

These mysterious beings, called the Nephilim, grant warlocks the mysterious and maddening powers of the Great Old One. Members of any guild who delve too deeply into forbidden secrets-perhaps at the behest of their guilds' leaders, or sometimes in defiance of them-might unearth lore regarding the "old gods" of Ravnica. Warlocks are most often found in the Cult of Rakdos and the Selesnya Conclave. In a handful of guilds, service to a powerful individual is common among warlocks. Sorcerers who gain their elemental powers from laboratory incidents often claim that they have been infused with some of Niv-Mizzet's power. Niv-Mizzet, the guildmaster of the Izzet, is a dragon. Thus, they are most often found among the Izzet. Ravnica's sorcerers usually attribute their magical power not to bloodlines or cosmic forces, but to laboratory experiments-often ones gone awry. Rogues are most at home in House Dimir, the Golgari Swarm, and the Orzhov Syndicate. Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves) Selesnya and Golgari rangers are focused on protecting their communities. Gruul rangers serve a similar role, though they are focused on protecting their clans from the encroachment of civilized forces such as the Boros. Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. The loyalty of a paladin is appreciated most by those guilds that value oaths of service, namely the Azorius Senate, the Boros Legion, and the Selesnya Conclave Subclass Simic (focus on water- and air-related disciplines) Unarmed fighting styles like those practiced by monks are uncommon on Ravnica, but a few guilds-House Dimir, the Selesnya Conclave, and the Simic Combine-do have contemplative traditions that include channeling magic in the form of ki. SubclassĪzorius, Boros, Golgari, Gruul, Orzhov, Rakdos, Selesnya, Simic In a world where constant tension among the guilds often blooms into physical violence, fighters are the core of most guilds' defenses. Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)įighters are common in almost every guild, with Dimir as the notable exception.

Druid circles do not cross guild boundaries the fact that a Golgari druid and a Selesnya druid both belong to the Circle of the Land does not necessarily create common ground between them. * Appears in Xanathar's Guide to Everythingĭruid characters are typically associated with the Golgari Swarm, the Gruul Clans, the Selesnya Conclave, and the Simic Combine. They most often use their guild insignia as holy symbols. Though the worship of gods isn't widespread in Ravnica, clerics dedicated to more abstract principles do exist, primarily within the Azorius Senate, the Boros Legion, the Gruul Clans, the Orzhov Syndicate, and the Selesnya Conclave. In Ravnica, bards are commonly found among the Azorius Senate, the Cult of Rakdos, and the Selesnya Conclave, serving in a variety of capacities as lore keepers and entertainers. *Appears in Xanathar's Guide to Everything The effects are the same as for a bear spirit. Gruul barbarians of the Zhur-Taa clan often choose the path of the Totem Warrior and a boar totem spirit.

If you want to play a barbarian, your most likely guild home is the Gruul Clans, but you could also put your rage to work in the wild spectacles of the Cult of Rakdos. This section can help you choose a guild if you already know what class you want to play. Certain classes and subclasses are especially appropriate for particular guilds, reflecting the traditions and training of those guilds. Your character can have any class that appears in the Player's Handbook (or other sources, with your DM's permission).
