Chapter 1: Character Creation

The Player’s Handbook describes a step-by-step process of character creation. When you create a character for a Ravnica campaign, you’ll go through the same steps, with the added step of choosing a guild.

Creating a character begins with imagining the person you want to play. The ten guilds of Ravnica provide a way to jump-start your imagination and steer you toward certain character archetypes that can guide the rest of the decisions you make for your character.

Choosing a Guild

Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches:

  • Look at the questionnaire, “What’s Important to Me?”, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play.
  • Read the guild descriptions in chapter 2 and choose one that appeals to you.
  • Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should one catch your eye.
  • If you have access to Magic: the Gathering cards from a Ravnica set, find a card that appeals to you and build that character.
  • If you’re a Magic player and you already have a favorite guild, create a character from that guild.

To reflect your character’s membership in a guild, you can choose the background included in the guild’s description instead of a background from the Player’s Handbook or some other source. Also make a note of your contacts.

Guildless Characters

You can play a character who isn’t a member of a guild. Choose one of the character backgrounds in the Player’s Handbook or another source instead of one of the guild backgrounds in chapter 2. Your guildless character can be of any class, race, and alignment. At the DM’s option, you might have contacts within guilds, or the DM can invent contacts for you that aren’t associated with the guilds of Ravnica in any way.

If you want your character to join a guild at a later time, the same guidelines apply as if the person were changing guilds, as described in chapter 2.

Race and Class

Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble figuring out what to do with you — but that challenge can be an interesting facet of your character’s development. An atypical choice can also motivate your character to adventure independently from the guild.

This chapter describes new races you can choose from: centaurs, goblins, loxodons, minotaurs, Simic hybrids, and vedalken. It also presents two new subclass options: the cleric’s Order Domain and the druid’s Circle of Spores. Every subclass in the Player’s Handbook also receives a mention in this chapter, indicating the guilds where characters of those subclasses might find a home.

Once you’ve chosen your race and class and recorded the benefits you get from them, you can proceed with the remaining steps of character creation as described in the Player’s Handbook.

Building a Party

It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like. Conversely, your party can include members of different guilds united by alliances or common principles. Or they could be childhood friends who ended up in different guilds, or just a haphazard collection of individuals thrown together by unforeseen circumstances. The Party Makeup table in this section offers suggestions for how you might compose your party.

The tables of contacts in chapter 2 can also help you create connections among the characters in your party. Those tables describe family relationships, current and former romantic connections, random acquaintances, past rivals, and many other ties that form among people in different guilds. Let these tables inspire you as you think about the circumstances that bring your party together.

Although conflicts among the guilds drive much of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful for the player characters to find common ground that unites them despite their differences in guild affiliation, ideals, and agendas. Even though some guild leaders (especially the villainous ones) might talk about exterminating or dominating other guilds, many guild members have family, lovers, friends, and acquaintances among other guilds. Those positive associations can bind an adventuring party together.

The DM can also use the Common Cause table in this section to find a way to bring together characters who don’t know or trust each other.

Party Makeup

d8Party Makeup
1One-Guild Party. Choose a guild and refer to its description in chapter 2 for suggestions on building the party around it.
2Classic Party. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)
3Law and Order Party. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger
4Mad Science Party. Simic druid, Izzet fighter, Izzet wizard, Simic monk
5Skulkers Party. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard
6Chaos Party. Gruul druid, Gruul barbarian, Rakdos warlock, Rakdos rogue
7Nature Party. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue
8Benevolent Party. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard

Common Cause

d8Reasons for Cooperating
1Cellmates. The characters are prisoners in an Azorius prison, a Gruul camp, or a Rakdos cage.
2Greater Threat. The characters are fighting each other when a rampaging wurm attacks.
3Sudden Danger. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding.
4Dream Team. A strange dream leads each character to the same destination.
5Lost Together. The characters are hopelessly lost in an unfamiliar part of the city.
6Detente. By order of their guilds’ leaders, the characters must cooperate to complete a secret mission.
7Common Foe. A villain is a common enemy to all the characters.
8Do or Die. The characters are all trying to avert the catastrophe of an all-out war among the guilds.

Adventure Types

Certain guilds lend themselves to particular types of adventures better than others, as shown below. If you’re interested in running an intrigue adventure, where the heroes must unravel twisted plots within plots, you’ll want to choose a different guild from what you would select if you want to run a dungeon delve that will take the adventurers into the labyrinthine undercity.

Dungeon Delve

Beneath the urban environment of Ravnica is an entirely different city — the dark, dank undercity, where vermin and horrors lurk and the Golgari Swarm maintains its elegant courts. Indeed, thousands of years of development have buried countless layers of construction beneath the current surface streets, making the undercity much larger than the surface city, though much of it is inaccessible. But if a sinkhole or other catastrophe opens long-sealed vaults and exposes them to the surface again, who knows what horrors might be revealed?

Dungeon Delve Guilds

1–3House Dimir
4–8Golgari Swarm
9–10Cult of Rakdos
11–12Simic Combine


Though the world is covered with streets and buildings, Ravnica also has its wilderness areas, including the ruined rubblebelts haunted by the Gruul and the sylvan wilds cultivated by the Selesnya.

Wilderness Guilds

1–4Gruul Clans
5–6Selesnya Conclave

Plots and Intrigue

Every guild has its internal politics, making it easy for characters to get caught up in intrigue — particularly within their own guilds. Certain guilds are more likely to involve themselves in the politics of other guilds, which makes them particularly good villains for intrigue-based adventures.

Intrigue Guilds

1–2Azorius Senate
3–6House Dimir
7–8Golgari Swarm
9–11Orzhov Syndicate
12Simic Combine


Ravnica is rife with crime, presenting law-abiding adventurers with ample opportunity to put their mystery-solving skills to the test. Identifying a guild assassin, tracking a stolen treasure, or unmasking a corrupt bureaucrat could all fall into this category. Of course, the adventurers need not be virtuous or law-abiding themselves: the Orzhov are more apt to send their own enforcers after thieves than they are to turn to the forces of law for assistance.

Mystery Guilds

1–4House Dimir
5–7Golgari Swarm
8Izzet League
9–11Orzhov Syndicate
12Simic Combine


When a cyclonic rift sweeps through the streets, an uncontrolled wurm crashes through buildings, or a laboratory experiment goes haywire, heroes might be called upon to shelter the innocent, stop the disaster at its source, or hunt down the villain responsible.

Disaster Guilds

1–2Golgari Swarm
3–5Gruul Clans
6–8Izzet League
9–10Selesnya Conclave
11–12Simic Combine


When the innocent are victimized by the powerful, heroes step in. Criminal shakedowns, military raids, endless riots, and more are chances for characters to prove their mettle and earn the adulation of the populace.

Protection Guilds

1–2Boros Legion
3–6Gruul Clans
7–8Orzhov Syndicate
9–12Cult of Rakdos

Guild versus Guild

Interguild conflict is such a fundamental aspect of life on Ravnica that the player characters’ guild membership is an easy starting point for choosing an adventure villain. If you choose a villain from a guild that’s already in conflict with one or more guilds that the characters belong to, it’s easy to craft villainous goals that are at odds with the characters’ goals.

If all the player characters belong to a single guild, choosing almost any other guild will provide opportunities for conflict. The natural state of the relationship between any two guilds is tension at best, and open warfare at worst. All it takes is a villain willing to upset the balance of power, and the characters’ guild or their own motivations should easily bring them into conflict with the villain. A party’s own guild could even provide a villain, given the amount of scheming and intrigue that exists even within the guilds. A guild official gone rogue, members of the same guild at odds with one another, or even a corrupt guildmaster can put characters in conflict with their own guild.

If the characters come from different guilds, a common enemy provides a good reason for them to work together. Any guild that isn’t represented by one of the characters is a fine choice for a villain.


The people of Ravnica include members of many different races. Aside from humans, elves, and a smattering of half-elves, the races from the Player’s Handbook are unknown on Ravnica, unless they’re visiting from other worlds.

This chapter provides information about the following common races of Ravnica, as well as racial traits for all of them but humans and elves:

Humans on Ravnica are like those found on other D&D worlds: adaptable, ambitious, and wildly diverse.

Elves, in their three common subraces, are strongly associated with nature.

Centaurs, the quintessential merging of human and horse, savor freedom and champion nature’s cause.

Goblins are small, fierce, stealthy, and sometimes comical.

Loxodons resemble humanoid elephants with powerful bodies, stoic natures, and serene wisdom.

Minotaurs on Ravnica are sophisticated tacticians as well as strong and fierce warriors.

Simic hybrids are the results of the Simic Combine’s Guardian Project, which magically infuses the adaptive qualities of certain animal species into human, elf, or vedalken volunteers.

Vedalken are tall, blue-skinned, and ingenious, with insatiable curiosity and a penchant for invention.

Height and Weight

You can roll for your character’s height and weight on the Random Height and Weight table. See the Player’s Handbook for humans, elves, and half-elves.

Random Height and Weight

RaceBase HeightHeight ModifierBase WeightWeight Modifier
Centaur6’0″+1d10600 lb.× (2d12) lb.
Goblin3’5″+2d435 lb.× 1 lb.
Simic hybrid— as humanoid base option —
Loxodon6’7″+2d10295 lb.× (2d4) lb.
Minotaur5’4″+2d8175 lb.× (2d6) lb.
Vedalken5’4″+2d10110 lb.× (2d4) lb.

Height = Base Height + Height Modifier in inches

Weight = (Base Weight + Height Modifier in pounds) × Weight Modifier


Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring and adaptability make them capable of great things — and great falls.

Not one of the paruns of the ten guilds was human, although the Ghost Council of the Orzhov Syndicate is of human origin. Likewise, no current guildmaster is human. But humans are lieutenants, advisors, and strategists in many guilds. Their ambition and drive propel them toward the top, but the sheer might of beings such as ancient dragons, sphinxes, and demons keeps humans one rung down from the pinnacle of power.

The humans of Ravnica are no less physically diverse than those of other worlds. Similarly, they are varied in their inclinations: they alone are found in every guild.

Human Names

One particular human tongue has triumphed over all others to become Ravnica’s Common language, and its phonemes and traditions shape the names of most of Ravnica’s humans. Humans sometimes borrow names from other races, but they have a rich pool of traditional names to draw from.

The use of family names seems to be a peculiarly human custom. Family names are passed down to children from either parent, and sometimes children use the family names of both their parents. For example, Micyl Savod Zunich was the son of Fonn Zunich and Jarad Vod Savo. When other races use family names, they are usually derived from some connection (not necessarily a blood tie) to a human family.

Male Human Names: Agmand, Agosto, Bell, Brev, Dars, Dobromir, Dravin, Evern, Gorev, Ivos, Janik, Juri, Lannos, Lucian, Micas, Nikos, Obez, Olrik, Osidar, Rogad, Sergiu, Sirislav, Tibor, Trigori, Tzaric, Uzric, Valen, Vennick, Vict, Vorimir, Vuliev, Zunak

Female Human Names: Anksa, Aszala, Berta, Bori, Briska, Dahlya, Geetra, Izolda, Jozica, Lavinia, Luda, Lyzolda, Milana, Miotri, Nefara, Palla, Pel, Ruba, Strava, Sulli, Vina, Voka, Zija

Family Names: Andon, Bara, Bejiri, Borca, Capobar, Forenzad, Gerava, Gharti, Golozar, Gostok, Grezar, Helsk, Javya, Karlaus, Kirescu, Koba, Kos, Macav, Migellic, Nar, Nodov, Pelerine, Pijha, Ralinu, Ringor, Rokiric, Sarv, Shonn, Suszat, Tandris, Trul, Tylver, Valenco, Vay, Vinloskarga, Wenslauv, Yaszen


elfThe elves of Ravnica are as much at home in the markets of Ivy Lane and the inns of Oak Street as their kin on other worlds are in ancient forests and fey castles. They scale the spires of cathedrals and meditate in gardens and greenbelts. They are part of the city, contributing to its vibrant life and sprawling growth while ensuring it never strays too far from its roots in the earth.

Elves are associated with the principles and magic of nature, growth, and stability. Striving to live in harmony with both nature and the community of Ravnica, they are drawn to guilds that share those ideals, particularly Selesnya, Golgari, and Simic. The Gruul Clans revere nature but set themselves in opposition to civilization, so they don’t hold much appeal for the typical elf.

Ravnica’s elves don’t share the unearthly, haunting presence of their kin on other worlds, perhaps because of the extent to which the city has rubbed off on them. They can easily be mistaken for human from certain angles, particularly if their long, pointed ears and their delicate facial features aren’t apparent.

Elf Subraces

As on other D&D worlds, Ravnica’s elves can be categorized as high elves, wood elves, and dark elves, though there is little physical difference among the three subraces here. Elves share the traits described in the Player’s Handbook for their race and subrace.

High Elves. The high elves of Ravnica have been subsumed into the Simic Combine and have lost their original tribal name. They are more slender than other elves, and they tend to have angular features and pale skin that often verges toward greenish hues.

Wood Elves. The wood elves of Ravnica, called the Silhana, are strongly associated with the Selesnya Conclave. Most guildless elves can also trace their ancestry to the Silhana. Their coloration covers the whole human range, and sometimes extends to green- or copper-colored hair.

Dark Elves. The word “drow” isn’t used on Ravnica, but the Devkarin elves are sometimes called the elves of shadow. They are closely connected to the Golgari Swarm, and because they generally live underground, they share other dark elves’ sensitivity to sunlight. Unlike the drow of other worlds, their coloration is much the same as that of wood elves, though their hair is usually dark brown or black.

Elf Names

If the tradition of using child names for young elves, as described in the Player’s Handbook, was ever practiced on Ravnica, it has long since died out. Some traditional Elvish names remain in use, often modified by the influence of human names. Most elves don’t use family names.

Male Names: Alcarus, Aramin, Beryan, Carric, Ezoc, Gurras, Immeral, Jarad, Laucian, Mihas, Mandor, Molander, Peren, Suniel, Theren, Varis

Female Names: Arin, Bethrynna, Cevraya, Dainya, Drusilia, Elga, Emmara, Fonn, Ielenya, Iveta, Karissa, Kirce, Meriele, Nayine, Niszka, Svania, Veszka, Yeva


centaurIn the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.

Nature’s Cavalry

Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration — from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.

The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.

Affinity for Nature

Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.

Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.

Clans and Community

Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.

Centaur Names

Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs believe, some shard of the spirit — of the departed. Centaurs don’t use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog

Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria

Centaur Traits

Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Centaurs mature and age at about the same rate as humans.

Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Fey. Your creature type is fey, rather than humanoid.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.


goblingWhether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential — at least in the eyes of most of Ravnica’s other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.

Small and Wiry

Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.

Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.

Unfettered Emotion

Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.

Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.

Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they’re amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.

Goblin Names

The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin’s name gives no indication of gender.

Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix

Goblin Traits

Your goblin character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.

Alignment. Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

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

Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.


loxodonThe humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.

Lumbering Giants

Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads — trunks, tusks, ears, and faces — of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.

Like that of an elephant, a loxodon’s trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.

Gifted Stoneworkers

Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum structures.

Relentlessly Loyal

Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.

Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.

The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it — everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group.

Loxodon Names

A loxodon’s name includes subtle tones, produced in a loxodon’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.

Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool

Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja

Loxodon Traits

Your loxodon character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Alignment. Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.

Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

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

Speed. Your base walking speed is 30 feet.

Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.

Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Languages. You can speak, read, and write Common and Loxodon.


When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon’s Natural Armor trait and the monk’s Unarmored Defense feature, you don’t mix them together. Instead, you choose which one determines your AC.


minotaurThe minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.

Horns and Hooves

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way.

Strength and Zeal

Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.

Minotaurs tend to vent their outrage through violence, but they aren’t generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.

Family and Guild

Minotaur legends describe a small pantheon of heroes — perhaps they were once thought of as gods — who established the minotaurs’ place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).

Since each family line has so many members, minotaurs don’t usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion’s Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.

Minotaur Names

The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.

Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem

Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka

Minotaur Traits

Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Alignment. Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.

Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

Simic Hybrid

simic hybridThe Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.

Extensive Adaptation

A hybrid’s biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.

Hybrids are the product of Simic magic. It’s not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy.

Simic Hybrid Names

A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation — a name chosen personally or by those who transformed them.

Simic Hybrid Traits

Your hybrid character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.

Alignment. Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild’s.

Size. Your size is Medium, within the normal range of your humanoid base race.

Speed. Your base walking speed is 30 feet.

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

Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken.

Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

At 1st level, choose one of the following options:

Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Nimble Climber. You have a climbing speed equal to your walking speed.

Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:

Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.

Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.

Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


vedalkenNothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.

Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

Cool Rationality

Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.

To members of other races, vedalken often seem cold, even emotionless. That assessment isn’t fair — they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction.

Reasoning toward Perfection

Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.

Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws.

Vedalken Names

Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.

Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz

Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol

Vedalken Traits

Your vedalken character has the following racial traits.

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

Alignment. Vedalken are usually lawful and non-evil.

Size. Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check’s total.

Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.

Languages. You can speak, read, and write Common, Vedalken, and one other language of your choice.

Classes by Guild

Your character can have any class that appears in the Player’s Handbook (or other sources, with your DM’s permission). Certain classes and subclasses are especially appropriate for particular guilds, reflecting the traditions and training of those guilds. This section can help you choose a guild if you already know what class you want to play.


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.

Gruul barbarians of the Zhur-Taa clan often choose the path of the Totem Warrior and a boar totem spirit. The effects are the same as for a bear spirit.


Path of the Ancestral Guardian*Gruul
Path of the BerserkerGruul, Rakdos
Path of the Storm Herald*Gruul
Path of the Totem WarriorGruul
Path of the Zealot*Boros, Rakdos

*Appears in Xanathar’s Guide to Everything


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.


College of Glamour*Selesnya
College of LoreAzorius, Selesnya
College of Swords*Rakdos
College of ValorRakdos
College of Whispers*Dimir

*Appears in Xanathar’s Guide to Everything



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. They most often use their guild insignia as holy symbols.


Forge Domain*Boros
Knowledge DomainAzorius
Life DomainBoros, Selesnya
Light DomainBoros
Nature DomainSelesnya
Order Domain**Azorius, Orzhov
Tempest DomainGruul
Trickery DomainDimir
War DomainBoros

*Appears in Xanathar’s Guide to Everything

**Appears in this chapter


Druid characters are typically associated with the Golgari Swarm, the Gruul Clans, the Selesnya Conclave, and the Simic Combine. 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.


Circle of Dreams*Selesnya
Circle of Spores**Golgari
Circle of the LandGolgari (forest, swamp, Under­dark), Selesnya (forest, grassland), Simic (coast, forest)
Circle of the MoonGruul
Circle of the Shepherd*Selesnya

* Appears in Xanathar’s Guide to Everything

** Appears in this chapter


Fighters are common in almost every guild, with Dimir as the notable exception. In a world where constant tension among the guilds often blooms into physical violence, fighters are the core of most guilds’ defenses.


Arcane Archer*Selesnya
Battle MasterAzorius, Boros, Orzhov, Selesnya
Cavalier*Azorius, Boros
ChampionAzorius, Boros, Golgari, Gruul, Orzhov, Rakdos, Selesnya, Simic
Eldritch KnightAzorius, Boros, Izzet, Rakdos

*Appears in Xanathar’s Guide to Everything


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.


Way of ShadowDimir
Way of the Four ElementsSimic (focus on water- and air-related disciplines)
Way of the Open HandSelesnya, Simic
Way of the Sun Soul*Boros

*Appears in Xanathar’s Guide to Everything


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.


Oath of Conquest*Orzhov
Oath of DevotionBoros
Oath of Redemption*Selesnya
Oath of the AncientsSelesnya
Oath of VengeanceAzorius

*Appears in Xanathar’s Guide to Everything



Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities.


Beast MasterGolgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)
Gloom Stalker*Golgari
HunterBoros, Gruul, Selesnya

*Appears in Xanathar’s Guide to Everything


Rogues are most at home in House Dimir, the Golgari Swarm, and the Orzhov Syndicate.


Arcane TricksterDimir
AssassinDimir, Golgari, Orzhov
Inquisitive*Azorius, Dimir
ThiefDimir, Golgari, Orzhov, Rakdos

*Appears in Xanathar’s Guide to Everything


Ravnica’s sorcerers usually attribute their magical power not to bloodlines or cosmic forces, but to laboratory experiments — often ones gone awry. Thus, they are most often found among the Izzet.

Niv-Mizzet, the guildmaster of the Izzet, is a dragon. Sorcerers who gain their elemental powers from laboratory incidents often claim that they have been infused with some of Niv-Mizzet’s power.


Divine Soul*Boros
Draconic BloodlineIzzet
Shadow Magic*Dimir
Storm Sorcery*Izzet
Wild MagicIzzet

*Appears in Xanathar’s Guide to Everything


In a handful of guilds, service to a powerful individual is common among warlocks. Warlocks are most often found in the Cult of Rakdos and the Selesnya Conclave.

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. These mysterious beings, called the Nephilim, grant warlocks the mysterious and maddening powers of the Great Old One.


The ArchfeySelesnya
The Celestial*Boros
The FiendRakdos
The Great Old OneAny

*Appears in Xanathar’s Guide to Everything


Almost every guild has wizards. Noteworthy exceptions include the Gruul Clans, the Cult of Rakdos, and the Selesnya Conclave, which are built around devotion to ancient ways and powerful beings.


School of AbjurationAzorius, Orzhov
School of ConjurationIzzet, Simic
School of DivinationAzorius, Dimir, Orzhov
School of EnchantmentAzorius, Dimir, Orzhov
School of EvocationBoros, Izzet
School of IllusionDimir
School of NecromancyGolgari, Orzhov
School of TransmutationIzzet, Simic
War Magic*Boros

*Appears in Xanathar’s Guide to Everything

Subclass Options

Two classes receive subclass options in this section: the cleric and the druid.

At 1st level, a cleric chooses a Divine Domain. This source adds the Order Domain to the options available to the cleric making that choice.

At 2nd level, a druid chooses a Druid Circle. This source adds the Circle of Spores to the options available to the druid making that choice.

Cleric: Order Domain

cleric order domainThe Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

Order Domain Features

Cleric LevelFeature
1stDomain Spells, Bonus Proficiencies, Voice of Authority
2ndChannel Divinity: Order’s Demand
6thEmbodiment of the Law
8thDivine Strike
17thOrder’s Wrath

Domain Spells

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells

Cleric LevelSpells
1stcommand, heroism
3rdhold person, zone of truth
5thmass healing word, slow
7thcompulsion, locate creature
9thcommune, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order’s Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order’s Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Druid: Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle of Spores Features

Druid LevelFeature
2ndCircle Spells, Halo of Spores, Symbiotic Entity
6thFungal Infestation
10thSpreading Spores
14thFungal Body

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Spores Spells

Druid LevelSpells
3rdblindness/deafness, gentle repose
5thanimate dead, gaseous form
7thblight, confusion
9thcloudkill, contagion

druid circle of spores

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.


If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can’t use your Halo of Spores reaction.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.