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===Guildmaster's Guide to Ravnica=== Released in November 2018, the Guildmaster's Guide to Ravnica is the big brother to the [[Plane Shift]] articles, with its expanded page count and shiny hard cover adding a level of officiality that the Plane Shifts tend to lack in the eyes of many DMs. And, of course, no visit to [[Ravnica]] would be complete without new races to highlight how this isn't your standard city-scape. Various teasers were released through different media, including [[Unearthed Arcana]] for August 2018, before it was finally revealed what the total list of races for Ravnica would be when the Table of Contents was spoiled on /tg/. Its content was ultimately released on 5e Tools a good week before the print book hit local game stores. In addition to the unique races who got their own statblocks in it, outlined below, the GGR also explains that [[human]]s are native to Ravnica (duh), and so are the three core [[Elf]] subraces; High Elves are the nameless elves of the [[Simic Combine]], Wood Elves are the Silhana of the [[Selesnya Conclave]], and Dark Elves are the Devkarin of the [[Golgari Swarm]]. * [[Centaur]] Completely different to the version first presented in Unearthed Arcana, the GGR Centaur is a +2 Strength/+1 Wisdom Medium [[Fey]] (not humanoid!) with a 40ft base speed, a hoof attack natural weapon (unarmed strike that does 1d4 + Str Bludgeoning), the Charge ability (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 spend a bonus action to make a hoof attack against that same target), the new Equine Build trait (as Powerful Build, but you also increase your movement cost by +4 feet when climbing instead of +1), and free skill proficiency in either Animal Handling, Medicine, Nature, or Survival. * [[Goblin]] Just uses the same Goblin statblock as in Volo's Guide to Monsters. * [[Minotaur]] This one, unlike the Centaur, is mostly identical to its [[Unearthed Arcana]] appearance; the only differences are that it loses Hybrid Nature and trades Menacing for Imposing Presence (you have Proficiency in either Persuasion or Intimidation). * [[Loxodon]] The wise, patient, [[beastfolk|elephant-people]] of Ravnica. When these guys first showed up in their [[Unearthed Arcana]] playtest, they had the following traits: +2 Constitution, +1 Wisdom, Medium, base speed 30 feet, the [[Dwarf]] Stonecunning feature, Natural Armor as per the [[Lizardfolk]], Powerful Build, free Proficiency with Mason's Tools, the Keen Smell trait (Advantage on Perception & Investigation checks based on scent), and Loxodon Bravery (Advantage on saves vs Fear). In the GGR proper, they retain their base stats (ability modifiers/size/speed), Keen Smell, and Powerful Build, but they gain the new traits of Loxodon Serenity (Advantage on Saves vs Charm and Fear) and Trunk (you have an extra appendage with a reach of 5 feet capable of doing simple tasks), and their natural armor trait is changed to be a lower base than Lizardfolk but scaling with Constitution instead of Dexterity (12+CON mod). * [[Simic Combine]] Hybrid A [[human]], [[elf]] or [[vedalken]] who, due to their membership in the [[Simic Combine]], has been spliced or grafted with animal traits. For simplicity's sake, the original race is functionally ignored; instead, you get +2 Constitution, +1 to one other ability score of your choice, Medium, base speed 30 feet, Darkvision 60 feet, and the Animal Enhancement trait. At 1st level, you pick one of the following mutations: Manta Glide (when falling, if not incapacitated, ignore the first 100 feet when calculating the fall damage, and you can move 2 feet horizontally for ever 1 foot you descend), Nimble Climber (Climb Speed equal to base speed), or Underwater Adaptation (gain the Amphibious trait and a Swim speed equal to your base speed). At 5th level, you gain a second mutation; you can either take one of the level 1 mutations, or you can take one of these mutations: Grappling Appendages (you gain a pair of extra limbs that can only be used to make unarmed strikes with; an attack from these natural weapons does 1d6 + Strength modifier damage and lets you make a grapple attack as a bonus action on a hit), Carapace (+1 AC when not wearing heavy armor), or Acid Spit (as an action, spit at one creature or object within 30 feet; if the target fails a DC (8 + your Con modifier + your Proficiency bonus) Dexterity save, they take 2d10 Acid damage, which increases to 3d10 at 11th level and 4d10 at 17th level). These stats remain unchanged from their [[Unearthed Arcana]] playtest appearance. * [[Vedalken]] Presented with their fluff taken straight from [[Plane Shift]]: [[Kaladesh]], they are presented with stats meshing up with their iconic status as the grim, ruthless, logic-driven mad scientists of Ravnica: +2 Intelligence, +1 Wisdom, Medium, base speed 30 feet, Vedalken Dispassion (Advantage on Int, Wis and Cha saving throws), and Tireless Precision (you are proficient in one tool of your choice, and one skill chosen from the list of Arcana, History, Investigation, Medicine, Performance, Sleight of Hand - you also get to add a +1d4 bonus when making a skill or tool check). The book version of them is identical to this [[Unearthed Arcana]] playtest version, but adds the Partially Amphibious trait, which lets them brethe water for up to 1 hour once per long rest. * [[Viashino]] Wiry, vicious little [[lizardfolk]] with bladed whipping tails they use to defend themselves. +2 Dexterity, +1 Strength, Medium, base speed 30 feet, Bite (natural weapon, does 1d4 + Str mod Piercing damage), Lashing Tail (if an enemy within 5 feet does damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature that, on a hit, does 1d4 + Str mod Slashing damage), Wiry Frame (free Proficiency in either Acrobatics or Stealth). Strangely, despite the fact that these were teased, and did show up in the original [[Unearthed Arcana]] playtest, they were cut from the actual book.
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