Planeshifted Guide to Ravnica

by grzart

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A Planeshifted Return to the
Revisit Magic: the Gathering's city plane of Ravnica in this supplement for D&D 5th Edition

Credits




Artist Credits:
Alex Konstad, Andreia Ugrai, Andrew Mar, Anna Podedworna, Anthony Devine, Bastien L. Deharme, Borja Pindado, Brad Rigney, Bram Sels, Brent Hollowell, Camille Alquier, Chris Rallis, Constantin Marin, Dan Murayama Scott, Daniel Ljunggren, Edgar Sánchez Hidalgo, Fajareka Setiawan, Fay Dalton, Filipe Pagliuso, Heonhwa Choe, Howard Lyon, Jake Murray, Jason Engle, Jason Rainville, Jesper Ejsing, Jim Murray, Jodie Muir, Jokubas Uogintas, Joshua Cairos, Julia Metzger, Justine Cruz, Justyna Dura, Kev Walker, Leesha Hannigan, Leon Tukker, Leonardo Santanna, Lie Setiawan, Loïc Canavaggia, Mark Zug, Maxime Minard, Michal Ivan, Michele Giorgi, Paolo Puggioni, Randy Vargas, Raph Lomotan, Simon Dominic, Slawomir Maniak, Tomasz Jedruszek, Tuan Duong Chu, Wayne Wu, Victor Adame Minguez, Vincent Christiaens, Warren Mahy, Xabi Gaztelua, Zack Stella




  • Other Planeshifted Guides:
  • Eldraine, inspired by fairy tales and legends
  • New Capenna, inspired by 1920s noir and mobster films
  • Kamigawa, inspired by cyberpunk and Japanese culture
  • Unfinity, inspired by retro sci-fi
  • Phyrexia, inspired by biomechanical horror
  • Kaldheim, inspired by Norse mythology
  • Tarkir, inspired by dragons and east asian cultures
  • Ikoria, a mutation monster manual
  • Amonkhet, inspired by ancient Egypt
  • Ixalan, inspired by pirates and mesoamerica
  • Innistrad, inspired by gothic horror
  • Lorwyn-Shadowmoor, inspired by celtic mythology
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Changelog
  • Hotfix 2.2
    • Attempted fix for Firefox compatibility
  • Hotfix 2.1
    • Fixed Table of Content links
  • Version 2.0
    • Added 9 more stat blocks
    • Added rules for NPC creation using new races
    • Redone Table of Contents
    • Fixed art credits
    • Added notes for homunculus "sign language"
    • Minor fixes and template adjustments
  • Hotfix 1.1
    • Fixed PDF link
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  • Version 1.0
    • Patreon Release

A Planeshifted Return to the Guilds of Ravnica is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

About
Leon Tukker

About this Book

This book is a supplemental guide to be used with Guildmaster's Guide to Ravnica, which provides rules and options for playing Dungeons & Dragons 5th edition in the Ravnica setting from Magic: the Gathering, a plane composed of a single sprawling city of intrigue, mystery, and faction conflict. This book provides updated rules for running adventures and campaigns in this setting, inspired by the lore and events that have transpired there during the new Murders at Karlov Manor card set.

Chapter 1 provides rules for creating Ravnican characters. This includes updated races from the Player's Handbook and Guildmaster's Guide to Ravnica, along with unique new options for a total of 29 carefully designed races. This chapter also includes a section that outlines how to use the new artificer class from Tasha's Cauldron of Everything in a Ravnica adventure or campaign.

Chapter 2 provides details on a new faction introduced in the Murders at Karlov Manor card set, the Ravnican Agency of Magicological Investigations.

Chapter 3 presents a small collection of 4 new spells and 5 new magic items inspired by cards from Murders at Karlov Manor.

Chapter 4 includes 20 new monster stat blocks inspired by curious characters and creatures depicted on cards from Murders at Karlov Manor. This chapter also include rules for creating NPCs using the new races in this guide as templates, as detailed in the Monster Manual.

Ravnica at a Glance

Ravnica is a worldwide urban cityscape; an ecumenopolis consisting of a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework. It is one of the most densely populated planes in the Multiverse. Law magic and the metaphysics of hierarchy are deeply woven into the very fabric of the plane, preventing any one of the city-plane's ten guilds from dominating the others.

The Phyrexian Invasion

In 10,079 Z.C., the Phyrexians invaded various planes of the multiverse, including Ravnica. These biomechanical horrors sought to spread their infection to every plane and dominate it, but were ultimately defeated by cooperation between the guilds and the various other planes of the multiverse.

Murders at Karlov Manor

Now, a year after the invasion, the guilds are still struggling to find a new equilibrium. Relationships between the guilds have fractured, leading to disagreements and struggles that test the fragile state of the plane. This tension comes to a head with the assassination of the Simic Combine guildmaster, Zegana, during a celebration at Karlov Manor. You can read the Magic Story to learn more about the mysterious events surrounding the assassination.

Chapter 1 | RACES
Lie Setiawan

Races

At 1st level, you choose your character's race. This section presents updated playable races for this setting. When you create a character for a campaign or adventure set on the plane of Ravnica, you choose from one of the race options presented here, and follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages spoken in Ravnica are found in Guildmaster's Guide to Ravnica.

This guide introduces a new secret language for Ravnica, Sign Language. Ravnican homunculi can't speak, but they can communicate through this sign language, which is also known to some members of the Azorius Senate and the Simic Combine.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Chapter 1 | RACES
Victor Adame Minguez

Angel

All Ravnican angels trace their lineage back to Razia, a construct of red and white mana and incarnation of justice and revenge, the first parun of the Boros Legion at the signing of the guildpact. After Razia's death, her replacement Feather formed the current lineage of angels in her own image.

Angels view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.

Most assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.

Angel Traits

You have the following racial traits.

Creature Type. You are a Celestial.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Angelic Nature. You don't need to eat, drink, or breathe.

Celestial Revelation. Starting at 3rd level, you can use a bonus action to unleash the celestial energy within yourself. Your revelation lasts for 1 minute or until you end it as a bonus action.

When you unleash your revelation, creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or have your choice of either the blinded or frightened condition. Until the revelation ends, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Once you use this trait, you can't do so again until you finish a long rest.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Chapter 1 | RACES
Andreia Ugrai

Centaur

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.

Centaurs have an affinity for the natural world. 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. 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.

Centaur Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build. You count as one size larger when determining your carrying capacity, the weight you can push, drag or lift, and whether you can serve as a mount.

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.

Equine Talent. You have proficiency in one of the following skills of your choice: Animal Handling, Athletics, Perception, or Survival.

Chapter 1 | RACES
Jason A. Engle

Demon

Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.

Demon Traits

You have the following racial traits.

Creature Type. You are a Fiend.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

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.

Fiendish Nature. You have resistance to fire damage, and you don't need to eat, drink, or breathe.

Legacy of Rakdos. You can cast the charm person and hellish rebuke spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Chapter 1 | RACES
Justine Cruz

Devil

The creatures called "devils" in Ravnica are actually minor demons, similar to quasits found on other planes. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.

Devil Traits

You have the following racial traits.

Creature Type. You are a Fiend. You are also considered a demon for any prerequisite or effect that requires you to be a demon.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

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 in dim light. You discern colors in that darkness only as shades of gray.

Cackler. You can cast the hideous laughter spell with this trait, without requiring a material component. Once you cast it with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Fiendish Nature. You have resistance to fire damage, and you don't need to eat, drink, or breathe.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Chapter 1 | RACES
Bram Sels

Devkarin

The devkarin tribe of elves are closely connected to the Golgari Swarm, and they generally live underground. Unlike the dark elves of other worlds, their coloration is much the same as that of wood elves, though their hair is usually dark brown or black. The Devkarin are adept spellcasters, counting most of the Golgari's shamans among their numbers. Some of the Devkarin wear Moodmarks, which are minor enchantments that appear as spots or markings on their foreheads and around their eyes, usually resembling insect eyes.

Devkarin Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Erstwhile Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Magic can't put you to sleep.

Keen Senses. You have proficiency in the Perception skill.

Devkarin Magic. You know the dancing lights cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the darkness spell with this trait. Once you cast faerie fire or darkness with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Necrotic Resistance. You have resistance to necrotic damage.

Superior Darkvision. You can see in dim light within 120 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Chapter 1 | RACES
Julia Metzger

Dryad

The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings throughout Ravnica.

Ravnican dryads appear as elf-like humanoids with leafy hair, which changes color with the seasons much like the trees. Many dryads have other plant-like qualities, including green-hued skin and leafy vines that wrap around their limbs. Unlike the dryads of other worlds, Ravnican dryads are not exclusively feminine, though male dryads are not as commonly seen outside of the Selesnya Enclave.

Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects among the Selesnya, working with stonemasons and woodshapers to create enclaves.

Dryad Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Dryad Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the entangle spell with this trait. Starting at 5th level, you can also cast the dispel magic spell with this trait. Once you cast entangle or dispel magic with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Natural Armor. While you aren't wearing armor, your bark-like skin gives you a base Armor Class of 13 + your Dexterity modifier.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Tree Step. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be living and at least the same size as you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chapter 1 | RACES
Julia Metzger

Faerie

Ravnican faeries are diminutive humanoids, no more than 1 foot tall. They have pointed ears, skin that ranges from pale green to bluish purple, and four insect-like wings that typically resemble the wings of dragonflies or butterflies. Faeries are known throughout all the districts of Ravnica to be mischievous tricksters. They are so notorious, that many inhabitants have established basic security methods against them, such as disallowing cloaks in their establishments (a common disguise for a faerie to appear as a normal sized creature).

The Izzet League puts the small stature and great agility of the faeries to good use, repairing and fine-tune many of the small mechanical devices the Izzet creates, and acting as messengers. House Dimir actively seeks to employ faeries as well, as their size makes them excellent snoops, spies, and thieves.

Faerie Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Faerie Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Once you cast faerie fire with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Fey Passage. You can squeeze through a space as narrow as 1 inch wide.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

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

In addition, you can wear armor and wield weapons made for Tiny creatures. The cost of a Tiny item is twice the equivalent item made for Humanoids, and it weighs half as much.

Chapter 1 | RACES
Tuan Duong Chu

Gargoyle

Ravnican Gargoyles are generally part of the roofscape of the city, with some being several thousand years old. Through ancient magic of the Guildpact, they come to life to protect the buildings from attack or unwelcome intrusion. In certain circumstances, gargoyles may awaken for extended periods of time, especially if an unknown threat to the Guilds arises that must be uncovered through planning and investigating.

Gargoyles typically depict avian or demonic creatures, and most can use their stone wings to fly. Orzhov gargoyles are particularly infamous for their ability to unleash horrific high-pitched screams that are rumored to be able to shatter objects and even break bones.

Gargoyle Traits

You have the following racial traits.

Creature Type. You are a Construct.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.

Natural Armor. While you aren't wearing armor, your stone skin gives you a base Armor Class of 13 + your Dexterity modifier.

Sentry's Rest. You don't need to sleep, and magic can't put you to sleep. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

Take Flight. As a bonus action, you can fly up to a number of feet equal to your walking speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Chapter 1 | RACES
Edgar Sánchez Hidalgo

Goblin

Whether 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. 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.

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.

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. 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.

Goblin Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size. You are Small.

Speed. Your 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 proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Mischief. You have proficiency in one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.

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

Chapter 1 | RACES
Alex Konstad

Gorgon

The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws. The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.

This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.

Not all gorgons are so ambitious; some prefer to simply carve their own path of life in the city of guilds.

Gorgon Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your 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 in dim light. You discern colors in that darkness only as shades of gray.

Petrifying Gaze. As an action, you can fix your gaze on one Large or smaller creature you can see within 30 feet of you that doesn't have the blinded condition. The target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Creatures that have immunity to the petrified condition automatically succeed on the saving throw.

On a failed save, the target has the restrained condition for 1 minute. The condition ends early if you can no longer see the target or you lose concentration (as though concentrating on a spell). The target repeats the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Starting at 5th level, if the target fails its saves against this effect three times, it turns to stone and has the petrified condition until the effect ends. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Starting at 10th level, if you concentrate on this effect for the full minute, the target has the petrified condition until the effect is removed by the greater restoration spell or similar magic.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chapter 1 | RACES
Vincent Christiaens

Homunculus

Homonculi are living creatures created by Azorius lawmages to perform menial tasks, such as groundskeepers and sleepless watchmen. Their appearance can vary widely depending on the methods of their creation, but they uniformly have one cyclopean eye. The Simic Combine also creates their own homunculi for use in otherwise deadly experiments.

Despite their potential for sentience, neither the Azorius nor the Simic treat homunculi as equals. The Azorius Senate will recognize a homunculus who displays dissatisfaction with their tasks, but some homunculi leave their guilds to find their own path of freedom in the city at large.

Silent Homunculi

Homunculi on Ravnica typically cannot speak, and only communicate through Sign Language or by written word. Homunculus player characters are unique, howvever, and can learn to speak human language.

Homunculus Traits

You have the following racial traits.

Creature Type. You are a Construct.

Size. You are Medium or Small (choose when you select this race).

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.

Living Construct. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

One-Eyed. You have disadvantage on any attack roll against a target more than 30 feet away.

In addition, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within 1 foot of you.

Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Specialized Design. You have proficiency in one skill and one with one tool of your choice.

Chapter 1 | RACES
Fajareka Setiawan

Human

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 Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.

Variant Human Traits

If your campaign uses the optional feat rules found in the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills trait.

Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.

Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.

Chapter 1 | RACES
Randy Vargas

Kraul

The Kraul are insectile humanoids that inhabit the Undercity, far below the main streets of Ravnica. Living on the periphery, some felt a sense of loyalty and kinship toward the Golgari Swarm, while others rejected the guilds. These six-legged creatures are hard-headed and literal-minded. They possess a kind of hive mind that protects and emboldens kraul in groups.

Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry.

The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle. This symbiosis with life and death is reflected in many aspects of Kraul society, and is even reflected in their horrific life cycle: Kraul lay their eggs in the body of another species, and the host is eaten when the eggs gestate.

Winged Kraul

Some kraul warriors develop gossamer wings as they age. These wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops. If your adventure or campaign uses the optional feat rules from the Player's Handbook, your character can take the Kraul Wings feat to represent the development of these wings.

Kraul Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Climbing. You have a climbing speed equal to your walking speed. Starting at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Hive Mind. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself. While you are within 30 feet of another kraul, you have immunity to the charmed and frightened conditions.

Natural Armor. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

Feat: Kraul Wings

Prerequisite: Kraul


You sprout four dragonfly-like wings on your back. Because of them, you have a flying speed equal to your walking speed. You can't use this speed if you're wearing medium or heavy armor.

Chapter 1 | RACES
Zack Stella

Loxodon

The 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.

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.

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.

Loxodon society believes 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.

Loxodon Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Keen Smell. You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Loxodon Serenity. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.

Natural Armor. While you aren't wearing armor, your thick skin gives you a base Armor Class of 13 + your Dexterity modifier.

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

Trunk. Your trunk has a reach of 5 feet. You can use it to manipulate an object, open or close a door or container, pick up or set down a Tiny object, grapple a creature, make an unarmed strike, or wield a weapon that has the light property. The trunk can't activate magic items or lift more than 10 pounds.

Chapter 1 | RACES
Paolo Puggioni

Merfolk

For millennia, merfolk were thought extinct on Ravnica, as the ocean was covered by the sprawling city and eventually faded from memory. The merfolk themselves only preserved dim memories of the surface, aware that there was a city ruled by guilds above them, but knowing and caring little about it.

Less than a century ago, massive sinkholes enabled the merfolk to resurface, and many members immediately took on leadership positions in the Simic Combine. The merfolk claim a deep connection to Ravnica's primal oceans, which remain almost untouched by civilization.

Ravnican merfolk appear humanoid, but their heads and limbs are adorned with large fish-like fins and frills. Their skin is typically a shade of blue, but the skin between the spines of their fins displays beautiful arrays of colors and patterns unique to each merfolk.


Merfolk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Amphibious. You can breathe air and water.

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 discern colors in that darkness only as shades of gray.

Deep Resistance. You have resistance to cold damage.

Merfolk Magic. You know the shape water* cantrip. Starting at 3rd level, you can cast the create or destroy water and fog cloud spells with this trait, without requiring a material component. Once you cast create or destroy water or fog cloud with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Speech of the Sea. You have the ability to communicate in a limited manner with Beast, Elemental, or Monstrosity that has a swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return.

Swimming. You have a swimming speed of 30 feet. You can't use this swimming speed if you're wearing heavy armor.

Chapter 1 | RACES
Howard Lyon

Minotaur

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 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.

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).

Minotaur Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take 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 push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you or give it the prone condition.

Minotaur Talent. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, or Persuasion.

Chapter 1 | RACES
Leesha Hannigan

Mole

Moles are curious little creatures, nearly identical to the moles of other planes. They have black fur, long claws and snouts, and are adapted to subterranean lifestyles. Recently, intelligent moles have surfaced from beneath Ravnica, capable of thought and humanoid speech.

It is believed that these moles have a connection to Anzrag, one of Ravnica's Utmungr, the deep gods of the earth. These gods are mostly forgotten, but under certain circumstances, they can wake and stir cause destruction. Intelligent moles had not appeared in Ranvica until after Anzrag had awakened and wreaked havoc on the surface.

The moles are quite friendly and sociable, despite having lived without civilized contact for an unknown amount of time. Shortly after surfacing, many offered their services to the guilds as scouts to guide their agents through the maze of tunnel networks and forgotten districts.

Mole Traits

You have the following racial traits.

Creature Type. You are a Beast.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Burrow. You have a burrowing speed of 5 feet. You can use this burrowing speed to move through sand, earth, mud, or ice, but not solid rock.

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 in dim light. You discern colors in that darkness only as shades of gray.

Keen Smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Tremorsense. As a bonus action, you gain tremorsense for 10 minutes. Using this tremorsense, you can pinpoint the location of creatures and moving objects within 60 feet of you, provided that you and anything you're detecting are both in contact with the same surface. This tremorsense can't detect creatures or objects in the air, and doesn't count as a form of sight.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chapter 1 | RACES
Tomasz Jedruszek

Ogre

Unlike many of the ogres of other planes, Ravnican ogres are intelligent, if dim-witted, and can be reasoned with. They otherwise share many properties with other ogres, including impressive stature and strength, and are related to the plane's giants.

Ravnican ogres have the distinction of bearing a poisonous natural stench. Because of this, ogres are generally not accepted in social circles and find themselves relegated to reclusive professions, such as ratcatchers and coroners. Despite their position as outcasts, some ogres do find themselves joining guilds: The Cult of Rakdos and many Gruul clans respect ogres' strength and employ them as bouncers and enforcers.

Ogre Traits

You have the following racial traits.

Creature Type. You are a Giant.

Size. You are Medium.

Speed. Your 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 in dim light. You discern colors in that darkness only as shades of gray.

Giant Build. You can move through the space of any creature of a size smaller than yours. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Stench. As an action, you can exude a poisonous stench that lasts for 1 minute. While the stench lasts, any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or have the poisoned condition until the start of the creature's next turn.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chapter 1 | RACES
Raph Lomotan

Ooze

The oozes of Ravnica are "amorphous gelatinous lifeforms" created by the Simic Combine, allegedly accidentally as the result of biowaste from another project. Since their inception, the Simic has created numerous oozes for varying purposes, including pest control, waste disposal, scientific study, or even criminal investigation.

Oozes are generally not sapient, but some oozes are designed with heightened intelligence or even spliced with humanoids. The guildmaster of the Simic, Vannifar, is an elf who augmented her body with ooze-like properties. An ooze left unintended might also develop intelligence over time.

Ooze Traits

You have the following racial traits.

Creature Type. You are an Ooze.

Size. You are Medium or Small (choose when you select this race).

Speed. Your walking speed is 30 feet.

Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.

Natural Armor. When you aren't wearing armor, your slimy form gives you a base Armor Class of 13 + your Dexterity modifier.

Natural Resilience. You have resistance to poison damage and advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

Psuedopod. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.

Chapter 1 | RACES
Jim Murray

Shapeshifter

Shapeshifters are enigmatic creatures of unknown origin. The most prolific shapeshifters are agents of House Dimir, using their uncanny abilities as infiltrators and spies for the guild, often assuming the identities of assassinated targets. The guildmaster himself, Lazav, is a shapeshifter, and he claims to take orders from some greater power.

There are other forms of shapeshifters on Ravnica as well. While the powers of Dimir shapeshifters appear organic in nature, the shapeshifters known as Aetherlings appear to draw their powers from the aether, the energy that exists between planes. Shapeshifting creatures known as mimics have also appeared from the laboratories of the Simic Combine, though the guild remains conspicuously silent on their nature.

Shapeshifter Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Detect Thoughts. Starting at 5th level, you can cast the detect thoughts spell with this trait, without requiring a material component. Once you cast it with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Shapeshifter Talent. You have proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Chapter 1 | RACES
Jason Rainville

Silhana

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. The Silhana are master archers who stalk the rooftops of the city-plane.

Silhana Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Erstwhile Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Magic can't put you to sleep.

Keen Senses. You have proficiency in the Perception skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Silhana Magic. You know one of the following cantrips of your choice: druidcraft, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Chapter 1 | RACES
Michele Giorgi

Simic Hybrid

The Simic Combine uses magic to fuse different life forms together. 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.

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 Traits

You have the following racial traits.

Creature Type. You are a Monstrosity. When you select this race, choose human, elf, or vedalken. You are also considered a member of the chosen race for any prerequisite or effect that requires you to be that race.

Size. You are Medium.

Speed. Your 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 in dim light. You discern colors in that darkness only as shades of gray.

Animal Enhancement. You gain an additional benefit based on one of the following options (choose when you select this race).


  • Manta Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
  • 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.

Further Enhancements. At 5th level, you gain an additional benefit. Choose an option from your Animal Enhancement trait you have not already chosen, or choose one of the following options.


  • Extra Appendages. You have two additional limbs beneath your primary your arms. You can use them to manipulate an object, open or close a door or container, pick up or set down a Tiny object, grapple a creature, or make an unarmed strike. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Carapace. While you're not wearing heavy armor, your thick shell gives you a +1 bonus to Armor Class.
  • Acid Spit. As an action, you can spray acid at one creature or object you can see within 30 feet of you. The target must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d10 acid damage. 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Chapter 1 | RACES
Andrew Mar

Sphinx

Sphinxes are an ancient race of quadrupedal, feline creatures with large wings. They are typically solitary creatures, prone to deep reflection and meditation, but have been known to share their insight with others in times of need. The author of Ravnica's guildpact, Azor, was himself a sphinx and the first parun of the Azorius Senate. To this day, many sphinx join the Azorius to lend their wisdom and magic. Other sphinxes become lost in their own thoughts and machinations, becoming powerful forces of fear for House Dimir.

Sphinx Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Inscrutable. You have proficiency in the Deception skill.

Sphinx Magic. You can cast the detect magic spell with this trait. Starting at 3rd level, you can also cast the misty step spell with this trait. Starting at 5th level, you can also cast the see invisibility spell with this trait, without requiring material components. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast any of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Take Flight. As a bonus action, you can fly up to a number of feet equal to your walking speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Chapter 1 | RACES
Wayne Wu

Spirit

The Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. Ravnican spirits come in several variants, some mirroring the species they were in life, others twisted into near animalistic forms. Ways to ensure a spirit does not rise is to pay the exorbitant fee for a Proper Burial conducted by the guilds.

Among the guilds, the Azorius, Orzhov, and Dimir dealt with spirits. The Azorius utilize spirits as untiring bureaucrats and protectors of the laws of the Guildpact. The Orzhov are ruled by an aristocracy of undead ghosts that form the highest council of the guild, the Deathless. Being raised as a spirit is a high honor for guild members, while it is an unfortunate fate for those unable to pay their debts in life to the lesser ranks. The Dimir use them as spies and infiltrators, often turning to those spirits that are so ancient that their names are all but forgotten.

Spirit Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium or Small (choose when you select this race).

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

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.

Deathless Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.

Incorporeal Movement. As a bonus action, you can become slightly incorporeal until the end of your turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. This movement is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead. If you end your turn inside a creature or object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sleepless. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Chapter 1 | RACES
Borja Pindado

Troll

Ravnican trolls are hulking sewer dwellers with fungus adorning their bodies like manes, acting as extra layers for their already tough hide and facilitating their regeneration. Many trolls live oppressed existences, being hunted by faeries or experimented on by the Simic Combine, but they can find ready acceptance in Gruul Clans and the Golgari Swarm.

Troll Traits

You have the following racial traits.

Creature Type. You are a Giant.

Size. You are Medium.

Speed. Your 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 in dim light. You discern colors in that darkness only as shades of gray.

Keen Smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Regeneration. As a bonus action, you can spend one Hit Die. You regain a number of hit points equal to a roll of the die + your Constitution modifier (minimum of 1 hit point).

Natural Armor. While you aren't wearing armor, your fungal growths give you a base Armor Class of 13 + your Dexterity modifier.

Chapter 1 | RACES
Bastien L. Deharme

Vampire

Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better. Plenty of vampires haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.

Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms.

When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.

Vampire Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Bite. You have elongated fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Blood Thirst. As a bonus action, you can make a special attack with your Bite against a creature that isn't a Construct or Undead. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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 discern colors in that darkness as shades of gray.

Take Flight. As a bonus action, you can fly up to a number of feet equal to your walking speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Vampiric Nature. You don't need to eat or breathe, and you can only drink blood for sustenance.

Blood and Mind. You gain an additional benefit based on one of the following options (choose when you select this race). You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


  • Blood Bond. When you gain temporary hit points from your Blood Thirst trait, the target of the Bite must succeed on Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or have the charmed condition for 1 minute or until you or your companions do anything harmful to it. The charmed creature is infatuated with you. When the condition ends, the creature knows it was charmed by you.
  • Mind Drinker. As an action, you can siphon psionic energy from one creature you can see within 30 feet of you that isn't a Construct or Undead. The target must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If you hit the target with your Bite attack on the previous turn, the saving throw is made with disadvantage. On a failed save, the target takes psychic damage equal to your proficiency bonus, and you discern the target's surface thoughts and emotions. On a successful save, the target takes half as much damage and you discern nothing about it.
Chapter 1 | RACES
Jodie Muir

Vedalken

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.

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.

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 Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Amphibious. You can breathe air and water.

Tireless Precision. Whenever you add your proficiency bonus to an ability check, you can roll a d4 and add it to the check, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vedalken Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Vedalken Talent. You have proficiency with one tool of your choice, and you have proficiency in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand.

Chapter 1 | RACES
Leonardo Santanna

Viashino

Viashino are reptilian humanoids descended from the ancient dragons of Ravnica. These dragons were immense and god-like, warring and devastating; the signing of the Guildpact was in part to protect the city from these dragons. Niv-Mizzet, the Firemind, parun of the Izzet League and the current Living Guildpact, is one of the few remaining dragons. Many viashino follow the Firemind and lend themselves to the Izzet League, while others put their strength to use in the ranks of the Boros Legion. The Slizt clan is Gruul clan consisting mostly of viashino with a reputation as skulking ambushers.

Viashino have green or red scales, dragon-like maws, and long whip-like tails. While they don't display the ability to breathe fire or other talents of their draconic ancestors, they have a propensity for using flame and fire spells and taking large bites out of their quarries.

Viashino Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Fire Resistance. You have resistance to fire damage.

Natural Armor. While you aren't wearing armor, your scaly skin gives you a base Armor Class of 13 + your Dexterity modifier.

Tail. You have a bony tail that you can use to make unarmed strikes. Your reach for it is 5 feet greater than normal. When you hit with it, the strike deals 1d4 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Viashino Talent. You have proficiency in two of the following skills your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Chapter 2 | Classes
Chris Rallis

Classes by Guild

Guildmaster's Guide to Ravnica includes details to help you choose a Ravnican guild for your character to join if you already know what class you want to play. Since the book's release, we have seen new classes and subclass options from official sourcebooks that your DM might allow you to play. This section expands on the original to help you choose a guild if you have one of these newer class options in mind.

Artificer

Artificers are frequently associated with the Izzet League, which functions as the city-plane's civil engineers for its sewage, water supply, heating systems, and roadways. Artificers with more of a focus on combat technologies might be contracted by the Azorius Senate or Boros Legion.

Simic scientists who create the hybrids in the Guardian Project are almost exclusively Alchemists.

Artificer*
Subclass Guild
Alchemist Golgari, Simic
Armorer Azorius, Izzet
Artillerist Boros, Izzet
Battle Smith Izzet

New Subclasses

Several new subclasses fulfill interesting roles in Ravnica. The wizard tradition of Bladesinging might be an ancient practice that stems from the Erstwhile, a long dead tribe of elves that have been resurrected by the Golgari Swarm. An Ertswhile lich might also serve as the patron to a warlock of the Undead. An ancient weird, an elemental of opposing elements forged by Niv-Mizzet, might serve as a Genie patron, while a warlock of the Fathomless might have as its patron an ancient merfolk or ooze. An Aberrant Mind sorcerer's power might come from a nightmare sphinx driven insane by isolation.


  • * Appears in Tasha's Cauldron of Everything
  • † Appears in Van Richten's Guide to Ravenloft
  • ‡ Appears in Fizban's Treasury of Dragons
Subclasses
Class Subclass Guild
Barbarian Path of the Beast* Gruul, Simic
Barbarian Path of Wild Magic* Izzet, Simic
Bard College of Creation* Izzet, Rakdos
Bard College of Eloquence* Orzhov
Bard College of Spirits† Dimir, Orzhov
Cleric Peace Domain* Azorius
Cleric Twilight Domain* Dimir, Orzhov
Druid Circle of Stars* Dimir
Druid Circle of Wildfire* Gruul
Fighter Psi Warrior* Dimir
Fighter Rune Knight* Azorius
Monk Way of the Astral Self* Dimir, Orzhov
Monk Way of the Ascendant Dragon‡ Gruul, Izzet
Monk Way of Mercy* Azorius
Paladin Oath of Glory* Azorius, Boros
Paladin Oath of the Watchers* Azorius
Ranger Drakwarden‡ Gruul, Izzet
Ranger Fey Wanderer* Selesnya
Ranger Swarmkeeper* Golgari
Rogue Phantom* Orzhov
Rogue Soulknife* Dimir
Sorcerer Aberrant Mind* Dimir
Sorcerer Clockwork Soul* Azorius, Izzet
Warlock Fathomless* Simic
Warlock Genie* Izzet
Warlock Undead† Golgari, Orzhov
Wizard Bladesinging* Golgari
Wizard Order of Scribes* Azorius
Chapter 3 | Factions
Wizards of the Coast

Ravnican Agency of Magicological Investigations

Someone behind the pair cleared their throat. A human man stood in the doorway, skin a few shades lighter than Kaya's, hair dark on top but graying at the temples, dressed in a long azure coat.
Seanan McGuire, Murders at Karlov Manor

The Ravnican Agency of Magicological Investigations, also known as the R.A.M.I., is a force of detectives and investigators founded after the New Phyrexian invasion by the archon Ezrim. The Agency was pivotal in restoring the peace on the plane, a role that used to be reserved for the Boros Legion. The Boros consider them amateurs.

More than any other agency, the R.A.M.I. walks the fine line between autonomy from and collaboration with the guilds. The bulk of their casework comes from the guilds themselves, and it's become a common practice for guild members to be seconded to the R.A.M.I. to assist with investigations.

Inside R.A.M.I.

While the Agency has its share of analysts and investigators, far more of its members were recruited from the streets, former guild members or people with an instinct for trouble. The Agency uses forensic thopters to aid in their investigations and communications, and projektors are used to track agents' notes on individual cases. The Agency provides training with divination magic to help its agents and detectives solve their cases. After performing an investigation, proven or strongly suspected criminals are remanded to Azorius custody.

R.A.M.I. H.Q.

The R.A.M.I.'s headquarters is a grand, hovering edifice that resembles a giant, floating, all-seeing eye. It occupies a prime location in Tenth District Plaza, which has historically been neutral territory for the guilds. The archives are in the heart of the headquarters. Artificial waterfalls pour from the bottom of the structure and blanket the ground beneath in a perpetual mist to suggest the R.A.M.I.'s role in rising above the fog of mysteries and uncovering the truth. There's no way to reach it from the ground: visitors must either fly up themselves or make use of an Agency-provided griffin mount.

Upon entering, visitors find themselves in a large central atrium, which then branches off into a honeycomb of offices, laboratories, and archives. Ezrim's office is located on the top floor. Corridors leading to the archives are magically warded to be completely undetectable to anyone not wearing a R.A.M.I. badge. All samples, evidence, and other physical material from ongoing cases are stored in evidence lockers, which are the most fiercely guarded and heavily restricted rooms in the building.

Goals of the Agency

The Agency has a singular aim: to solve cases of mystery and uncover what someone intends to stay hidden. By unspoken understanding, the guilds avoid interfering with detectives' investigations if any true crime is promptly turned over to the appropriate guild. In return, detectives focus solely on investigation and unraveling mysteries—they're strictly prohibited from making arrests, imprisoning culprits, passing sentences, or otherwise enacting justice.

The R.A.M.I. started out as a small, dedicated cult of followers of Ezrim, a guildless archon who pursues twin ideals of clarity and truth. While at its heart, the R.A.M.I. retains the deep faith in Ezrim's principles, as it's grown, it has become more practicality minded and business-like in its approach.

Chapter 3 | Factions

R.A.M.I. Characters


  • Alignment: Usually Neutral
  • Suggested Races: Human, Vedalken
  • Suggested Classes: Artificer, Paladin, Ranger, Rogue, Wizard

The Agency might be the right choice for your character over a guild if one or more of the following statements are true:

  • You're drawn to the archetype of the hard-boiled detective
  • You like puzzles and interrogations
  • You enjoy playing inquisitive, detail-oriented characters

Joining the Agency

You might have been a member of a guild at one point in your past, but you were guildless when an Agency recruiter found you. You displayed a tenacity that impressed the recruiter who brought you to headquarters for proper training, both in the process of solving a case and the details of Guildpact law. At the end of your training is a field evaluation, accompanying a seasoned detective on a case, to determine the division of the Agency you will be transferred to: Investigations or Support.

Investigations

The Investigations division consists of the detectives whom the Agency sends when hired to solve a case. The department is split into ten subdivisions, each responsible for overseeing and managing cases within one of Ravnica's ten districts. Investigations tend to fall into one of the following categories, which a detective might specialize in.

Homicide. Homicide detectives investigate into illegal, non-guild-approved murders and mysterious deaths. Homicide investigations are almost always joint efforts with a guild, usually the Azorius or Boros.

Criminal Investigations. Criminal investigations involve non-homicide cases of breaking Ravnican law, often dealing with cases that flirt with loopholes in the Guildpact.

Guild Investigations. These investigations are non-criminal, usually a case that involves guild-approved activity. These cases are almost always direct requests from the involved guild and involve heavy collaboration between the R.A.M.I. and the guilds.

Civil Investigations. Civil investigations include all other non-criminal, guildless cases. Common requests include uncovering evidence of infidelity and finding missing persons.

Support

The support division includes all other roles that assist the detectives in their investigations. There are three support units: Investigative Analysis, Archives, and General Support.

Investigative Analysis. The largest unit within the support division, this unit includes evidence analysts, necrotopsists, and forensic mages.

Archive. Archivists are responsible for maintaining the case files library, while evidence custodians maintain the evidence lockers.

General Support. This unit is responsible for all other functions that keep the R.A.M.I. running smoothly, such as guild liaising and equipment maintenance.

Background: Detective

The guilds are constantly looking for ways to get out ahead of each other, skirting the law and sometimes breaking it outright. Even the Azorius, the exemplars of justice, can be biased and corrupt. You owe allegiance to no guild, which allows you to remain neutral and uncover the truth, however ugly it might be. You have the skills, the connections, and the tenacity to solve any puzzle this city might throw at you.


  • Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
  • Tool Proficiencies: Choose one from disguise kit or thieves' tools
  • Languages: Any one language
  • Equipment: An Agency insignia, a piece of evidence from a past case, a magnifying glass, a blank book, a bottle of ink, an ink pen, a set of common clothes, and a pouch containing 10 gp (Azorius 1-zino coins).

Feature: Official Inquiry

You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Fay Dalton
Chapter 3 | Factions

Detective Spells

Prerequisite: Spellcasting or Pact Magic class feature


For you, the spells on the Detective Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Detective Spells
Spell Level Spell
Cantrip friends, hard-hitting question*
1st detect magic, detect poison and disease
2nd see invisibility, zone of truth
3rd clairvoyance, speak with dead
4th locate creature, reenact the crime*
5th legend lore

* Appears in this book on page 39

Contacts

As described in chapter 2 of Guildmaster's Guide to Ravnica, you character starts the game with three contacts. The R.A.M.I. is an exception to the normal contact rules, since the Agency is not a guild. You'll roll three times on the R.A.M.I. contacts table. Your first roll gives you an ally, your second roll gives you a rival, and your third roll represents an informant—someone you can press for information on a case.

R.A.M.I. Contacts
d10 Contact
1 I solved a case for a Rakdos club bouncer. We're on a first name basis.
2 A suspect I questioned turned out to be a Dimir shapeshifter, and offered information in exchange for freedom
3 I befriended the ghost of a murder victim whose case is still unsolved
4 An Azorius arrester I know might be corrupt, but I've not found the evidence
5 A Golgari assassin saved my life
6 I know a detective from a rival agency who plays fast and loose with the rules
7 An Izzet engineer that works in public service once helped me find a murder victim
8 I solved a case with the help of some meddling kids and a mangy dog
9 I discovered the hovel of an ancient sphinx who's on the verge of becoming a nightmare
10 An old flame of mine is now an Orzhov aristocrat

How Do I Fit In?

R.A.M.I. detectives are generally assigned to cases by guild liaisons, who receive the contracts for different cases. Outside fulfilling your duties to your current case, you are free to live and enjoy the city as you wish. While you are barred from actually joining any guild, you often collaborate with members of all guilds as a neutral party.

A R.A.M.I. Party

An adventuring party made up of entirely of Agency detectives is likely a specialized crime-solving unit, able to travel and fulfill all investigative and support roles independently. A lead investigator (rogue) would be responsible for the team, supported by a forensic mage (wizard) and protected by an eforcer (a fighter or paladin). A gadgeteer (an artificer) would be a versatile addition to the team. A forensic mage (wizard) would help with crime scene analysis, and a tracker (ranger) can help to locate and apprehend suspects.

Rank and Renown

As you gain renown with the Agency, you are trusted with more sensitive and dangerous cases, often the tipping points for city-wide conflicts. The Agency has many specializations and roles, but no formal ladder of ranks. Instead, your rank correlates to your reputation and success with previous cases. Guild liasons use this reputation to determine case assignments.

Rookie

Prerequisite: Renown 3 or higher in the Agency


As a rookie member of the Agency, you can receive low-risk case assignments from the guild liaisons. You acquire a cryptex (described in chapter 4) at the the start of each case you are assigned. You can safely store evidence from your cases in the cryptex and deliver it to headquarters for official analysis. You can request other supplies to help complete your case from headquarters; whether or not you are awarded those supplies is dependent on your current level of renown.

Inspector (Special Role)

Prerequisite: Renown 5 or higher in the Agency


You've completed your field evaluation and been assigned to the investigations division. As an inspector, you are granted access to crime scenes that have been secured by the Azorius Senate or the Agency. If those crime scenes employ barrier wards or evidence tags (described in chapter 4), or other protective magic, you are granted the passwords or other means of accessing those restricted areas.

Chapter 3 | Factions
Leonardo Santanna

Archivist (Special Role)

Prerequisite: Renown 5 or higher in the Agency


You've completed your field evaluation and been assigned to the Archives subdivision of the Support division. As an archivist, you have access to the case files library, which contains projektors of detective notes from all current and past cases. You also have access to the evidence lockers, where all collected evidence from the Agency's cases are stored.

Necrotopsist (Special Role)

Prerequisite: Renown 5 or higher in the Agency


You've completed your field evaluation and been assigned to the Investigative Analysis subdivision of the Support division. Specifically, you work as a necrotopsist, a kind of coroner able to perform forensic autopsies. You acquire a necrotopsist's kit (including a pair of protective gloves, a scalpel, forceps, pincers, a chisel, a saw, and several glass jars). You can use this kit to collect otherwise inaccessible organic evidence from crime scenes, and have advantage on any ability check you make to do so.

Novice

Prerequisite: Renown 10 or higher in the Agency


At this level of renown, the guild liaisons begin to hear mention of your exploits and take notice of you. While on an assigned case, you can acquire a darklamp and accompanying darklamp powder (described in chapter 4) from headquarters to help your investigation. You can also request the assistance of a rookie detectives (see chapter 5 for its stat block), who will accompany you on the case.

Investigator

Prerequisite: Renown 25 or higher in the Agency


At this level of renown, guild liaisons far more trusting of you with difficult and important cases. You enjoy liberal access to Agency personnel and resources, and can call upon the Agency to help secure crime scenes and track suspects throughout the city.

Guild Liason

Prerequisite: Renown 50 or higher in the Agency


Chief Ezrim is a literal archon of truth and clarity, and he trusts only those who both defend and practice these virtues. Ezrim's called you into his office to give you a new role: he trusts you to represent the Agency to the guilds, who now come to you directly to hire the Agency. Ezrim now trusts you to handle the most sensitive cases, especially those that involve inter-guild conflict and extraplanar threats. You can assign guild cases to other Agency detectives, but bear responsibility for their success.

You acquire a barrier ward and three evidence tags (described in chapter 4) and can secure your own crime scenes. You are also authorized to hand evidence over to the Azorius to make arrests, or to choose to withhold information from the guilds entirely, using your best judgement.

Enemies and Allies

The only enemies of the Agency are criminals. The Agency owes allegiance to no guild, and you often ally with them in order to uncover the truth and bring those criminals to justice. Criminals can be found in any guild, so it's important that members of the Agency remain neutral, even when adventuring with guild members.

Chapter 4 | Magic

Magic

Magic functions on Ixalan as it does in most other D&D settings. The following section presents spells available during an adventure or campaign on Ixalan. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list (the Artificer class is presented in Tasha's Cauldron of Everything). The spell descriptions are presented in alphabetical order.

Spells
Level Spell School Class
C Hard-Hitting Question Enchantment Bard, Cleric, Paladin
3rd Fungal Rebirth Necromancy Druid, Warlock, Wizard
4th Call a Surprise Witness Necromancy Cleric, Warlock, Wizard
4th Reenact the Crime Divination Artificer, Wizard

Call a Surprise Witness

4th-Level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature skull carved from wood or iron)
  • Duration: Concentration, up to 10 minutes

You summon the soul of a creature you are familiar with that has died. If the soul is free and willing, it manifests as a ghost in an unoccupied space within range, and remains for the duration. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Fungal Rebirth

3rd-Level Necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a mushroom)
  • Duration: Concentration, up to 1 hour

This spell conjures fungal life from death. Choose a corpse of a Small or larger creature you can see within range. This spell causes a number of saprolings (appears in chapter 5) to burst from the corpse, appearing in its space. The corpse of a Small creature produces one saproling, and an additional saproling is produced for each size category the corpse is above Small.

The creatures are allies to you and your companions. In combat, the creatures share your initiative count as a group, which takes its turn immediately after yours. The creatures obey your verbal commands (no action required by you). If you don't issue any, they each take the Dodge action and use their move to avoid danger.

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

Hard-Hitting Question

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You pose a carefully worded question laced with subtle enchantments to a creature you can see within range. If the creature can hear and understand you, it must make a Charisma saving throw. On a failed save, the creature takes 1d4 psychic damage and can't answer the question with a lie.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Reenact the Crime

4th-Level Divination


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Concentration, up to 10 minutes

This spell conjures translucent illusions of creatures and items within 30 feet of you. While this spell lasts, the illusions replay the recent events that occurred in the affected area. You can mentally the direct the images to play or reverse the displayed events at any speed, allowing you to scrub through the events and look for clues.

Chapter 4 | Magic
Justyna Dura

Magic Items

This section presents a selection of magic items for your Ravnica adventure or campaign. DMs can use the magic items in this section as rewards. At the DM's discretion, other magic items might be available for purchase using the Downtime Activity: Buying a Magic Item rules from Xanathar's Guide to Everything.

Concealed Weapon

Wondrous Item, Common

This magic item can take the form of a walking cane, an umbrella, or another similar object. It transforms into a single ordinary melee weapon, determined when the magic item is first created. While holding it, you can use a bonus action to speak the command word and cause it transform into a weapon, or back into its object form. While in its weapon form, the item ceases to be magical.

Barrier Ward

Wondrous Item, Very Rare

A barrier ward is a set of inscribed orbs that are used by detective agencies to seal off a crime scenes. As an action while touching one of the orbs, you can speak the command word to activate or deactivate the ward. While active, the orbs hover 3 feet into the air and form a circle, with each orb connected via magical light, creating a 20-foot tall cyclinder of magical protection with a radius of your choice between 5 and 10 feet.

While the barrier ward is active, creatures can't enter the cyclinder by nonmagical means. If a creature speaks the command word as it enters the area, it can enter freely.

Cryptex

Wondrous Item, Common

A cryptex is a cylindrical case that has been outfitted into a magical combination lock, often used to store evidence or sensitive information. The case is divided into rotating dials with numerous faces, each face engraved with a single letter, allowing the dials to display words. When a cryptex is created, only a single combination of letters, typically forming a word, allows the cryptex to be unlocked.

Guessing the combination by randomly choosing words is impossible, and the combination lock cannot be picked. Breaking the cryptex open requires a successful DC 30 Strength check.

A cryptex can hold up to ⅕ cubic foot or 6 pounds of gear.

Cryptic Coat

Wondrous Item, Uncommon (Requires Attunement)

While you wear this coat with its hood up, your features change to an indistinguishably average Humanoid face. You can't be recognized at a glance. A creature who inspects you while within 5 feet of you can see your true face with a successful DC 13 Intelligence (Investigation) check. Pulling the hood up or down requires an action.

Chapter 4 | Magic
Jokubas Uogintas

Darklamp

Wondrous Item, Uncommon

A darklamp is used in conjunction with darklamp powder to identify trace evidence at crime scenes. As an action, you can activate or deactivate the darklamp. While active, the darklamp illuminates reactive darklamp powder in a 15-foot radius.

Darklamp Powder

Wondrous Item, Uncommon

Darklamp pwder is used in conjunction with a darklamp to identify trace evidence at crime scenes. Each pouch of darklamp powder is specially crafted to be reactive with certain chemicals, including poisons and the sweat of various races.

As an action, you can sprinkle darklamp powder onto a surface. If the trace chemical associated with the darklamp powder is present on that surface, the powder will illuminate under the light of a darklamp.

Evidence Tag

Wondrous Item, Rare

An evidence tag is used to prevent on-scene tampering of potential evidence. It appears as a 1-foot radius iron ring. As an action while holding the tag over an object, you can speak the command word, causing the tag to hover 3-6 inches over the object, and a floating purple flame appears in the rings center.

While active, the tag's associated object becomes magically fixed in place and can't be moved or tampered with.

Polygraph Orb

Wondrous Item, Uncommon

While holding this orb, you can speak its command word to activate or deactivate it. While active, it hovers four feet in the air and emanates a magical aura out to 15 feet. That area is under the effects of a zone of truth spell.

Spectral Lenses

Wondrous Item, Very Rare (Requires Attunement)

These crystal lenses fit over the eyes. While wearing them, you can see traces of magic within 30 feet of you. These traces are present if any spells or magic effects were present in the area in the past 24 hours. If you see these traces, you can use your action to see a faint aura around any object or surface that was affected by the spell or effect, and you learn its school of magic, if any.

These lenses can penetrate most barriers, but they are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Thinking Cap

Wondrous Item, Rare (Requires Attunement)

Your Intelligence score is 21 while you wear this cap. It has no effect on you if your Intelligence is already 21 or higher without it.

Toolkit Bracers

Wondrous Item, Common (Requires Attunement)

These bracers are outfitted with all the components necessary for one of the following tools: one set of artisan's tools, an herbalism kit, navigator's tools, a poisoner's kit, or thieves tools.

While wearing these bracers, you can use your action to transform them into their associated type of tool. Whatever form the tool takes, you are proficient with it.

Chapter 5 | Friends & Foes
Anna Podedworna

Bestiary

This chapter presents a number of unique monsters and NPCs who can be found throughout Ravnica. The creatures in this section are organized alphabetically. The Ravnica Creatures table lists every creature in this chapter, along with that creature's type and challenge rating (CR).

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.

Unusual Attacks and Magic

In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Meeting Prerequisites

Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

Ravnica Creatures
Creature Creature Type CR
Barbed Servitor Construct 1
Bubble Smuggler Monstrosity 1
Detective Humanoid 1
Eye of Duskmantle Aberration 1
Ferox Beast 5
Geardrake Construct 1
Guardian Thrull Construct 1
Herald of Ilharg Beast 6
Homunculus Construct 0
Lammasu Monstrosity 4
Laundry Golem Construct 3
Lupul Beast 5
Magnetic Snuffler Construct 1/8
Mortipede Monstrosity 11
Riftburst Hellion Monstrosity 11
Saproling Plant 0
Sludge titan Undead 3
Spotlight Falcon Construct 0
Topiary Panther Plant 1/4
Ursaguana Monstrosity 6
Chapter 5 | Friends & Foes
Simon Dominic

Barbed Servitor

“Let him in. He’s on the list.”
Olrich, Rakdos club owner


A barbed servitor is a perfect representation of the sensibilities of the Cult of Rakdos; a construct created to serve guests, but is covered in barbs and set ablaze. They are found at Rakdos clubs and shows, distributors of both pleasantries and pain.


Barbed Servitor

Medium Construct, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 6 (-2) 6 (-2) 3 (-4)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages understands Abyssal but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Barbed Body. A creature that touches the servitor or hits it with a melee attack while within 5 feet of it takes 5 (1d10) piercing damage. At the start of each of its turns, the servitor deals 5 (1d10) piercing damage to any creature grappling or grappled by it.

Unusual Nature. The servitor doesn't require air, food, drink, or sleep.

Actions

Multiattack. The servitor makes two Claw attacks or one Tail attack.

Claw. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 11 (2d8 + 2) slashing damage.

Chapter 5 | Friends & Foes
Leesha Hannigan

Bubble Smuggler

Small Monstrosity, Typically Chaotic Neutral


  • Armor Class 12
  • Hit Points 28 (8d6)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 8 (-1) 14 (+2) 4 (-3)

  • Skills Insight +4, Investigation +1, Perception +6, Sleight of Hand +6, Stealth +4
  • Senses passive Perception 16
  • Languages understand Common and Thieves' Cant but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Amphibious. The smuggler can breathe air and water.

Actions

Multiattack. Glovax makes two Tentacles attacks.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Dexterity saving throw or have the grappled condition (escape DC 12). Until this grapple ends, the smuggler can't use its Tentacles attack against another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the smuggler if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.

Bonus Actions

Cunning Action. The smuggler takes the Dash, Disengage, or Hide action.

Bubble Smuggler

By the time they noticed the missing vials, Glovax was three fathoms away.


Glovax the bubble smuggler is a kind of krasis, a novel life form created by Simic Combine biomancers, coaxed from two existing creatures: an octopus and a fish. Having the best qualities of both, Glovax turned against his creators, stealing their alchemical vials. Escaping to the deep oceans, Glovax has become a renowned smuggler among the guildless, and there are several warrants for his arrest issued by the guilds.

Chapter 5 | Friends & Foes
Jake Murray


Detective

Medium Humanoid (Rogue, Any Race), Typically Any Lawful Alignment


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

  • Skills Deception +3, Insight +6, Investigation +7, Perception +4, Persuasion +3, Stealth +4
  • Senses passive Perception 14
  • Languages Common plus one other language
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Ear for Deceit. Charisma (Deception) makes made to lie to the detective in a language the detective knows have disadvantage.

Actions

Multiattack. The detective makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Cunning Action. The detective takes the Dash, Disengage, or Hide action.

Eye for Detail. The detective makes a Wisdom (Perception) or Intelligence (Investigation) check.

Insightful Fighting. The detective makes a Wisdom (Insight) check against a creature without the incapcitated condition the detective can see, contested by the target's Charisma (Deception) check. On a success, the target is marked for 1 minute, or until the detective uses its Insightful Fighting bonus action against another target.
    The detective deals an extra 7 (2d6) damage when it hits a marked target with a weapon attack if the detective doesn't have disadvantage on the attack roll.

Chapter 5 | Friends & Foes
Anthony Devine

Eye of Duskmantle

Tiny Aberration, Unaligned


  • Armor Class 12
  • Hit Points 18 (4d4 + 8)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 14 (+2) 2 (-4)

  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Flyby. The eye doesn't provoke opportunity attacks when it flies out of an enemy's reach.

One-Eyed. The eye has disadvantage on any attack roll against a target more than 30 feet away.

Unusual Nature. The eye doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.

Eye Bite. The eye targets one creature it can see within 60 feet of it. That creature must succeed on a DC 12 Wisdom saving or have one of the following conditions of the eye's choice until the end of the eye's next turn: blinded, frightened, poisoned, or restrained.

Eye of Duskmantle

Most thought the Dimir had been wiped out. This suited the Dimir perfectly.


Never comfortable with how public they were forced to become in recent years, the Dimir had been making a concerted effort to erase their existence from the public mind again when the Phyrexians arrived on Ravnica. Under cover of the invasion, they staged the elimination of their entire leadership, complete with eyewitnesses and overwhelming physical evidence. Even among the Dimir, no one is entirely sure who or what is in charge, adding a convincingly genuine sheen of ambiguity to the ruse.

Rumors persist that the strange, winged eyes seen fluttering through the undercity report back to the the unseen guild.

Chapter 5 | Friends & Foes
Maxime Minard

Ferox

Feroxes are large feline predators native to Ravnica. They have been described as "all fangs, tusks, and claws". Most feroxes have an ancient connection to the plane's mana which manifests as bioluminescent markings on their skin that protect the ferox against magical harm. The hide of these feroxes, often called nullhide, is a prized rarity.

A ferox nullhide can be used as a component to craft the spellguard shield magic item that appears in the Dungeon Master's Guide.


Ferox

Large Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 3 (-4) 17 (+3) 14 (+2)

  • Saving Throws Dex +6
  • Skills Athletics +7, Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Keen Hearing and Sight. The ferox has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Magic Resistance. The ferox has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ferox makes one Bite attack and one Claws attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature and the ferox moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 15 Strength saving throw or have the prone condition.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Bonus Actions

Pounce. The ferox makes a Claws attack against a creature with the prone condition.

Chapter 5 | Friends & Foes
Filipe Pagliuso

Geardrake

Medium Construct, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 8 (-1) 11 (+0) 13 (+1)

  • Skills Perception +4, Stealth +2
  • Damage Immunities fire, poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages understands Common and Draconic but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

False Statue. If the geardrake is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the geardrake move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the geardrake is animate.

Unusual Nature. The geardrake doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Fire Breath (Recharge 5–6). The geardrake exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Geardrake

Only too late did the Agency custodians realize the device had not been inactive—it was just waiting for the right trigger.


Though dragons are rare on Ravnica, their power and might inspires some artificers to create constructs in their image. A geardrake has the appearance of bejeweled monument to dragons' prowess, but in reality, it is programmed to be just as deadly as its living counterpart.

Chapter 5 | Friends & Foes
Camille Alquier

Guardian Thrull

Parties at Karlov Manor are strictly invitation only.


When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles

Guardian thrulls are larger, more competent winged thrulls with magical augmentations. They serve as doorkeepers to Orzhov mansions, ensuring that unwanted guests stay away.


Guardian Thrull

Medium Construct, Unaligned


  • Armor Class 12
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+1) 8 (-1) 9 (-1) 8 (-1)

  • Saving Throws Dex +4
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Sentinel. When the thrull hits a creature with an opportunity attack, the target's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thrull even if they take the Disengage action before leaving the thrull's reach.

Unusual Nature. The thrull doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Reactions

Self-Sacrifice. When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.

Chapter 5 | Friends & Foes
Dan Murayama Scott

Herald of Ilharg

Large Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 6 (-2) 10 (+0) 14 (+2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Relentless (Recharges after a Short or Long Rest). If the herald takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Siege Monster. The herald deals double damage to objects and structures.

Actions

Multiattack. The herald makes one Tusk attack and one Hooves attack.

Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. If the target is a creature and the heraled moved at least 20 feet straight toward the target before the right, the target must succeed on a DC 15 Strength saving throw or have the prone condition.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 5) bludgeoning damage.

Herald of Ilharg

“This city will perish, and the Gruul will cheer as the boar-god crushes the last bricks into dust.”
Nikya of the Old Ways


Ilharg is a boar god, one of the Utmungr, the Ravnican "gods of deep earth" long forgotten by time and progress. Druids of the Zhur-Taa Gruul clan who practice the "old ways" prophecy that Ilharg will bring the Raze-End, an apocalypse where the world will return to a state of nature. They belive that boars are spawn of Ilharg, and indeed an increasing number of Ravnican boars display magical empowerment.

Chapter 5 | Friends & Foes
Jesper Ejsing

Homunculus

“Understand the Simic? That’s about as easy as winning a staring contest with a homunculus.”
Dars Gostok, Firefist captain


Homunculi are alchemical creations used as servants by the Azorius Senate and Simic Combine. You can learn more about homunculi in their entry in chapter !REPLACE!.


Homunculus

Small Construct, Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages sign language, understands one language of its creator but can't speak it
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if ot succeeds on the saving throw, and only half damage if it fails. The homunculus can't use this trait if it has the incapacitated condiiton.

One-Eyed. The homunculus has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.

Chapter 5 | Friends & Foes
Mark Zug

Lammasu

Large Monstrosity, Any Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3)

  • Skills Deception +7, Insight +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The lammasu makes two Ram attacks.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Spellcasting. The lammasu casts one of the following spells, without requiring material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: spare the dying, thaumaturgy
3/day each: command, divination, hold person, lesser restoration
1/day: banishment

Lammasu

The lammasu ruled the velds before the city grew. Now they roam Ravnica’s skies, but their ancient enemies have not forgotten them.


Lammasu are strange chimeric creatures, resembling winged horses or lions with humanoid faces and ram's horns. They are among the oldest race of Ravnica, but their numbers have significantly dwindled to the point of being completely unknown of by the average Ravnican. During their prime, they were believed to be protectors of the plane who fought against living nightmares.

Chapter 5 | Friends & Foes
Michal Ivan

Laundry Gollem

A true crime of fashion.


Golems can be made of many different materials: clay, stone, iron, and even flesh. On Ravnica, citizens have inadvertently discovered another material that golems can be made of; unattended, dirty laundry. Soap has seen a marked uptick in demand.


Laundry Golem

Medium Construct, Unaligned


  • Armor Class 8
  • Hit Points 39 (6d8 + 12)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages understands one language of its creator but can't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Stench. Any creature that isn't a Construct or Undead that starts its turn within 5 feet of the golem must succeed on a DC 12 Constitution saving throw or have the poisoned condition until the start of the creature's next turn. On a successful saving throw, the creature is immune to the golem's Stench for 1 hour.

Unusual Nature. The golem doesn't require air, food, drink, or sleep.

Actions

Multiattack. The golem makes three melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) poison damage.

Sock. Ranged Weapon Attack: +0 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage.

Chapter 5 | Friends & Foes
Kev Walker

Mindleech Mass

In their natural forms, they have the form of a mass of blue-white worms that can move as a single creature with surprising speed and dexterity [13]. In this form, they are similar to insects and as such those akin to the bugs can communicate with them and to some extent control them, one such example is Jarad the devkarin hunter. They shapeshift by consuming others, and once they have consumed a living thing in its natural form, they can later change into that creature's form whenever they choose. Lupuls are extremely stealthy and nearly impossible to catch.

Thought to have been defeated centuries before the Decamillennial, they resurfaced under Szadek's commands, until his control was disrupted by Jarad.



Lupul

Medium Beast (Shapechanger), Typically Chaotic Evil


  • Armor Class 15
  • Hit Points 48 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +8, Int +3
  • Skills Acrobatics +8, Deception, Insight, Stealth +8
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Evasion. If the lupul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the lupul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Unusual Nature. The lupul doesn't require air, food, drink, or sleep.

Swarm Physiology. The lupul can occupy another creature's space and vice versa, and the lupul can move through any opening large enough for a Tiny worm.

Actions

Multiattack. The lupul makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage plus 7 (2d6) psychic damage, or 3 (1d6) piercing damage plus 3 (1d6) psychic damage if the lupul has half of its hit points or fewer.

Consume. The lupul begins feeding on the corpse of one Medium or Small creature within reach. If the lupul remains within reach and concentrates on feeding for one round (as though concentrating on a spell), the corpse is consumed at the start of the lupul's next turn. The consumed creature can be restored to life only by means of a true resurrection or a wish spell.
    The lupul learns all the languages a consumed creature knew in life and gains all its skill and tool proficiencies.

Shapechanger. The lupul polymorphs into a Small or Medium creature it has consumed, or back into its true form. Its statistics, other than its Creature Type and Size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Bonus Action

Cunning Action. The lupul takes the Dash, Disengage, or Hide action.

Chapter 5 | Friends & Foes
Daniel Ljunggren

Magnetic Snuffler

Small Construct, Unaligned


  • Armor Class 12
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses passive Perception 10
  • Languages understands one language of its creator but can't speak
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Treasure Sense. The snuffler can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Unusual Nature. The snuffler doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Magnetize. The snuffler activates a strong magnetic field in a 15-foot cone. Each metal object in that area that isn't being worn or carried is pulled 15 feet toward the snuffler unless it is securely attached to a surface or a larger object. If a creature in that area is wearing or carrying a metal object, such as a coin purse, that creature must make a DC 11 Strength saving throw for each of those objects. On a failed save, the object is pulled 10 feet towards the snuffler. If a creature is a Construct made of mostly metal, it must succeed on a DC 11 Strength saving throw or be pulled 5 feet towards the snuffler and have the prone condition.

Magnetic Snuffler

It recovers precious jewelry, murder weapons, and discarded food tins with equal excitement.


A magnetic snuffler is a construct created to assist in finding lost items, and uses a strong magnet to detect nearby metal.

Chapter 5 | Friends & Foes
Loïc Canavaggia

Mortipede

Huge Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

  • Senses tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 51 (8d10 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the mortipede. If the target is the corpse of a Large or smaller creature, it is swallowed. The mortipedes stomach can hold only one creature or corpse at a time.
  A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the mortipede, and takes 21 (6d6) acid damage at the start of each of the moripede's turns.
  If the mortipede takes 30 damage or more on a single turn from a creature inside it, the mortipede must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls in a space within 10 feet of the mortipede and has the prone condition. If the moripede dies, it similarly regurgitates the swallowed creature.
  While a corpse is swallowed, the mortipede regains 10 hit points at the start of each its turns if it has at least 1 hit point.

Mortipede

Every week, the necropsy lab’s unclaimed bodies are transferred to the Golgari for “recycling.”


Mortipedes are enormous centipede monsters found amongst the Golgari Swarm. These creatures are so named because they feed on dead things, and are often contracted by various guilds to help dispose of unwanted evidence, especially if a detective is on the trail of a killer.

Chapter 5 | Friends & Foes
Brent Hollowell

Riftburst Hellion



Riftburst Hellion

Huge Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

  • Damage Immunities cold, fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Heated Body. A creature that touches the hellion or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it has the grappled condition (escape DC 17).

Until this grapple ends, the target has the restrained condition, and the hellion can't use its Bite attack against another target.

Swallow. Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium or smaller creature grappled by the hellion. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. The creature is also swallowed, and the grapple ends. While swallowed, the creature has the blinded and restrained conditions, it has total cover against attacks and other effects outside the hellion, and it takes 21 (6d6) acid damage at the start of each of the hellion's turns.
    If the hellion takes 30 damage or more on a single turn from a creature inside it, the hellion must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall in a space within 10 feet of the hellion and has the prone condition. If the hellion dies, it similarly regurgitates all swallowed creatures.

Bonus Actions

Teleport (Recharge 4–6). The hellion magically teleports, along with any equipment it is wearing or carrying and any creatures it has swallowed, up to 30 feet to an unoccupied space it can see.

Chapter 5 | Friends & Foes
Brad Rigney & Tomasz Jedruszek

Saproling

Small Plant, Unaligned


  • Armor Class 9
  • Hit Points 10 (3d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Damage Vulnerabilities fire
  • Senses passive Perception 10
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

False Plant. If the saproling is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the saproling move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the saproling is animate.

Timberwalk. Ability checks made to track the saproling have disadvantage, and it can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

Actions

Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.

Saproling

“I bestow upon you a great honor—your flesh alone will nourish a new generation of saprolings.”
Tribune of Rot


Saprolings are magically animated plants, and can be created through a variety of guild-based magics. Selesnya saprolings bond with the guild's root-kin elementals, and resemble crystals enveloped in floral tendrils. The Golgari Swarm's saprolings are made of the bond between plants and rotting flesh and have a gnarled, root-like appearance, while saprolings created by the Gruul Clans are fierce and resemble multi-limbed insects.

Chapter 5 | Friends & Foes
Warren Mahy

Sludge Titan

A hideous, living residue of countless corpses dissolving anonymously in the scummy depths.


Ravnica's sewers and underground tunnels are full of the city's waste, and filled will all manner of dangers and treachery. And whenever someone dies in Ravnica, there is always chance the plane's mana causes that person to come back as an undead. The sludge titan is one such reanimated zombie that has grown large feeding off of the acidic sewer sludge of the city's underbelly.


Sludge Titan

Large Undead, Unaligned


  • Armor Class 9
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 1 (-5) 7 (-2) 7 (-2)

  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Undead Fortitude. If damage reduces the titan to 0 hit points, it must make a Constitution saving throw against a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the titan drops to 1 hit point instead.

Actions

Multiattack. The titan makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Spew Sludge (Recharge 6). The titan spews corrosive sludge in a 15-foot cone. Each creature in that line must make a DC 10 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
    A Humanoid slain by this damage and everything it is wearing and carrying, except magic items, are dissolved to the bone. After one round, the creature rises as a skeleton under the titan's control. The titan can have no more than twelve skeletons under its control at one time.

Chapter 5 | Friends & Foes
Julia Metzger

Spotlight Falcon

Tiny Construct, Unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses passive Perception 14
  • Languages understands one language of its creator but can't speak
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

Unusual Nature. The falcon doesn't require air, food, drink, or sleep.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Spotlight. The falcon activates or deactivates its spotlight. While active, the falcon casts bright light in a 60-foot cone and dim light for an additional 60 feet.

Spotlight Falcon

"It's the newest model—10 percent lighter and 20 percent more expensive!"
Kylox, Visionary Inventor


The spotlight falcon is a construct similar to a thopter, favored as an additional layer of security for Orzhov manors, Rakdos clubs, Azorius buildings, and Boros armories.

Chapter 5 | Friends & Foes
Xabi Gaztelua

Topiary Panther

The gardens around Karlov Manor are oddly bereft of birdsong.


Topiary plant sculptures are created by artists as decorations for gardens and expensive mansions in Ravnica, prominently in the estates of Orzhov nobles. Ancient druidic magic can bring these sculptures to life.

Any creature can be made into a topiary version by giving its statistics the following alterations:

  • It's a Plant
  • It has vulnerability to fire damage.
  • It has resistance to bludgeoning and piercing damage
  • It's immune to poison and psychic damage
  • It's immune to the blinded, deafened, charmed, frightened, and poisoned conditions
  • It has blindsight out to 60 feet, and is blind beyond this radius
  • It has the topiary panther's Unusual Nature trait

Topiary Panther

Medium Plant, Unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, deafened, charmed, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Unusual Nature. The panther doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature and the panther moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition.

Bonus Actions

Pounce. The panther makes one Bite attack against a creature with the prone condition.

Chapter 5 | Friends & Foes
Slawomir Maniak

Ursaguana

Large Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Keen Smell. The ursaguana has advantage on Wisdom (Perception) checks that rely on smell.

Siege Monster. The ursaguana deals double damage to objects and structures.

Spider Climb. The ursaguana can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The ursaguana makes one Bite attack and one Claws attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Ursaguana

At this point, mutant rampages are proactively facotred into every Simic research project's timeline.


The ursaguana is a kind of krasis, a novel life form created by Simic Combine biomancers, coaxed from two existing creatures: a bear and an iguana. The result is a rampaging mutant with the best traits of both.

Chapter 5 | Friends & Foes
Joshua Cairos

Creating Ravnican NPCs

Chapter 9 of the Dungeon Master's Guide presents rules creating NPCs. If you want to take an NPC stat block and adapt it for a specific monster race presented in this guide, apply the ability modifiers and add the features listed in the NPC Features table. If the NPC's AC, hit points, attack bonus, or damage changes, recalculate its challenge rating.

Other races are better represented by existing NPC stat blocks in the Monster Manual or Guildmaster's Guide to Ravnica. The Ravnican Monster Races table lists these races and accompanying stat blocks.


  • * This stat block appears in Guildmaster's Guide to Ravnica
  • ** This stat block appears earlier in this chapter
Ravnican Monster Races
Race Stat Block
Demon nalfeshnee, shadow demon, vrock
Devil cackler*
Dryad conclave dryad,* dryad
Faerie pixie, sprite
Gargoyle gargoyle
Gorgon medusa, undercity meduse
Homunculus homunculus**
Ogre ogre
Ooze ochre jelly
Shapeshifter doppelganger
Sphinx androsphinx, gynosphinx
Spirit ghost, wraith
Troll troll
Vampire blood drinker vampire,* mind drinker vampire*
NPC Features
Race Ability Modifiers Features
Angel +2 Cha, +1 Wis Celestial type, fly 30 ft., resistance to radiant damage, Innate Spellcasting (deva), Unusual Nature, speaks Celestial
Centaur +2 Str, +1 Con Fey type, speed 50 ft., proficiency in the Survival skill, Hooves, speaks Sylvan
Devkarin +2 Dex, +1 Cha Darkvision 120 ft., Fey Ancestry, Innate Spellcasting (drow), speaks Elvish
Goblin -2 Str, +2 Dex,
+1 Con
Darkvision 60 ft., proficiency in the Stealth skill, Fury of the Small, Nimble Escape, speaks Goblin
Kraul +2 Str, +1 Con Climb 30 ft., +3 natural armor bonus to AC, darkvision 60 ft., Spider Climb, Hive Mind, speaks Kraul
Loxodon +2 Con, +1 Wis +3 natural armor bonus to AC, proficiency in the Perception skill, Keen Smell, Loxodon Serenity, Trunk, speaks Loxodon
Merfolk +1 Dex, +1 Con, +1 Cha Swim 30 ft., resistance to cold damage, darkvision 60 ft., Amphibious, speaks Merfolk
Minotaur +2 Str, +1 Con proficiency in the Intimidation skill, Horns attack action, speaks Minotaur
Mole +2 Wis, +1 Dex Beast type, burrow 5 ft., proficiency in the Perception skill, darkvision 60 ft., tremorsense 30 ft., Keen Smell
Silhana +2 Dex, +1 Wis Darkvision 60 ft., proficiency in the Perception skill, Fey Ancestry, speaks Elvish
Vedalken +2 Int, +1 Wis proficiency in the Investigation skill, Amphibious, Vedalken Cunning, speaks Vedalken
Viashino -2 Int, +2 Str,
+1 Wis
speed 35 ft, resistance to fire damage, +3 natural armor bonus to AC, proficiency in the Perception and Stealth skills, Bite attack action
Heonhwa Choe

Unravel the Mystery

Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

 

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