 hit
immediately regain the use of your Fury of the points or moves beyond 60 feet of you it dissolves into
Small feature. mindleeches and dies. Once you use this ability, you
cannot use it again until you finish a short or long rest.
Honored Traditions
Developing in the Undercity, you learn to
Prerequisite: Centaur rely on yourself.

Centaurs pass down their history and affinity for nature
to their foals with reverence and care. You gain the
following benefits:

• Increase your Intelligence or Wisdom scores by 1 to
a maximum of 20.

• You gain proficiency with History or Nature. If you
are already proficient with the chosen skill, you
double your proficiency bonus for any ability check
you make that uses that skill.

• You learn one of the following cantrips: druidcraft
or guidance. Your spellcasting ability for this spell is
the same you increased with this feat.

Serene Focus

Prerequisite: Vedalken

You have mastered the vedalken art of dispassionate

9 PRYVYD’S GUIDE TO RAVNICA

Tangential Casting may use your bonus action and expend one use of your
Bardic Inspiration to incite this frenzy. Choose one
Prerequisite: Vedalken creature other than yourself within 60 feet of you who
You have practiced splitting your concentration between can hear you. That creature must succeed on a Wisdom
two spells. You gain the following benefits: saving throw against your spell save DC or make a
single melee weapon attack against another creature
• When you gain this feat, choose Intelligence, you choose within 5 feet of it. A creature may choose to
Wisdom or Charisma. You may add the chosen fail their Wisdom save.
ability’s modifier to your Constitution saving throws
that you make to maintain your concentration on a Blood Spectacle
spell. Starting at 3rd level your gruesome performances
excite the basest desires in those that dare watch,
• When you ready a spell with the Ready action and igniting a desire for violence and hedonism.
are already concentrating on a spell, you do not lose If you perform for at least 1 minute, you can attempt
concentration on the original spell. to amplify these emotions in your audience by
exposing them to your fiendish arts. At the end of the
Unreadable Serenity performance, choose a number of humanoids within 60
feet of you who watched and listened to all of it, up to
Prerequisite: Loxodon a number equal to your Charisma modifier (minimum
Loxodons are known for their serenity and steely of one). Each target must succeed on a Wisdom saving
gaze. You are very hard to read. You gain the following throw against your spell save DC, or be charmed by you.
benefits: While charmed in this way, the target becomes notably
more prone to violence, and will treat any creature it is
• Increase your Charisma or Wisdom scores by 1 to a indifferent towards, or worse, with heightened hostility.
maximum of 20.
This effect ends on a target after 1 hour, if you attack
• Wisdom (Insight) checks made against you have it, or if it witnesses you attacking or damaging any of its
disadvantage. allies.

• Whenever a creature you can see makes an attack If a target succeeds on its saving throw, the target
roll against you with advantage, you can use your has no hint that you tried to charm it. Once you use this
reaction to cancel out its advantage, forcing it to roll feature, you cannot use it again until you finish a short
normally. or long rest.

The hardest part of impersonating a Carnival of Madness
loxodon is the patient, steely gaze. Starting at 6th level, you gain the ability to wreathe
Thankfully, lupul do not need to blink. yourself in a seductive fiendish magic that entices your
enemies into bloodlust. As an action, you can cast the
Subclasses crown of madness spell, without expending a spell slot;
which counts as a bard spell for you. You take on an
Bard: College of Discord appearance of horrific beauty for the duration of the
spell. Whilst you concentrate on crown of madness in
Many see the College of Discord as a provoker of his way, you may replicate its effect on another creature
mayhem; a devilish source of dissension. The Rakdos within range as a bonus action on subsequent turns
see it as the perfect art form. To those twisted after the first.
performers, it is an expression of their own philosophy
that everyone should live however they see fit, without Any creature charmed by you automatically fails its
any shackles or restrictions. The College of Discord has saving throw against this feature.
perfected the art of bloody spectacle, and impassioned
mob mentality. Once you use this feature, you cannot use it again until
you finish a long rest.
Incite Hysteria
You have learned to magically incite a frenzy within
others. When you choose this College at 3rd level you

PRYVYD’S GUIDE TO RAVNICA 10

It seems to be the nature of people, that Havoc Festival
they cannot help but stare into the abyss. Starting at 14th level, your performances are brutal
It is unfortunately the Rakdos that stare enough to coax demons from their abyss. You may cast
the summon lesser demons spell at 6th level, which
back, and smile. counts as a bard spell for you, without expending a
spell slot. When you cast the spell, the demons that are
summoned are always Cacklers (Guildmaster’s Guide
to Ravnica). When you create the circle of blood as a
part of this spell, it gains a radius of 5 feet centered on
you and remains centered on you, regardless of where
you move, for the duration of the spell.
Once you use this feature you cannot use it again until
you finish a long rest.

Reflavoring for the Gruul Clans
While the College of Discord is most prevalent within
the Cult of Rakdos, other guilds have demonstrated
similar talents. Gruul tattoo artist are known to use
their primal magics to the same effect. The magic of
a Gruul who joins the College of Discord manifests
differently than that of the Rakdos. Use the following
changes when playing a Gruul College of Discord
Bard:
• Your spells take on a wild and fiery effect. Gruul

bards usually use Incite Hysteria on their allies
instead of their enemies, to kindle a burning
rage in their clan-mates. When you cast Incite
Hysteria, your target’s skin glows with tribal
tattoos.
• Blood Spectacles performed by a Gruul member
usually involve shamanistic chanting, shouting
and banging of crude drums.
• When you use Carnival of Madness you take
on the appearance of a wild nature spirit or
manifest gruesome beastly qualities.
• When you use Havoc Festival you instead cast
the conjure elemental spell at 6th level. Usually
the Gruul will choose to summon a fire or earth
elemental with this ability.

PRYVYD’S GUIDE TO RAVNICA

Monk: Way of the Two Tides I once saw one of those hybrids surrounded
by five goblins in a back alley. Before they
For years the Simic Combine has been developing could take a step, she had already subdued
the Hybrids of their Guardian Project. In time, these the first four with a flurry of arms and
super soldiers nurtured their own style of martial arts tentacles. A moment later the last goblin
that combines spiritual meditation and an advanced was knocked unconscious with a smack of
knowledge of biology. While the Way of Two Tides is a
newly formed monastic tradition, it has roots in ancient her ranine tongue... I now keep a greater
Merfolk fighting philosophies, adapted to a modern age. distance when I follow this one.
Focusing on ki manipulation, these monks are able to
precisely control not only their own bodies, but those of
their opponents as well.

Aquatic Asceticism
Upon choosing this tradition at 3rd level, you’ve
undergone extensive training and research within the
Simic Combine. Your research has included an in-
depth study of the anatomy and biology of humanoids
and creatures of aquatic, amphibian, and reptilian
nature. When you choose this Monastic Tradition, you
gain proficiency in one of the following skills: Animal
Handling, Medicine or Nature.

PRYVYD’S GUIDE TO RAVNICA

Your studies have also included training your • When you use your Patient Defense feature, for
mind and body to become accustomed to working each creature you have grappled you may spend an
underwater. While not wearing armor or wielding additional ki point to cause that creature to become
a shield you gain a swimming speed equal to your restrained until the start of your next turn.
walking speed. Additionally, you add your Wisdom
modifier when calculating how long you can hold your • When you use your Step of the Wind feature, if no
breath. creature you are grappling is larger than you, you
ignore the movement restrictions from grappling a
Upwelling Tide creature until the start of your next turn.
Upon choosing this tradition at 3rd level, your studies
with anatomy have taught you how to manipulate your • Creatures have disadvantage on ability checks to
opponent’s body with the smallest application of force. avoid or escape your grapples.
You gain the following benefits:
Warlock: The Firemind Patron
• You may use Dexterity (Acrobatics) when you
engage in skill contests made to grapple or shove a You have formed a pact with the Izzet Parun, the
creature. Dracogenius Niv-Mizzet. This pact manifests as
an extrasensory mental link with Niv-Mizzet’s near
• On your turn, when you make an unarmed strike, omniscient consciousness, known as The Firemind.
you may instead attempt to shove or grapple a Linking with such a massive intelligence is not for the
creature. faint of the heart, as swimming through an ancient
dragon’s mind is akin to traveling a sea of fire. This pact
• Creatures grappled by you have disadvantage on is often reserved for members of the Izmagnus, Niv-
attack rolls made against you. Mizzet’s closest advisors. However, the dragon is known
for his capriciousness and access to the Firemind has
Adaptable Physiology been given to unassuming recipients as well.
At 6th level you learn how to combine your knowledge
of physiology and the flow of your ki to increase both Mark of Brilliance
your offense and defense. You gain the following It is said that to those in tune with the Firemind,
benefits: there is no difference between knowledge and flame.
Prolonged exposure to such arcane intelligence leaves
Bioelectrogenesis. When a creature that is grappled by residual effects on its users. These Marks of Brilliance
you starts their turn, they take lightning damage equal manifest in many ways. You may choose one of the
to your martial arts die. options below as a depiction of your connection to Niv-
Mizzet, or consult with your DM to decide on a suiting
Reactive Metabolism. You are able to use your ki to Mark.
rapidly change your cell structure, gaining a natural
defense to incoming attacks. By spending any number d6 Mark
of ki points up to half your monk level, you can cast the
spell absorb elements at a level equal to the amount of 1 Tiny arcs of lightning spark from your eyes when
ki expended. you are studying something intently.

Cellular Elasticity You instinctively conjure many of your spells
At 11th level you have learned to rapidly generate and 2 from your mouth, appearing as a dragon’s breath
split new cells in your limbs, allowing them to grow
and shrink at will. When you make a melee attack on attack.
your turn, your reach for it is 5 feet greater than normal.
Attacking a prone target in this way does not impose 3 When you tap into your abilities, smoke begins to
disadvantage if you are more than 5 feet away from the billow from your ears.
target.
4 You unknowingly ramble off complex magical
In addition, when you make a grapple attempt, you permutations when you’re lost in thought.
may expend 1 ki point to maintain this extra reach until
the start of your next turn; allowing you to grapple your When performing the verbal component of your
target from a distance. You may expend an additional 5 spells, you speak in a dual voice. The other voice
ki point on each following turn to maintain this effect if
you choose. is a deep draconic rumbling.

Holdfast Tide You struggle with a powerful urge towards
Starting at 17th level, you have learned how to use your vanity. You often find yourself staring proudly
ki as a conduit to manipulate your enemies’ movements. 6 into a mirror, or boasting loudly of your arcane
You gain the following benefits:
accomplishments.

13 PRYVYD’S GUIDE TO RAVNICA

Expanded Spell List Only the Izzet could be volatile enough to make
fire that freezes and thunder that precedes
The Firemind lets you choose from an expanded list of lightning.
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you. Invoke the Firemind
At 1st level, you gain proficiency in one of the following
Spell Level Spell skills of your choice: Arcana, History, Nature, or
1st burning Hands, detect magic Religion. Your proficiency bonus is doubled for any
ability check you make that uses the selected skill.
2nd augury, dragon’s breath Additionally, you can add half your proficiency bonus,
rounded down, to any Intelligence check you make that
3rd erupting earth, haste doesn’t already include your proficiency bonus.

4th fabricate, fire shield You learn to speak and write Draconic.

5th commune, immolation Spark of Genius
At 1st level, you have learned to tap into the Firemind’s
intellect, if only for a brief moment. Once during your
turn when you damage a creature with a warlock spell,
you can target that creature for extra damage equal to
your Charisma modifier (minimum 1). Roll a d6 and
resolve the effect from the table below. Whenever this
feature would force a creature to make a saving throw,
the DC is equal to your spell save DC. You may use
this feature a number of times equal to your twice your
proficiency bonus. You regain all uses of this feature
after finishing a long rest.

d6 Effect
The spell deals additional force damage and if the

1 target is Large or smaller, they are pushed back 10
feet from the point of origin of the spell.
The spell deals additional acid damage and the

2 target succeed on a Constitution saving throw or
be blinded until the end of their next turn.
The spell deals additional lightning damage
and each creature within 5 feet of the target

3 must succeed on a Dexterity saving throw or
take lightning damage equal to your Charisma
modifier.
The spell deals additional cold damage and the

4 target’s speed is reduced by 10 feet until the start
of your next turn.
The spell deals additional thunder damage and

5 the target is deafened until the start of your next
turn.
The spell deals additional fire damage and at the

6 start the target’s next turn it takes additional fire
damage equal to your Charisma modifier.

PRYVYD’S GUIDE TO RAVNICA

Leap of Flame Blustersquall
Spending excessive time inside the mind of a dragon Prerequisites: Firemind Patron
has left you with certain instincts that manifest in You can cast gust of air once per day without using a
unusual ways. When you reach 6th level, you may use warlock spell slot. When you reach 5th level you may
a bonus action to sprout dragon-like wings of flame cast this spell at will, without using a spell slot.
from your back, granting you a flying speed of 30 feet
for 1 minute. During this time, any creature that moves Staticaster
within 5 feet of you or starts its turn there must succeed Prerequisites: Firemind Patron
on a Dexterity saving throw versus your spell save DC You know the shocking grasp cantrip. It counts as a
or take fire damage equal to your Charisma modifier. warlock spell for you and does not count against your
You may use this ability a number of times equal to your number of known cantrips.
proficiency bonus, and you regain all expended uses
after finishing a long rest. Additionally, when you reach 5th level you may cast
call lightning once per day, without using a warlock
Brainstorm spell slot.
Your constant voyages into the mind of Niv-Mizzet have
granted you a modicum of clarity when tapping into the Fiery Step
Firemind. Starting at 10th level, when an effect has you Prerequisite: 6th level, Firemind Patron
roll on the effects table for Spark of Genius, you instead When you use your Leap of Flame feature, you can
roll twice and choose either result to take effect. instead choose to teleport yourself to an unoccupied
space you can see within 60 feet. Immediately after you
Additionally, when you make a saving throw against disappear each creature within 10 feet of the space you
a spell or magical effect, you may use your reaction left must succeed on a Dexterity saving throw or take
to expend a use of Spark of Genius and add your fire damage equal to your Charisma modifier.
Charisma modifier to the roll. You can wait until after
you roll the d20 before deciding to use this feature, but Guildless Backgrounds
you must decide before the DM says whether the roll
succeeds or fails. You only expend a use of Spark of Roughly half the population of Ravnica is not a member
Genius if you succeed the saving throw. of the ten guilds. While the culture and focus of Ravnica
is usually seen through the lens of the guilds, the
Enter the Infinite guildless have maintained their own identity and way
Starting at 14th level, as a bonus action you may of life in the big city. Described here are two Guildless
open your consciousness completely to the Firemind, Backgrounds that show this culture and lifestyle. Follow
allowing Niv-Mizzet’s near omniscience to flood into the rules for Renown and Contacts in Guildmaster’s
your mind. This connection may manifest as lightning Guide to Ravnica.
swirling around your body, your skin taking on an
eldritch stellar glow or another magically charged Socialite
appearance.
In a city filled with color, competing fashions and
For 1 minute you gain resistance to all damage from undercurrents of political maneuvering, you have
spells or magical effects. Once you use this feature, you become a beacon of what it means to be a Ravnican.
can’t do so again until you finish a long rest, unless you Frequenting popular cafes, shops and notable parties,
expend three uses of Spark of Genius to use it again. you have begun to make a name for yourself in the
fashionable circles of the Tenth. Socialites are looked to
Eldritch Invocations as urban aficionados and cultural influencers not tied to
the guilds or their agendas.
Below are listed several Eldritch Invocation specifically
crafted for the Firemind Patron. With your DM’s Skill Proficiencies: History,  Persuasion
permission, whenever you gain an Invocation you may Tool Proficiencies: One gaming set of your choice
include these in your available options. Equipment: A set of fine clothes, a gaming set you
are proficient with, a silver flask and a belt pouch
Arcane Conduit containing 15gp
Prerequisite: Pact of the Chain, Firemind Patron Languages: One additional language of your choice
As a bonus action, you may expend a use of your Spark
of Genius and roll on its effect table. Your familiar is Feature:
filled with an elemental energy of the type you roll. For Person about Town
1 minute they gain resistance to damage of that type, Your time spent socializing with many different levels
and their attacks deal an additional 1d6 of that damage of Ravnican society has afforded you a measure of
type. . notoriety throughout the Tenth District. You are often
invited to parties, balls and major social events (guild

15 PRYVYD’S GUIDE TO RAVNICA

affiliated or otherwise). You are familiar with most your own events and expect a large turn-out. After
popular restaurants, boutique shops and information spending at least one work-week on the Carousing
brokers. With this notoriety comes a suite of perks: downtime activity, you are able to throw a high society
event. If you do not have a venue or house to host the
• When you perform the Carousing downtime activity, event in, a local noble or high-level guild member offers
you spend half the resource cost associated with the to host the event at their home. The guilds are known
class of society you mingle with. to send envoys to these events to gather information
and for networking. You may send invites to anyone you
• Should you need a last-minute place to stay the wish, but the DM may decide who does or does not
night, a local citizen or business owner is usually show up to your event.
more than willing to let you and your party stay at Rank 4: Mogul
their home or establishment. The DM may decide (Prerequisites: Rank 3, 50 Renown in Socialite)
whether this is Middle or Upper-Class housing. You have reached the highest echelons of fame
and fashion within the Tenth District. Your name is
Rank 1: Sophisticate known even to the Guildmasters as someone who
(Prerequisites: 3 Renown in Socialite) has unbridled influence over the guilded and guildless
Your time and effort into becoming a Socialite has paid citizens of Ravnica. Guildmasters may sometimes
off. Your name is spoken of with a familiarity and near request that you join on a personal quest or errand
celebrity status. While many will not recognize you on that requires delicate interactions with the guildless
the streets, your name is known in most fashionable or another faction. When you or your party undertakes
circles. a quest from a specific guild, the Guildmaster of that
guild grants you a Guild Charm of their respective guild.
Maintaining a Comfortable or Wealthy lifestyle
costs you only half the normal expense, as the other is Most socialites have a larger wardrobe than
contributed by one of your many contacts. I do. As a shapeshifter, that disturbs me.

When you take the Carousing downtime activity, you
may now choose to socialize with the Upper Class.

Rumor Monger (Special Rank)
Prerequisites: Rank 1 in Socialite
Some Socialites cannot help but be drawn into the
political intrigue of the Tenth District. Spending so
much time around the rich and powerful has left you
with an ear for secrets, and a mind to use them. Your
name as a Socialite may be tainted with words like
Informant, Rumor Monger or Secretist, but you are still
invited to high society events, by those hoping to glean
information from you. You may also start receiving
secret messages from dark individuals looking to obtain
some of your knowledge.

Rank 2: Trendsetter
(Prerequisites: Rank 1, 10 Renown in Socialite)
Whether by fame or infamy, your notoriety as a
Socialite has caught the eye of the general public. You
often find citizens walking down the street wearing
similar clothing to you or styling their hair as you do.
Because of this easy advertisement, a local merchant or
craftsman has gifted you with a magical item in hopes
you will don their wares in public. You receive one
magical item, of your choice, of the following: Dapper
Cufflinks/Berets, Servant’s Bell (both found in the
magical items section of this guide), or one uncommon
magical item of your DM’s choice.

Rank 3: Urbanite
(Prerequisites: Rank 2, 25 Renown in Socialite)
Not only are you known for attending the most
fashionable events within the Tenth District, you have
now received enough fame and social credit to throw

PRYVYD’S GUIDE TO RAVNICA 16

Personality Traits Flaws

d6 Trait d6 Flaw

1 I have a silver-tongue. I can usually talk my way 1 I fabricate lies about myself without even thinking
out of trouble... or into even more. of what I’m saying.

2 I avoid uncleanliness like a plague. I must remain 2 An easy way to hold my attention is to flash a little
presentable at all times. coin, or a little skin.

3 I find that a little gold can solve more problems 3 I tend to live off the welfare of others, paying for
than swords or spells. as little myself as possible.

4 I subconsciously gravitate to areas where others 4 I can’t walk past a mirror without giving myself a
are whispering. glance.

5 I refuse to wear the same outfit more than once to 5 Regardless of my personal accomplishments I
a special event. never seem to feel satisfied.

6 I strive to make every day legendary. 6 I cannot help myself from pointing out other’s
mistakes.

Ideals Contacts

d6 Ideal By definition, Socialites mingle and carouse; leading
to friendships, rivalries and a few awkward moments.
Fame. I want my name to be known from the When fame and intrigue are the stakes, social
1 lowest beggar to the Guildmasters themselves. networking is a must.

(Any) Roll twice on the Guildless Contacts table and once
on the Guild Contacts table.
2 Independence. I set my own trends; I do not
follow the fashions of others. (Chaotic)

Fairness. Dealing with the guilds is like playing Guildless Contacts
3 a game of strategy, but winning means nothing if
d8 Contact
you cheat. (Lawful) Another socialite publicly humiliated you. You

4 Nobility. What use is all of this influence if I don’t 1 now go back and forth playing secret pranks on
leave Ravnica a better place. (Good) each other.

5 Pleasure. You only get one life, better make it an A high-ranking member of the Gateless
interesting one. (Chaotic) 2 movement has tried to get you to be their public

6 Power. When the guilds listen to you, you pull all representative.
of the strings in Ravnica. (Evil)
3 You know a Haazda Captain that is always up for
dice and drinks.

Bonds 4 A drake taxi rider enjoys to chauffeur you around,
to see what antics you are up to.
d6 Bond
An ogre tavern keeper promises free drinks to
1 I know a little café that makes the best coffee. I do 5 you and your friends whenever you want; but you
anything I can to keep them in business.
don’t know if you can stomach ogre alcohol.
You make a donation to a local orphanage every
2 I am bound to my own fame. Even if I wanted a 6 month. Random orphans will sometimes bring
day of anonymity, I cannot go unnoticed.
you flowers as a thank you.
3 Another socialite publicly humiliated me, and I
must devise the perfect way to pay them back. 7 A vampire wants to go dancing with you at a
club somewhere on Bane Alley.
4 I owe a substantial debt to an Orzhov loan-shark. A guildless angel thinks your lifestyle is
Now I’m always looking over my shoulder. 8 deplorable, but you keep running into each

I have been invited more than once to see a other.
5 Rakdos performance in Rix Maadi... I have yet to

attend.

6 Life in the Tenth is always a little easier with some
drink in your belly.

17 PRYVYD’S GUIDE TO RAVNICA

Guild Contacts paint on different ledges and rooftops across Ravnica
detailing information about the surrounding buildings.
d10 Contact Guidemarks might detail the distance between
two rooftops, the location of handholds on building
1 A Selesnya druid has made it their duty-bound walls or possibly the location of anchored ropes
goal to persuade you from carousing. that the Wayfinders use to swing between buildings.
Guidemarks are also used to warn Wayfinders of
2 You once helped a Boros Wojek break up a bar nearby monster lairs located on the Heights.
fight, now you have a great drinking buddy.
Feature:
An Azorius Justiciar wants to go out on the town Path Less Traveled
3 with you, but you know they’ll just drag down the Choose one of the six precincts within the Tenth
District, or you may choose a different district, the
party. Undercity or the Rubblebelt at your DM’s discretion.
You have become deeply familiar with the layout and
4 A young Orzhov banker at Vizkopa claims to be locations within that precinct. This familiarity offers
one of your biggest fans. certain benefits within that precinct:

5 An Izzet chemister keeps bugging you to market • You know of at least one safe house used by the
their gadgets... but they never work. Wayfinders within the precinct. This safe house is
usually a small but well-built shack on a rooftop or
A Simic biomancer claims you are the perfect nestled between two buildings.
6 specimen for their cloning experiments and keeps
trying to get you to agree. • Whilst traveling the city, you and your companions
After a particularly rowdy night, you woke can move at a fast pace without incurring a negative
up in the Rubblebelt next to a Gruul centaur. modifier to your Wisdom (Perception) checks.
7 You have been meaning to write them but These paths usually take you to the Heights of
Ravnica, jumping from rooftop to rooftop and are
haven’t. usually fraught with dangers.
You insulted a Golgari coffee roaster when
8 you said their coffee tastes like fungus. They Rank 1: Novice
still haven’t forgotten. Prerequisites: 3 Renown with the Wayfinders
A Rakdos performer has been trying to get you The Wayfinders have taken notice of your time spent
9 to watch their show at Rix Maadi. They don’t on the heights of Ravnica. One Wayfinder has stepped
like being told no. forward to become your mentor and show you the
A Dimir agent secretly leaves you notes with ropes. This mentor is not obligated to help you or your
10 tidbits of gossip and secrets. You’re unsure if party, but may give you helpful information on a location
they are true or meant to mislead you. or how to reach a location within the Tenth. They may
also supply you with a detailed Wayfinder’s Map for a
Wayfinder specific precinct. They will also supply you and your
party with adventuring gear within reason, such as:
In the heart of the Tenth District, traveling only a hempen rope, climber’s kits, grappling hooks and other
couple of blocks in rush-hour traffic could take hours; necessities.
and moving between precincts could take days for the
unfamiliar. Wayfinders are more than mere tour guides, You also choose an additional Precinct for your Path
they are urban explorers in a stone jungle. Leaping Less Traveled feature.
from ledge to ledge at death-defying heights can bring
a rush like no other, and is much faster than normal Rank 2: Ledgewalker
pedestrian travel. Prerequisites: Rank 1, 10 Renown with the Wayfinders
You have established yourself as a notable Wayfinder
As a Wayfinder you perform many roles, such as: guide, within the Tenth District (or another district). Wealthy
courier, cartographer and thrill-seeker. individuals may begin to seek you out for services
such as a personal courier, city guide, or possibly to
Skills Proficiencies: Acrobatics, Survival commission a map made of a location or precinct.
Tool Proficiencies: Cartographer’s Tools Along with the notoriety comes underlings looking for
Equipment: A hunter’s knife, 60 ft hempen rope you to impart your knowledge on them. The Wayfinders
with grappling hook, a climber’s kit, a set of traveler’s have sent you 1d4 Scouts for you to train and mentor.
clothes, and a belt pouch containing 10gp These scouts will perform objectives for you during your
Languages: downtime or may accompany you on your adventures.
You immediately learn a special form of Thieves
Cant known as Guidemarks. Guidemarks are a
form of writing, usually left in chalk, charcoal or

PRYVYD’S GUIDE TO RAVNICA 18

They will fight for you should an encounter be forced, Ideals
but they will not willingly enter a dangerous location
without great need. d6 Ideal

When performing an official assignment by the 1 Guildless. The guilds are not looking out for
Wayfinders, your mentor may grant you access to a me, and I’m not looking out for them. (Any)
Wayfinder Charm, detailed below.
Independence. I make my own path,
Wayfinder Charm 2 regardless if others can follow it or not.
A Wayfinder Charm acts like a Guild Charm
(Guildmaster’s Guide to Ravnica). When you activate (Chaotic)
this charm, you can cast the feather fall, jump or rope
trick spell. The charm vanishes after you activate it. Survival. On the Heights, you look like a meal
3 to mostly everything. Let me show you a safer
You also choose an additional Precinct for your Path
Less Traveled feature. route. (Good)
History. These buildings are a map to our
Rank 3: Spire Tracer 4 ancient past, people should treat them with
Prerequisites: Rank 2, 25 Renown with the Wayfinders) respect. (Lawful)
You have become a highly distinguished guide or
cartographer within the Tenth. You are sought out 5 Freedom. I can go where I want, when I want
by notable members of the ten guilds and influential simply because I want to. (Chaotic)
guildless organizations such as the Gateless Movement
or the Haazda Militia. One of the perks of working with Power. I seek to carve out my own corner of
such high-profile clients is the payoff. To show you their 6 Ravnica atop the Heights; and become my own
gratitude, one of your clients has gifted you a Rope of
Climbing to help in your endeavors. Guildmaster of the Rooftops. (Evil)

You also choose an additional Precinct for your Path Bonds
Less Traveled feature.
d6 Bond
The first Wayfinder I met gave me a simple brass

1 compass as a memento. It is my most cherished
possession.

Rank 4: Master Wayfinder 2 I look out for the guildless, and help those that
Prerequisites: Rank 3, 50 Renown with the Wayfinders cannot help themselves.
You have reached the height of notoriety as a guide, car-
tographer, dare-devil and courier. Your skill is held in the I avoid guild politics like a plague; but if someone
highest regard, even by those in the highest of positions. 3 threatens to destroy our history then they must
Even Guildmasters have begun seeking out your skill and
expertise. When you or your party undertakes a quest from be stopped.
a specific guild, the Guildmaster of that guild grants you a I refill bird feeders that I have built on dozens of
Guild Charm of their respective guild. 4 rooftops. The birds always know when it’s feeding
time.
You also choose an additional Precinct for your Path Less I dream of mapping an entire Precinct of the
Traveled feature. 5 Tenth. I take accurate notes and drawings
wherever I go.
Personality Traits My fellow Wayfinders are the only family I know. A
6 distant relation perhaps, but I would do anything
d6 Trait to help them.

1 I am a natural born dare-devil, that cannot get
enough of an adrenaline rush.

2 I habitually look for the most exciting path to my
destination.

3 I often find myself staring at the architecture of
the city, thinking of everything I have yet to see.

4 While inside a building, I usually find myself
staring out a window. Longing for the rooftops.

5 I have memorized the calls of dozens of birds, and
one or two drakes.

I prefer a birds-eye-view of every situation. I am
6 often found perched at least a few feet off the

ground, whenever possible.

19 PRYVYD’S GUIDE TO RAVNICA

Flaws The first overworlder that I befriended
was a Wayfinder. She liked to lay upon
d6 Flaw the highest rooftops, staring at the sky;
wondering what Ravnica would have become
1 I am foolhardy. I take unnecessary risks and often
get in over my head. without this city.

2 I don’t make friends easily and prefer to explore
the city on my own.

3 What others may call cowardice, I call a good
amount of common sense.

Spending my life on the Heights of Ravnica means Guild Contacts
4 I’m quite squeamish of cramped or underground

spaces.

5 When coin is short, it's hard to pass up an easy d10 Contact
zino; even when it’s on a purse string.
An Azorius Skyknight has sworn to make you pay
6 I trust a slippery ledge more than a Guild 1 for all of your rooftop trespassing violations.
member’s promise.
You often see the same Skyjek patrolling your
Contacts 2 precinct from the air. Sometimes you race from

The free roaming nature of the Wayfinders lends itself one street corner to the next.
to unique encounters and varied relationships. Among
your time with the Wayfinders you have befriended or You know a Selesnya druid that likes to talk
begrudged many individuals. 3 about wild life on the heights, and often gives you
birdseed for the birds.
Roll twice on the Guildless Contacts table and once An Orzhov syndic once paid you to map the
on the Guild Contacts table. outside of a Syndicate owned tenement. Once

Guildless Contacts 4 you heard it was being torn down, you destroyed
the map. The syndic has never forgotten the
d8 Contact slight.

1 A Haazda soldier found you in a sticky situation, A Simic biomancer relentlessly tries to get you to
that was hard to explain. be a test subject, saying they can put spider-web
5 spinners in my arms. You’re half tempted, and
You have a rivalry with a griffon ferryman and you
2 compete for clients. half terrified.

You bring food to an elderly beggar each day. You saved an Izzet artificer from falling to their
3 They reliably give you information based on what 6 death when their flying machine didn’t work. Now
they feel indebted to you.
they see. A Gruul ogre likes to use you and other

4 A notable coffee roaster has you deliver customer 7 Wayfinders for target practice if you get too
orders to those too busy to pick them up. close to the Rubblebelt.

5 A local merchant gives you a cut each time you A Rakdos performer keeps inviting you to
bring your clients to their shop. walk a tight-rope during their performance.
They say your display would be “jaw
You interrupted a vampire on the prowl, late at 8
6 night. Now they have taken an interest in your
dropping”.
nightly affairs. You know a Golgari guide and you trade maps

A librarian with a taste for ancient artifacts 9 of the Heights and the Undercity whenever
7 has you mapping large sections of a specific you see each other.
You had a run-in with a Dimir vampire. They
precinct.

8 You have befriended a sprite who finds your 10 have been trying to get you to join their guild
career very entertaining. ever since.

PRYVYD’S GUIDE TO RAVNICA 20

Chapter 2:
Dungeon Master’s Tools

Creating campaigns and fostering cooperative parties (or in this case, a character’s) attention so that they
in Ravnica can be a difficult task even for a veteran continue on in a story. A Dungeon Master can use these
Dungeon Master. This section tackles some of the plot hooks to bring together characters from different
common obstacles that Dungeon Masters may face in Guilds, with different goals, desires or missions.
the Ravnica setting.
When designing plot hooks, there are many different
Developing Cooperation templates a Dungeon Master can use. These templates
in Multi-Guild Parties have varying degrees to which they can hook a
character into plot or storyline. Some of them are listed
In a setting like Ravnica, where multiple factions are below.
vying for power and influence, it can be difficult to build
a party based on cooperation and trust. If a party does Narrative Strength. The level of narrative strength
not cooperate to some extent, a campaign can quickly given in the table is not meant to tell you which type
devolve into in-fighting and tensions can run high. In of plot hook to use. It is merely an estimated level of
this way, the Dungeon Master takes a similar role as how strongly a character will be “hooked” into the plot.
the Guildpact in the storyline of Ravnica. The Dungeon Finding a deep, personal connection to a plot can be
Master is there to bring the disparate philosophies and difficult, and usually develops over the course of the
goals of each guild together, to allow for an enjoyable campaign. A plot hook with weak narrative strength is
campaign. indicative of a hook that will usually fade away once a
quest is completed, or if too many obstacles arise in the
An effective way of bringing multi-guild parties course of the campaign. When using a weak or medium
together with a single focus is to use plot hooks. A strength plot hook, it is recommended to later work in
plot hook is a literary technique that grabs a reader’s stronger hooks customized for that character to keep
them involved in the campaign.

Plot Contact Narrative
Hook The characters have been conscripted by the Living Guildpact (or the Office of the Strength
Guildpact) to work together to unravel a mystery, stop a plot, or protect Ravnica from
Order of the a threat. This plot hook is often used when no other plot hooks make sense for an Weak
‘Guildpact adventure, or a DM wants flexibility in their narrative.
Weak
Happenstance The character is either in the wrong place, at the wrong time; or caught up in an Medium
emergency situation or disaster. Strong

Location The character has a reason to go to a specific location. This is usually coupled with a Strong
Personal Goal or Guild Goal.

Personal Goal The character has a mission, desire or goal that is personally important to them. This
could involve a character’s bond, ideal or flaw from their background.

Guild Goal The character has been given a mission from their Guild that they are expected to
complete. Depending on the character, this mission may or may not take precedence
over a Personal Goal.

21 PRYVYD’S GUIDE TO RAVNICA

Plot Hook Examples

Order of the Guildpact

The Cult of Yore has awakened a number of nephilim to invade the Tenth and must be stopped.

The magma pools below Rix Maadi have been disturbed and an eruption is imminent. The area must be evacuated.

A voidmage is close to perfecting a ritual that could annul the Guildpact. Disrupt the ritual and stop the mage.
Numerous citizens are claiming of having nightmares where they hear the voice of Szadek, the Dimir Parun.
Ascertain if these nightmares are indicative of his return.
The Zhur-Taa Clan of the Gruul have found an ancient relic that could bring about the End Raze. Destroy this relic
before they can summon the Raze Boar.

Happenstance Personal Goal

You were mistaken for someone else and given a You have heard of untold treasures that lie beneath
package or secret message of dire importance. the crypts of Irbitov. This could be your ticket to quick
While shopping on Tin Street you were caught up in a riches.
Gruul raid. Your sibling went on a journey to another district and
You were in the vicinity of a crime foreseen by an has not returned in over a month. You suspect the
Azorius Precognition Mage. You are now wanted for worst, and set out to find them.
information on the crime. You have been writing a fictional adventure novel set
As you walked past an Izzet laboratory the building in the Tenth District; but its lacking content. Signing
exploded. Now Weird elementals are running amok. up with an adventuring party could give you the
A Dimir shapeshifter disguised themselves as you while experiences needed to finish your work.
committing a crime. Now the Boros believe you are a Though prohibited by your guild, you seek vengeance
Dimir spy. against a creature who harmed someone you loved.
Now you must find them, without tipping off your own
Location guild to your actions.
You have dreamed of exploring Ravnica’s newly
You have been stationed at a local guild site in an discovered oceans. An expedition below the zonots is
unusual location. looking for one more member and you feel this is your
You must defend a location from interference from the chance.
other guilds.
You have heard of a mysterious location that has just Guild Goal
been uncovered.
There is a contact or informant at a location that you You have been charged with linking together disparate
must meet with. clues that could lead to an inter-guild plot.
You must investigate a location that has been destroyed Guild membership has been slowly diminished. You are
or invaded. conscribed to recruitment duty until numbers increase.
A powerful artifact has been discovered that could serve
a useful purpose for your guild. Find it and retrieve it,
no matter the cost.

Your Guildmaster believes the guild has been infiltrated
by the Dimir. Find out what they are after; but be
careful, you do not know who you can trust.

An ancient creature has turned a far-flung guild outpost
into its lair. Reclaim the guild territory from the beast.

PRYVYD’S GUIDE TO RAVNICA 22

Using Plot Hooks Simic Guardian, Guild Goal. The creation of
cytoplasts in any form is banned by the Simic Combine
Below are examples of Ravnica story arcs and party and is in violation of the Fathom Edict. You have been
compositions to demonstrate how to use plot hooks. given a mission by the Combine to track down the
These plot hooks can be created by the Dungeon missing research notes and destroy them. Should you
Master alone, but it increases immersion if the players find the biomancer still alive, you are to put an end to
are involved in creating them. their controversial pursuits.

Example 1: Selesnya Druid, Personal Goal. One of your loved
The Simic Research Notes ones was pronounced dead a few days prior. Their
body was laid to rest in Deadbridge. Your bond was so
Story Arc. A Simic biomancer has been illegally close, you had a pair of magical wooden rings made
researching the process of creating cytoplasts with the for each other. These rings radiate warmth when the
hopes of recreating Experiment Kraj. He died before he other thought of them. You awoke the other day to your
could complete his experiments, but his research notes ring feeling warm, and realized your loved one may not
have gone missing. It is thought that he may have taken truly be dead, but now lost within the Undercity. You
his notes with him to his grave. Per the norm, his body must go retrieve your lost friend and return them to the
was disposed of at Deadbridge. Conclave.

Party Composition. An Azorius Lawmage (vedalken Analysis
wizard), a Golgari Finder (drow rogue), a Gruul Hunter
(centaur ranger), a Simic Guardian (simic hybrid monk), These characters have little in common, and no
previous experience with one another. However, they
a Selesnya Druid (wood elf druid). have been brought together, for different reasons,
to the location of Deadbridge. Each character has a
Plot Hooks by Character reason to enter the Undercity, and could benefit from
an adventuring party to complete their goals. The
Azorius Lawmage, Happenstance. You were placed Dungeon Master has done their part by bringing the
on assignment in Deadbridge months ago after a characters together, but the players must work to find
previously failed divination incident. Your precognition a reason to continue their cooperation. This reason is
has been silent until last night. You saw visions of a usually the central plot of the adventure or campaign.
horrible insect trampling through Deadbridge and By continuing to offer plot advancement for each
burrowing down to the Undercity. In your vision, the character’s particular quest, the DM can ensure that
insect started a chain of events that led to disaster, they will stick together.
but you cannot remember what happens next. Today,
while on patrol, you saw the same creature destroy two SEixcakmnpelses 2: the Sands
buildings before burrowing underground.
in
Golgari Finder, Happenstance. You were born to a
life in the Undercity. You know the twists and turns of Story Arc. A team of Golgari finders have uncovered
Old Rav like the back of your hand. While searching
the refuse and corpses beneath Deadbridge you were a lost Plague Boiler deep beneath the Utvara
set upon by a giant insect that had burrowed down
from the surface. You hid, letting the creature pass but Reclamation zone. The Boiler has been seeping toxic
were quickly confronted by a group of different guild
members looking to follow the beast. You offer to help materials into the ground, which sublimates into a
guide them through the Undercity. Should they find the
creature’s lair, you might find some ancient treasures... deadly miasma. While their motives are uncertain,
and if they die you can always pilfer their pockets and
sell their bodies to the local rot farmers. claiming such a large area for the Swarm would

Gruul Hunter, Location. You have been tracking a definitely be to their advantage.
Giant Solifuge for weeks. Hard to detect, and able to
burrow underground with ease; this beast would be a Party Composition. Rakdos Bloodwitch (human
fantastic siege weapon if you could catch it. However, warlock), Dimir Infiltrator (lupul bard), Boros Wojek
tracking this beast has led you to the Undercity below Investigator (minotaur rogue), Izzet Chemister
Deadbridge. You must find this beast, or a lair with its (vedalken artificer), Orzhov Knight (human paladin)
eggs and bring it back to the Clan.
Plot Hooks by Character

Boros Wojek Investigator, Guild Goal. Word of the
spreading miasma has reached the right ears in the
Tenth. The Boros want this investigation handled
delicately, so they are sending you in. You are to locate
the Plague Boiler and ensure it is dismantled safely. To

23 PRYVYD’S GUIDE TO RAVNICA

assist, the Izzet League have sent a Chemister to help ECxoaamlpitlieon3:of the Guildpact
dismantle the device.
Story Arc. An attack, infiltration or other event has
Dimir Infiltrator, Guild Goal. Sleeper agents within occurred that threatens the status quo of Ravnica. To
the Boros Legion have sent word of a Plague Boiler quickly respond to the threat, the Living Guildpact has
being uncovered in Utvara. The Boros are sending a called upon the ten guilds to send a representative
team to destroy the Boiler and rid the region of the to form a Coalition of the Guildpact. This Coalition
manufactured disease. You are to infiltrate the operation may have a secret or overt assignment that must be
and secure a vial of the disease for future replication. performed for the good of Ravnica.
You will be given a fake identity as a Chemister’s
assistant and work with the Izzet member being sent to Party Composition. Any party composition.
Utvara.
Plot Hooks by Character
Izzet Chemister, Guild Goal. The League of Wojek has
requested our aid in dismantling a dangerous device in Each character will share the same plot hook of why
the Utvara Reclamation Zone. Buried under the wastes they are joining the events of the campaign. However,
lies a Golgari Plague Boiler that has been activated. each member of the Coalition may have been selected
You are travel with the Wojek to the Reclamation Zone by their respective guild for a specific reason. Perhaps
and dismantle the device. If possible, you are to make the offer a specific set of skills, or their guild has
an accurate schematic of the device for future creation. ulterior motives beyond helping the plane.
The Plague Boiler could potentially function as a Mana
Distiller with a few modifications... Analysis

Orzhov Knight, Location. You have been stationed While the “Order of the Guildpact” plot hook can be
at the Utvara Reclamation Zone by Teysa Karlov considered a weak design feature, it has it’s places in
herself. As the Grand Envoy retains the deeds to the storytelling and campaigns. This plot hook is best used
Reclamation Zone, that makes it Orzhov territory. After for newer players, or players not familiar with the guilds
the miasma began appearing in Utvara, the Syndicate and how they operate. This plot hook is also a good idea
sent word that you are to destroy whatever is causing when players that are still fleshing out their character’s
the plague. You are also to locate those responsible for backstory and may not have enough information to use
its creation and make an example of them. All of Utvara the deeper connections of other plot hooks.
should know that crossing the Syndicate has dire
consequences. When using this plot hook, it is suggested to find
ways to tie characters individually into the story. This
Rakdos Bloodwitch, Personal Goal. The Bloodwitch may take the form as additional plot hooks later in the
Scrolls held in Rix Maadi speak of a binding ritual that campaign.
was once attempted in the Utvara region. The ritual is
said to bind any demon to the caster’s will, even one
as powerful as Rakdos himself. If you were to find this
ritual, your immediate rise to leading the Cult would
be assured. It is said the ritual is fiercely guarded by all
manner of fiends. You may need some fools to help you
complete this task.

Analysis

Again we see multiple characters from different
guilds with differing reasons for being in Utvara. Each
character needs the party to help complete their goals.
While multiple characters have reasons to destroy the
plague-boiler, many also have unique goals that coincide
with its destruction. By not having two characters with
diametrically opposed missions, all players can feel
accomplishment by completing their goals (secret or
overt), and can progress within their individual guilds.

PRYVYD’S GUIDE TO RAVNICA 24

Travel Within the Tenth Because the vertical axis on Ravnica is just as
important as the horizontal, Ravnicans often need to
DPleaanleinign wRiatvhntichae Vertical reference their vertical location along with their street
address. The table below breaks up the different vertical
Traveling can (and should) be a very unique experience levels of the Tenth’s skyline into manageable sections
on Ravnica, compared to other planes. The Tenth’s based on height.
towering architecture extends from deep subterranean
caverns, up to cloud-scraping spires. Beyond this, Urban Difficult Terrain
ten thousand years of urbanization has almost The streets of Ravnica are always full, and gridlock
completely covered access to Ravnica’s oceans, making a constant struggle. The Distance Traveled table in
determining sea-level a difficult task. This had led to this section suggests variant travel speeds for the
Ravnica’s lack of typical points of reference such as sea- Tenth District. These speeds are indicative of the
level or ground-level. Instead Ravnican citizens use the norm in Ravnica, and are still subject to the “Difficult
term street level to refer to the localized demarcation Terrain” rules for travel in the Player Handbook. The
point between the city-works and above ground DM may decide that on top of these normally slow
architecture. From there, the spires and buildings of the speeds, that difficult terrain due to other urban travel
Tenth soar into the sky. occurrences may slow the party down even further.

Ravnica Vertical Sections

Name Feet Above Description
Street Level

From the bustling stalls of Tin Street to the wide thoroughfares of the
Transguild Promenade, Ravnica’s street level is the busiest and most crowded
Street Level 0 section of the plane. To allow for large pack beasts, the city’s first set of aerial

bridges are kept at least 100 feet off the ground.

Low-Spire 100 - 600 The lowest aerial bridges in a given location; marking the transition between
Mid-Spire street level and Low-Spire. This section of Ravnica’s vertical plane has the
High-Spire largest number of aerial bridges and sees large amounts of foot traffic from
street level pedestrians, attempting to bypass traffic congestion.

600 – 2,000 As the towers of Ravnica continue upwards, the number of aerial bridges
decreases. As smaller buildings end their climb, only true towers continue
to rise. This section is called the Mid-Spire area. Traffic here is somewhat
less than Low-Spire, and the majority of the floors are used for residential
purposes, with a small amount of business.

Above 2000 Only the tallest towers can join the ranks of the High-Spire level. Offering rare
views of Ravnica’s skyline, the High-Spire is only affordable by the affluent
and powerful. Little to no businesses are allowed within the High-Spire;
maintaining the privacy and seclusion that many desire but few can afford.

The Heights varies The Heights is the term given to the rooftop skyline of Ravnica. Any group
of buildings that end at roughly the same height can be considered “The
Heights”, though it usually refers only to Mid-Spire and High-Spire elevations.
The Heights are largely unpopulated save for a few people and creatures
that seek privacy at such altitudes. The Wayfinders are known to traverse the
Heights, seeking shortcuts to their destinations. However, many predators
also use the Heights for their lairs and hunting grounds.

25 PRYVYD’S GUIDE TO RAVNICA

Difficult by Default

Traveling the street level of Ravnica can be a tedious and lengthy process. When traveling on street level by foot,
follow the table below instead of the one found in the Player Handbook. Increasing travel times has the added
benefits of making the Tenth District seem larger than what is presented in the Guildmaster’s Guide to Ravnica.

Distance Traveled per...

Pace Minute Hour Day Effect
15 miles -5 penalty to passive Wisdom (Perception) scores
Fast 200 feet 2 miles

Normal 150 feet 1.5 miles 12 miles -
Slow 100 feet 1 mile 9 miles Able to use stealth

Travel Complications The Heights and the
Undercity
Just because traffic congestion brings Ravnican
travel speeds down, doesn’t mean that unexpected For those with knowledge of how to traverse the
complications don’t arise. While traveling in the Tenth, Undercity or the Heights of Ravnica, follow the normal
if the DM desires, they may roll on the Random Travel travel distances listed in the Player Handbook. This
Complications table below (or choose an option at will) demonstrates the character’s knowledge of shortcuts
that the party has to respond to. and hidden paths between points in the city. However,
these routes are often filled with hostile monsters
Random Travel Complications and dangerous environments. A party may also hire a
Wayfinder to guide them through these areas.
d10 Complication
If the DM chooses, they may have the party make a
1 A krovod pack beast carrying supplies was Wisdom (Survival) check every mile or so to see if
toppled, spilling debris everywhere. they run into a traveling complication. Some of these
complications are listed below with their associated
2 An indrik has started chasing a flock of pigeons, skill check and DC to overcome.
knocking over dozens of stalls.

3 An impromptu parade has formed and is blocking The Heights Complications
the main thoroughfare.

4 The Azorius are blocking off a large section of the DC Skill Complication
street for a crime scene investigation. Maintain your balance

5 Part of the street has caved in to the subterranean 10 Acrobatics on a narrow ledge or
sewers. steep roof

6 A Rakdos flash mob has broken out, terrorizing 10 Athletics Leap between Rooftops
the area.
15 Perception Spot a web spun by a
An Izzet lab has exploded, and elemental giant spider
7 hazards are raging in the streets. 15
15 Acrobatics or Swing from a grappling
An Azorius arrester with a Writ of Passage is 20 Athletics hook
8 making their way through the streets, forcing Vs. Drake’s Identify an unstable
Wisdom Investigation hand hold or footing
all to move out of their way. (Perception)
check Arcana Identify a magical
Gruul raiders have declared a Rauck-Chauv hazard
9 holiday and are destroying this part of the
Stealth Avoid being seen by a
city. hunting drake

10 An Orzhov procession is passing out alms
coins and collecting a huge crowd.

PRYVYD’S GUIDE TO RAVNICA 26

Writ of Passage Blazekites
When prudent, the Azorius Senate will issue Writs of Izzet Chemisters are notoriously impatient, and
Passage to their hussars and arresters to expedite wary of the willfulness of living mounts. As such, the
their travels. A Writ of Passage is a scroll invested League developed blazekites as a form of personal
with lawmagic that forces citizens out of the way as a transport, with the usual Izzet flair for danger.
hussar rides pass. In this way arresters can arrive in a Blazekites can be rented to take a patron to almost
timely fashion to a crime, even in this worst gridlock. any location in the Tenth. The design used for public
It is also said that some Orzhov lawmages have transportation is similar to a paraglider, but with Izzet
found ways to make replicas of this magic item... for machinery to carry it aloft. When the user is done,
a hefty fee. they can remove the cables connecting them to the
blazekite, and the device will automatically return
Alternate Modes of Transportation to its owner. Some individuals have been known
to customize their own blazekites; riding them like
The verticality of Ravnica’s architecture, combined with hoverboards and racing between buildings.
its dense population and constant industry pose unique
problems to travel inside the Tenth District. While most tame the wild pegasus that roam the skies. The Golgari
citizens are forced to wade through the chaos of street Swarm domesticate giant beetles or bats for flying
level traffic, those with the coin or the knowledge can within the darkness of the Undercity. The types of flying
find faster paths to their destinations. These means mounts you’ll find in a precinct depends on what guilds
of express travel include a multitude of flying mounts, hold the greater influence in that location.
vehicles and dangerous shortcuts.
Ravnican Subway System
While most citizens try to save a few zinos by walking
where they can, it is sometimes necessary to hire a Below the streets of Ravnica lies the metropolis’s
more expedient mode of transportation. Flying mounts, Cityworks system; created and maintained by the Izzet
vehicles and subterranean railcars are available to those League. Part of the Cityworks includes a powered,
with the coin. These transports often deliver passengers tunnel system used for public transit and the movement
to designated areas and not directly to the place of of raw materials to and from the Smelting Quarter.
interest. The table below shows some of these options, These tunnels span the Tenth, and even connect into
with their associated costs. other surrounding districts.

Flying Mounts Citizens can pay to ride a railcar to any stop within
the Tenth District for 1 zino, or they can pay for a
Many guilds employ flying mounts for their members. one-day pass with unlimited usage for 5 zinos. The
The Azorius Senate boasts a large quantity of griffins. subway system is fast, efficient and affordable; making
The Boros Legion are famous for their Skyjeks atop it popular with many citizens. However, the railcars only
large, avian rocs. The Selesnya Conclave has learned to

Distance Traveled per... Day Transport Cost Destination
Capacity
Transport Minute Hour

Flying Mount speed x speed/10 equal to 5 zinos (in precinct)
10 feet miles speed in 2 10 zinos (out of precinct) Designated landing zone

miles 100 zinos (inter-district)

Vehicle 500 feet 5 miles 50 miles 1 25 zinos (in precinct) any specified
(blazekite) 50 zinos (out of precinct)

Vehicle - - 1 zino (single use) any station or Guildhall
(railcar)* - 50/railcar 5 zinos (all day use)
20 zinos (inter-district)
Wayfinder
Guide** - - - none varies any specified

*Railcars always take 30 minutes to reach their next station, in district. Inter-district travel takes anywhere from 4 - 24 hours (DM’s discretion).
**Hiring a Wayfinder reduces the normal travel time to location by half

27 PRYVYD’S GUIDE TO RAVNICA

make stops at specified locations. Each precinct offers UPonwdeerrsBtaanladnincge othf eRavnica
a small transit station, and each Guildhall has a station
not far from it (barring, of course, those located in the The “Welcome to Ravnica” introduction chapter in
Undercity or a sinkhole). Guildmaster’s Guide to Ravnica gives a brief description
of the Guildpact, the ten guilds and their civic duties to
The Tenth District supports this subway system society. However, it leaves us wondering questions such
with two major transit stations. The larger of the two as: Why do certain guilds, like the Gruul or Rakdos, still
is Nivix Station, and is housed underground, beneath exist? What stops the Boros from simply destroying one
the massive tower. The station pulls mana from Nivix of these guilds? How does the Guildpact protect the
and the nearby Blisteroils to power the entire system city?
throughout the Tenth District. Nivix also acts as the
central logistical hub for the subway system; providing Answering these questions first requires looking back at
management and communication to the railcars across the ancient history of Ravnica.
the Tenth.
Over ten thousand years ago, Ravnica was a war-
The secondary terminal for the subway is underneath torn plane. Feuding factions battled for influence
Augustin Station, in Precinct Two. Between the airship and territory. The lore and history from this time is
docks and the subway, Augustin Station has become sparse, and often conflicting, but we know that these
the center for inter-district travel for the Tenth. Travelers wars continued for millennia. Over time these factions
can arrive from the subway, and take aerial vehicles ultimately fell into two groups: those who favored
or mounts to other districts; or find a railcar to a the rule of law, and those who sought the unbound
neighboring district in the city proper. freedoms of chaos.

Nivix Station These factions finally agreed to send forth their
Built among the boilers, steam vents and mana champions to do battle to determine the fate of Ravnica.
tubes that line the Cityworks beneath the Izzet The Boros Archangel Razia stood against the cyclopean
Guildhall, Nivix Station is the central logistical Gruul parun, Cisarzim. The end result of this battle,
hub to the public railcar system. The cavernous while somewhat shrouded by the mysteries of time,
space allotted for the station could house several lead to the signing of the first Guildpact. Azor I and
city blocks, but due to the vast amount of Izzet Razia both became the first signatories, and third was
machinery in the Cityworks, the station always feels the Golgari parun, the Devkarin lich Svogthir. It is said,
cramped and busy. that had Svogthir not stepped forward to sign, none
of the other factions of Chaos would have joined the
Citizens enter the station from elevators at street Guildpact.
level near Nivix; descending into over a dozen
terminals that each house multiple railcar access With Ten, Peace.
platforms. Izzet goblins scurry about performing With Nine, War.
maintenance that causes sparks and arcs of
lightning all around. Sprites, dubbed ‘ratchet faeries’ If even a single Guild were to fall, the precarious peace
by their guildmates, flitter in and out of mana vents of the Guildpact would begin to faulter and fail. Though
too small for other workers. Around the perimeter guilds such as House Dimir or the Gruul Clans have
of the station are varied shops, cafes and even a few openly acted against the Guildpact and have tried to
apartments for those who work in the station. destroy it or the city it supports, they are still protected
by its powers.
The Railyard is filled with hundreds of railcars,
tracks and switches to manage the transit system. As an example, assume that the Boros Legion has
System conductors and engineers supervise the been able to muster their full strength and utterly
Railyard to ensure the cars meet their departure and destroy the Gruul Clans in their entirety. For a short
arrival schedules. time, there would be celebrations that there are no
more Gruul raids to worry about. Also, large portions
The railcars are autonomous, being controlled of the Tenth District would become inhabitable again,
by Izzet workers at the station. A single Izzet goblin as buildings and streets would be constructed in the
accompanies each railcar in case of emergency Rubblebelt. But then the power vacuum left by the
maintenance. Should the tunnel become barricaded Gruul would begin to be exploited.
or a hostile creature block the rails, the Izzet are able
to channel mana through the rails to summon a
Fluxcharger weird or other electrical elementals to
defend the railcars.

PRYVYD’S GUIDE TO RAVNICA 28

First, the Boros would no longer have to defend the Making the Setting Your Own
city from Gruul raids. They would not need to spend
their time and resources on planning against and One of struggles of Dungeon Masters in Ravnica is
repelling the Gruul. The Boros could then consolidate making the setting feel like their own. One of the
their power, and begin targeting other objectives of the reasons for this is because Ravnica already has strongly
Legion: ousting the Dimir, building up the Warmind formed traditions and well-established themes. Players
project, etc. The citizens of Ravnica would start seeing can feel confused when a Dungeon Master doesn’t
more and more Boros elementals patrolling the streets. follow traditional behaviors for the guilds and DMs can
But without the compassion or concern of a Wojek feel stifled if they have to create a campaign within a
officer, the elementals are now disrupting daily life. setting that is too restrictive. This section attempts to
Furthermore, the Boros could become more invasive tackle these challenges and provides inspiration for
in their investigations on Dimir activity, disrupting making the setting your own.
businesses and civilian life within the Tenth.
Creative Space
Now that the Gruul are gone, the Azorius Senate within the Tenth
would no longer need to waste time creating and
enforcing new legislations to outlaw Gruul activities. One of the best parts about Ravnica is the vast
Their attentions could then pivot to less pressing facets complexity of its city, and the diverse citizens who live
of Ravnican life. Azorius laws could become more there. Guildmaster’s Guide to Ravnica presented the
restrictive for the Orzhov Syndicate and the Gateless six precincts, with basic descriptions about each. It
movement. The Orzhov, seeing the Gateless becoming gave their major attractions, types of commerce and
further oppressed, could seize the opportunity to merge examples of laws and crimes within the precinct.
their numbers, gaining significant power. The Syndicate
would offer protection and legal representation to the Each of the precincts is a subcommunity of Ravnica
Gateless, and the Gateless would supply a large civilian as a whole. They have a diverse history, culture and
militia, revenue and eyes-and-ears for the Orzhov. values. When trying to make Ravnica your own setting,
start by looking at a precinct. Ask yourself some of the
Of greatest concern, should the Gruul be destroyed, following questions:
would be the effect on the Golgari Swarm. Now that
the Gruul have been disbanded, the Rubblebelt would • Who are the powerful individuals and factions
be reclaimed by civilization. The other guilds would within this precinct? (This doesn’t have to be a
begin seizing this territory, building new neighborhoods guild)
and architecture. With the Gruul gone, demolition
in the Tenth is at an all-time low. Due to this, slums • What villains and plots involve this precinct?
would begin to disappear. While this seems like a good • What kind of citizens live and work in this precinct?
thing at first, remember that the Golgari feed on these • What does daily life look like for these citizens,
derelict areas. They decompose and recycle the natural
resources of an area to prep it for new growth. Without compared to other precincts?
the destruction the Gruul created, the Golgari would • What guilds are prominent in this area? How do
now suffer and lose less and less territory.
they interact with each other?
The Golgari would potentially need to withdraw from
the surface and isolate themselves in the Undercity. Many Ravnican buildings are over 3,000 feet tall. The
They would become marginalized (much like how city has hundreds to thousands of these towering
the Gruul were), and stop performing their normal spires. These buildings are tall enough that each city
functions for city life. They would no longer provide block becomes its own microcosm within a precinct.
food for the citizens. They would no longer reclaim Daily life, daily struggles and plots of intrigue can
and revitalize lost sectors of the city. Without what change for every city block.
little wilds and nature is left, and without the Golgari’s
food kitchens, the city begins to starve and as a famine When designing an adventure for a precinct or city
sweeps across the plane. block, consider a guildless antagonist. Each block could
have a different slumlord, Haazda captain, goblin gang
While these scenarios can all be considered “worst or Gateless movement official trying to influence their
case”, it is a good insight into how each of the ten guilds neighborhood, for better or worse. By not associating
balances each other and allows the plane to continue in an antagonist with a guild, the DM has greater control
prosperity. of the character and their methods of operation.

Creative Space Outside
the Tenth

Another way to make a campaign in Ravnica feel like a
unique setting is to leave the Tenth District completely.

29 PRYVYD’S GUIDE TO RAVNICA

The city of Ravnica, referred to as the “City Proper”, what guilds (if any) have dominance in this area. In
is composed of ten separate districts. These districts such remote regions it would plausible that a single
are either left unexplored in the lore, or are given very guild holds sway over the entire district. Another
little attention. The other nine districts surrounding the question to ask, is who leads the guilds in this district.
Tenth, and the numberless districts outside those make The Dungeon Master is free to decide who is in charge,
for unique settings within Ravnica. and to what extent. One could even conceive a self-
proclaimed “Local Guildmaster” of their guild in these
The Inner-Districts places. Consider how the Izzet League would differ
with a leader who does not idolize Niv-Mizzet!
The nine other inner-districts that make up the City
Proper are said to be similar to the Tenth. Towering As an example, take two outer-districts that are
buildings, busy streets, and seedy slums that border described in the lore. Notice how the geography and
the central district. When designing one of these dominance of a single guild shape these areas.
inner-districts, it is best to start with the guilds and the • Jezeru, the Lake District. Located at the base of
power balance between them. Because the geography,
architecture and traditions are mostly similar to the a natural valley, the Simic Combine has raised the
Tenth, the main difference between them is what guilds local sea level in this area to cover the entire district
hold power. in water. In most places the water is only several
feet deep, and at the deepest around fifty feet. The
Consider how differently Ravnica would look in an Simic use this district as an outreach program to
area where Azorius Arresters and Boros Wojek do not bring visibility to their usually isolated guild. The
patrol the streets, or are grossly outnumbered. Would Combine provides aquatic and flying creatures to
the Selesnya Conclave step in to maintain the peace? traverse the area, as well as stone platforms for
Would there be towering guardians of vine and stone pedestrians.
on each corner to ensure order? Who would lead these • Irbitov, the Mausoleum District. An entire district
remote forces, separated from Vitu-Ghazi? These are reserved for the entombment of Orzhov oligarchs.
the types of questions to ask when designing an inner- Irbitov is a necropolis of mausoleums, tombs,
district campaign. crypts and subterranean vaults. Syndicate thrulls
and priests patrol the area where the dead far
Campaigns based in the inner-districts allow the outnumber the living.
Dungeon Master to create new allies, patrons and
villains. These characters and stories can have the
same feel as the Tenth but are without the pressures
that come with designing a campaign therein.

The Outer-Districts

Beyond the ten districts of the City Proper lie the
unnumbered outer-districts. Very little of these remote
districts are mentioned in the lore. Typically, only a brief
description of the area is given. This makes these areas
perfect for Dungeon Masters who wish to write their
own histories and traditions, while remaining in the
Ravnica setting.

Unlike designing campaigns within the Tenth,
where the DM should look for little details of the
area to add distinction, in the outer-districts the DM
should start with the “big picture”. The outer-districts
are so geographically remote from the Tenth that
the topography and environment can be drastically
different. Begin by deciding what the landscape of this
far-flung district looks like. Are there mountains, forests,
swamps, large sections of open oceans or plains? How
have the guilds, traditions and technologies of the Tenth
shaped this remote place? Do the citizens here have the
same luxuries provided in the inner-districts?

Once a Dungeon Master has decided on the
geographical nature of the area, it is best to consider

PRYVYD’S GUIDE TO RAVNICA 30

CTrheaapstuerre:s3Of Ravnica

Tools Persuasion. Sometimes a hot cup of coffee is just
what the cleric ordered to relieve a headache or help
Coffee Roaster’s Tools someone get through their dreary day. Your proficiency
gives you insight into how people would like their coffee
The citizens of Ravnica are in constant movement; and prepared and serving their favorite drinks.
in a city that never sleeps, even magic has its limits. A Hot Cup of Jo. As part of a short rest you can prepare
So, the people turn to mundane caffeine to get them a carafe of coffee to help your friends shrug off their
through to the next day. The fine art of coffee roasting weariness. You and up to five other creatures of your
has caught on across the Tenth District. Sourcing and choice reduce their exhaustion level by 1 provided you
roasting the actual beans can take time and meticulous have access to your roaster’s supplies. This benefit lasts
effort; but once prepared the beans are fairly quick to for eight hours, after which any lost exhaustion returns
brew. if the creature has not taken a long rest. A creature
cannot benefit from this feature more than once a day.
Components. Coffee roaster’s tools include a metal
roasting apparatus, a hand grinder for grinding beans, Roaster’s Tools
and a metal brewing pot with a built-in filter.
Investigation. When you inspect a machine, Activity DC
contraption or piece of clockwork, you may add
your proficiency with roaster’s tools to any checks to Detect poison or impurities in a drink 10
determine the purpose of the machine or how to use it.
Nature. Proficiency with roaster’s tools allows you to Identify the location where a batch of coffee beans 15
accurately identify the bean used in a cup of coffee, that originated from, or who the coffee roaster was 20
bean’s source location, or detect additional additives to Dazzle an audience with a display of your brewing
the coffee, such as milk, sugar, cream, or deadly poison. talents
Performance. Your proficiency in roaster’s tools can be
used as a mesmerizing display of craftsmanship. When
you perform with your tools, you show the true artistry
of your craft.

Coffee Roaster’s Tools
PRYVYD’S GUIDE TO RAVNICA

Overworlders will pay exorbitant sums for Ogre Brew. When you get a cup of Ogre Brew coffee,
these seeds if they have been partially digested you cannot be certain of where it was made or who
by Undercity creatures... As one such creature, made it. This blend is a “trade secret” of Ravnican
I can tell you there is nothing special about our ogres. Its flavor varies wildly, and it is traditionally
served with the grounds still in the cup.
excrement. Constable’s Cup. Made by a small roaster outside
the Smelting District, this roast is sold exclusively to
Ravnican Coffee Roasters the Boros to stock their barracks. Made from recycled
coffee grounds to reduce on costs, this coffee is more of
Mad Dragon Coffee an acquired taste.

An Izzet operated roasting company that specializes in Magic Items
their proprietary roasting and brewing apparatus.
Signature Blends: This section presents an assortment of magic items in
alphabetical order. See the Dungeon Master’s Guide for
Project Jitterbug. One of the most popular blends in the rules on magic items.
the Tenth District, this medium roast has an electric
aftertaste. Archweaver’s Net
Blastseeker. A dark roast with four times the caffeine
per volume. Guaranteed to keep you up all night. Weapon (net), rare (requires attunement)

Grave-Troll Coffee This net is made from incredibly strong Archweaver
spider silk. It functions as a regular net, except that the
A Golgari operated roasting company that grows its Strength check to escape the net is DC 15, and the
beans in Undercity rot-farms. net is not destroyed after taking 5 slashing damage.
Signature blends: You have a +1 to attack rolls made with this magical
net. The net holds 3 charges, regaining all expended
Undergrowth Blend. A mild roast with earthy flavor charges daily at dawn.
and notes of moss. As an action, you may expend one of the net’s charges
Devkarin Dregs. A roast as dark as a Devkarin. Like its to cast the web spell (DC 15).
namesake, this blend is acidic and very bitter.
Deathrite Blend. An exotic and expensive blend. The Alternatively, you may expend three of the
beans for this blend are eaten by Undercity mortipedes net’s charges, covering up to 120 square feet of
and partially digested before harvesting. They are left interconnected surfaces with an effect equivalent to
with a smooth sweetness and an unmatched aroma. the web spell, moving around corners and covering all
exposed areas. A structure reinforced by these webs
Concourse Coffee increases its damage threshold by 10 (even if it did
not previously possess one), gains +5 to its AC, and
This Selesnya operated roasting company makes increases both its current, and its maximum hit points
some of the finest, and most expensive blends in the by 50 percent. A structure reinforced by these webs
Tenth District. Known for their quality and consistency, does not topple or crumble, even if the structure inside
Concourse Coffee is only sold by Selesnya merchants. is destroyed. These reinforcing webs remain for 8
Signature Blends: hours, after which the building may crumble if it has
taken suitable structural damage
Pollenbright. A gentle, blonde roast with floral notes. It
is for more sensitive pallets. Archweaver’s Net
Sumala Blend. Grown within the Sumala Topiary,
these coffee beans are of the highest quality in Ravnica.
This blend is a medium roast with a perfectly balanced
flavor.
Druid’s Grove. This bold blend is made by Selesnyan
loxodons and ground to a fine powder. The flavor is
both strong and smooth.

Other Roasters

Many other coffee roasters exist in Ravnica. Some only
have a single roast that they offer. Below are some of
the miscellaneous blends one might find in Ravnica.

Skarrgan Spitroast. A Gruul roasted coffee that comes
from the Rubblebelt. Crudely roasted over a bonfire, this
dark roast burns all the way down.

PRYVYD’S GUIDE TO RAVNICA

Arrester’s Spear Devkarin Razorbow
The razorbow is an ancient weapon of the Devkarin
Weapon (lance, spear or pike), rare elves. Deadly at both long- and close-range, the
(requires attunement) razorbow trades power for versatility. Golgari hunters
prefer these weapons when stalking prey in the close
While the rank and file Arrester may carry a simple corridors of the Undercity. Their design has been
silvered spear, an officer with a rank of Imperator is honed for centuries. The process of balancing blade
often gifted a magical version of the same weapon. You and bow is a closely guarded secret of the Devkarin.
gain a +1 bonus to attack and damage rolls made with A razorbow found in the hands of a non-Devkarin is
this magic weapon. assumed to have been stolen or looted from their
The spear has 3 charges to use the following properties. kin; and the vindictive elves are known to demand
It regains all charges daily at dawn. its return. Due to the precision in balancing the
Arrester’s Binding. You may use an action to expend 2 weapon, a razorbow costs 100gp.
charges and cast hold person (DC 15)
Arrester’s Zeal. You may use a bonus action to expend A razorbow is a martial weapon that weighs 3
1 charge and cast branding smite. pounds and functions as a shortbow at range except
that it deals 2d4 piercing damage. A razorbow may
Dapper Cufflinks/Berets be used as a melee weapon as well and deals 1d4
slashing damage on a hit. It has the finesse and
Wondrous item, uncommon two-handed properties and the following special
property:
These trinkets are delicately made of precious metals • If you make a melee attack with a razorbow as
and are always found as a pair of fashionable cufflinks
or berets. Whilst worn, these magical status symbols part of the Attack action, you can use a bonus
keep you and your clothing clean and tidy. Any stain, action immediately after to make a second
soiling or smell immediately dissipates from your melee attack with it.
person, or anything that you are wearing. Tears or
rips in your clothing are immediately fixed, as if by the Ledev Training Whistle
mending spell.
Wondrous item, rarity varies (requires attunement)
Additionally, as an action, you may magically change
the cut and color of your clothing, a change which Recruits training to become Ledev Guardians select
remains until you remove this item, or you use your a wolf pup at birth to raise and train. The bond
action to change your clothes again. between Ledev and their dire wolf quickly becomes an
unbreakable trust. These whistles are used in training
I have heard these cufflinks are the fashion their wolves. Some claim the silver notes of these
statement of the year. I still prefer blacks, whistles can be heard calling out to the Worldsong,
requesting aid when it is needed.
blues and belts all over.
The table below lists the type of whistle and its
Huntmaster’s Razorbow associated creature and rarity. Rare whistles may cast
the find steed spell once per day without any material
Weapon (razorbow), very rare (requires attunement) components. The creature summoned is always the
one listed in the table. Rare and Legendary whistles
Devkarin who lead hunting packs for the Golgari function similarly, though they use the find greater steed
kitchens are known as Huntmasters. Most prefer the spell.
traditional razorbow of their heritage; with some bows
being passed down for centuries. Prolonged exposure Item’s Name Rarity Creature Summoned
to poisons made from Undercity spores has resulted in Wolf
these bows growing toxic fungi of their own. Recruit’s Whistle Rare
(Monster Manual)
This bow deals an additional 1d6 poison damage Guardian’s Very Rare Dire Wolf
to any target it hits. In additional, any target hit by the Whistle Legendary
bow is surrounded by tiny glowing spores until the end Tolsimir’s (Monster Manual)
of your next turn. While surrounded, the target has Whistle
disadvantage on Dexterity (stealth) checks and cannot Voja (see below)
benefit from being invisible.

33 PRYVYD’S GUIDE TO RAVNICA

Voja Arrester’s Spear
The tales of Tolsimir Wolfblood and the great, white
wolf Voja are legendary for Ledev recruits. Both rider Huntmaster’s Razorbow
and wolf have become paragons of what it means PRYVYD’S GUIDE TO RAVNICA 34
to be a Ledev, and a guardian of the people. Often
avoiding the plots of the Tenth, the pair are usually
seen in some far-flung district; helping people that
have no other protectors.

Voja

Large beast, neutral good
Armor Class 16 (Mithral Scale Barding)(Prof +4)
Hit Points 75 (10d10 + 20)
Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +6, Athletics +8,
Survival +5
Senses Passive Perception 15
Languages Understands Common and Elvish but
cannot speak
Challenge 5 (200 XP)
Keen Hearing and Smell. Voja has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Leader of the Pack. Any of Voja’s allies with Pack
Tactics increase their speed by 10 while within 30
feet of him.
Mounted Coordination. Once per turn when Voja
hits with an attack, a creature mounted on him can
use their reaction to make a single weapon attack.
Pack Tactics. Voja has advantage on an attack roll
against a creature if at least one of the Voja’s allies is
within 5 feet of the creature and the ally isn’t inca-
pacitated.

Actions

Multiattack. Voja makes three melee attacks with its
Bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 4) piercing damage. If the target
is a creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.

Reactions

Protector. When a creature within 5 feet of Voja tar-
gets an ally with an attack, Voja may use his reaction
to impose disadvantage on that attack.

LedWevhTisrtaliening

MagSetwornigeht’s

Traveling in Style
Other guilds are known for their iconic mounts. The table below lists different guilds and their associated mounts.
These whistles still use the same rules as a Ledev Training Whistle.

Guild Item’s Name Rarity Creature Summoned (Sourcebook)
Azorius Skyhussar’s Whistle Very Rare Griffin (MM)
Boros Very Rare Roc (GGR)
Golgari Skyjek’s Whistle
Gruul Hunter’s Whistle Rare Giant bat (MM)
Selesnya Raider’s Whistle Rare Giant boar (MM)
Equenaut’s Whistle Very Rare Pegasus (MM)

Magewright’s Stone the following abilities. It regains 1d4 + 1 expended
charges daily at dawn.
Wondrous item, very rare (requires attunement by a
spellcaster) Distant Spell. When you cast a spell that has a range
of touch, you can expend 1 charge to make the range of
Before the Izzet League was officially formed under the spell 30 feet.
the Guildpact, the faction of mages was known as the Quickened Spell. When you cast a spell that has a
Magewrights. They were an ancient order that studied casting time of 1 action, you can expend 2 charges
the leylines of magic on Ravnica and understood the to change the casting time to 1 bonus action for this
fundamental laws of metamagic for the plane. The casting.
stone is made from an unknown crystalline material Subtle Spell. When you cast a spell, you can expend 1
and is etched with draconic runes. The stone may be charge to cast it without any somatic or verbal compo-
used an arcane focus. The stone has 5 charges to use nents.

35 PRYVYD’S GUIDE TO RAVNICA

Mizzium Transreliquat 1 charge to have this item become any set of tools (ex-
cept for vehicles). Any metal in the tools is always made
Wondrous Item, very rare of mizzium.

This small mizzium contraption is made of gears and Observosphere. As an action you may expend 4
clockwork, and can be heard faintly ticking. This item charges to have the item become a flying vehicle called
has 5 charges to use the following abilities. It regains an observosphere. The vehicle is made of metal and
1d4 + 1 expended charges daily at dawn. If you expend invizomizzium, a type of transparent mizzium that
the items last charge, roll a d20. On a 1, the item loses functions like unbreakable glass. If the observosphere
the following properties and becomes a small lump of is reduced to 0 hit points the Mizzium Transreliquat re-
mizzium scrap metal. The following features last for 1 verts back to its original form and loses all charges. Roll
hour or until you use these features again. as if you had expended the last charge on the item. The
observosphere has the following statistics:
Magical Multi-tool. As a bonus action you can expend
Hull
Observosphere
Armor Class: 15
Huge vehicle (15 ft. by 15 ft.) Hit Points 100 (damage threshold 10)

Creature Capacity 1 crew, 3 passengers Control: Cockpit
Cargo Capacity 0.5 tons
Travel Pace 10 miles per hour (240 miles per day) Armor Class 15
Hit Points 25
STR DEX CON INT WIS CHA Move up to the speed of one of the observosphere’s
13 (+1) 16 (+3) 13 (+1) 0 00 movement components, with one 90-degree turn.

Damage Immunities fire, poison, psychic Movement: Flare-Pods
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, Armor Class 15
petrified, poisoned, prone, stunned, unconscious Hit Points 50
Speed (fly) 40 ft
Actions
Weapon: Reinforced Bow
On its turn the observosphere can take 3 actions,
choosing from the options below. Armor Class 20
Gyroscopic Cockpit. The observosphere can use its Hit Points 50 (damage threshold 10)
cockpit to pivot on any rotational axis, allowing for a The observosphere has advantage on all saving throws
viewing angle in any direction. relating to crashing when it crashes into a creature or an
Move. The observosphere can use its cockpit to move object. Any damage it takes from the crash is applied to
with its flare-pods. As part of this move, it can use its the reinforced bow rather than to the observosphere.
reinforced bow. These benefits don’t’ apply if a creature or another vessel
crashes into the observosphere.

Observosphere
PRYVYD’S GUIDE TO RAVNICA 36

Shadow Lance

PWarsistagoef

PWenodjerkek

Servant’s Bell Rarity Hit/Damage Additional Properties
Uncommon Modifier ethereal
Wondrous item, uncommon
-
In a world with abundant magic, and more traffic,
who has the time to do their own laundry? This small, Rare +1 ethereal, shadelight
polished bronze bell has a pleasant chiming note. As
an action you may ring the bell to have it cast unseen Very Rare +2 ethereal, first-strike,
servant. Once you have used this ability it cannot be shadelight
used again until the next dawn. ethereal, first-strike,
Legendary +3 shadelight, sin
Shadow Lance
harvest
Weapon (lance, spear or pike), rarity varies (requires
attunement) First-Strike. This weapon grants a bonus to initiative

Shadow Lances are crafted by the Orzhov from rolls equal to its Hit/Damage Modifier.
harvested souls. The more wicked the soul, the keener
the weapon. When a Shadow Lance is made the DM Shadelight. As a bonus action you may speak the
may roll on the rarity table below, or choose a rarity that
reflects the wickedness of the soul that was used in its weapon’s command word to have it shed magical
creation.
shadows centered on the weapon. The shadows
The weapon grants a bonus to attack and damage
rolls equal to the Hit/Damage Modifier in the table. The spread out and cast dim light in a 40-foot radius. Any
weapon also gains additional magical properties based
on its rarity. The effects of these properties are listed nonmagical light within the shadows is muted to a dull
below.
Ethereal. This weapon is created from spectral sinister glow that casts no usable light while inside the
shadows. It ignores half cover and three-quarters cover,
but not full cover. radius. The shadows last until you use a bonus action to

speak the command word again.

Sin Harvest. When you roll a natural 20 for an attack

roll with this weapon, if the target’s current hit points

are 100 or less, it immediately drops to 1 hit point. This

ability does not affect creatures with legendary actions.

37 PRYVYD’S GUIDE TO RAVNICA

Wind Drake Armor 1 or more of its charges as an action to cast the magic
missile spell, at a level equal to the number of charges
Armor (leather, studded leather or hide), rare expended.
Grounder. Whilst you hold the baton, you may expend
Wind Drakes are a top predator among the skyline of 4 of its charges to cast the banishment spell (DC 15)
the Tenth District. Many Skyknights and Wayfinders
have discovered that their hides provide protection in Writ of Passage
the vertical environment of Ravnica.
Wondrous item, rare
While wearing this armor, you gain a +1 to AC. As
a bonus action you may unfurl the drake wings sewn With the streets of the Tenth District constantly full, and
into the under-arms of this armor, or pull the wings gridlock being a consistent obstacle, the Azorius Senate
back up into the armor. While the wings are unfurled, started to issue Writs of Passage to their arresters and
you can subtract up to 100 feet from a fall when hussars. A writ works by using lawmagic to allow the
calculating falling damage and you can move up to 2 bearer through traffic, gentling pushing pedestrians
feet horizontally for every 1 foot you descend. and obstacles out of the bearer’s way. Rumors have
circulated that the Orzhov Syndicate offers black
Wojek Pendrek market replicas at high prices to those willing to pay.

Weapon (club), rare (requires attunement) When a Writ of Passage is created, it is written to
designate one humanoid to whom it is legally bound.
Standard issue Wojek commissions often include a As an action the designated humanoid may hold up the
silvered short sword and this pendrek. Made famous Writ and declare a destination within the Tenth District.
by the legendary hero, Agrus Kos, these batons are a If the humanoid is not familiar with their destination,
symbol of pride for the League of Wojek. Built from they can describe it to the best of their ability, including
silvered steel, and with a minor wand core, Wojek a specific precinct. For the next 8 hours, the designated
pendreks are ideal for dispatching supernatural foes. humanoid and a traveling party of no more than 5
This weapon counts as a silvered club and grants you a other humanoids gain the following benefits if they are
+1 to attack and damage rolls made with it. Additionally, traveling towards their destination:
while you are attuned to this weapon, it has 4 charges
for the following properties. It regains 1d4 expended • They may follow the normal rules for traveling,
charges daily at dawn. If you expend the pendrek’s last instead of the speeds listed in Chapter 2 of this
charge, roll a d20. On a 1, the pendrek loses its magical guide.
properties and becomes a regular, silvered club.
• They are not slowed due to non-magical difficult
Davatsei. Whilst you hold the pendrek, you may expend terrain.

• They gain an additional 5 feet to their base move
speed, and to the speed of any creature they mount.

• Other non-hostile creatures are gently pushed 5 feet
out of their way as they pass. This usually occurs
as a subtle compulsion to move prior to the writ
bearer’s immediate arrival. Carts, boxes, debris and
other movable obstacles are moved gently to allow
for the bearer’s passage. They are moved as little as
necessary for the bearer to pass.

Wind Drake Armor

PRYVYD’S GUIDE TO RAVNICA 38

Guild Relics • Once per day, the wielder may use the Relic to cast
1 spell of 2nd level or lower from its Guild Spell list.
The time before the Guildpact was an era of strife and
war. Factions openly battled each other for the influence Awakened
to decide Ravnica’s future. The leaders of these warring
factions would become the first Guildmasters and • The Relic’s spell save DC becomes 15, and its spell
they were called the Paruns. To aid in their wars, the attack modifier becomes +5.
Paruns forged themselves items of immense power
that reflected their personal philosophies. These items • Once per day, the wielder may use the Relic to cast
were imbued with the spirit of their creators; becoming 1 spell of 4th level or lower from its Guild Spell list.
linked to their wielder’s dedication to their ideals. Over
the course of 10,000 years of Guildpact peace, many of Exalted
these Guild Relics were lost to time; while others were
closely guarded by their guild. • The Relic’s spell save DC becomes 17, and its spell
attack modifier becomes +7.
Unlike normal magic items, Guild Relics are imbued
with the spirit and tenets of their associated guild and • Once per day, the wielder may use the Relic to cast
Parun. Their power is a reflection of their wielder’s 1 spell of 5th level or lower form its Guild Spell list.
devotion to the ideals of their guild. As their wielder
continues to demonstrate their loyalty, the item grows Advancement of a Guild Relic
in power, unlocking additional properties within it. A Guild Relic’s power is a reflection of its wielder’s
loyalty to their guild’s ideals and philosophies. As
Through the passing of millennia, or if consistently its owner continues to demonstrate these ideals
used in ways that are antithesis to its purpose, a Relic and gains Renown within their guild, the Relic
can slowly lose its power. Due to this, most Relics are grows in strength, reclaiming some of the lore
found in their dormant state. While dormant, a Relic and power associated with its Parun. Guild Relics
offers only a minimal amount of its former power. usually advance as their wielder attains certain
However, as its wielder gains Renown within their levels of Renown within their guild. However, a Guild
guild, or during moments of strong personal growth Relic might advance on its own during a heroic (or
and demonstration of guild ideals, a Relic may awaken villainous) moment of great significance; granting
more of its previous power. Over time, through great great power in times of need. These moments of
deed and conviction, a Relic may attain its exalted greatness may be a temporary state in which the
state and reclaim the full strength it commanded Guild Relic advances to another stage and then
when wielded by its ancient Parun. The properties and reverts to its previous, or it may reflect a permanent
features gained at each new state are cumulative with change within the item.
the properties and features granted at a previous state, • A character embodies the purest ideals of their
unless otherwise noted.
guild, making a display of that guild’s beliefs.
This section presents some of the Guild Relics from • A character uncovers a significant secret about
Ravnica’s rich history and lore.
Ravnica’s past, or about the past of their guild.
Guild Relic Spells • A character defeats a rival or powerful creature

A Guild Relic is able to cast spells from its associated that opposes their guild.
Guild Spells list (Chapter 2, Guildmaster’s Guide to • A character obtains new understanding and
Ravnica). As a Relic’s strength continues to grow, it
is able to cast stronger spells. These increases are pride for what it means to be a member of their
cumulative as the Relic continues to evolve. Spells guild.
cast from Guild Relics do not require any material • A character successfully defends or destroys a
components. significant part of Ravnican or guild history.
• (Item specific examples are given with each
Dormant Guild Relic listed below)
A Guild Relic typically remains dormant until its
• The spell save DC for spells cast with the Relic is wielder reaches Renown 25 with their guild; at which
13. time it becomes awakened. It achieves its exalted
state at Renown 50. However, this progression is
• Spell attacks made with the weapon add a +3 ultimately determined by the Dungeon Master.
modifier to the attack roll.

• The wielder may use the Relic to cast any cantrip on
its Guild Spell List at will.

39 PRYVYD’S GUIDE TO RAVNICA

Azor’s Annotated Guildpact • Addendum. As an action you may expend one or
more charges to make a temporary alteration to
Wondrous item, legendary (requires attunement by a the Guildpact, changing the magical law itself in
member of the Azorious Senate). an area. You create a magical field that is a 30-foot
sphere centered on a point you can see within 120
On display in the Old Laws Library within New Prahv, feet of you. The spell save DC for this ability is the
pressed under three inches of magic protected glass, same as this item’s Guild Relic Spells DC. When
lies the first draft of the original Guildpact. This you create the field, you may choose one of the
manuscript of what would become the most powerful following effects within the field for each charge
spell in Ravnica’s history was handwritten by Azor I, the your spent:
Azorius Senate’s Parun and author of the Guildpact. • Creatures within the field are affected by the
This prodigious tome has annotations, addendums and bane or bless spell; you may choose one when
law runes scribbled into its margins. Blood red ink has you create the field.
crossed out entire sections deemed flawed or unlawful, • The field becomes difficult terrain. You may
and a tuft of its author’s blue mane has been tucked choose yourself and up to five other creatures
inside. Written as the foundation of the Guildpact itself, that you can see who ignore this difficult terrain.
this tome holds untold secrets, riddles and failsafes • The field is affected by the silence spell.
written by Azor himself. Merely holding this book fills
one with the sense of burden placed on the laws of Awakened
Ravnica every day.
• The tome’s bonus to Initiative rolls becomes +2.
Unlocking this Relic’s Power • The tome’s maximum charges increase to 4.
• A character stands in staunch defense of the law • As an action, you may expend a charge to have the

against a powerful agent of chaos. tome cast the magic circle spell without needing any
• A character solves a difficult riddle or thwarts a material components. You may not use this feature
again until the next dawn.
devious plot to upset the status quo.
• A character quells a riot or act of violence Exalted

through rational speaking and patience. • The tome’s bonus to Initiative rolls becomes +3
• The tome’s maximum charges increase to 5.
Dormant • As an action, you may expend a charge to have the

• You gain a +1 bonus to Initiative rolls. tome cast the antimagic field spell without needing
• The tome has 3 charges and regains all expended any material components. You may not use this
feature again until the next dawn.
charges daily at dawn.

AzoGr’suiAlndnpaocttated

I perused this manuscript once. It was filled
with riddles. The only one I solved spelled out
the name ‘MacGuffin’. I still haven’t figured

that one out.

PRYVYD’S GUIDE TO RAVNICA 40

Jewel of the Chorus

Blade of Boros

Blade of Boros • This weapon gains the finesse property and deals
radiant damage instead of slashing damage. It also
Weapon (longsword), legendary (requires attunement by deals an additional 1d6 radiant damage on hit.
a member of the Boros Legion)
• While you wield the blade, it emits a bright light in a 30-
Called “The Sword of the Holiest” or “Razia’s Holy foot radius, and dim light for an additional 30 feet.
Flame”, the Blade of Boros was the personal weapon
for the Archangel Razia, Parun of the Boros Legion. It Awakened
is said that, in the hands of the Archangel, the sword
burned so brightly that her enemies had to avert their • The attack and damage bonus for this weapon
eyes and arrows divert their paths. becomes +2.

The weapon consists of an intricate bronze and • The additional radiant damage from this weapon
enameled hilt. The guard is shaped like a sunburst so increases to 2d6.
that when used, the wielder’s fist creates the Boros
insignia. There is no blade to the sword. Instead, when • Brightflame. When you are attacked by a creature
the wielder grasps the hilt, a holy flame erupts from the within 60 feet of you that you can see, you can use your
weapon. reaction to flare the blade, imposing disadvantage on
the attack roll, causing the blade to flare brightly before
Unlocking this Relic’s Power the attack hits or misses. If the attacker still hits, they
• A character heroically confronts an agent of evil take 1d6 radiant damage from the blade. An attacker
that can’t be blinded is immune to this feature.
or chaos, without hope of victory.
• A character seeks justice even if they stand to Exalted

lose something dear to them. • The attack and damage bonus for this weapon
• A character rallies a group of discouraged becomes +3.

soldiers to continue their fight. • The bonus radiant damage from this weapon
increases to 3d6.
Dormant
• Archangel of War. As a bonus action, you can use
• You gain a +1 bonus to attack and damage rolls with the Relic to manifest four angelic wings. These
this weapon. last for 1 hour and grant a fly speed of 60 feet. You
cannot use this ability again until you finish a
long rest.

41 PRYVYD’S GUIDE TO RAVNICA

Karlov’s Ledger

Skullhammer

Jewel of the Chorus manner with beasts and plants. They can
understand the meaning of your words, though you
Wondrous item, legendary (requires attunement by a have no special ability to understand them in return.
member of the Selesnya Conclave) You have advantage on all Charisma checks you
make to influence them.
This bright green gemstone was once a part of the • Every day at dawn, you gain a number of temporary
crystallized mana that permeates Mat’Selesnya’s hit points equal to 5 + your level. As an action you
physical form. It was given to the loxodon Bayul, a may touch another creature and gift any number of
Living Saint of the Conclave centuries ago. Its power these temporary hit points to them. Any temporary
acted as a way for him to communicate with the hit points previously gifted in this way go away at
Conclave during his pilgrimages throughout the ten dawn.
districts of Ravnica. The jewel also gave increased • Worldsong. You may perform a special ritual that
sentience to the wolf Biracazir, who acted as a regent requires 10 minutes of concentrating on the jewel.
Guildmaster for a time after the Decamillenial event. At the end of the ritual, you may choose a creature
While any member of the Selesnya Conclave will claim with whom you are familiar, who is friendly with
to hear the Worldsong, those in possession of the jewel you and who is on the same plane as you. You
have an acute awareness of their surrounding lifeforce immediately know that creature’s current hit points
and all the members of the Conclave. and any conditions affecting them including any
mental or emotional distress. As part of this ritual,
Unlocking this Relic’s Power you may cast the sending spell, targeting the same
• A character heals or revives a close friend from creature.

the clutches of death. Awakened
• A character willingly puts themselves in grave
• The temporary hit points granted to you at dawn is
danger to save nature or a close friend. increased to 10 + your level.
• A character tries to find a harmonious ending to
• Bond of Harmony. You may use the jewel to cast
a significant conflict. the awaken spell without any material components.
When cast this way, the chosen beast or plant is
Dormant bonded to you. They add your proficiency bonus to
their attack rolls, saving throws and AC. After using
• You gain the ability to communicate in a limited

PRYVYD’S GUIDE TO RAVNICA 42

this ability, you cannot use it again while the bond Dormant
is active. The bond ends when the bonded creature
dies or when you use an action to end the bond, • Castigate. As an action you can have the tome
which also ends the awaken spell on the creature. cast the command spell. The spell save DC for this
ability is the same as this item’s Guild Relic Spells
Exalted DC. The spell cast in this way can affect undead
creatures, even if they do not understand your
• The temporary hit points granted to you at dawn is language. Undead creatures have disadvantage on
increased to 15 + your level. Wisdom saving throws against this spell. Once you
use this ability you cannot use it again until the next
• A beast bonded with Bond of Harmony may use dawn.
their bonus action to cast the misty step spell. When
cast in this way, if you are within 30 feet of the • Souls of the Faultless. Your command over
bonded beast, you may choose to teleport as well, indentured spirits grants you a coterie of innocent
swapping places with the beast. The beast may use protectors. An incorporeal spirit is summoned to
this ability a number of times a day equal to your protect you, and begins swirling around you in your
proficiency bonus. space. The spirit is intangible and is immune to
all damage and effects. When you are hit with an
• After 30 days of being charmed by Bond of attack, you may use your reaction to move the spirit
Harmony, if the bonded creature is a plant, it can between you and your attacker. You gain resistance
use its action to become immediately rooted in to the damage of that attack, and the attacker takes
place. A single 60-foot tall, 5-foot wide, vernadi tree 1d6 necrotic damage. The spirit then fades until the
then grows in its place and a voda (conclave dryad, next dawn.
Guildmaster’s Guide to Ravnica) emerges to tend to
the vernadi. The dryad treats you as a close friend, Awakened
and is willing to fight to defend you and the vernadi.
Bond of Harmony then ends on the plant. • Souls of the Faultless now grants you two spirits
each dawn and your spirits deal 2d6 necrotic
Karlov’s Ledger damage when they protect you.

Wondrous item, legendary (requires attunement by a • Vault of Avarice. The ledger establishes a link
member of the Orzhov Syndicate) with one of family Karlov’s treasure vaults on
the ethereal plane, anchored to the crypts below
The magic of the Orzhov is one of deals, debts Vizkopa Bank. As an action you may touch a pile of
and indentured servitude. This magic works like a coins or piece of treasure that is not being carried
metaphysical pyramid scheme, funneling wealth and or worn and fits within a 5-foot cube. The treasure
magic all the way to the top; to the Obzedat. Legally is transported to the ghostly vault. Conversely you
holding part of the vast debts owed to the Syndicate may choose an unoccupied space within 5 feet of
is not only what qualifies a patriarch to join the ranks you and deposit a portion of the treasure you have
of the Ghost Council, but what gives the Council saved in the vault to that space, filling no more than
their authority over the entire guild. This tome is the a 5-foot cube.
personal ledger of Grandfather Karlov, and contains Additionally, you may request a Tiny piece of
records for the majority share of all debts incurred to treasure worth no more 500gp, such a diamond
the Orzhov. The pristine, black ink constantly shifts or other valuable trinket, from the vault. The item
on the pages of this ledger, as investments increase or appears in your hand, and the value of the item is
decrease or as debts are added. taken from what you have saved in the vault. If the
vault does not contain enough of your funds to pay
Unlocking this Relic’s Power for the item, the treasure does not appear.
• A character fulfills a significant contract or Any living creature or material cannot be
transported in this way. If you lose attunement with
agreement, or repays a significant debt. the ledger, any treasure stored in the vault is lost.
• A character outwits a rival they have plotted
Exalted
against.
• A character defies mortality, coming back from • Souls of the Faultless now grants you 3 spirits
whenever you finish a long rest and your spirits deal
the brink of death. 3d6 necrotic damage when they protect you.

• When you use Vault of Avarice to summon a tiny
treasure, the value of the treasure can now be up to
1,000gp.

43 PRYVYD’S GUIDE TO RAVNICA

Skullhammer Awakened

Weapon (greataxe), legendary (requires attunement by a • The attack and damage bonus for this weapon
member of the Gruul Clans) becomes +2.

This enormous axe, blunted by a thousand battles, was • Your strength score and maximum strength score
once the personal weapon of Cisarzim, the cyclopean both increase by 4.
Parun of the Gruul Clans. Cisarzim led the forces
of Chaos against Ravnica in the wars leading up to • Cyclopean Strength. When you score a critical hit
the Guildpact. Known as the Lord of Chaos, it was with this weapon, it immediately casts the shatter
Cisarzim who fought against the Archangel Razia in spell centered on the target’s location. The spell
a duel to decide the world’s fate. Even 10,000 years save DC for this ability is the same as this item’s
after it was forged, the axe still contains the fiery and Guild Relic Spells DC. You are immune to the
destructive nature of its former master. damage from this ability.

Unlocking this Relic’s Power Exalted
• A character lashes out in anger against the
• The attack and damage bonus for this weapon
oppression of civilization and its laws. becomes +3.
• A character becomes enraged at the sight of
• Your strength score and maximum strength score
nature being trampled upon. both increase by 6 to a maximum of 26.
• A character defeats a significant beast or
• You can use an action to grow in size as per the
monster to demonstrate their strength. enlarge spell for 10 minutes. While enlarged in
this way, you score a critical hit on a 19 or 20. You
cannot use this ability again until the next dawn.

Dormant Don’t ask me about the name of this
weapon. I’ve chalked it up to
• You gain a +1 bonus to attack and damage rolls typical Gruul logic.
made with this weapon.

• Your strength score and maximum strength score
both increase by 2.

• This weapon deals bludgeoning damage instead
of slashing damage. Additionally, you deal double
damage to objects and structures with this weapon.

Guild Relic Locations
Guild Relics are known to surface randomly in Ravnica’s history, however their last known location is listed below.

Artifact Location
Azor’s Pressed under three inches of magically treated glass. This tome is on display in the Old Laws
Annotated Library, deep within the labyrinthine halls of New Prahv. Only high-ranking Azorius officials have
Guildpact access to open the glass case.

Blade of Boros The Blade was last seen wielded by Razia in her final moments, battling the Dimir Parun, Szadek.
The duel occurred aboard the Parhelion flying fortress that crashed into Old Prahv. It is assumed
the Blade still resides amidst the ruins of the old Azorius Guildhall; protected by an expansive
silence spell around the area.

Jewel of the The Jewel was last used by the dire wolf Biracazir, as he led the Chorus of the Conclave prior to
Chorus Trostani’s emergence. After Trotani appeared to shepherd the guild, the Jewel was no longer given
to Living Saints. The Jewel still resides in an ivory case, atop Vitu-Ghazi.
Deep below the Church of Orzhova lies the tombs of the Syndicate’s patriarchs. Protected
by countless traps and spells, these vaults guard riches so vast that they could purchase
Karlov’s Ledger an entire district of Ravnica. The Karlov family crypt can be found within these tombs; the

greedy spirit still hoarding this ledger.
The resting place of Cisarzim and Skullhammer have been lost to time. What is known
is that the Golgari Parun, Svogthir incorporated part of the cyclops's body into his own
Skullhammer patchworked flesh. The great axe is widely assumed to be hoarded inside the lair of some

vicious beast; usually a skarrgan hellkite or Rubblebelt hellion.

PRYVYD’S GUIDE TO RAVNICA 44

Guild Trinkets 27 A simple green and white robe of an unknown
cloth, it smells vaguely of herbs
d100 Trinket A pair of incredibly comfortable leather riding
01 A feather gifted to you from a sphinx’s own wing 28 boots, trimmed in Dire Wolf fur

02 A scroll containing an outrageous law the Senate 29 A purse containing 4 seeds to an unknown plant
never approved
A broken wooden shield, engraved with the
03 A silver key with the Azorius Senate’s symbol 30 words “Always Remember” and the date of the
engraved on it
A vial containing a potent, blue astringent that Decamillenial Celebration
vedalken use as soap A set of brass scales, designed so one side takes
04 31 twice as much weight to balance

05 A strip of tattered blue cloth from a famous 32 An urn glazed in black and gold, containing the
Azorius Arrester remains of a forgotten oligarch

06 A griffin's talon, piercing a small bit of metal 33 A small glass cage containing a tiny winged
Thrull. it’s actually alive!
07 The tip of an Arrester's spear, with claw marks A raven-black angel feather, holding it gives you
on it 34 a feeling of dread
A warrant for a Dimir operative, all information
08 except the name “Pryvyd” is redacted 35 A one-zino coin showing the Orzhov insignia,
when flipped it always lands on one side
09 A patrol schedule for part of New Prahv, without An old receipt of deposit, to Vizkopa Bank Vault
any dates or times 36 #713, but without any listed items deposited

10 A worn but well-polished, silver inlaid gavel 37 A porcelain mask depicting a slightly disgusted
visage of an oligarch
11 A bronze Boros signet, it seems heavier than it A silver bell that chimes twice a day when the
appears Orzhovan Investment Exchange opens or closes
Half of a silvered Wojek baton, with the initials 38
12 A.K. engraved on the side
39 An Orzhov Hymnal bound in black leather
13 A topographical map of one of the Tenth’s
precincts, noted with Skyknight roosts 40 A small sculpture of a gargoyle, you have dreams
of screaming when you sleep near it
14 A white and red favor, from a famous Skyknight A brass mounted gyro with a red and blue
41 pointer. You’re not sure why, but the pointer is
15 A smoldering coal from a Boros Flame-Kin
always focused on Nivix.
16 A dented, crown shaped Boros helm with dried A small lodestone that softly glows orange when
blood splattered across 42 magic is used near it.

17 A detailed, wooden carving of Parhelion-II A mizzium cube with three glowing lines on
43 one side. Inscribed on the box are the words
18 A pristine white, angel’s feather. It gives off a soft
glow and a feeling of safety “Capacitor rated for 1.21 Gigawatts”
A marble angel figurine from the game Legions
19 and Clans 44 A tiny flightsuit made for a sprite.

20 A set of twelve wooden battalion markers A carving of Niv Mizzet’s head, holding a crystal
painted white and red, with a map of the Tenth 45 ball in its mouth. If you shake the ball, vague
A small potted plant that resembles Vitu-Ghazi,
21 it requires no watering words appear to answer yes-or-no questions
A small clockwork figurine of a goblin. It
46 randomly explodes and reassembles itself.

22 A silver pin with Ledev Guardian heraldry 47 A hollow tube with a tiny weird. When it is
shaken, the tube becomes highly magnetic.
23 An ocarina made from a large acorn, with a A mizzium lighter in the shape of Niv Mizzet that
wurm carved in relief 48 breathes a blue flame.

24 A leaf crown that gently move as if in the wind A glass rod containing a Steam Mephit, when
49 shaken it produces hot steam to iron the
25 A small figurine of root and stone in the shape of
a large Slesnyan elemental wrinkles out of your clothes.
A Loxodon tusk carved with all the names of
26 their clan going back generations

45 PRYVYD’S GUIDE TO RAVNICA

A contraption with 5 polished balls that transfer 77 An onyx ring. When you tap it three times, a faint
50 kinetic energy back and forth. Small lightning blue light shows the Dimir symbol
A fake law scroll; signed by no less than 4 Senate
bolts arc between them. 78 members and 2 Legion officers
A petri dish holding a small ooze like substance
51 labeled, “Experiment #1” A standard brown wool cloak. When flipped
79 inside out it becomes a black cloak that billows
52 A seafoam colored lab coat that stitches itself
together when torn an inky fog
A drinking mug made from a seashell, grown A skeleton key, painfully sculpted to look like an
53 exactly into its current shape 80 actual skeleton

54 A collection of pressed plants from all over 81 A preserved Devkarin eyeball in a small jar. The
Ravnica, with notes scribbled in druidic label reads “Eye of Svogthir”

55 A petrified jellyfish 82 A tiny beetle that has been petrified

56 A complex abacus made with snail shells 83 A pouch of Deadbridge Tea, made of leaves and
tiny, dried, animal bones.
57 A merfolk designed wetsuit, made of kelp A tiny burlap doll decorated with a couple
84 humanoid hairs. There are pins jammed into it.
58 An ooze ball that changes color when you
squeeze it 85 A severed troll finger. If you look closely, it
appears as if the finger is regenerating…
59 A stethoscope made of translucent goo
86 A spool of thread made of Archweaver spider silk
60 A tightly sealed glass jar with a tiny krasis
swimming inside of blue-green liquid 87 A jar of Mortipede perfume. The smell is highly
attractive to insects.
61 A vial of colored Gruul ink used for tattoos
88 A scorpion-tail quill and a vial of black ichor
62 A fossilized tusk from some extinct predator
A pair of wooden rot-farmer stilts, soaked in a
63 A finely carved wooden centaur figurine, with 89 preservative liquid
real horse hair for the mane and tail
90 A collapsible fan made of transparent insect
64 A dice set made of young Ravager Wurm teeth wings

65 The skull of an Utvaran Hellkite wyrmling 91 A pair of black iron body piercing rings, with a
chain linking them
A small wooden box filled with toothpicks… A long-stem pipe made of bone, and carved to
66 made from the bones of some small creature 92 look like a devil

67 An orange and purple phoenix feather, it appears 93 A marionette puppet of Rakdos himself
to smolder and is warm to the touch
A tattered and worn map of one of the Tenth’s A tiny imp inside an iron lantern. Shaking the
68 precincts. Foul markings show buildings that 94 lantern ignites a flame on the imp’s head.

have previously been destroyed in raids. 95 A painted face-mask of a jester with a rictus
blood-red smile
69 A frayed strip of cloth with a painting of Cisarzim A pair of leather boots that leave burned
footprints as you walk. They smell of brimstone.
70 A lucky rageboar hoof, of an unlucky rageboar 96

71 An invisible tube of black eye-shadow 97 A set of spiked juggling balls that catch fire

72 A leather bag containing an assortment of 98 A black and red striped ringleader cane.
meticulously cared for surgical tools
A torn parchment, marked with a list of names 99 A hollowed demon horn. When blown, it sounds
73 and causes of death like screaming…
A clockwork wind-up toy of a smiling Rakdos
74 A black leather half-mask that covers your nose 100 cackler playing the symbols
and mouth and muffles your breathing

75 A jar of black ink, that glows blue in the dark

A circular, multi-layered map of the Tenth. Ravnicans carry the strangest things
76 As you turn the layers, different lines appear in their pockets...

pointing to certain buildings PRYVYD’S GUIDE TO RAVNICA

BCehsatpitaerry 4:

Mindleeches

Mindleeches are a tiny annelid with nascent psionic
abilities. They gather together in small colonies deep
within the Undercity of Ravnica. Their psionic talents
allow them to join their minds together like nerves
within a brain. They can use this psychic link to cripple
hostile creatures.

Swarm of Mindleeches

Mindleeches are a tiny worm-like annelid with nascent
psionic abilities. They gather together in small colonies
deep within the Undercity of Ravnica. Their psionic
talents allow them to join their minds together like
nerves within a brain. They can use this psychic link to
cripple hostile creatures.

Swarm of Mindleeches Spider Climb. The swarm can climb difficult surfaces,
including upside down on ceilings, without needing to
Medium swarm of tiny monstrosities, neutral make an ability check.
Armor Class 12 Swarm. The swarm can occupy another creature’s space
Hit Points 22 (5d8) and vice versa, and the swarm can move through any
Speed 20 ft., 20 ft. climb opening large enough for a Tiny insect. The swarm can’t
regain hit points or gain temporary hit points. Any hostile
STR DEX CON INT WIS CHA creature that starts its turn in the swarm’s space takes 4
3 (-4) 13 (+1) 10 (+0) 7 (-2) 7 (-2) 4 (-3) (2d4) piercing damage.
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled, Actions
paralyzed, petrified, prone, restrained
Senses darkvision 60 ft.., passive Perception 11 Psychic Disruption. The swarm touches a nearby enemy
Languages: - and disorients it with a wave of psionic energy. Choose
Challenge 1/2 (100 XP) one creature within 5 ft. of the swarm. They must succeed
on a DC 10 Wisdom saving throw or be knocked prone and
they cannot take reactions until the start of their next turn.

Lupul Lurker Lupul Encounters
If the party has made an enemy of a lupul, it will rarely
As mindleech swarms continue to grow and link their attack them head on. Instead, the lupul favors a drawn-
minds, the natural outcome is a lupul lurker. Lupul are out encounter that makes use of its shapechanger and
an intelligent and adaptable race that are able to change sneak attack abilities.
their form to blend in with Ravnican society. Lurkers When possible, lupul prefer to engage their targets in
have learned how to leverage their natural talents to a crowded area. They will alternate between changing
work as assassins, thieves and infiltrators. their appearance and attacking unseen; only shifting to
their true form to flee. Then they rely on their amorphous
form and spider climb abilities to safely retreat. If a lupul
feels disadvantaged in a fight, they will not hesitate to
flee until a better opportunity presents itself.

47 PRYVYD’S GUIDE TO RAVNICA

Lupul Lurker Shapechanger. The lupul can use its action to
polymorph into a medium humanoid with an
Medium humanoid (lupul), any alignment appearance of its choosing, or back into its lupul form.
Its statistics are the same in each form. Any equipment
Armor Class 15 (leather armor) it is wearing or carrying isn’t transformed. It reverts to its
Hit Points 71 (13d8 + 13) lupul form if it dies.
Speed 30 ft., climb 30 ft. (lupul form) Sneak Attack (1/Turn). The lupul deals an extra 14
(4d6) damage when it hits a target with a weapon
STR DEX CON INT WIS CHA attack and has advantage on the attack roll, or when
11 (+0) 18 (+4) 12 (+1) 12 (+1) 11 (+0) 13 (+1) the target is within 5 feet of an ally of the lupul that isn’t
Saving Throws Dex +7, Int +4 incapacitated and the lupul doesn’t have disadvantage
Skills Acrobatics +7, Deception +4, Perception +3, Sleight on the attack roll.
of Hand +7, Stealth +7 Spider Climb (lupul form only). The lupul can climb
Senses darkvision 60 ft., passive Perception 13 difficult surfaces, including upside down on ceilings,
Languages: any one language (usually Common) plus without needing to make an ability check.
thieves’ cant
Challenge 7 (2,900 XP) Actions

Amorphous (lupul form only). The lupul can enter a Multiattack. (humanoid form only) The lupul makes
hostile creature’s space and stop there. It can move three dagger attacks
through a space as narrow as 1 inch wide without Daggers. (humanoid form only) Melee Weapon Attack:
squeezing. +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) piercing
Cunning Action. On each of its turns, the lupul can use damage.
a bonus action to take the Dash, Disengage, or Hide Swarm. (lupul form only) The lupul touches one creature
action. sharing its space. The target takes 10 piercing damage.
Evasion. If the lupul is subjected to an effect that
allows it to make a Dexterity saving throw to take only Reactions
half damage, the lupul instead takes no damage if it
succeeds on the saving throw, and only half damage if it Uncanny Dodge. The lupul halves the damage that it
fails. takes from an attack that hits it. The lupul must be able
to see the attacker.

PRYVYD’S GUIDE TO RAVNICA 48

Mindleech Mass Bezlich, the Multitude
A name given to a frightening monstrosity that lurks
The process for swarms of mindleeches to attain within the Undercity. Bezlich was able to retain more
coherence is not without dangers. Sometimes when of its coherence than a typical mindleech mass,
the process fails, enough sentience remains and the but was afflicted by even greater mental volatility.
consciousness collapses in on itself. Constantly torn Hoping to regain more of its fragile persona, Bezlich
in a struggle for self-awareness but unable to maintain began hunting and consuming lupul. But instead of
a lucid concept of identity, the being devolves into an stabilizing its mind, Bezlich’s personality fragmented
atrocity known as a mindleech mass. These monsters each time it devoured another of its kind; stoking its
are driven mad from their volatile cognition, and act gluttony for more.
on a dangerous mix of primal instinct and sentient Bezlich has become akin to a bogeyman for lupul;
cunning. tracking them and employing their own evasive
talents to feed its unstable mind.
Lupul take great pains to destroy these
pitiable abominations. They are an

unsettling reminder of what we might have
become. Perhaps when they reform, their
consciousness will prove more stable.

Mindleech Mass must succeed on a DC 11 Wisdom saving throw or take
2d8 psychic damage.
Huge swarm of tiny monstrosities, chaotic evil

Armor Class 17 (natural armor) Spider Climb. The mass can climb difficult surfaces,
Hit Points 198 (36d10) including upside down on ceilings, without needing to
Speed 40 ft., climb 40 ft. make an ability check.
Swarm. The mass can occupy another creature’s space
STR DEX CON INT WIS CHA and vice versa, and the mass can move through any
20 (+5) 18 (+4) 10 (+0) 9 (-1) 12 (+1) 7 (-2) opening large enough for a tiny worm. The mass can’t
Saving Throws Dex +9, Wis +5 regain hit points or gain temporary hit points. Any hostile
Skills Perception +5, Stealth +9 creature that starts its turn in the mass’s space takes 8
Damage Resistances bludgeoning, piercing, and (2d8) piercing damage.
slashing
Condition Immunities charmed, frightened, grappled, Actions
paralyzed, petrified, prone, restrained
Senses darkvision 60 ft. passive Perception 19 Multiattack. The mindleech mass makes one attack with
Languages: -
Challenge 10 (5,900 XP) its Psychic Scream and two with its Tendrils. It may do
Fragile Consciousness. When the mindleech mass these in any order.
is reduced to 0 HP or if it takes more than 30 psychic Tendril. Melee Weapon Attack: + 10 to hit, reach 20ft., one
damage in a round, it separates into 4 swarms of target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
mindleeches that occupy the mass’s space. These target is grappled (escape DC 16) if it is a Huge or smaller
swarms maintain the same initiative as the mindleech creature. Until the grapple ends, the mindleech mass
mass. If not destroyed, the swarms will merge again in can’t use this tendril on another target. The mindleech
1d6 days. At that time roll a d6, on a 1 – 5 the swarms mass can have up to four tendrils at a time.
merge back into a mindleech mass; on a 6 they create a Psychic Scream. Each creature within 10 feet of the
lupul lurker. Mindleech Mass must succeed a DC 11 Wisdom saving
Psionic Backlash. Any creature that attempts to read the throw or take 9 (2d8) psychic damage and be stunned
mass’s thoughts or communicate with it telepathically until the start of their next turn. On a success a target
takes half damage and isn’t stunned.

49 PRYVYD’S GUIDE TO RAVNICA


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