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Wednesday, May 8, 2013

#Ravnica Guildmages as #dndnext Clerics!


The title is very self-explanatory. I use the extremely flexible Cleric class and in particular its Deity feature to represent a handful of guilds from Ravnica, creating a custom Channel Divinity effect to simulate the core mechanic of the guild in a D&D-meaningful way.

Without further ado, here we go!

SELESNYA GUILDMAGE


Base Deity: Trickster -> Bonus skills: Administer First Aid, Handle Animal, Recall Lore (Nature)

Channel Divinity: Divine Shelter, Divine Magic, Populate

Populate: You can expend a use of Channel Divinity to summon a beast identical to one you have charmed through Animal Friendship. This summoned beast disappears when you take your next short rest. If you are maintaining concentration for an effect on you or another charmed beast, the summoned beast benefits from that effect as well. At 11th level, you summon 1d4 beasts.

Cantrip: Druidcraft

Domain Spells:
1: Animal Friendship
2: Barkskin
3: Plant Growth
4: Stoneskin
5: Commune

Suggested Background: Guide

Suggested Specialty: Mystical Healer


IZZET GUILDMAGE



Base Deity: Lightbringer (Shocking Grasp instead of Lance of Faith. Note that it can stop OAs).

Channel Divinity: Magical Might, Divine Magic, Overload

Overload: When you cast a domain spell, you can expend a use of Channel Divinity to change it so that it has the range and area of effect of a Fireball spell. At 11th level, double the range and area.

Cantrip: Shocking Grasp, Mending

Domain Spells:
1: Color Spray
2: Heat Metal
3: Lightning Bolt
4: Wall of Fire
5: Cone of Cold

Suggested Background: Artisan

Suggested Specialty: Metamagician


GOLGARI GUILDMAGE


Base Deity: Reaper

Channel Divinity: Divine Smite (Necrotic), Divine Magic, Scavenge

Scavenge: When adjacent to a creature that died during the previous round, you can expend a use of Channel Divinity to magically scavenge its corpse and gain 10 temporary hit points and a +2 bonus to the damage of weapon attacks. In addition, you can Speak With the Dead with the scavenged creature. These benefits end after your next short rest. At 11th level, you gain 20 THP and  +4 to weapon damage instead.

Cantrip: Chill Touch (dealing Acid damage)

Domain Spells:
1: Entangle
2: Spike Growth
3: Stinking Cloud
4: Blight
5: Insect Plague

Suggested Background: Thug

Suggested Specialty: Survivor


SIMIC GUILDMAGE


Base Deity: Trickster -> Bonus Skills: Swim, Recall Lore (Natural Lore), Recall Lore (Forbidden Lore)

Channel Divinity: Divine Magic, Warrior's Gale (Monk's Ki ability!), Evolve

Evolve: When you miss or are hit by an enemy of higher level, you can expend a use of Channel Divinity to get a +2 bonus to AC if you were hit or a +2 to your Attack bonus if you had missed. The effect lasts until the next short rest. At 11th level or higher you also gain one resistance, one special sense, or one movement mode that the creature possesses, changing your physical form accordingly. This effect is permanent, but is replaced when you use Evolve again.

Cantrip: Faerie Fire

Domain Spells: 
1: Feather Fall (Ephemeral Wings)
2: Elemental Mantle
3: Haste
4: Polymorph
5: Awaken

Suggested Background: Sage

Suggested Specialty: Hedge Magician


DIMIR GUILDMAGE


Base Deity: Trickster (same skills, add Unarmed Strike to proficiencies)

Channel Divinity: Stunning Strike (Monk's Ki Ability), Divine Magic, Cipher

Cipher: When you cast a spell, you can expend a use of Channel Divinity to cipher it into a melee weapon. It remains ciphered until your next short rest and you can only have one ciphered spell at a time. When you use that weapon to hit a target from which you are hidden (or a target you have Advantage against derived from hiding, such as with the Ambush feat or being Invisible), the target also suffers the effects of the ciphered spell. If the spell allowed multiple targets or affected an area, it changes to only affect the target hit by your weapon.

Cantrip: Frost Ray

Domain Spells:
1: Inflict Wounds
2: Invisibility
3: Hold Person
4: Feeblemind
5: Dominate Person

Suggested Background: Guild Thief

Suggested Specialty: Skulker


ORZHOV GUILDMAGE


Base Deity: Lightbringer (Chill Touch instead of Lance of Faith)

Channel Divinity: Rebuke Undead, Divine Magic, Extort

Extort: You can expend one use of Channel Divinity to cause one enemy and any number of allies in sight to lose 1d12 and 1d4 hit points respectively, but never lowering their Hit Points below 1. The total damage inflicted this way is then gained by you or another ally as temporary hit points. Extort can be used when under the effects of Sanctuary. At 11th level, the affected enemy will use its next action to surrender all carried treasure to the Orzhov Guildmage.

Cantrips: Chill Touch, Mage Armor

Domain Spells:
1: Sanctuary
2: Speak With Dead
3: Blink
4: Dimension Door
5: Cloudkill

Suggested Background: Priest

Suggested Specialty: Specialist


3 comments:

  1. I really like Selesny, Izzet and Orzhov; of course, Golgari was going to be hard to get right if we want to capture MtG's mechanics (as Rakdos and Gruul will be eventually, too).

    Nice work, as usual. We should restart that online magazine project we had a few years ago.

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  2. Thanks!! I had understood you liked Dimir, not Orzhov, but as I said, yeah: Golgari is the one I liked less too among these. Although it must be noted that due to the base package being used, it's the only one with both good armor and good weapons.

    Next time (very soon), I'll give a shot at the other guilds, which as you say are the most difficult, reason for which I had left them out!! Of course, it would be far easier to invent new mechanics that simply sticked to the general theme, but as you know I like design challeges, so I'll still try to "convert" the actual Return To Ravnica and Gatecrash mechanics! :)

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  3. Let's play Living Ravnica! These are all super fun, although I'm sad to not see a Gruul Guildmage (though I have Golgari, so I'm set).

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