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Guide To Ravnica (With Links)

This guide provides an overview of the Ravnica setting for roleplaying games, including character options for different races, subclasses, backgrounds and feats, as well as tools for dungeon masters to run games in Ravnica including plot hooks, locations, factions and monsters.

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Michael O
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100% found this document useful (3 votes)
2K views53 pages

Guide To Ravnica (With Links)

This guide provides an overview of the Ravnica setting for roleplaying games, including character options for different races, subclasses, backgrounds and feats, as well as tools for dungeon masters to run games in Ravnica including plot hooks, locations, factions and monsters.

Uploaded by

Michael O
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Preface
  • Introduction by Pryvyd
  • Chapter 1: Character Options
  • Chapter 2: Dungeon Master's Tools
  • Chapter 3: Treasures of Ravnica
  • Chapter 4: Bestiary

P RY V Y D ’ S GU I D E T O

R AV N I C A

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

[Link]
Twitter @the_bellaluna
Instagram @[Link]

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
Lupul ..................................................................................... 5 Mindleeches .......................................................................... 47
Simic Hybrid ....................................................................... 7 Swarm of Mindleeches .................................................. 47
Expanded Animal Enhancement List .......................... 7 Lupul Lurker ..................................................................... 48
Racial Feats ............................................................................. 8 Mindleech Mass ............................................................... 49
Subclasses ............................................................................. 10 Pryvyd ................................................................................. 51
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:

[Link]
Twitter @the_bellaluna
Instagram @[Link]

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
Chapter 1:
Character Options
In the vast diversity of Ravnica, there are a multitude A History of Oppression
of people, paths and professions. Included here are Before the Guildpact, lupul were feared for their
some options not mentioned in Guildmaster’s Guide to abilities and believed to have been hunted to extinction.
Ravnica, and added depth to some that are. Though relegated to the dusty pages of ancient
history books, the lupul survived. A small colony was
Races 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
Shifting deep within Ravnica’s Undercity, lives an lupul and the Dimir were severed. Left to drift among
ancient race that pre-dates the Guildpact and those who Ravnican society, the lupul used their eerie abilities of
signed it. Harking back to the nascent days of Ravnica, impersonation to observe and study the culture of this
the word “lupul” is Old Ravi for “lurker”. new cityscape.
Lupul are a race of shapeshifters that used to live in
cloistered colonies in the depths of the Undercity. While Life After the Dim
they can mimic the appearance of other races, their true As a result of their psychic manipulation, most
form is a writhing cluster of small white-blue worms, lupul seek independence and many shun any Guild
called mindleeches. Mindleeches have a natural psionic affiliation. However, their natural talent for infiltration
ability that allows the individual worms to link their and espionage are powerful tools in a city where
minds into a single intelligence and persona. To allow information is more valuable than gold. Lupul that
for normal lives on the surface of Ravnica, lupul often do choose a Guild often seek roles that leverage their
create a consistent persona for themselves, maintaining abilities. At home in the Undercity, some lupul have
the identity for years. Others live for the freedom found comfort in the Golgari Swarm’s network of
in their fluid forms, changing their appearance and information or with their elite assassins, the Ochran.
identity as often as one changes clothes. Others find welcome on Rakdos stages; their mercurial
forms offering specialized entertainment. Those that
More than the Sum of Their Parts return to House Dimir find easy progress through the
In its natural form, a lupul is a mass of worms that guild’s ranks, but are always careful who they reveal
can link their minds together to form a singular their identity to. While Szadek may be gone, Lazav also
consciousness. This consciousness is built upon the hoards secrets and is just as unscrupulous with how he
worms’ minds like neurons in a brain. By themselves wields such knowledge.
the mindleeches are unable to attain higher thought; but
together they can form an intelligence and personality Protecting the Future
that becomes the core of the lupul. Despite being made Lupul are unanimously closed-mouthed when it comes
of many parts, a lupul’s identity is still singular; thinking to their colonies. All that is known is that their breeding
of themselves as an “I” not a “we”. grounds lie in the darkest corners of the Undercity.
Lupul call this process of linking many minds Lupul reproduce asexually, similar to cells performing
together “coherence”. The process takes a large number mitosis. As a lupul consumes nourishment, their
of mindleeches to event attempt, and success is not a mindleeches grow until they are able to break off a
guarantee. Mindleech swarms normally take dozens replicant of themselves. In this way lupul regenerate
of attempts at coherence before achieving a singular damaged or destroyed parts of their physical body.
identity. However, attempting to establish coherence is However, should a lupul choose, they are able to break
not without risks. When a swarm reaches coherence off larger quantities of their worms. This severed cluster
but is unable to maintain its stability, the newly awoken often retains some degree of the parent’s memories
personality could dissolve and cave-in on itself; creating or personality should it later attain coherence. Lupul
a horrible monstrosity. perform this ritual underground in their colonies as a
form of a reproduction. Lupul that meet on the surface

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
appearance and your voice. You determine the specifics
You may be wondering why I identified myself of the change, including your coloration, hair length,
as lupul in my introduction. Lazav and I have 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
which role. can’t duplicate the appearance of a creature you’ve
...and to you Lazav, if you’re wondering, I was the never seen, and you must adopt a form that has a basic
humanoid arrangement of limbs. Your clothing and
aging vedalken merchant on
equipment aren’t changed by this trait.
Court Street that day.
You remain in this form until you use this feature to
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.
Lupul Traits Additionally, starting at 3rd level, you can spend half
Your Lupul character has the following racial traits. your speed of movement to escape from nonmagical
restraints or being grappled.
Ability Score Increase. Increase one ability score by 2,
• You gain a climbing speed equal to your walking
and increase a different one by 1.
speed.
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 Languages. You speak Common and one other
lupul can live up to 300 years. language of your choice.
Alignment. Lupul universally fear and despise
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


that produces razor sharp, calcium shards. As an
Lupul Classes action you can create up to four of these shards in your
Due to their shapeshifting forms, lupul naturally excel hands, they act as darts. You are proficient with these
at infiltration and espionage. Lupul that join a guild natural weapons. The shards last for 8 hours, at which
are often employed as assassins, thieves or spies. time they crumble to dust. You may use this feature
As such, lupul tend to favor the rogue class, and a number of times per day equal to your Constitution
many hone their latent psionic talents to become a modifier (minimum of 1).
Soulknife. Lupul that prefer an overt style of combat Starting at 5th level, when you create these darts, you
often develop into Psi Knight fighters. may choose to coat them in a venomous secretion. If
Many lupul focus solely on unlocking their psionic so, they deal an additional 1d4 poison damage the first
abilities, awakening as Aberrant Mind sorcerers. time they hit a creature.
These fearsome psychics perplex their foes with
Chameleonic Vision (Prerequisite: 5th Level). You
mind magic and deception, leaving them shuddering
gain a second set of eyes, on the side of your head.
in paranoia.
These eyes may be moved individually and grant you
Lupul bards who choose to reveal their identity
the following benefits:
often find great fame, as their shifting appearances
offer many unique performances. Others find a • You can see in all directions.
balance between espionage and performance by • You have a +5 bonus to your passive Wisdom
joining the College of Whispers. (Perception) and Intelligence (Investigation) scores.
Like all races, lupul can develop arcane mastery Chromatophores (Prerequisite: 5th Level). Your body
with time and practice. Lupul wizards often augment can generate the color changing pigments of an octopus
their natural abilities by becoming Illusionists or or chameleon. As an action you can activate these
Enchanters. However, lupul often find simpler pigments that last for 1 minute, or until you lose your
paths to such arcane knowledge. In the Undercity concentration (as if you were concentrating on a spell).
it is more common to find a lupul warlock. These During this time, you have advantage on Dexterity
warlocks often form pacts with a Great Old One (such (Stealth) checks. You may use this feature a number of
as a Dream Eater Sphinx), a powerful Fathomless times equal to your proficiency bonus, and regain all
leviathan or horror (such as a Grozoth), an Archfiend uses after a long rest.
(like a Doom Whisperer demon or Rakdos himself)
or even an Undead Patron (Such as the Guild Paruns Croconura Tongue (Prerequisite: 5th Level). You
Szadek and Svogthir). mutate to gain the toad-like tongue of the Croconura.
Lupul clerics and paladins are almost unheard of, Your tongue is a natural weapon with which you can
as they prefer their freedom of expression over sworn make unarmed strikes with a range of 15 feet. The
tenets or dogma. Similarly, a lupul’s curiosity and tongue can also be used to grab and manipulate
knack for impersonation does not lend itself well to any object within 15 feet that is not worn, carried or
exploring Ravnica’s scarce wilds. Lupul seldom find secured, as long as that object weighs no more than
enjoyment in the druid or barbarian classes. Should 10 pounds. Your tongue is not articulate enough to use
a lupul choose the ranger class they often become a a weapon, shield or provide the somatic component to
Gloom Stalker, prowling the Undercity. spells.
Ink Sac. You have grown a cephalopod ink sac that
Simic Hybrid allows you to disperse a gaseous, inky cloud. As an
action, you release a 15-foot radius sphere of dark gas
Expanded Animal Enhancement List centered on you. This area is heavily obscured. The
The Simic Combine never ceases in their attempts to cloud remains until the end of your next turn, or until
speed up nature’s evolution. When choosing from your it is dispersed by a wind or current of at least 10 miles
Animal Enhancement list, your DM may allow you to per hour. You may use this feature a number of times
choose one of the following options. equal to your proficiency bonus, and regain all uses
Biollumination. Your body can generate the light after a long rest.
emitting pigmentation of some aquatic creatures. As Serpentine Body (Prerequisite: 5th Level). You have
a bonus action you can shed bright light in a 20-foot mutated the lower half of your body into the coiling
radius and dim light for an additional 20 feet, or shed form of a giant snake. Your constricting serpentine
dim light in a 20-foot radius. This effect ends when you body is a natural weapon, which you can use to make
dismiss it as a bonus action. unarmed strikes. If you hit with your constrict attack,
Calcium Darts. You have developed a limacine gland you deal bludgeoning damage equal to 1d6 + your
Strength modifier, and the target is grappled. Until this
7 PRYVYD’S GUIDE TO RAVNICA
grapple ends, the target is restrained, and you can’t Ravnica.
constrict another target. Additional Mutation
Static Conductor. Your mutations have grown a gland Prerequisite: Simic Hybrid
that produces bioelectricity. When you are hit by a Your body has undergone additional mutations. You
melee attack, you can use your reaction to force your gain the following benefits:
attacker to make a Constitution saving throw, the DC of • Increase one ability score of your choice by 1, to a
which is equal to 8 + your Constitution modifier + your maximum of 20.
proficiency bonus. On a failure, a creature suffers 1d6 • You may choose an additional option from your
lightning damage. This damage increases by 1d6 when Animal Enhancement racial feature. You must still
you reach 9th level (2d6) and 17th level (3d6). meet the level requirement for that option.
Vocal Sac. You have grown an amphibian air sac on
your throat that amplifies your vocal resonance. As a
Battle Shaper
Prerequisite: Minotaur
bonus action you may yell through this vocal sac, which
can be heard for 300 feet, and forcing all creatures Minotaurs are a formidable force on the battlefield;
within 30 feet of you to make a Constitution saving inspiring allies and quelling enemies. You gain the
throw, the DC of which is equal to 8 + your Constitution following benefits:
modifier + your proficiency bonus. On a failure, a • Increase your Charisma score by 1 to a maximum
creature is deafened until the end of your next turn. of 20.
• As an action you can make a war-cry to affect the
flow of battle. Choose a number of creatures equal
to your Charisma modifier, that can see and hear
The Simic mutate their kin and twist you and are within 60 feet of you. Until the end
their flesh beyond recognition, and of your next turn, each hostile creature suffers a
yet lupul are somehow labeled the penalty to each attack roll it makes, and each allied
monsters... creature gains a bonus to each attack roll it makes.
Both the hostile penalty and allied bonus are equal
to your Charisma modifier. Once you have used
this feature, you must complete a short or long rest
Racial Feats before you may do so again.
While Guild affiliation often trumps race in terms
of self-identification in Ravnica, racial traditions still Defensive Coordination
permeate society. Listed here are feats associated Prerequisite: Loxodon
with those racial traditions as they pertain to plane of You have practiced the complex mechanics of wielding
a shield with your trunk. You gain the following benefits:
Race Feat
• You gain proficiency with shields.
Centaur Honored Tradition • You are able to wield a shield with your trunk;
Centaur Short Gallop freeing up your hands to dual wield, use two-handed
weapons or perform somatic components for spells.
Goblin Explosives Expert
Disciplined Endurance
Goblin Foul Play Prerequisite: Minotaur
Loxodon Defensive Coordination You carry the weight of generations of Minotaur honor
on your shoulders. You gain the following benefits:
Loxodon Unreadable Serenity
• Increase you Strength or Constitution scores by 1
Lupul Elusive Shifter to a maximum of 20.
Lupul Split Form • As an action on your turn, you may expend a
number of hit dice equal to one third of your level
Minotaur Battle Shaper
(minimum of 1), regaining hit points as if you rolled
Minotaur Disciplined Endurance them during a short rest. Once you have used this
feature, you may not do so again until you complete
Simic Hybrid Additional Mutation
a long rest.
Vedalken Serene Focus
Vedalken Tangential Casting

PRYVYD’S GUIDE TO RAVNICA 8


Elusive Shifter focus. You have three focus dice, which are d4s. When
Prerequisite: Lupul you cast a spell that requires an attack roll, saving
You have learned to leverage your shapechanging throw or ability check, you may spend one focus die and
to swiftly blend into a crowd. You gain the following roll it, adding it as a bonus to either the attack roll, your
benefits: spell save DC or the ability check. You choose to use
this ability after the initial roll, but before the DM says
• Increase one ability score of your choice by 1, to a
if the spell is successful or not. You regain all of your
maximum of 20.
focus dice after completing a long rest.
• Immediately after using your action to Shapechange
into your lupul form, you can take the Disengage Short Gallop
action as a bonus action. Prerequisite: Centaur
Explosives Expert In a space as cramped as Ravnica, you have learned
Prerequisite: Goblin to get up to a gallop in a short distance. You gain the
following benefits:
Goblins lack any true cultural traditions, except for
making things explode. You gain the following benefits: • The distance you must move in a straight line for
your Charge racial feature is reduce to 15 feet.
• When you cast a spell that deals damage and affects
• When you use your Charge racial feature, if you
an area, you may use your reaction to increase that
hit with your first melee weapon attack, your target
area by 5 feet.
must succeed on a Strength check contested by
• When you throw a vial of acid, alchemist’s fire or
your own Strength check or fall prone.
a similar item, you may use your reaction when it
shatters to instead have it explode in a sphere with Split Form
a radius of 5 feet. If the item already affects an area, Prerequisite: Lupul
you instead increase the area by 5 feet. The effects As an action, you are able to split off some of your
of the item are unchanged. mindleeches to create a duplicate of yourself that
Foul Play lasts for 1 minute, or until you lose your concentration
Prerequisite: Goblin (as if you were concentrating on a spell). You expend
and roll one hit dice. You take psychic damage equal
Goblins are known for their devious cunning and
to the number rolled, and your duplicate is created
disregard for playing fair. You gain the following
with that many hit points. The duplicate appears in
benefits:
an unoccupied space that you can see within 5 feet of
• Increase one ability score by 1 to a maximum of 20. you. The duplicate appears exactly as you do, and is
• Whenever you score a critical hit against a creature wearing and wielding any armor or weapons that you
at least one size category larger than you, you are. Any magical items that you are wearing or carrying
immediately regain the use of your Fury of the are duplicated as nonmagical replicas. The duplicate
Small feature. shares your turn; sharing your movement, actions, and
statistics but has an AC of 10 + your Dexterity modifier.
Honored Traditions You are able to use your duplicate’s senses to perceive
Prerequisite: Centaur
your surroundings. Your duplicate must remain within
Centaurs pass down their history and affinity for nature 60 feet of you. If your duplicate is dropped to 0 hit
to their foals with reverence and care. You gain the points or moves beyond 60 feet of you it dissolves into
following benefits: mindleeches and dies. Once you use this ability, you
• Increase your Intelligence or Wisdom scores by 1 to cannot use it again until you finish a short or long rest.
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 Developing in the Undercity, you learn to
the same you increased with this feat. rely on yourself.
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
Prerequisite: Vedalken Bardic Inspiration to incite this frenzy. Choose one
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
• When you gain this feat, choose Intelligence, single melee weapon attack against another creature
Wisdom or Charisma. You may add the chosen you choose within 5 feet of it. A creature may choose to
ability’s modifier to your Constitution saving throws fail their Wisdom save.
that you make to maintain your concentration on a
Blood Spectacle
spell.
Starting at 3rd level your gruesome performances
• When you ready a spell with the Ready action and
excite the basest desires in those that dare watch,
are already concentrating on a spell, you do not lose
igniting a desire for violence and hedonism.
concentration on the original spell.
If you perform for at least 1 minute, you can attempt
Unreadable Serenity to amplify these emotions in your audience by
Prerequisite: Loxodon exposing them to your fiendish arts. At the end of the
Loxodons are known for their serenity and steely performance, choose a number of humanoids within 60
gaze. You are very hard to read. You gain the following feet of you who watched and listened to all of it, up to
benefits: a number equal to your Charisma modifier (minimum
of one). Each target must succeed on a Wisdom saving
• Increase your Charisma or Wisdom scores by 1 to a
throw against your spell save DC, or be charmed by you.
maximum of 20.
While charmed in this way, the target becomes notably
• Wisdom (Insight) checks made against you have
more prone to violence, and will treat any creature it is
disadvantage.
indifferent towards, or worse, with heightened hostility.
• Whenever a creature you can see makes an attack
This effect ends on a target after 1 hour, if you attack
roll against you with advantage, you can use your
it, or if it witnesses you attacking or damaging any of its
reaction to cancel out its advantage, forcing it to roll
allies.
normally.
If a target succeeds on its saving throw, the target
has no hint that you tried to charm it. Once you use this
feature, you cannot use it again until you finish a short
or long rest.
Carnival of Madness
The hardest part of impersonating a Starting at 6th level, you gain the ability to wreathe
loxodon is the patient, steely gaze. yourself in a seductive fiendish magic that entices your
Thankfully, lupul do not need to blink. enemies into bloodlust. As an action, you can cast the
crown of madness spell, without expending a spell slot;
which counts as a bard spell for you. You take on an
appearance of horrific beauty for the duration of the
spell. Whilst you concentrate on crown of madness in
his way, you may replicate its effect on another creature
Subclasses within range as a bonus action on subsequent turns
after the first.
Bard: College of Discord Any creature charmed by you automatically fails its
Many see the College of Discord as a provoker of saving throw against this feature.
mayhem; a devilish source of dissension. The Rakdos Once you use this feature, you cannot use it again until
see it as the perfect art form. To those twisted you finish a long rest.
performers, it is an expression of their own philosophy
that everyone should live however they see fit, without
any shackles or restrictions. The College of Discord has
perfected the art of bloody spectacle, and impassioned
mob mentality.
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
they cannot help but stare into the abyss. Havoc Festival
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
back, and smile. the summon lesser demons spell at 6th level, which
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


I once saw one of those hybrids surrounded
Monk: Way of the Two Tides 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 her ranine tongue... I now keep a greater
newly formed monastic tradition, it has roots in ancient distance when I follow this one.
Merfolk fighting philosophies, adapted to a modern age.
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 • When you use your Step of the Wind feature, if no
modifier when calculating how long you can hold your creature you are grappling is larger than you, you
breath. 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 • Creatures have disadvantage on ability checks to
with anatomy have taught you how to manipulate your avoid or escape your grapples.
opponent’s body with the smallest application of force.
You gain the following benefits:
Warlock: The Firemind Patron
You have formed a pact with the Izzet Parun, the
• You may use Dexterity (Acrobatics) when you Dracogenius Niv-Mizzet. This pact manifests as
engage in skill contests made to grapple or shove a an extrasensory mental link with Niv-Mizzet’s near
creature. omniscient consciousness, known as The Firemind.
• On your turn, when you make an unarmed strike, Linking with such a massive intelligence is not for the
you may instead attempt to shove or grapple a faint of the heart, as swimming through an ancient
creature. 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
Adaptable Physiology for his capriciousness and access to the Firemind has
At 6th level you learn how to combine your knowledge been given to unassuming recipients as well.
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.
Bioelectrogenesis. When a creature that is grappled by Prolonged exposure to such arcane intelligence leaves
you starts their turn, they take lightning damage equal residual effects on its users. These Marks of Brilliance
to your martial arts die. manifest in many ways. You may choose one of the
Reactive Metabolism. You are able to use your ki to options below as a depiction of your connection to Niv-
rapidly change your cell structure, gaining a natural Mizzet, or consult with your DM to decide on a suiting
defense to incoming attacks. By spending any number 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 d6 Mark
ki expended. Tiny arcs of lightning spark from your eyes when
1
Cellular Elasticity you are studying something intently.
At 11th level you have learned to rapidly generate and You instinctively conjure many of your spells
split new cells in your limbs, allowing them to grow 2 from your mouth, appearing as a dragon’s breath
and shrink at will. When you make a melee attack on attack.
your turn, your reach for it is 5 feet greater than normal. When you tap into your abilities, smoke begins to
Attacking a prone target in this way does not impose 3
billow from your ears.
disadvantage if you are more than 5 feet away from the
target. You unknowingly ramble off complex magical
4
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 When performing the verbal component of your
the start of your next turn; allowing you to grapple your 5 spells, you speak in a dual voice. The other voice
target from a distance. You may expend an additional is a deep draconic rumbling.
ki point on each following turn to maintain this effect if You struggle with a powerful urge towards
you choose. vanity. You often find yourself staring proudly
6
Holdfast Tide into a mirror, or boasting loudly of your arcane
Starting at 17th level, you have learned how to use your accomplishments.
ki as a conduit to manipulate your enemies’ movements.
You gain the following benefits:

13 PRYVYD’S GUIDE TO RAVNICA


Expanded Spell List Only the Izzet could be volatile enough to make
The Firemind lets you choose from an expanded list of fire that freezes and thunder that precedes
spells when you learn a warlock spell. The following lightning.
spells are added to the warlock spell list for you.
Spell Level Spell
1st burning Hands, detect magic Invoke the Firemind
2nd
augury, dragon’s breath At 1st level, you gain proficiency in one of the following
skills of your choice: Arcana, History, Nature, or
3rd erupting earth, haste Religion. Your proficiency bonus is doubled for any
ability check you make that uses the selected skill.
4th fabricate, fire shield Additionally, you can add half your proficiency bonus,
5th commune, immolation rounded down, to any Intelligence check you make that
doesn’t already include your proficiency bonus.
You learn to speak and write Draconic.
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 Staticaster
for 1 minute. During this time, any creature that moves Prerequisites: Firemind Patron
within 5 feet of you or starts its turn there must succeed You know the shocking grasp cantrip. It counts as a
on a Dexterity saving throw versus your spell save DC warlock spell for you and does not count against your
or take fire damage equal to your Charisma modifier. number of known cantrips.
You may use this ability a number of times equal to your Additionally, when you reach 5th level you may cast
proficiency bonus, and you regain all expended uses call lightning once per day, without using a warlock
after finishing a long rest. spell slot.
Brainstorm Fiery Step
Your constant voyages into the mind of Niv-Mizzet have Prerequisite: 6th level, Firemind Patron
granted you a modicum of clarity when tapping into the When you use your Leap of Flame feature, you can
Firemind. Starting at 10th level, when an effect has you instead choose to teleport yourself to an unoccupied
roll on the effects table for Spark of Genius, you instead space you can see within 60 feet. Immediately after you
roll twice and choose either result to take effect. disappear each creature within 10 feet of the space you
Additionally, when you make a saving throw against left must succeed on a Dexterity saving throw or take
a spell or magical effect, you may use your reaction fire damage equal to your Charisma modifier.
to expend a use of Spark of Genius and add your
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 Roughly half the population of Ravnica is not a member
succeeds or fails. You only expend a use of Spark of of the ten guilds. While the culture and focus of Ravnica
Genius if you succeed the saving throw. is usually seen through the lens of the guilds, the
guildless have maintained their own identity and way
Enter the Infinite
of life in the big city. Described here are two Guildless
Starting at 14th level, as a bonus action you may
Backgrounds that show this culture and lifestyle. Follow
open your consciousness completely to the Firemind,
the rules for Renown and Contacts in Guildmaster’s
allowing Niv-Mizzet’s near omniscience to flood into
Guide to Ravnica.
your mind. This connection may manifest as lightning
swirling around your body, your skin taking on an
eldritch stellar glow or another magically charged
Socialite
In a city filled with color, competing fashions and
appearance. undercurrents of political maneuvering, you have
For 1 minute you gain resistance to all damage from become a beacon of what it means to be a Ravnican.
spells or magical effects. Once you use this feature, you Frequenting popular cafes, shops and notable parties,
can’t do so again until you finish a long rest, unless you you have begun to make a name for yourself in the
expend three uses of Spark of Genius to use it again. fashionable circles of the Tenth. Socialites are looked to
Eldritch Invocations as urban aficionados and cultural influencers not tied to
Below are listed several Eldritch Invocation specifically the guilds or their agendas.
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
• When you perform the Carousing downtime activity, event. If you do not have a venue or house to host the
you spend half the resource cost associated with the event in, a local noble or high-level guild member offers
class of society you mingle with. to host the event at their home. The guilds are known
• Should you need a last-minute place to stay the to send envoys to these events to gather information
night, a local citizen or business owner is usually and for networking. You may send invites to anyone you
more than willing to let you and your party stay at wish, but the DM may decide who does or does not
their home or establishment. The DM may decide show up to your event.
whether this is Middle or Upper-Class housing. Rank 4: Mogul
Rank 1: Sophisticate (Prerequisites: Rank 3, 50 Renown in Socialite)
(Prerequisites: 3 Renown in Socialite) You have reached the highest echelons of fame
Your time and effort into becoming a Socialite has paid and fashion within the Tenth District. Your name is
off. Your name is spoken of with a familiarity and near known even to the Guildmasters as someone who
celebrity status. While many will not recognize you on has unbridled influence over the guilded and guildless
the streets, your name is known in most fashionable citizens of Ravnica. Guildmasters may sometimes
circles. request that you join on a personal quest or errand
Maintaining a Comfortable or Wealthy lifestyle that requires delicate interactions with the guildless
costs you only half the normal expense, as the other is or another faction. When you or your party undertakes
contributed by one of your many contacts. a quest from a specific guild, the Guildmaster of that
When you take the Carousing downtime activity, you guild grants you a Guild Charm of their respective guild.
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 Most socialites have a larger wardrobe than
information from you. You may also start receiving I do. As a shapeshifter, that disturbs me.
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
I have a silver-tongue. I can usually talk my way I fabricate lies about myself without even thinking
1 1
out of trouble... or into even more. of what I’m saying.
I avoid uncleanliness like a plague. I must remain An easy way to hold my attention is to flash a little
2 2
presentable at all times. coin, or a little skin.
I find that a little gold can solve more problems I tend to live off the welfare of others, paying for
3 3
than swords or spells. as little myself as possible.
I subconsciously gravitate to areas where others I can’t walk past a mirror without giving myself a
4 4
are whispering. glance.
I refuse to wear the same outfit more than once to Regardless of my personal accomplishments I
5 5
a special event. never seem to feel satisfied.
6 I strive to make every day legendary. I cannot help myself from pointing out other’s
6
mistakes.

Ideals Contacts
d6 Ideal By definition, Socialites mingle and carouse; leading
Fame. I want my name to be known from the to friendships, rivalries and a few awkward moments.
1 lowest beggar to the Guildmasters themselves. When fame and intrigue are the stakes, social
(Any) networking is a must.
Independence. I set my own trends; I do not Roll twice on the Guildless Contacts table and once
2 on the Guild Contacts table.
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
you cheat. (Lawful) d8 Contact
Another socialite publicly humiliated you. You
Nobility. What use is all of this influence if I don’t
4 1 now go back and forth playing secret pranks on
leave Ravnica a better place. (Good) each other.
Pleasure. You only get one life, better make it an A high-ranking member of the Gateless
5
interesting one. (Chaotic) 2 movement has tried to get you to be their public
Power. When the guilds listen to you, you pull all representative.
6
of the strings in Ravnica. (Evil) You know a Haazda Captain that is always up for
3
dice and drinks.
A drake taxi rider enjoys to chauffeur you around,
Bonds 4
to see what antics you are up to.
d6 Bond An ogre tavern keeper promises free drinks to
I know a little café that makes the best coffee. I do 5 you and your friends whenever you want; but you
1
anything I can to keep them in business. don’t know if you can stomach ogre alcohol.
I am bound to my own fame. Even if I wanted a You make a donation to a local orphanage every
2 6 month. Random orphans will sometimes bring
day of anonymity, I cannot go unnoticed.
you flowers as a thank you.
Another socialite publicly humiliated me, and I
3 A vampire wants to go dancing with you at a
must devise the perfect way to pay them back. 7
club somewhere on Bane Alley.
I owe a substantial debt to an Orzhov loan-shark.
4 A guildless angel thinks your lifestyle is
Now I’m always looking over my shoulder.
I have been invited more than once to see a
8 deplorable, but you keep running into each
5 Rakdos performance in Rix Maadi... I have yet to other.
attend.
Life in the Tenth is always a little easier with some
6
drink in your belly.

17 PRYVYD’S GUIDE TO RAVNICA


Guild Contacts paint on different ledges and rooftops across Ravnica
d10 Contact detailing information about the surrounding buildings.
Guidemarks might detail the distance between
A Selesnya druid has made it their duty-bound
1 two rooftops, the location of handholds on building
goal to persuade you from carousing.
walls or possibly the location of anchored ropes
You once helped a Boros Wojek break up a bar that the Wayfinders use to swing between buildings.
2
fight, now you have a great drinking buddy. Guidemarks are also used to warn Wayfinders of
An Azorius Justiciar wants to go out on the town nearby monster lairs located on the Heights.
3 with you, but you know they’ll just drag down the Feature:
party. Path Less Traveled
A young Orzhov banker at Vizkopa claims to be Choose one of the six precincts within the Tenth
4
one of your biggest fans. District, or you may choose a different district, the
An Izzet chemister keeps bugging you to market Undercity or the Rubblebelt at your DM’s discretion.
5 You have become deeply familiar with the layout and
their gadgets... but they never work.
A Simic biomancer claims you are the perfect locations within that precinct. This familiarity offers
6 specimen for their cloning experiments and keeps certain benefits within that precinct:
trying to get you to agree. • You know of at least one safe house used by the
After a particularly rowdy night, you woke Wayfinders within the precinct. This safe house is
up in the Rubblebelt next to a Gruul centaur. usually a small but well-built shack on a rooftop or
7 nestled between two buildings.
You have been meaning to write them but
• Whilst traveling the city, you and your companions
haven’t.
can move at a fast pace without incurring a negative
You insulted a Golgari coffee roaster when modifier to your Wisdom (Perception) checks.
8 you said their coffee tastes like fungus. They These paths usually take you to the Heights of
still haven’t forgotten. Ravnica, jumping from rooftop to rooftop and are
A Rakdos performer has been trying to get you usually fraught with dangers.
9 to watch their show at Rix Maadi. They don’t Rank 1: Novice
like being told no. Prerequisites: 3 Renown with the Wayfinders
A Dimir agent secretly leaves you notes with The Wayfinders have taken notice of your time spent
10 tidbits of gossip and secrets. You’re unsure if on the heights of Ravnica. One Wayfinder has stepped
they are true or meant to mislead you. forward to become your mentor and show you the
ropes. This mentor is not obligated to help you or your
Wayfinder party, but may give you helpful information on a location
In the heart of the Tenth District, traveling only a or how to reach a location within the Tenth. They may
couple of blocks in rush-hour traffic could take hours; also supply you with a detailed Wayfinder’s Map for a
and moving between precincts could take days for the specific precinct. They will also supply you and your
unfamiliar. Wayfinders are more than mere tour guides, party with adventuring gear within reason, such as:
they are urban explorers in a stone jungle. Leaping hempen rope, climber’s kits, grappling hooks and other
from ledge to ledge at death-defying heights can bring necessities.
a rush like no other, and is much faster than normal You also choose an additional Precinct for your Path
pedestrian travel. Less Traveled feature.
As a Wayfinder you perform many roles, such as: guide, Rank 2: Ledgewalker
courier, cartographer and thrill-seeker. Prerequisites: Rank 1, 10 Renown with the Wayfinders
You have established yourself as a notable Wayfinder
Skills Proficiencies: Acrobatics, Survival within the Tenth District (or another district). Wealthy
Tool Proficiencies: Cartographer’s Tools individuals may begin to seek you out for services
Equipment: A hunter’s knife, 60 ft hempen rope such as a personal courier, city guide, or possibly to
with grappling hook, a climber’s kit, a set of traveler’s commission a map made of a location or precinct.
clothes, and a belt pouch containing 10gp Along with the notoriety comes underlings looking for
Languages: you to impart your knowledge on them. The Wayfinders
You immediately learn a special form of Thieves have sent you 1d4 Scouts for you to train and mentor.
Cant known as Guidemarks. Guidemarks are a These scouts will perform objectives for you during your
form of writing, usually left in chalk, charcoal or downtime or may accompany you on your adventures.

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 d6 Ideal
without great need.
When performing an official assignment by the Guildless. The guilds are not looking out for
1
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,
2 regardless if others can follow it or not.
Wayfinder Charm
(Chaotic)
A Wayfinder Charm acts like a Guild Charm
(Guildmaster’s Guide to Ravnica). When you activate Survival. On the Heights, you look like a meal
this charm, you can cast the feather fall, jump or rope 3 to mostly everything. Let me show you a safer
trick spell. The charm vanishes after you activate it. route. (Good)
You also choose an additional Precinct for your Path History. These buildings are a map to our
Less Traveled feature. 4 ancient past, people should treat them with
respect. (Lawful)
Rank 3: Spire Tracer
Prerequisites: Rank 2, 25 Renown with the Wayfinders) Freedom. I can go where I want, when I want
5
simply because I want to. (Chaotic)
You have become a highly distinguished guide or
cartographer within the Tenth. You are sought out Power. I seek to carve out my own corner of
by notable members of the ten guilds and influential 6 Ravnica atop the Heights; and become my own
guildless organizations such as the Gateless Movement Guildmaster of the Rooftops. (Evil)
or the Haazda Militia. One of the perks of working with Bonds
such high-profile clients is the payoff. To show you their d6 Bond
gratitude, one of your clients has gifted you a Rope of
The first Wayfinder I met gave me a simple brass
Climbing to help in your endeavors.
1 compass as a memento. It is my most cherished
You also choose an additional Precinct for your Path possession.
Less Traveled feature.
I look out for the guildless, and help those that
Rank 4: Master Wayfinder 2
cannot help themselves.
Prerequisites: Rank 3, 50 Renown with the Wayfinders
I avoid guild politics like a plague; but if someone
You have reached the height of notoriety as a guide, car-
3 threatens to destroy our history then they must
tographer, dare-devil and courier. Your skill is held in the
be stopped.
highest regard, even by those in the highest of positions.
Even Guildmasters have begun seeking out your skill and I refill bird feeders that I have built on dozens of
expertise. When you or your party undertakes a quest from 4 rooftops. The birds always know when it’s feeding
a specific guild, the Guildmaster of that guild grants you a time.
Guild Charm of their respective guild. I dream of mapping an entire Precinct of the
You also choose an additional Precinct for your Path Less 5 Tenth. I take accurate notes and drawings
Traveled feature. 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.
I am a natural born dare-devil, that cannot get
1
enough of an adrenaline rush.
I habitually look for the most exciting path to my
2
destination.
I often find myself staring at the architecture of
3
the city, thinking of everything I have yet to see.
While inside a building, I usually find myself
4
staring out a window. Longing for the rooftops.
I have memorized the calls of dozens of birds, and
5
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
d6 Flaw was a Wayfinder. She liked to lay upon
I am foolhardy. I take unnecessary risks and often the highest rooftops, staring at the sky;
1
get in over my head. wondering what Ravnica would have become
I don’t make friends easily and prefer to explore without this city.
2
the city on my own.
What others may call cowardice, I call a good
3
amount of common sense.
Spending my life on the Heights of Ravnica means
4 I’m quite squeamish of cramped or underground
spaces.
Guild Contacts
When coin is short, it's hard to pass up an easy
5 d10 Contact
zino; even when it’s on a purse string.
An Azorius Skyknight has sworn to make you pay
I trust a slippery ledge more than a Guild 1
6 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 You know a Selesnya druid that likes to talk
your time with the Wayfinders you have befriended or 3 about wild life on the heights, and often gives you
begrudged many individuals. 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
4 you heard it was being torn down, you destroyed
Guildless Contacts the map. The syndic has never forgotten the
d8 Contact slight.
A Haazda soldier found you in a sticky situation, A Simic biomancer relentlessly tries to get you to
1
that was hard to explain. be a test subject, saying they can put spider-web
5
You have a rivalry with a griffon ferryman and you spinners in my arms. You’re half tempted, and
2 half terrified.
compete for clients.
You saved an Izzet artificer from falling to their
You bring food to an elderly beggar each day.
6 death when their flying machine didn’t work. Now
3 They reliably give you information based on what
they feel indebted to you.
they see.
A Gruul ogre likes to use you and other
A notable coffee roaster has you deliver customer
4
orders to those too busy to pick them up.
7 Wayfinders for target practice if you get too
close to the Rubblebelt.
A local merchant gives you a cut each time you
5
bring your clients to their shop.
A Rakdos performer keeps inviting you to
walk a tight-rope during their performance.
You interrupted a vampire on the prowl, late at 8
They say your display would be “jaw
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.
precinct.
You had a run-in with a Dimir vampire. They
You have befriended a sprite who finds your 10 have been trying to get you to join their guild
8
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
templates a Dungeon Master can use. These templates
Developing Cooperation have varying degrees to which they can hook a
character into plot or storyline. Some of them are listed
in Multi-Guild Parties below.
In a setting like Ravnica, where multiple factions are Narrative Strength. The level of narrative strength
vying for power and influence, it can be difficult to build given in the table is not meant to tell you which type
a party based on cooperation and trust. If a party does of plot hook to use. It is merely an estimated level of
not cooperate to some extent, a campaign can quickly how strongly a character will be “hooked” into the plot.
devolve into in-fighting and tensions can run high. In Finding a deep, personal connection to a plot can be
this way, the Dungeon Master takes a similar role as difficult, and usually develops over the course of the
the Guildpact in the storyline of Ravnica. The Dungeon campaign. A plot hook with weak narrative strength is
Master is there to bring the disparate philosophies and indicative of a hook that will usually fade away once a
goals of each guild together, to allow for an enjoyable quest is completed, or if too many obstacles arise in the
campaign. course of the campaign. When using a weak or medium
An effective way of bringing multi-guild parties strength plot hook, it is recommended to later work in
together with a single focus is to use plot hooks. A stronger hooks customized for that character to keep
plot hook is a literary technique that grabs a reader’s them involved in the campaign.

Plot Narrative
Contact
Hook Strength
The characters have been conscripted by the Living Guildpact (or the Office of the
Order of the Guildpact) to work together to unravel a mystery, stop a plot, or protect Ravnica from
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.
The character is either in the wrong place, at the wrong time; or caught up in an
Happenstance Weak
emergency situation or disaster.
The character has a reason to go to a specific location. This is usually coupled with a
Location Medium
Personal Goal or Guild Goal.
The character has a mission, desire or goal that is personally important to them. This
Personal Goal Strong
could involve a character’s bond, ideal or flaw from their background.
The character has been given a mission from their Guild that they are expected to
Guild Goal complete. Depending on the character, this mission may or may not take precedence Strong
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
riches.
While shopping on Tin Street you were caught up in a
Your sibling went on a journey to another district and
Gruul raid.
has not returned in over a month. You suspect the
You were in the vicinity of a crime foreseen by an worst, and set out to find them.
Azorius Precognition Mage. You are now wanted for You have been writing a fictional adventure novel set
information on the crime. in the Tenth District; but its lacking content. Signing
up with an adventuring party could give you the
As you walked past an Izzet laboratory the building
experiences needed to finish your work.
exploded. Now Weird elementals are running amok.
Though prohibited by your guild, you seek vengeance
A Dimir shapeshifter disguised themselves as you while against a creature who harmed someone you loved.
committing a crime. Now the Boros believe you are a Now you must find them, without tipping off your own
Dimir spy. guild to your actions.
You have dreamed of exploring Ravnica’s newly
Location discovered oceans. An expedition below the zonots is
looking for one more member and you feel this is your
You have been stationed at a local guild site in an chance.
unusual location.

You must defend a location from interference from the Guild Goal
other guilds. You have been charged with linking together disparate
You have heard of a mysterious location that has just clues that could lead to an inter-guild plot.
been uncovered. Guild membership has been slowly diminished. You are
There is a contact or informant at a location that you conscribed to recruitment duty until numbers increase.
must meet with. A powerful artifact has been discovered that could serve
You must investigate a location that has been destroyed a useful purpose for your guild. Find it and retrieve it,
or invaded. 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


Simic Guardian, Guild Goal. The creation of
Using Plot Hooks 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.
Selesnya Druid, Personal Goal. One of your loved
Example 1: ones was pronounced dead a few days prior. Their
The Simic Research Notes 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,
Plot Hooks by Character to the location of Deadbridge. Each character has a
reason to enter the Undercity, and could benefit from
Azorius Lawmage, Happenstance. You were placed an adventuring party to complete their goals. The
on assignment in Deadbridge months ago after a Dungeon Master has done their part by bringing the
previously failed divination incident. Your precognition characters together, but the players must work to find
has been silent until last night. You saw visions of a a reason to continue their cooperation. This reason is
horrible insect trampling through Deadbridge and usually the central plot of the adventure or campaign.
burrowing down to the Undercity. In your vision, the By continuing to offer plot advancement for each
insect started a chain of events that led to disaster, character’s particular quest, the DM can ensure that
but you cannot remember what happens next. Today, they will stick together.
while on patrol, you saw the same creature destroy two
buildings before burrowing underground.
Example 2:
Golgari Finder, Happenstance. You were born to a
life in the Undercity. You know the twists and turns of
Sickness in the Sands
Story Arc. A team of Golgari finders have uncovered
Old Rav like the back of your hand. While searching
a lost Plague Boiler deep beneath the Utvara
the refuse and corpses beneath Deadbridge you were
Reclamation zone. The Boiler has been seeping toxic
set upon by a giant insect that had burrowed down
materials into the ground, which sublimates into a
from the surface. You hid, letting the creature pass but
deadly miasma. While their motives are uncertain,
were quickly confronted by a group of different guild
claiming such a large area for the Swarm would
members looking to follow the beast. You offer to help
definitely be to their advantage.
guide them through the Undercity. Should they find the
creature’s lair, you might find some ancient treasures... Party Composition. Rakdos Bloodwitch (human
and if they die you can always pilfer their pockets and warlock), Dimir Infiltrator (lupul bard), Boros Wojek
sell their bodies to the local rot farmers. Investigator (minotaur rogue), Izzet Chemister
(vedalken artificer), Orzhov Knight (human paladin)
Gruul Hunter, Location. You have been tracking a
Giant Solifuge for weeks. Hard to detect, and able to Plot Hooks by Character
burrow underground with ease; this beast would be a
fantastic siege weapon if you could catch it. However, Boros Wojek Investigator, Guild Goal. Word of the
tracking this beast has led you to the Undercity below spreading miasma has reached the right ears in the
Deadbridge. You must find this beast, or a lair with its Tenth. The Boros want this investigation handled
eggs and bring it back to the Clan. 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
dismantle the device. Example 3:
Dimir Infiltrator, Guild Goal. Sleeper agents within
Coalition of the Guildpact
Story Arc. An attack, infiltration or other event has
the Boros Legion have sent word of a Plague Boiler
occurred that threatens the status quo of Ravnica. To
being uncovered in Utvara. The Boros are sending a
quickly respond to the threat, the Living Guildpact has
team to destroy the Boiler and rid the region of the
called upon the ten guilds to send a representative
manufactured disease. You are to infiltrate the operation
to form a Coalition of the Guildpact. This Coalition
and secure a vial of the disease for future replication.
may have a secret or overt assignment that must be
You will be given a fake identity as a Chemister’s
performed for the good of Ravnica.
assistant and work with the Izzet member being sent to
Utvara. Party Composition. Any party composition.
Izzet Chemister, Guild Goal. The League of Wojek has Plot Hooks by Character
requested our aid in dismantling a dangerous device in
the Utvara Reclamation Zone. Buried under the wastes Each character will share the same plot hook of why
lies a Golgari Plague Boiler that has been activated. they are joining the events of the campaign. However,
You are travel with the Wojek to the Reclamation Zone each member of the Coalition may have been selected
and dismantle the device. If possible, you are to make by their respective guild for a specific reason. Perhaps
an accurate schematic of the device for future creation. the offer a specific set of skills, or their guild has
The Plague Boiler could potentially function as a Mana ulterior motives beyond helping the plane.
Distiller with a few modifications...
Analysis
Orzhov Knight, Location. You have been stationed
at the Utvara Reclamation Zone by Teysa Karlov While the “Order of the Guildpact” plot hook can be
herself. As the Grand Envoy retains the deeds to the considered a weak design feature, it has it’s places in
Reclamation Zone, that makes it Orzhov territory. After storytelling and campaigns. This plot hook is best used
the miasma began appearing in Utvara, the Syndicate for newer players, or players not familiar with the guilds
sent word that you are to destroy whatever is causing and how they operate. This plot hook is also a good idea
the plague. You are also to locate those responsible for when players that are still fleshing out their character’s
its creation and make an example of them. All of Utvara backstory and may not have enough information to use
should know that crossing the Syndicate has dire the deeper connections of other plot hooks.
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


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

Ravnica Vertical Sections


Feet Above
Name 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.
The lowest aerial bridges in a given location; marking the transition between
street level and Low-Spire. This section of Ravnica’s vertical plane has the
Low-Spire 100 - 600
largest number of aerial bridges and sees large amounts of foot traffic from
street level pedestrians, attempting to bypass traffic congestion.
As the towers of Ravnica continue upwards, the number of aerial bridges
decreases. As smaller buildings end their climb, only true towers continue
Mid-Spire 600 – 2,000 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.
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
High-Spire Above 2000
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 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 varies 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
Fast 200 feet 2 miles 15 miles -5 penalty to passive Wisdom (Perception) scores
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


Just because traffic congestion brings Ravnican
travel speeds down, doesn’t mean that unexpected
Undercity
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
A krovod pack beast carrying supplies was
1 Wisdom (Survival) check every mile or so to see if
toppled, spilling debris everywhere.
they run into a traveling complication. Some of these
An indrik has started chasing a flock of pigeons, complications are listed below with their associated
2
knocking over dozens of stalls. skill check and DC to overcome.
An impromptu parade has formed and is blocking
3 The Heights Complications
the main thoroughfare.
The Azorius are blocking off a large section of the DC Skill Complication
4
street for a crime scene investigation. Maintain your balance
Part of the street has caved in to the subterranean 10 Acrobatics on a narrow ledge or
5 steep roof
sewers.
A Rakdos flash mob has broken out, terrorizing 10 Athletics Leap between Rooftops
6
the area. Spot a web spun by a
15 Perception
An Izzet lab has exploded, and elemental giant spider
7 Acrobatics or Swing from a grappling
hazards are raging in the streets. 15
Athletics hook
An Azorius arrester with a Writ of Passage is
Identify an unstable
8 making their way through the streets, forcing 15 Investigation
hand hold or footing
all to move out of their way.
Identify a magical
Gruul raiders have declared a Rauck-Chauv 20 Arcana
hazard
9 holiday and are destroying this part of the Vs. Drake’s
city. Wisdom Avoid being seen by a
Stealth
An Orzhov procession is passing out alms (Perception) hunting drake
10 check
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
citizens are forced to wade through the chaos of street tame the wild pegasus that roam the skies. The Golgari
level traffic, those with the coin or the knowledge can Swarm domesticate giant beetles or bats for flying
find faster paths to their destinations. These means within the darkness of the Undercity. The types of flying
of express travel include a multitude of flying mounts, mounts you’ll find in a precinct depends on what guilds
vehicles and dangerous shortcuts. hold the greater influence in that location.
While most citizens try to save a few zinos by walking
where they can, it is sometimes necessary to hire a Ravnican Subway System
more expedient mode of transportation. Flying mounts,
Below the streets of Ravnica lies the metropolis’s
vehicles and subterranean railcars are available to those
Cityworks system; created and maintained by the Izzet
with the coin. These transports often deliver passengers
League. Part of the Cityworks includes a powered,
to designated areas and not directly to the place of
tunnel system used for public transit and the movement
interest. The table below shows some of these options,
of raw materials to and from the Smelting Quarter.
with their associated costs.
These tunnels span the Tenth, and even connect into
Flying Mounts other surrounding districts.
Citizens can pay to ride a railcar to any stop within
Many guilds employ flying mounts for their members. the Tenth District for 1 zino, or they can pay for a
The Azorius Senate boasts a large quantity of griffins. one-day pass with unlimited usage for 5 zinos. The
The Boros Legion are famous for their Skyjeks atop subway system is fast, efficient and affordable; making
large, avian rocs. The Selesnya Conclave has learned to it popular with many citizens. However, the railcars only
Distance Traveled per...
Transport
Transport Minute Hour Day Cost Destination
Capacity
equal to 5 zinos (in precinct)
speed x speed/10
Flying Mount speed in 2 10 zinos (out of precinct) Designated landing zone
10 feet miles
miles 100 zinos (inter-district)

Vehicle 25 zinos (in precinct)


500 feet 5 miles 50 miles 1 any specified
(blazekite) 50 zinos (out of precinct)
1 zino (single use)
Vehicle
- - - 50/railcar 5 zinos (all day use) any station or Guildhall
(railcar)*
20 zinos (inter-district)
Wayfinder
- - - none varies any specified
Guide**
*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
a small transit station, and each Guildhall has a station Understanding the
not far from it (barring, of course, those located in the Power Balance of Ravnica
Undercity or a sinkhole). The “Welcome to Ravnica” introduction chapter in
The Tenth District supports this subway system Guildmaster’s Guide to Ravnica gives a brief description
with two major transit stations. The larger of the two of the Guildpact, the ten guilds and their civic duties to
is Nivix Station, and is housed underground, beneath society. However, it leaves us wondering questions such
the massive tower. The station pulls mana from Nivix as: Why do certain guilds, like the Gruul or Rakdos, still
and the nearby Blisteroils to power the entire system exist? What stops the Boros from simply destroying one
throughout the Tenth District. Nivix also acts as the of these guilds? How does the Guildpact protect the
central logistical hub for the subway system; providing city?
management and communication to the railcars across
Answering these questions first requires looking back at
the Tenth.
the ancient history of Ravnica.
The secondary terminal for the subway is underneath
Augustin Station, in Precinct Two. Between the airship Over ten thousand years ago, Ravnica was a war-
docks and the subway, Augustin Station has become torn plane. Feuding factions battled for influence
the center for inter-district travel for the Tenth. Travelers and territory. The lore and history from this time is
can arrive from the subway, and take aerial vehicles sparse, and often conflicting, but we know that these
or mounts to other districts; or find a railcar to a wars continued for millennia. Over time these factions
neighboring district in the city proper. ultimately fell into two groups: those who favored
the rule of law, and those who sought the unbound
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
Citizens enter the station from elevators at street of the other factions of Chaos would have joined the
level near Nivix; descending into over a dozen Guildpact.
terminals that each house multiple railcar access
platforms. Izzet goblins scurry about performing
maintenance that causes sparks and arcs of
With Ten, Peace.
lightning all around. Sprites, dubbed ‘ratchet faeries’ With Nine, War.
by their guildmates, flitter in and out of mana vents If even a single Guild were to fall, the precarious peace
too small for other workers. Around the perimeter of the Guildpact would begin to faulter and fail. Though
of the station are varied shops, cafes and even a few guilds such as House Dimir or the Gruul Clans have
apartments for those who work in the station. openly acted against the Guildpact and have tried to
The Railyard is filled with hundreds of railcars, destroy it or the city it supports, they are still protected
tracks and switches to manage the transit system. by its powers.
System conductors and engineers supervise the As an example, assume that the Boros Legion has
Railyard to ensure the cars meet their departure and been able to muster their full strength and utterly
arrival schedules. destroy the Gruul Clans in their entirety. For a short
The railcars are autonomous, being controlled time, there would be celebrations that there are no
by Izzet workers at the station. A single Izzet goblin more Gruul raids to worry about. Also, large portions
accompanies each railcar in case of emergency of the Tenth District would become inhabitable again,
maintenance. Should the tunnel become barricaded as buildings and streets would be constructed in the
or a hostile creature block the rails, the Izzet are able Rubblebelt. But then the power vacuum left by the
to channel mana through the rails to summon a Gruul would begin to be exploited.
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
city from Gruul raids. They would not need to spend Making the Setting Your Own
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.
Now that the Gruul are gone, the Azorius Senate
Creative Space
would no longer need to waste time creating and within the Tenth
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 Each of the precincts is a subcommunity of Ravnica
would offer protection and legal representation to the as a whole. They have a diverse history, culture and
Gateless, and the Gateless would supply a large civilian values. When trying to make Ravnica your own setting,
militia, revenue and eyes-and-ears for the Orzhov. 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 • Who are the powerful individuals and factions
the Gruul have been disbanded, the Rubblebelt would within this precinct? (This doesn’t have to be a
be reclaimed by civilization. The other guilds would guild)
begin seizing this territory, building new neighborhoods • What villains and plots involve this precinct?
and architecture. With the Gruul gone, demolition • What kind of citizens live and work in this precinct?
in the Tenth is at an all-time low. Due to this, slums • What does daily life look like for these citizens,
would begin to disappear. While this seems like a good compared to other precincts?
thing at first, remember that the Golgari feed on these • What guilds are prominent in this area? How do
derelict areas. They decompose and recycle the natural they interact with each other?
resources of an area to prep it for new growth. Without
the destruction the Gruul created, the Golgari would Many Ravnican buildings are over 3,000 feet tall. The
now suffer and lose less and less territory. city has hundreds to thousands of these towering
The Golgari would potentially need to withdraw from spires. These buildings are tall enough that each city
the surface and isolate themselves in the Undercity. block becomes its own microcosm within a precinct.
They would become marginalized (much like how Daily life, daily struggles and plots of intrigue can
the Gruul were), and stop performing their normal change for every city block.
functions for city life. They would no longer provide When designing an adventure for a precinct or city
food for the citizens. They would no longer reclaim block, consider a guildless antagonist. Each block could
and revitalize lost sectors of the city. Without what have a different slumlord, Haazda captain, goblin gang
little wilds and nature is left, and without the Golgari’s or Gateless movement official trying to influence their
food kitchens, the city begins to starve and as a famine neighborhood, for better or worse. By not associating
sweeps across the plane. an antagonist with a guild, the DM has greater control
of the character and their methods of operation.
While these scenarios can all be considered “worst
case”, it is a good insight into how each of the ten guilds
balances each other and allows the plane to continue in
Creative Space Outside
prosperity. 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
The nine other inner-districts that make up the City with a leader who does not idolize Niv-Mizzet!
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, a natural valley, the Simic Combine has raised the
architecture and traditions are mostly similar to the local sea level in this area to cover the entire district
Tenth, the main difference between them is what guilds in water. In most places the water is only several
hold power. 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
Campaigns based in the inner-districts allow the and priests patrol the area where the dead far
Dungeon Master to create new allies, patrons and outnumber the living.
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


Chapter: 3
Treasures Of Ravnica

Persuasion. Sometimes a hot cup of coffee is just


Tools what the cleric ordered to relieve a headache or help
someone get through their dreary day. Your proficiency
Coffee Roaster’s Tools 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. Activity DC
Investigation. When you inspect a machine, Detect poison or impurities in a drink 10
contraption or piece of clockwork, you may add
your proficiency with roaster’s tools to any checks to Identify the location where a batch of coffee beans
15
determine the purpose of the machine or how to use it. originated from, or who the coffee roaster was
Nature. Proficiency with roaster’s tools allows you to Dazzle an audience with a display of your brewing
20
accurately identify the bean used in a cup of coffee, that talents
bean’s source location, or detect additional additives to
the coffee, such as milk, sugar, cream, or deadly poison.
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
these seeds if they have been partially digested Ogre Brew. When you get a cup of Ogre Brew coffee,
by Undercity creatures... As one such creature, you cannot be certain of where it was made or who
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
excrement. served with the grounds still in the cup.
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
their proprietary roasting and brewing apparatus.
Signature Blends: Magic Items
Project Jitterbug. One of the most popular blends in This section presents an assortment of magic items in
the Tenth District, this medium roast has an electric alphabetical order. See the Dungeon Master’s Guide for
aftertaste. the rules on magic items.
Blastseeker. A dark roast with four times the caffeine Archweaver’s Net
per volume. Guaranteed to keep you up all night.
Weapon (net), rare (requires attunement)
Grave-Troll Coffee
A Golgari operated roasting company that grows its This net is made from incredibly strong Archweaver
beans in Undercity rot-farms. spider silk. It functions as a regular net, except that the
Signature blends: Strength check to escape the net is DC 15, and the
net is not destroyed after taking 5 slashing damage.
Undergrowth Blend. A mild roast with earthy flavor You have a +1 to attack rolls made with this magical
and notes of moss. net. The net holds 3 charges, regaining all expended
Devkarin Dregs. A roast as dark as a Devkarin. Like its charges daily at dawn.
namesake, this blend is acidic and very bitter. As an action, you may expend one of the net’s charges
Deathrite Blend. An exotic and expensive blend. The to cast the web spell (DC 15).
beans for this blend are eaten by Undercity mortipedes Alternatively, you may expend three of the
and partially digested before harvesting. They are left net’s charges, covering up to 120 square feet of
with a smooth sweetness and an unmatched aroma. interconnected surfaces with an effect equivalent to
Concourse Coffee the web spell, moving around corners and covering all
This Selesnya operated roasting company makes exposed areas. A structure reinforced by these webs
some of the finest, and most expensive blends in the increases its damage threshold by 10 (even if it did
Tenth District. Known for their quality and consistency, not previously possess one), gains +5 to its AC, and
Concourse Coffee is only sold by Selesnya merchants. increases both its current, and its maximum hit points
Signature Blends: by 50 percent. A structure reinforced by these webs
does not topple or crumble, even if the structure inside
Pollenbright. A gentle, blonde roast with floral notes. It is destroyed. These reinforcing webs remain for 8
is for more sensitive pallets. hours, after which the building may crumble if it has
Sumala Blend. Grown within the Sumala Topiary, taken suitable structural damage
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 Archweaver’s Net
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
Weapon (lance, spear or pike), rare The razorbow is an ancient weapon of the Devkarin
(requires attunement) elves. Deadly at both long- and close-range, the
While the rank and file Arrester may carry a simple razorbow trades power for versatility. Golgari hunters
silvered spear, an officer with a rank of Imperator is prefer these weapons when stalking prey in the close
often gifted a magical version of the same weapon. You corridors of the Undercity. Their design has been
gain a +1 bonus to attack and damage rolls made with honed for centuries. The process of balancing blade
this magic weapon. and bow is a closely guarded secret of the Devkarin.
The spear has 3 charges to use the following properties. A razorbow found in the hands of a non-Devkarin is
It regains all charges daily at dawn. assumed to have been stolen or looted from their
Arrester’s Binding. You may use an action to expend 2 kin; and the vindictive elves are known to demand
charges and cast hold person (DC 15) its return. Due to the precision in balancing the
Arrester’s Zeal. You may use a bonus action to expend weapon, a razorbow costs 100gp.
1 charge and cast branding smite. A razorbow is a martial weapon that weighs 3
pounds and functions as a shortbow at range except
Dapper Cufflinks/Berets that it deals 2d4 piercing damage. A razorbow may
be used as a melee weapon as well and deals 1d4
Wondrous item, uncommon
slashing damage on a hit. It has the finesse and
These trinkets are delicately made of precious metals two-handed properties and the following special
and are always found as a pair of fashionable cufflinks property:
or berets. Whilst worn, these magical status symbols
• If you make a melee attack with a razorbow as
keep you and your clothing clean and tidy. Any stain,
part of the Attack action, you can use a bonus
soiling or smell immediately dissipates from your
action immediately after to make a second
person, or anything that you are wearing. Tears or
melee attack with it.
rips in your clothing are immediately fixed, as if by the
mending spell.
Additionally, as an action, you may magically change
the cut and color of your clothing, a change which
Ledev Training Whistle
remains until you remove this item, or you use your Wondrous item, rarity varies (requires attunement)
action to change your clothes again. Recruits training to become Ledev Guardians select
a wolf pup at birth to raise and train. The bond
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,
blues and belts all over. requesting aid when it is needed.
The table below lists the type of whistle and its
associated creature and rarity. Rare whistles may cast
the find steed spell once per day without any material
Huntmaster’s Razorbow components. The creature summoned is always the
Weapon (razorbow), very rare (requires attunement) one listed in the table. Rare and Legendary whistles
function similarly, though they use the find greater steed
Devkarin who lead hunting packs for the Golgari
spell.
kitchens are known as Huntmasters. Most prefer the
traditional razorbow of their heritage; with some bows
being passed down for centuries. Prolonged exposure
to poisons made from Undercity spores has resulted in Item’s Name Rarity Creature Summoned
these bows growing toxic fungi of their own. Wolf
This bow deals an additional 1d6 poison damage Recruit’s Whistle Rare
(Monster Manual)
to any target it hits. In additional, any target hit by the
Guardian’s Dire Wolf
bow is surrounded by tiny glowing spores until the end Very Rare
of your next turn. While surrounded, the target has
Whistle (Monster Manual)
disadvantage on Dexterity (stealth) checks and cannot Tolsimir’s
Legendary Voja (see below)
benefit from being invisible. Whistle

33 PRYVYD’S GUIDE TO RAVNICA


Arrester’s Spear
Voja
The tales of Tolsimir Wolfblood and the great, white
wolf Voja are legendary for Ledev recruits. Both rider
and wolf have become paragons of what it means
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 Huntmaster’s Razorbow
to impose disadvantage on that attack.

PRYVYD’S GUIDE TO RAVNICA 34


Ledev Training
Whistle

Magewright’s
Stone

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 Skyjek’s Whistle Very Rare Roc (GGR)
Golgari Hunter’s Whistle Rare Giant bat (MM)
Gruul Raider’s Whistle Rare Giant boar (MM)
Selesnya 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
Distant Spell. When you cast a spell that has a range
spellcaster)
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
Magical Multi-tool. As a bonus action you can expend observosphere has the following statistics:

Observosphere Hull
Huge vehicle (15 ft. by 15 ft.) Armor Class: 15
Hit Points 100 (damage threshold 10)
Creature Capacity 1 crew, 3 passengers
Cargo Capacity 0.5 tons Control: Cockpit
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 0 0
movement components, with one 90-degree turn.
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, Movement: Flare-Pods
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,
Armor Class 20
choosing from the options below.
Hit Points 50 (damage threshold 10)
Gyroscopic Cockpit. The observosphere can use its
The observosphere has advantage on all saving throws
cockpit to pivot on any rotational axis, allowing for a
relating to crashing when it crashes into a creature or an
viewing angle in any direction.
object. Any damage it takes from the crash is applied to
Move. The observosphere can use its cockpit to move
the reinforced bow rather than to the observosphere.
with its flare-pods. As part of this move, it can use its
These benefits don’t’ apply if a creature or another vessel
reinforced bow.
crashes into the observosphere.

Observosphere

PRYVYD’S GUIDE TO RAVNICA 36


Shadow Lance

Writ of
Passage
Wojek
Pendrek

Servant’s Bell Rarity


Hit/Damage
Additional Properties
Modifier
Wondrous item, uncommon
Uncommon - ethereal
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
ethereal, first-strike,
Very Rare +2
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 First-Strike. This weapon grants a bonus to initiative
attunement) rolls equal to its Hit/Damage Modifier.
Shadelight. As a bonus action you may speak the
Shadow Lances are crafted by the Orzhov from
weapon’s command word to have it shed magical
harvested souls. The more wicked the soul, the keener
shadows centered on the weapon. The shadows
the weapon. When a Shadow Lance is made the DM
spread out and cast dim light in a 40-foot radius. Any
may roll on the rarity table below, or choose a rarity that
nonmagical light within the shadows is muted to a dull
reflects the wickedness of the soul that was used in its
sinister glow that casts no usable light while inside the
creation.
radius. The shadows last until you use a bonus action to
The weapon grants a bonus to attack and damage
speak the command word again.
rolls equal to the Hit/Damage Modifier in the table. The
Sin Harvest. When you roll a natural 20 for an attack
weapon also gains additional magical properties based
roll with this weapon, if the target’s current hit points
on its rarity. The effects of these properties are listed
are 100 or less, it immediately drops to 1 hit point. This
below.
ability does not affect creatures with legendary actions.
Ethereal. This weapon is created from spectral
shadows. It ignores half cover and three-quarters cover,
but not full cover.

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.
Wind Drakes are a top predator among the skyline of Grounder. Whilst you hold the baton, you may expend
the Tenth District. Many Skyknights and Wayfinders 4 of its charges to cast the banishment spell (DC 15)
have discovered that their hides provide protection in
the vertical environment of Ravnica.
Writ of Passage
While wearing this armor, you gain a +1 to AC. As Wondrous item, rare
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
Wojek Pendrek circulated that the Orzhov Syndicate offers black
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
Standard issue Wojek commissions often include a designate one humanoid to whom it is legally bound.
silvered short sword and this pendrek. Made famous As an action the designated humanoid may hold up the
by the legendary hero, Agrus Kos, these batons are a Writ and declare a destination within the Tenth District.
symbol of pride for the League of Wojek. Built from If the humanoid is not familiar with their destination,
silvered steel, and with a minor wand core, Wojek they can describe it to the best of their ability, including
pendreks are ideal for dispatching supernatural foes. a specific precinct. For the next 8 hours, the designated
This weapon counts as a silvered club and grants you a humanoid and a traveling party of no more than 5
+1 to attack and damage rolls made with it. Additionally, other humanoids gain the following benefits if they are
while you are attuned to this weapon, it has 4 charges traveling towards their destination:
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


• Once per day, the wielder may use the Relic to cast
Guild Relics 1 spell of 2nd level or lower from its Guild Spell list.
The time before the Guildpact was an era of strife and Awakened
war. Factions openly battled each other for the influence • The Relic’s spell save DC becomes 15, and its spell
to decide Ravnica’s future. The leaders of these warring attack modifier becomes +5.
factions would become the first Guildmasters and • Once per day, the wielder may use the Relic to cast
they were called the Paruns. To aid in their wars, the 1 spell of 4th level or lower from its Guild Spell list.
Paruns forged themselves items of immense power
that reflected their personal philosophies. These items Exalted
were imbued with the spirit of their creators; becoming • The Relic’s spell save DC becomes 17, and its spell
linked to their wielder’s dedication to their ideals. Over attack modifier becomes +7.
the course of 10,000 years of Guildpact peace, many of • Once per day, the wielder may use the Relic to cast
these Guild Relics were lost to time; while others were 1 spell of 5th level or lower form its Guild Spell list.
closely guarded by their guild.
Unlike normal magic items, Guild Relics are imbued
with the spirit and tenets of their associated guild and Advancement of a Guild Relic
Parun. Their power is a reflection of their wielder’s A Guild Relic’s power is a reflection of its wielder’s
devotion to the ideals of their guild. As their wielder loyalty to their guild’s ideals and philosophies. As
continues to demonstrate their loyalty, the item grows its owner continues to demonstrate these ideals
in power, unlocking additional properties within it. and gains Renown within their guild, the Relic
Through the passing of millennia, or if consistently grows in strength, reclaiming some of the lore
used in ways that are antithesis to its purpose, a Relic and power associated with its Parun. Guild Relics
can slowly lose its power. Due to this, most Relics are usually advance as their wielder attains certain
found in their dormant state. While dormant, a Relic levels of Renown within their guild. However, a Guild
offers only a minimal amount of its former power. Relic might advance on its own during a heroic (or
However, as its wielder gains Renown within their villainous) moment of great significance; granting
guild, or during moments of strong personal growth great power in times of need. These moments of
and demonstration of guild ideals, a Relic may awaken greatness may be a temporary state in which the
more of its previous power. Over time, through great Guild Relic advances to another stage and then
deed and conviction, a Relic may attain its exalted reverts to its previous, or it may reflect a permanent
state and reclaim the full strength it commanded change within the item.
when wielded by its ancient Parun. The properties and
features gained at each new state are cumulative with • A character embodies the purest ideals of their
the properties and features granted at a previous state, guild, making a display of that guild’s beliefs.
unless otherwise noted. • A character uncovers a significant secret about
This section presents some of the Guild Relics from Ravnica’s past, or about the past of their guild.
Ravnica’s rich history and lore. • A character defeats a rival or powerful creature
that opposes their guild.
• A character obtains new understanding and
Guild Relic Spells pride for what it means to be a member of their
A Guild Relic is able to cast spells from its associated
guild.
Guild Spells list (Chapter 2, Guildmaster’s Guide to
• A character successfully defends or destroys a
Ravnica). As a Relic’s strength continues to grow, it
significant part of Ravnican or guild history.
is able to cast stronger spells. These increases are
• (Item specific examples are given with each
cumulative as the Relic continues to evolve. Spells
Guild Relic listed below)
cast from Guild Relics do not require any material
components. A Guild Relic typically remains dormant until its
wielder reaches Renown 25 with their guild; at which
Dormant time it becomes awakened. It achieves its exalted
• The spell save DC for spells cast with the Relic is state at Renown 50. However, this progression is
13. ultimately determined by the Dungeon Master.
• Spell attacks made with the weapon add a +3
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
On display in the Old Laws Library within New Prahv, sphere centered on a point you can see within 120
pressed under three inches of magic protected glass, feet of you. The spell save DC for this ability is the
lies the first draft of the original Guildpact. This same as this item’s Guild Relic Spells DC. When
manuscript of what would become the most powerful you create the field, you may choose one of the
spell in Ravnica’s history was handwritten by Azor I, the following effects within the field for each charge
Azorius Senate’s Parun and author of the Guildpact. your spent:
This prodigious tome has annotations, addendums and • Creatures within the field are affected by the
law runes scribbled into its margins. Blood red ink has bane or bless spell; you may choose one when
crossed out entire sections deemed flawed or unlawful, you create the field.
and a tuft of its author’s blue mane has been tucked • The field becomes difficult terrain. You may
inside. Written as the foundation of the Guildpact itself, choose yourself and up to five other creatures
this tome holds untold secrets, riddles and failsafes that you can see who ignore this difficult terrain.
written by Azor himself. Merely holding this book fills • The field is affected by the silence spell.
one with the sense of burden placed on the laws of Awakened
Ravnica every day. • The tome’s bonus to Initiative rolls becomes +2.
• The tome’s maximum charges increase to 4.
Unlocking this Relic’s Power • As an action, you may expend a charge to have the
• A character stands in staunch defense of the law tome cast the magic circle spell without needing any
against a powerful agent of chaos. material components. You may not use this feature
• A character solves a difficult riddle or thwarts a 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.
• As an action, you may expend a charge to have the
Dormant tome cast the antimagic field spell without needing
• You gain a +1 bonus to Initiative rolls. any material components. You may not use this
• The tome has 3 charges and regains all expended feature again until the next dawn.
charges daily at dawn.

Azor’s Annotated
Guildpact

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 Awakened
for the Archangel Razia, Parun of the Boros Legion. It • The attack and damage bonus for this weapon
is said that, in the hands of the Archangel, the sword becomes +2.
burned so brightly that her enemies had to avert their • The additional radiant damage from this weapon
eyes and arrows divert their paths. increases to 2d6.
The weapon consists of an intricate bronze and • Brightflame. When you are attacked by a creature
enameled hilt. The guard is shaped like a sunburst so within 60 feet of you that you can see, you can use your
that when used, the wielder’s fist creates the Boros reaction to flare the blade, imposing disadvantage on
insignia. There is no blade to the sword. Instead, when the attack roll, causing the blade to flare brightly before
the wielder grasps the hilt, a holy flame erupts from the the attack hits or misses. If the attacker still hits, they
weapon. take 1d6 radiant damage from the blade. An attacker
that can’t be blinded is immune to this feature.
Unlocking this Relic’s Power Exalted
• A character heroically confronts an agent of evil • The attack and damage bonus for this weapon
or chaos, without hope of victory. becomes +3.
• A character seeks justice even if they stand to • The bonus radiant damage from this weapon
lose something dear to them. increases to 3d6.
• A character rallies a group of discouraged • Archangel of War. As a bonus action, you can use
soldiers to continue their fight. the Relic to manifest four angelic wings. These
last for 1 hour and grant a fly speed of 60 feet. You
cannot use this ability again until you finish a
Dormant
long rest.
• You gain a +1 bonus to attack and damage rolls with
this weapon.

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
This bright green gemstone was once a part of the make to influence them.
crystallized mana that permeates Mat’Selesnya’s • Every day at dawn, you gain a number of temporary
physical form. It was given to the loxodon Bayul, a hit points equal to 5 + your level. As an action you
Living Saint of the Conclave centuries ago. Its power may touch another creature and gift any number of
acted as a way for him to communicate with the these temporary hit points to them. Any temporary
Conclave during his pilgrimages throughout the ten hit points previously gifted in this way go away at
districts of Ravnica. The jewel also gave increased dawn.
sentience to the wolf Biracazir, who acted as a regent • Worldsong. You may perform a special ritual that
Guildmaster for a time after the Decamillenial event. requires 10 minutes of concentrating on the jewel.
While any member of the Selesnya Conclave will claim At the end of the ritual, you may choose a creature
to hear the Worldsong, those in possession of the jewel with whom you are familiar, who is friendly with
have an acute awareness of their surrounding lifeforce you and who is on the same plane as you. You
and all the members of the Conclave. immediately know that creature’s current hit points
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.
• A character willingly puts themselves in grave Awakened
danger to save nature or a close friend. • The temporary hit points granted to you at dawn is
• A character tries to find a harmonious ending to increased to 10 + your level.
a significant conflict. • Bond of Harmony. You may use the jewel to cast
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
• You gain the ability to communicate in a limited their attack rolls, saving throws and AC. After using

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 • Castigate. As an action you can have the tome
dies or when you use an action to end the bond, cast the command spell. The spell save DC for this
which also ends the awaken spell on the creature. ability is the same as this item’s Guild Relic Spells
Exalted DC. The spell cast in this way can affect undead
• The temporary hit points granted to you at dawn is creatures, even if they do not understand your
increased to 15 + your level. language. Undead creatures have disadvantage on
• A beast bonded with Bond of Harmony may use Wisdom saving throws against this spell. Once you
their bonus action to cast the misty step spell. When use this ability you cannot use it again until the next
cast in this way, if you are within 30 feet of the dawn.
bonded beast, you may choose to teleport as well, • Souls of the Faultless. Your command over
swapping places with the beast. The beast may use indentured spirits grants you a coterie of innocent
this ability a number of times a day equal to your protectors. An incorporeal spirit is summoned to
proficiency bonus. protect you, and begins swirling around you in your
• After 30 days of being charmed by Bond of space. The spirit is intangible and is immune to
Harmony, if the bonded creature is a plant, it can all damage and effects. When you are hit with an
use its action to become immediately rooted in attack, you may use your reaction to move the spirit
place. A single 60-foot tall, 5-foot wide, vernadi tree between you and your attacker. You gain resistance
then grows in its place and a voda (conclave dryad, to the damage of that attack, and the attacker takes
Guildmaster’s Guide to Ravnica) emerges to tend to 1d6 necrotic damage. The spirit then fades until the
the vernadi. The dryad treats you as a close friend, next dawn.
and is willing to fight to defend you and the vernadi. Awakened
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
agreement, or repays a significant debt. transported in this way. If you lose attunement with
• A character outwits a rival they have plotted the ledger, any treasure stored in the vault is lost.
against. Exalted
• A character defies mortality, coming back from • Souls of the Faultless now grants you 3 spirits
the brink of death. whenever you finish a long rest and your spirits deal
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
• The attack and damage bonus for this weapon
Weapon (greataxe), legendary (requires attunement by a becomes +2.
member of the Gruul Clans) • Your strength score and maximum strength score
This enormous axe, blunted by a thousand battles, was both increase by 4.
once the personal weapon of Cisarzim, the cyclopean • Cyclopean Strength. When you score a critical hit
Parun of the Gruul Clans. Cisarzim led the forces with this weapon, it immediately casts the shatter
of Chaos against Ravnica in the wars leading up to spell centered on the target’s location. The spell
the Guildpact. Known as the Lord of Chaos, it was save DC for this ability is the same as this item’s
Cisarzim who fought against the Archangel Razia in Guild Relic Spells DC. You are immune to the
a duel to decide the world’s fate. Even 10,000 years damage from this ability.
after it was forged, the axe still contains the fiery and
destructive nature of its former master.
Exalted
• The attack and damage bonus for this weapon
becomes +3.
Unlocking this Relic’s Power • Your strength score and maximum strength score
• A character lashes out in anger against the both increase by 6 to a maximum of 26.
oppression of civilization and its laws. • You can use an action to grow in size as per the
• A character becomes enraged at the sight of enlarge spell for 10 minutes. While enlarged in
nature being trampled upon. this way, you score a critical hit on a 19 or 20. You
• A character defeats a significant beast or cannot use this ability again until the next dawn.
monster to demonstrate their strength.

Dormant
• You gain a +1 bonus to attack and damage rolls
made with this weapon. Don’t ask me about the name of this
• Your strength score and maximum strength score weapon. I’ve chalked it up to
both increase by 2. typical Gruul logic.
• 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.
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
Blade of Boros
the Blade still resides amidst the ruins of the old Azorius Guildhall; protected by an expansive
silence spell around the area.
The Jewel was last used by the dire wolf Biracazir, as he led the Chorus of the Conclave prior to
Jewel of the
Trostani’s emergence. After Trotani appeared to shepherd the guild, the Jewel was no longer given
Chorus 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
A scroll containing an outrageous law the Senate 29 A purse containing 4 seeds to an unknown plant
02
never approved
A broken wooden shield, engraved with the
A silver key with the Azorius Senate’s symbol 30 words “Always Remember” and the date of the
03
engraved on it Decamillenial Celebration
A vial containing a potent, blue astringent that A set of brass scales, designed so one side takes
04 31
vedalken use as soap twice as much weight to balance
A strip of tattered blue cloth from a famous An urn glazed in black and gold, containing the
05 32
Azorius Arrester remains of a forgotten oligarch
06 A griffin's talon, piercing a small bit of metal A small glass cage containing a tiny winged
33
The tip of an Arrester's spear, with claw marks Thrull. it’s actually alive!
07 A raven-black angel feather, holding it gives you
on it 34
A warrant for a Dimir operative, all information a feeling of dread
08 A one-zino coin showing the Orzhov insignia,
except the name “Pryvyd” is redacted 35
A patrol schedule for part of New Prahv, without when flipped it always lands on one side
09 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
A porcelain mask depicting a slightly disgusted
A bronze Boros signet, it seems heavier than it 37
11 visage of an oligarch
appears A silver bell that chimes twice a day when the
Half of a silvered Wojek baton, with the initials 38
12 Orzhovan Investment Exchange opens or closes
A.K. engraved on the side
39 An Orzhov Hymnal bound in black leather
A topographical map of one of the Tenth’s
13 A small sculpture of a gargoyle, you have dreams
precincts, noted with Skyknight roosts 40
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
15 A smoldering coal from a Boros Flame-Kin 41 pointer. You’re not sure why, but the pointer is
always focused on Nivix.
A dented, crown shaped Boros helm with dried
16 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
A pristine white, angel’s feather. It gives off a soft 43 one side. Inscribed on the box are the words
18
glow and a feeling of safety “Capacitor rated for 1.21 Gigawatts”
A marble angel figurine from the game Legions 44 A tiny flightsuit made for a sprite.
19
and Clans
A carving of Niv Mizzet’s head, holding a crystal
A set of twelve wooden battalion markers
20 45 ball in its mouth. If you shake the ball, vague
painted white and red, with a map of the Tenth
words appear to answer yes-or-no questions
A small potted plant that resembles Vitu-Ghazi,
21 A small clockwork figurine of a goblin. It
it requires no watering 46
randomly explodes and reassembles itself.
22 A silver pin with Ledev Guardian heraldry A hollow tube with a tiny weird. When it is
47
An ocarina made from a large acorn, with a shaken, the tube becomes highly magnetic.
23
wurm carved in relief A mizzium lighter in the shape of Niv Mizzet that
48
24 A leaf crown that gently move as if in the wind breathes a blue flame.
A glass rod containing a Steam Mephit, when
A small figurine of root and stone in the shape of 49 shaken it produces hot steam to iron the
25
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 An onyx ring. When you tap it three times, a faint
77
50 kinetic energy back and forth. Small lightning blue light shows the Dimir symbol
bolts arc between them. A fake law scroll; signed by no less than 4 Senate
78
A petri dish holding a small ooze like substance members and 2 Legion officers
51
labeled, “Experiment #1” A standard brown wool cloak. When flipped
A seafoam colored lab coat that stitches itself 79 inside out it becomes a black cloak that billows
52
together when torn an inky fog
A drinking mug made from a seashell, grown A skeleton key, painfully sculpted to look like an
53 80
exactly into its current shape actual skeleton
A collection of pressed plants from all over A preserved Devkarin eyeball in a small jar. The
54 81
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 A pouch of Deadbridge Tea, made of leaves and
83
tiny, dried, animal bones.
57 A merfolk designed wetsuit, made of kelp A tiny burlap doll decorated with a couple
84
An ooze ball that changes color when you humanoid hairs. There are pins jammed into it.
58
squeeze it A severed troll finger. If you look closely, it
85
59 A stethoscope made of translucent goo appears as if the finger is regenerating…

A tightly sealed glass jar with a tiny krasis 86 A spool of thread made of Archweaver spider silk
60
swimming inside of blue-green liquid A jar of Mortipede perfume. The smell is highly
87
61 A vial of colored Gruul ink used for tattoos attractive to insects.
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
A finely carved wooden centaur figurine, with 89
63 preservative liquid
real horse hair for the mane and tail
A collapsible fan made of transparent insect
64 A dice set made of young Ravager Wurm teeth 90
wings
65 The skull of an Utvaran Hellkite wyrmling A pair of black iron body piercing rings, with a
91
chain linking them
A small wooden box filled with toothpicks…
66 A long-stem pipe made of bone, and carved to
made from the bones of some small creature 92
look like a devil
An orange and purple phoenix feather, it appears
67 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
94
68 precincts. Foul markings show buildings that lantern ignites a flame on the imp’s head.
have previously been destroyed in raids. A painted face-mask of a jester with a rictus
95
69 A frayed strip of cloth with a painting of Cisarzim blood-red smile
A pair of leather boots that leave burned
70 A lucky rageboar hoof, of an unlucky rageboar 96
footprints as you walk. They smell of brimstone.
71 An invisible tube of black eye-shadow 97 A set of spiked juggling balls that catch fire
A leather bag containing an assortment of 98 A black and red striped ringleader cane.
72
meticulously cared for surgical tools
A hollowed demon horn. When blown, it sounds
A torn parchment, marked with a list of names 99
73 like screaming…
and causes of death
A clockwork wind-up toy of a smiling Rakdos
A black leather half-mask that covers your nose 100
74 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.
76 As you turn the layers, different lines appear Ravnicans carry the strangest things
pointing to certain buildings in their pockets...

PRYVYD’S GUIDE TO RAVNICA


Chapter 4:
Bestiary

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,
Medium swarm of tiny monstrosities, neutral including upside down on ceilings, without needing to
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 Actions
Condition Immunities charmed, frightened, grappled, Psychic Disruption. The swarm touches a nearby enemy
paralyzed, petrified, prone, restrained and disorients it with a wave of psionic energy. Choose
Senses darkvision 60 ft.., passive Perception 11 one creature within 5 ft. of the swarm. They must succeed
Languages: - on a DC 10 Wisdom saving throw or be knocked prone and
Challenge 1/2 (100 XP) they cannot take reactions until the start of their next turn.

Lupul Lurker Lupul Encounters


As mindleech swarms continue to grow and link their If the party has made an enemy of a lupul, it will rarely
minds, the natural outcome is a lupul lurker. Lupul are attack them head on. Instead, the lupul favors a drawn-
an intelligent and adaptable race that are able to change out encounter that makes use of its shapechanger and
their form to blend in with Ravnican society. Lurkers sneak attack abilities.
have learned how to leverage their natural talents to When possible, lupul prefer to engage their targets in
work as assassins, thieves and infiltrators. a crowded area. They will alternate between changing
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
Medium humanoid (lupul), any alignment
polymorph into a medium humanoid with an
Armor Class 15 (leather armor) appearance of its choosing, or back into its lupul form.
Hit Points 71 (13d8 + 13) Its statistics are the same in each form. Any equipment
Speed 30 ft., climb 30 ft. (lupul form) it is wearing or carrying isn’t transformed. It reverts to its
lupul form if it dies.
STR DEX CON INT WIS CHA Sneak Attack (1/Turn). The lupul deals an extra 14
11 (+0) 18 (+4) 12 (+1) 12 (+1) 11 (+0) 13 (+1) (4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
Saving Throws Dex +7, Int +4 the target is within 5 feet of an ally of the lupul that isn’t
Skills Acrobatics +7, Deception +4, Perception +3, Sleight incapacitated and the lupul doesn’t have disadvantage
of Hand +7, Stealth +7 on the attack roll.
Senses darkvision 60 ft., passive Perception 13 Spider Climb (lupul form only). The lupul can climb
Languages: any one language (usually Common) plus difficult surfaces, including upside down on ceilings,
thieves’ cant without needing to make an ability check.
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
squeezing. Daggers. (humanoid form only) Melee Weapon Attack:
+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
action. Swarm. (lupul form only) The lupul touches one creature
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 Uncanny Dodge. The lupul halves the damage that it
succeeds on the saving throw, and only half damage if it takes from an attack that hits it. The lupul must be able
fails. to see the attacker.

PRYVYD’S GUIDE TO RAVNICA 48


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


Huge swarm of tiny monstrosities, chaotic evil 2d8 psychic damage.

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
regain hit points or gain temporary hit points. Any hostile
Saving Throws Dex +9, Wis +5
creature that starts its turn in the mass’s space takes 8
Skills Perception +5, Stealth +9
(2d8) piercing damage.
Damage Resistances bludgeoning, piercing, and
slashing Actions
Condition Immunities charmed, frightened, grappled,
Multiattack. The mindleech mass makes one attack with
paralyzed, petrified, prone, restrained
Senses darkvision 60 ft. passive Perception 19 its Psychic Scream and two with its Tendrils. It may do
Languages: - these in any order.
Challenge 10 (5,900 XP)
Tendril. Melee Weapon Attack: + 10 to hit, reach 20ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
Fragile Consciousness. When the mindleech mass
target is grappled (escape DC 16) if it is a Huge or smaller
is reduced to 0 HP or if it takes more than 30 psychic
creature. Until the grapple ends, the mindleech mass
damage in a round, it separates into 4 swarms of
can’t use this tendril on another target. The mindleech
mindleeches that occupy the mass’s space. These
mass can have up to four tendrils at a time.
swarms maintain the same initiative as the mindleech
mass. If not destroyed, the swarms will merge again in Psychic Scream. Each creature within 10 feet of the
1d6 days. At that time roll a d6, on a 1 – 5 the swarms Mindleech Mass must succeed a DC 11 Wisdom saving
merge back into a mindleech mass; on a 6 they create a throw or take 9 (2d8) psychic damage and be stunned
lupul lurker. until the start of their next turn. On a success a target
Psionic Backlash. Any creature that attempts to read the takes half damage and isn’t stunned.
mass’s thoughts or communicate with it telepathically

49 PRYVYD’S GUIDE TO RAVNICA


Pryvyd, Dimir Dissident The operation was a simple courier job; deliver a thought
strand to a Memory Fence a few precincts over. Upon
Like all lupul, Pryvyd attained coherence deep within the
reaching street level, Pryvyd was overwhelmed by the
Undercity, in a hidden colony. Of an older generation,
colorful and immense cityscape. An almost childlike naiveté
Pryvyd could still sense the minute psionic imprint from
caused Pryvyd to deviate from their mission and begin
the Dimir Parun, Szadek. Following this psychic beacon,
exploring the city. Pryvyd marveled at the diverse populace,
Pryvyd wound their way through shifting corridors until they
floating islands, Tin Street markets, and constant thrum of
arrived at Duskmantle, Guildhall of House Dimir. The Guild
life. Eventually, the lupul completed their first mission and
that Doesn’t Exist welcomed the shapeshifter into their fold,
returned to Duskmantle.
not fully realizing the valuable asset they had acquired.
In time, the Dimir Guildmaster Lazav began to take
Pryvyd came to admire the grace and expertise of the
special interest in Pryvyd’s development. He saw in Pryvyd
Dimir, and swiftly excelled in the Guild. Pryvyd spent
a powerful tool that Szadek once deftly wielded. Lazav
months learning operative tactics, developing their roguish
began helping Pryvyd unlock their nascent psionic gift;
talents and perfecting their impersonations. However,
molding the lupul into a hidden weapon for the Guild.
none of Pryvyd’s training would prepare them for their first
Pryvyd began receiving personal assignments from Lazav
assignment to the overworld.
to locate and observe specific individuals and report their

PRYVYD’S GUIDE TO RAVNICA 50


findings. Not long after, Pryvyd realized the individuals dodging Lazav’s agents. Pryvyd continues to be awed by the
they were observing were other lupul. Soon after Pryvyd wonders of the Tenth district, and is often caught up in the
would identify another lupul, they would suddenly vanish. excitement and intrigues of the city.
Now entrenched in Lazav’s nefarious machinations, Pryvyd Pryvyd prefers quick, decisive encounters, only leaving
quickly became disillusioned to the ideals of the Guild they the safety of their anonymity for an opportune strike. When
once adored. Unwilling to continue their assignments, protracted combat is unavoidable, they tend to switch
Pryvyd fled from the Guildhall and into the city. between hiding and attacking. Often the lupul will shift
Given the title “Dissident”, House Dimir still considers into their true form, disengage and find an advantageous
Pryvyd a member; with some agents considering Pryvyd’s position before engaging their opponent again. Typically
defiance of the status quo to be at the heart of House ideals. aloof and observant, Pryvyd can become excited and
Now operating on their own, Pryvyd uses their shapeshifting overconfident in the face of a challenge; relying on their
expertise to locate and guide newly awakened lupul, while abilities to escape a bad situation if needed.

Pryvyd turn, Pryvyd may choose to teleport to an unoccupied


space up to 30 feet away.
Medium humanoid (lupul), chaotic good
Shapechanger. Pryvyd can use their action to
Armor Class 17 (studded leather armor) polymorph into a medium humanoid with an
Hit Points 78 (13d8 + 13) appearance of their choosing, or back into their lupul
Speed 30 ft., climb 30 ft. (lupul form) form. Pryvyd’s statistics are the same in each form.
Any equipment they are wearing or carrying isn’t
STR DEX CON INT WIS CHA transformed. Pryvyd reverts to their lupul form if they
11 (+0) 20 (+5) 12 (+1) 12 (+1) 13 (+1) 14 (+2) die.
Sneak Attack (1/Turn). Pryvyd deals an extra 25 (7d6)
Saving Throws Dex +7, Int +4 damage when they hit a target with a weapon attack
Skills Acrobatics +10, Deception +12, Perception +6, and has advantage on the attack roll, or when the
Sleight of Hand +10, Stealth +15 target is within 5 feet of an ally of the lupul that isn’t
Senses darkvision 60ft., passive Perception 16 incapacitated and the lupul doesn’t have disadvantage
Languages: Common, Thieves’ Cant, Telepathy for 60 on the attack roll.
feet
Challenge 13 (10,000 XP) Spider Climb (lupul form only). Pryvyd can climb
difficult surfaces, including upside down on ceilings,
Amorphous (lupul form only). Pryvyd can enter a hostile without needing to make an ability check.
creature’s space and stop there. They can move through Actions
a space as narrow as 1 inch wide without squeezing.
Pryvyd can spend half their movement to escape any Multiattack. (humanoid form only) Pryvyd makes three
nonmagical grapples or restraints. psychic blade attacks.
Cunning Action. On each of Pryvyd’s turns, they can Psychic Blades. (humanoid form only) Melee or Ranged
use a bonus action to take the Dash, Disengage, or Hide Weapon Attack: +10 to hit, reach 5 ft. Or range 30/60, one
action. target. Hit: 9 (1d6 + 5) psychic damage.
Evasion. If Pryvyd is subjected to an effect that allows Swarm. (lupul form only) The lupul touches one
them to make a Dexterity saving throw to take only creature sharing its space. The target takes 10 piercing
half damage, Pryvyd instead takes no damage if they damage.
succeed on the saving throw, and only half damage if Psionic Veil (1/day). Pryvyd can become invisible for 1
they fail. hour, or until they deal damage to a creature or force a
Innate Spellcasting. Pryvyd’s innate spellcasting ability creature to make a saving throw.
is Charisma (spell save DC 15). They can innately cast the Reactions
following spells, requiring no material components:
Uncanny Dodge. Pryvyd halves the damage that they
At will: encode thoughts
take from an attack that hits them. Pryvyd must be able
1/day each: detect thoughts, modify memory
to see the attacker.
Psionic Teleportation (3/day). As a bonus action their

51 PRYVYD’S GUIDE TO RAVNICA


PRYVYD’S GUIDE TO RAVNICA

Common questions

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The adaptability of Lupul physiology is reflected in their Amorphous and Evasion abilities, allowing them to navigate tight spaces without hindrance and evade damage more efficiently, respectively. These features enhance their defensive capabilities by making them difficult to pin down and damage .

The Split Form ability allows a Lupul to create a duplicate, effectively creating a distraction and enabling tactical maneuvers. The duplicate shares its turn, movement, actions, and statistics, allowing the Lupul to engage multiple opponents or provide additional angles of attack. Similarly, it can defensively draw attention away from the Lupul, potentially sparing it damage .

Telepathic abilities in Lupul enhance strategic communication by allowing silent, instant exchanges of information without the risk of interception. This capability is invaluable in coordinated attacks or secrecy-intensive missions, preventing eavesdropping while ensuring efficient team cohesion .

Pryvyd's abilities, such as shapechanging, psionic teleportation, sneak attacks, and innate spellcasting, make them exceptionally suited for espionage. These abilities allow for stealthy movement, quick engagements, and the gathering of intelligence without detection, crucial for House Dimir's covert operations .

A bard from the College of Discord can incite a desire for violence and hedonism in their audience through performances that stir base desires. The rakdos philosophy is reflected in these actions as they emphasize living without restrictions and provocation, making the mayhem and dissent stirred by such performances a form of artistic expression .

The Tangential Casting ability allows a Vedalken to add an ability modifier (Intelligence, Wisdom, or Charisma) to Constitution saving throws for maintaining concentration on a spell. Additionally, when they ready a spell while already concentrating on another, they do not lose concentration on the original spell, enabling them to manage multiple spells simultaneously .

Psionic Teleportation allows Pryvyd to reposition up to 30 feet as a bonus action, providing a strategic advantage to escape threats or gain advantageous positions. However, its limitation is its usage of only 3 times per day, necessitating careful management in prolonged engagements .

The College of Discord uses abilities like Incite Hysteria and Blood Spectacle to manipulate social dynamics by inducing frenzy and shifting crowd emotions towards violence and hostility. By doing so, they destabilize social structures and incite chaos, consistent with their Rakdos philosophy of unrestricted living .

The Shapechanger ability allows a Lupul to polymorph into a humanoid of any appearance, maintaining all of its statistics, which enhances versatility by allowing it to blend into different environments and assume different identities without losing any combat or movement capabilities .

Pryvyd's experience with House Dimir, particularly being disillusioned by the Guild's manipulative schemes, drives them to operate independently as a defender of newly awakened lupul. Their past shapes a cautious, yet open-hearted interaction with the city's environs, balancing secrecy with altruism .

PRYVYD’S GUIDE TO RAVNICA
PRYVYD’S GUIDE TO
PRYVYD’S GUIDE TO
RAVNICA
RAVNICA
BY SEAN ATHERTON
BY SEAN ATHERTON
Surveil the i
PRYVYD’S GUIDE TO RAVNICA
Created and written by Sean Atherton, 2020 
Edited by Jack Weighill 
Twitter @diceaveragejack 
All
PRYVYD’S GUIDE TO RAVNICA
Preface ...................................................................................... 3
In
PRYVYD’S GUIDE TO RAVNICA
Preface   
Since 2005, when I read Cory J Herndon’s first Ravnica novel, I have been hooked into th
PRYVYD’S GUIDE TO RAVNICA
To those reading my notes,
I am Pryvyd; 
Perhaps it’s melodramatic to take my name from the Old Rav
PRYVYD’S GUIDE TO RAVNICA
In the vast diversity of Ravnica, there are a multitude 
of people, paths and professions. Included
PRYVYD’S GUIDE TO RAVNICA
your as if it were bright light, and in darkness as if it 
were dim light. You can’t discern color
PRYVYD’S GUIDE TO RAVNICA
Simic Hybrid                                        
Expanded Animal Enhancement List  
The Simic C
PRYVYD’S GUIDE TO RAVNICA
grapple ends, the target is restrained, and you can’t 
constrict another target. 
Static Conductor.
PRYVYD’S GUIDE TO RAVNICA
Elusive Shifter 
Prerequisite: Lupul 
You have learned to leverage your shapechanging 
to swiftly b

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