Guildmasters' Guide to Ravnica
A city-world ruled by ten rival guilds.
Setting guide to the Magic: The Gathering plane of Ravnica, with guild-based backgrounds, new species such as centaurs and minotaurs, subclasses, guild politics and urban adventure tools.
Reach for it: Intrigue-heavy city campaigns.
Chapter by chapter
Guildmasters’ Guide to Ravnica adapts the city-world of Magic: The Gathering for fifth-edition Dungeons & Dragons. Players receive guild-centred character options, new species and two subclasses. Dungeon Masters receive a district gazetteer, faction-driven adventure tools, an introductory adventure, treasures and a substantial bestiary. This guide uses only PDF pages 1–260 of the supplied file and ignores the unrelated appended book.
36 sections · “Open all” skips DM-only sections
▸Welcome to Ravnicap. 6–10
Ravnica is a world almost entirely covered by a city, where ten guilds divide responsibilities and compete for influence. This introduction explains the Guildpact, the magical agreement behind that uneasy balance, and the importance of its living representative, Jace Beleren. Guild membership gives an adventurer obligations and allies rather than merely a badge. Everyday details help players imagine urban life before choosing a character.
- The Guildpact restrains open guild conflict without eliminating rivalry.
- Zibs and zinos are local coins; calendars, languages and guild insignia make the city feel lived in.
- Guildless citizens exist: membership is important but not universal.
On the siteCharacter origins
▸Chapter 1: Character Creationp. 11–28
Character creation begins with a guild choice because politics and personal values shape a Ravnican adventurer. The chapter connects species and classes to guild roles without making those associations absolute restrictions. Its questionnaire helps a new player distinguish loyalty to law, freedom, community, knowledge and personal advancement. Two subclasses add rules for authority and fungal transformation. The ten guild backgrounds are presented in Chapter 2, not as a separate background list here.
- Plan a mixed-guild party’s reason to cooperate before play.
- Humans and elves appear alongside centaurs, goblins, loxodons, minotaurs, Simic hybrids and vedalken.
- Class-by-guild suggestions are inspiration, not a prohibition on unusual characters.
- Use this book’s original fifth-edition character options with the DM’s agreement when mixing rules editions.
On the siteCharacter origins
▸Character Creation: Speciesp. 12–23
Ravnican peoples share crowded streets but have different cultural ties to the guilds. Humans are widespread, while Silhana, Devkarin and Simic elves illustrate distinct elven communities. The six additional player options have abilities that strongly influence movement, exploration and combat. Choose a personality and allegiance as well as a useful trait package.
- Centaur: a swift fey with hooves and a charging attack; ladders and similar climbs are awkward for an equine body.
- Goblin: disengaging or hiding as a bonus action supports mobile fighting; Fury of the Small helps against larger enemies.
- Loxodon: natural armour, powerful carrying capacity and a useful trunk suit steady, physically capable characters.
- Minotaur: horns, a rushing attack and forceful shoves encourage close fighting.
- Simic Hybrid: choose biological enhancements at levels 1 and 5, including climbing, gliding, swimming, grappling limbs, protective skin or acid.
- Vedalken: mental resilience, sustained attention to a chosen skill and tool, and limited underwater breathing reward careful specialists.
- Humans use familiar human options; elf cultures do not require every member to choose the same guild.
On the siteCharacter origins
▸Character Creation: Order Domain and Circle of Sporesp. 25–28
The Order Domain turns the cleric into a coordinator who reinforces allies while compelling enemies to obey. Voice of Authority lets a spell that benefits an ally create an opportunity for that ally to attack. Later features bring mass authority, faster enchantments and stronger weapon-linked punishment. The Circle of Spores instead treats decay as part of life, surrounding the druid with harmful spores and using Wild Shape for Symbiotic Entity. Its later abilities animate fallen bodies, project a spore cloud and alter the druid’s own defences.
- Order Domain: domain features arrive at levels 1, 2, 6, 8 and 17 under this book’s original cleric progression.
- Circle of Spores: Halo of Spores and Symbiotic Entity begin at level 2; Fungal Infestation, Spreading Spores and Fungal Body follow at 6, 10 and 14.
- Symbiotic Entity grants temporary hit points and strengthens spore and melee damage while it lasts.
- Temporary hit points are not added together, and competing armour calculations are alternatives.
▸Chapter 2: Guilds of Ravnicap. 29–98
Guild membership combines a background, social network and route to advancement. Each guild supplies ideals, bonds, flaws and contacts that can generate adventures. Renown measures standing within the organisation and unlocks ranks, assistance and responsibilities. Guild spell lists expand the options available to a member with an appropriate spellcasting feature rather than granting unlimited free spells. Changing guilds has social consequences and should be handled with the DM.
- Choose one guild background, not ten sets of benefits.
- Contacts include rivals and outsiders as well as helpful colleagues.
- Rank benefits depend on renown and sometimes level or other prerequisites.
- A loyal member, a questioning reformer and a secret dissenter can all belong to the same guild.
On the siteCharacter origins
▸Guild: Azorius Senatep. 32–37
The Azorius Senate gives a character a place in Ravnica through law courts, legislative bureaucracy and arresters. Its leadership centres on Isperia, but ordinary members have their own motives and local duties. The Azorius Functionary background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Azorius Functionary: Legal Authority helps secure official cooperation and access to records.
- Lyev enforces law, Jelenn legislates and Sova judges.
On the siteBackgrounds
▸Guild: Boros Legionp. 38–44
The Boros Legion gives a character a place in Ravnica through military justice, disciplined patrols and angelic leadership. Its leadership centres on Aurelia, but ordinary members have their own motives and local duties. The Boros Legionnaire background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Boros Legionnaire: Legion Station provides access to legion facilities and support.
- Sergeant and brigadier ranks lead towards command; special roles include the Sunhome Guard.
On the siteBackgrounds
▸Guild: House Dimirp. 45–50
The House Dimir gives a character a place in Ravnica through espionage, concealed identities and traded secrets. Its leadership centres on Lazav, but ordinary members have their own motives and local duties. The Dimir Operative background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Dimir Operative: False Identity supports an undercover life in another guild.
- Encode Thoughts stores information as a magical thought strand; missions prioritise secrecy.
On the siteBackgrounds
▸Guild: Golgari Swarmp. 50–58
The Golgari Swarm gives a character a place in Ravnica through Undercity survival, food production, decay and undeath. Its leadership centres on Jarad Vod Savo, but ordinary members have their own motives and local duties. The Golgari Agent background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Golgari Agent: Undercity Paths helps navigate hidden routes.
- Devkarin elves, kraul and medusas compete within the swarm.
On the siteBackgrounds
▸Guild: Gruul Clansp. 59–65
The Gruul Clans gives a character a place in Ravnica through clan loyalty, wilderness reclamation and resistance to city authority. Its leadership centres on Borborygmos, but ordinary members have their own motives and local duties. The Gruul Anarch background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Gruul Anarch: Rubblebelt Refuge helps a group find shelter and resources in ruined territory.
- Clans are independent; demonstrated strength matters more than administrative office.
On the siteBackgrounds
▸Guild: Izzet Leaguep. 66–70
The Izzet League gives a character a place in Ravnica through magical engineering, civic infrastructure and dangerous experiments. Its leadership centres on Niv-Mizzet, but ordinary members have their own motives and local duties. The Izzet Engineer background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Izzet Engineer: Urban Infrastructure helps interpret and access the city’s systems.
- Laboratory assignments and scientific prestige offer advancement alongside spectacular mishaps.
On the siteBackgrounds
▸Guild: Orzhov Syndicatep. 71–76
The Orzhov Syndicate gives a character a place in Ravnica through religious authority, banking, extortion and debts that outlive the debtor. Its leadership centres on the Obzedat, but ordinary members have their own motives and local duties. The Orzhov Representative background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Orzhov Representative: Leverage turns organisational influence into practical pressure.
- Wealth, obligation and patronage shape promotion and relations with spirits.
On the siteBackgrounds
▸Guild: Cult of Rakdosp. 77–83
The Cult of Rakdos gives a character a place in Ravnica through performance, risky entertainment and gleeful disruption. Its leadership centres on Rakdos, but ordinary members have their own motives and local duties. The Rakdos Cultist background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Rakdos Cultist: Fearsome Reputation makes intimidation and public disorder useful social tools.
- Entertainers can rise from troupe work to prominent performance roles.
On the siteBackgrounds
▸Guild: Selesnya Conclavep. 84–90
The Selesnya Conclave gives a character a place in Ravnica through shared spiritual purpose, communal settlements and organised defence. Its leadership centres on Trostani, but ordinary members have their own motives and local duties. The Selesnya Initiate background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Selesnya Initiate: Conclave’s Shelter offers help in conclave communities.
- Vernadi communities gather around dryad leaders and the ideal of collective harmony.
On the siteBackgrounds
▸Guild: Simic Combinep. 91–98
The Simic Combine gives a character a place in Ravnica through biological research, adaptation and engineered life. Its leadership centres on Zegana, but ordinary members have their own motives and local duties. The Simic Scientist background connects a new adventurer to that organisation with skills, contacts and a signature social benefit. The section explains assignments, relations with other guilds and advancement through renown. Treat its suggested attitudes as starting points rather than a compulsory personality.
- Simic Scientist: Researcher helps locate information even when the character does not already know it.
- Clades pursue specialised projects; Guardian and Utopian approaches differ over the purpose of adaptation.
On the siteBackgrounds
▸Chapter 3: The Tenth District — Life in Ravnicap. 99–122
This chapter turns the city’s huge scale into a usable home area: the Tenth District and its six precincts. Major roads connect busy surface neighbourhoods while sewers, crypts and the Undercity provide routes below them. Each precinct has landmarks, people, services, law enforcement and rumours. These details help a player decide where a character lives and help a DM build journeys that are more than a walk between encounters. The chapter’s actual title is The Tenth District; it is the main gazetteer for life in the city.
- Precinct One includes the Guildpact’s civic heart, Orzhova and Vizkopa Bank.
- Precinct Two features New Prahv and Azorius influence.
- Precinct Three includes Vitu-Ghazi and greener Selesnya neighbourhoods.
- Precinct Four brings Sunhome, Nivix and the Rubblebelt into close proximity.
- Precinct Five includes the university district and scientific activity.
- Precinct Six includes Deadbridge and routes into the Undercity.
- Millennial Platform, major trade ways and transit links help orient travel.
On the siteCharacter origins
▸Chapter 4: Creating AdventuresDM onlyp. 123–172
Spoilers for players — the Dungeon Master’s eyes only.
Ravnican adventures grow from guild goals that overlap or collide. The chapter helps the DM choose an organising guild, involve characters from other factions and add complications beyond a simple fight. Ten guild toolkits provide villains, goals, assignments and mapped locations. The concluding introductory adventure demonstrates these methods with a fugitive and competing interests. This material is for the DM because knowing the factions’ plans can spoil investigation.
- Use a patron, a shared threat or intersecting assignments to unite a mixed-guild party.
- Azorius arrester station and Boros garrison suit investigations, arrests and military conflicts.
- Dimir safe house, Golgari Undercity mansion and Gruul encampment provide very different infiltration problems.
- Izzet workshop, Orzhov basilica and Rakdos nightclub connect hazards to each guild’s values.
- Selesnya vernadi centre and Simic growth chambers support community disputes and experiments gone wrong.
On the siteDungeon Master guidance
▸Adventure: Krenko’s WayDM onlyp. 160–172
Spoilers for players — the Dungeon Master’s eyes only.
This introductory adventure sends a new party after the escaped goblin gang leader Krenko. Nassius Ven supplies a commission, but pursuit requires questioning contacts and understanding street-level rivalries. Falish and the Shattergang Brothers complicate the search, and Krenko has his own outside support. The warehouse finale rewards reconnaissance and attention to schedules rather than assuming a direct assault. The conclusion leaves questions about patrons and motives that can grow into a campaign.
- The adventure is designed to begin with level-1 characters.
- Track leads through Ravnican contacts instead of revealing the hideout immediately.
- Falish’s workshop and Krenko’s warehouse give investigation a physical destination.
- Goblin Gang Member, Krenko and Loading Rig support the final confrontation.
- Krenko’s patron and Nassius Ven’s interests are DM-only information.
On the siteDungeon Master guidance
▸Chapter 5: TreasuresDM onlyp. 173–182
Spoilers for players — the Dungeon Master’s eyes only.
Rewards in Ravnica reflect guild identity as much as monetary value. Local coinage and guild-associated treasure help the DM show who financed or owned a cache. Guild charms are limited-use magical rewards bestowed on chosen recipients, not ordinary permanent equipment. The chapter then supplies guild-themed magic items, from transport devices to experimental weapons. Several items create risks or social implications that matter beyond their numerical benefits.
- Azorius, Boros, Dimir, Golgari, Gruul, Izzet, Orzhov, Rakdos, Selesnya and Simic charms each offer a different package of limited magical benefits.
- Charms can be revoked by their guildmaster, linking rewards to faction loyalty.
- Guild keyrunes and guild signets make a guild’s symbol into usable magic.
- Choose treasures that reinforce an adventure’s faction connections rather than random wealth alone.
On the siteDungeon Master guidance
▸Treasures: Magic Item DescriptionsDM onlyp. 178–182
Spoilers for players — the Dungeon Master’s eyes only.
The item descriptions turn Ravnica’s faction themes into concrete rewards. Some devices are practical tools for movement or communication, while others reward a particular combat style. Izzet inventions often invite an experiment with consequences rather than offering completely dependable power. The DM should check attunement and activation rules before handing out any of these items.
- Guild Keyrune: becomes a guild-associated creature to assist its bearer.
- Guild Signet: channels a small selection of guild-related spells.
- Illusionist’s Bracers: support repeated cantrip casting.
- Lifewell Tattoo: protects the wearer against necrotic harm and a fatal collapse.
- Mizzium Apparatus: allows risky attempts at casting beyond prepared knowledge.
- Mizzium Armor: experimental armour that blunts certain severe hazards.
- Mizzium Mortar: launches magical fire with an explosive option.
- Moodmark Paint: expresses emotion through changing magical markings.
On the siteDungeon Master guidance
▸Treasures: Weapons and Specialist EquipmentDM onlyp. 179–182
Spoilers for players — the Dungeon Master’s eyes only.
These rewards suit characters who want to protect companions, control movement or make a spectacular attack. Guild associations can explain why an item appears in a particular vault or laboratory. A weapon can also be a visible sign of allegiance. Discuss unsettling items such as the soul-harvesting riteknife before bringing them into a player’s story.
- Pariah’s Shield: lets a defender take harm meant for an ally. Peregrine Mask: provides aerial mobility and heightened readiness.
- Pyroconverger: projects increasingly risky blasts of fire. Rakdos Riteknife: stores the souls of victims for sinister power.
- Skyblinder Staff: disrupts flying foes. Spies’ Murmur: lets linked users communicate quietly over distance.
- Sunforger: combines a heavy weapon with released magical force. Sword of the Paruns: turns a warrior’s manoeuvres into opportunities for companions.
- Voyager Staff: offers magical travel and displacement.
On the siteDungeon Master guidance
▸Chapter 6: Friends and FoesDM onlyp. 183–256
Spoilers for players — the Dungeon Master’s eyes only.
The final chapter is a DM’s reference for Ravnica’s creatures, guild leaders and specialist members. Guild encounter lists help match an opponent or ally to its organisation. The bestiary contains both unfamiliar city creatures and Ravnican versions of recognisable fantasy beings. Later sections focus on guild NPCs, from ordinary soldiers to immensely powerful leaders. These are encounter tools rather than player species or subclass options.
- Use guild and creature-type indexes to find appropriate allies, hazards and enemies.
- Guild leaders such as Aurelia, Isperia and Niv-Mizzet are major campaign presences, not routine starting encounters.
- Golgari lairs and Rakdos carnival material help shape the battlefield around the opposition.
On the siteDungeon Master guidance
▸Friends and Foes: Angels and ArchonsDM onlyp. 189–192
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of angels and archons. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Battleforce Angel: front-line angelic warrior.
- Firemane Angel: fiery Boros commander.
- Deathpact Angel: Orzhov patron who binds service through debt.
- Archon of the Triumvirate: flying enforcer of imposed order.
On the siteDungeon Master guidance
▸Friends and Foes: City Beasts and SpiritsDM onlyp. 193–194
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of city beasts and spirits. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Arclight Phoenix: electrical bird that can return after destruction.
- Conclave Dryad: Selesnya guardian connected to a community’s tree.
On the siteDungeon Master guidance
▸Friends and Foes: Demons and UndeadDM onlyp. 195–198
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of demons and undead. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Cackler: small demonic troublemaker.
- Master of Cruelties: demon that exploits anguish.
- Sire of Insanity: demon that undermines reason.
- Devkarin Lich: undead Golgari spellcaster.
On the siteDungeon Master guidance
▸Friends and Foes: Felidars and GiantsDM onlyp. 199–202
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of felidars and giants. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Felidar: bond-forming feline guardian.
- Bloodfray Giant: brutal Rakdos combatant.
- Guardian Giant: Selesnya protector.
- Orzhov Giant: towering syndicate muscle.
- Sunder Shaman: Gruul giant wielding elemental destruction.
On the siteDungeon Master guidance
▸Friends and Foes: Horrors and Bound SpiritsDM onlyp. 203–206
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of horrors and bound spirits. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Flying Horror: airborne nightmare predator.
- Shadow Horror: fearsome creature of darkness.
- Skittering Horror: swift many-limbed terror.
- Indentured Spirit: ghost compelled to serve a creditor.
On the siteDungeon Master guidance
▸Friends and Foes: Izzet ElementalsDM onlyp. 207–209
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of izzet elementals. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Blistercoil Weird: unstable elemental that absorbs energy.
- Fluxcharger: flying elemental charged with destructive magic.
- Galvanice Weird: ice-and-electricity laboratory creation.
On the siteDungeon Master guidance
▸Friends and Foes: Krasis and KraulDM onlyp. 210–214
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of krasis and kraul. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Category 1 Krasis: smaller experimental hybrid.
- Category 2 Krasis: larger engineered monster.
- Category 3 Krasis: massive combination of biological adaptations.
- Kraul Warrior: insectile Golgari fighter.
- Kraul Death Priest: kraul religious leader using death magic.
On the siteDungeon Master guidance
▸Friends and Foes: Specters, Cyclopes and HybridsDM onlyp. 215–218
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of specters, cyclopes and hybrids. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Nightveil Specter: Dimir rider that steals thoughts.
- Gloamwing: shadowy flying mount.
- Nivix Cyclops: Izzet laboratory guard.
- Hybrid Brute: Simic close-combat experiment.
- Hybrid Flier: winged Simic operative.
- Hybrid Poisoner: toxin-using hybrid.
- Hybrid Shocker: electrically adapted hybrid.
- Hybrid Spy: stealth-focused modified agent.
On the siteDungeon Master guidance
▸Friends and Foes: Other Ravnican CreaturesDM onlyp. 219–225
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of other ravnican creatures. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Skyjek Roc: huge Boros aerial mount.
- Skyswimmer: flying city predator.
- Servitor Thrull: constructed servant of the syndicate.
- Winged Thrull: airborne thrull messenger or watcher.
- Undercity Medusa: Golgari petrifying guardian.
- Blood Drinker Vampire: vampire feeding on blood.
- Mind Drinker Vampire: Dimir vampire feeding on thought.
- Wurm: enormous burrowing threat.
On the siteDungeon Master guidance
▸Friends and Foes: Azorius and Boros NPCsDM onlyp. 226–231
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of azorius and boros npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Soldier: ordinary trained guild combatant.
- Isperia: sphinx heading the Azorius Senate.
- Lawmage: Azorius spellcaster who restrains offenders.
- Precognitive Mage: mage whose foresight aids enforcement.
- Aurelia: angelic leader of the Boros Legion.
- Firefist: Boros warrior combining force and flame.
- Frontline Medic: battlefield healer.
- Reckoner: legion champion who punishes attackers.
On the siteDungeon Master guidance
▸Friends and Foes: Dimir and Golgari NPCsDM onlyp. 232–236
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of dimir and golgari npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Lazav: shapechanging Dimir guildmaster.
- Mind Mage: psychic manipulator.
- Thought Spy: covert collector of information.
- Jarad Vod Savo: undead leader of the Golgari.
- Golgari Shaman: spellcaster channelling decay and natural cycles.
On the siteDungeon Master guidance
▸Friends and Foes: Gruul and Izzet NPCsDM onlyp. 237–243
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of gruul and izzet npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Borborygmos: cyclopean leader respected by the Gruul. Anarch: destructive Gruul agitator.
- Druid of the Old Ways: primal Gruul spellcaster. Rubblebelt Stalker: hunter adapted to ruined streets.
- Niv-Mizzet: ancient dragon and Izzet mastermind. Cosmotronic Blastseeker: experimental wielder of radiant and fiery energy.
- Counterflux Blastseeker: Izzet specialist in disruptive magical force. Flux Blastseeker: volatile laboratory combat mage.
- Galvanic Blastseeker: electrical experimenter. Scorchbringer Guard: guard equipped with a flame-producing device.
On the siteDungeon Master guidance
▸Friends and Foes: Orzhov and Rakdos NPCsDM onlyp. 244–250
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of orzhov and rakdos npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Obzedat Ghost: one of the syndicate’s ruling ancestral spirits.
- Rakdos: demon lord and cult figurehead.
- Blood Witch: Rakdos practitioner of pain-fuelled magic.
- Rakdos Lampooner: performer weaponising mockery.
- Rakdos Performer: acrobatic or spectacular cult entertainer.
On the siteDungeon Master guidance
▸Friends and Foes: Selesnya and Simic NPCsDM onlyp. 251–256
Spoilers for players — the Dungeon Master’s eyes only.
This section provides encounter-ready examples of selesnya and simic npcs. Each creature has a role in the city’s ecology or faction structure. Use its behaviour and allegiance to decide whether the encounter should begin with conversation, pursuit or combat. The descriptions below identify the creatures without replacing their full rules.
- Trostani: threefold dryad voice of the conclave.
- Horncaller: Selesnya summoner and animal ally.
- Zegana: merfolk leader of the Simic Combine.
- Biomancer: researcher reshaping living creatures.
On the siteDungeon Master guidance
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