Ten guilds made up of diverse beings rule Ravnica. Although the Guildmasters’ Guide to Ravnica doesn’t release until November, details on some of those races are available now and can be used in any Dungeons & Dragons world.
Elves and humans (Player’s Handbook) are common in Ravnica. Elves tend to live and work near natural areas tucked away in the city. Humans join all ten guilds but also make up a large number of the guildless.
Two Unearthed Arcana articles provide new Ravnica races the centaurs and minotaurs and four races of Ravnica. Plane Shift: Zendikar provides rules for goblins, merfolk, and vampires (but not setting information). Additional setting information can be found on some of these races at the Ravnica website.
Centaurs in Ravnica usually have a close tie to nature. Some centaurs are violent defenders of the natural orders while others are soldiers and druids serving the city and tending the natural spaces.
Humanoid elephants, loxodons are drawn to serving as clerics and soldiers. Loxodons are also builders and stonemasons and erect many of the sturdier buildings in Ravnica. A Dungeon Master might allow a loxodon bard or paladin to reduce their Wisdom by 1 and increase their Charisma by 1 to show them giving up slow consideration for more spontaneous living.
Many goblins join the Izzet League as so called assistants. In reality most goblins serve as test subjects. A storm sorcerer (Xanathar’s Guide to Everything) goblin might rise to a higher rank however. Instead of a tribal ability, goblins of Ravnica get: Destructive You have a firm grasp on the art of breaking things. You gain advantage on rolls involving destruction to property.
Merfolk are a lost race returned to Ravnica. Merfolk excel as bards, druids, and wizards. Many merfolk are explorers, eager to learn and grow in knowledge and experience.
Minotaurs in Ravnica tend to be warriors from eldritch knights to berserkers to battle masters. A minotaur paladin with an oath of devotion might be a member of the Boros Guild.
Simic hybrids include humans, elves, and vedalken who have been combined with various animals or each other. Most are more interested in scientific inquiry than in ethic or moral debates. They can do well in nearly any class.
Vampires tend to be either solitary predators or members of House Dimir. Vampires might be paladins with a divine oath of vengeance. Xanathar’s Guide includes the shadow sorcerer and the warlock hexblade, both of which would fit a vampire well. Vampires of Ravnica may be like those of Zendikar and not actually be undead but suffering from an ancient disease that created their race.
Intellectual and rational, vedalken strive to improve in law, science, magic, and whatever else they pursue. They make outstanding wizards. Many are drawn to the Simic and Azorius guilds.
The reptilian viashino are dangerous warriors and fierce proponents of whatever cause they take up. Viashino barbarians, rangers, and rogues commonly serve in the guilds although some remain unaligned. Some viashino join the Izzet League and wield guild-designed flame-spewing scorchbringers.
A DM can use inspiration to award players with race and class combinations that aren’t mechanically beneficial. For example, if a viashino wizard of the Izzet League uses fire spells and fire tech in inspired and insane ways the DM should consider awarding inspiration often.
The Guildmasters’ Guide to Ravnica will include suggested classes and races for each guild. However, you don’t have to wait for the book to release to start using the races of Ravnica. The rules and racial details for playing the races in Ravnica could be imported to any D&D world.
This article was contributed by Charles Dunwoody as part of EN World's Columnist (ENWC) program.We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
Elves and humans (Player’s Handbook) are common in Ravnica. Elves tend to live and work near natural areas tucked away in the city. Humans join all ten guilds but also make up a large number of the guildless.
Two Unearthed Arcana articles provide new Ravnica races the centaurs and minotaurs and four races of Ravnica. Plane Shift: Zendikar provides rules for goblins, merfolk, and vampires (but not setting information). Additional setting information can be found on some of these races at the Ravnica website.
Centaurs in Ravnica usually have a close tie to nature. Some centaurs are violent defenders of the natural orders while others are soldiers and druids serving the city and tending the natural spaces.
Humanoid elephants, loxodons are drawn to serving as clerics and soldiers. Loxodons are also builders and stonemasons and erect many of the sturdier buildings in Ravnica. A Dungeon Master might allow a loxodon bard or paladin to reduce their Wisdom by 1 and increase their Charisma by 1 to show them giving up slow consideration for more spontaneous living.
Many goblins join the Izzet League as so called assistants. In reality most goblins serve as test subjects. A storm sorcerer (Xanathar’s Guide to Everything) goblin might rise to a higher rank however. Instead of a tribal ability, goblins of Ravnica get: Destructive You have a firm grasp on the art of breaking things. You gain advantage on rolls involving destruction to property.
Merfolk are a lost race returned to Ravnica. Merfolk excel as bards, druids, and wizards. Many merfolk are explorers, eager to learn and grow in knowledge and experience.
Minotaurs in Ravnica tend to be warriors from eldritch knights to berserkers to battle masters. A minotaur paladin with an oath of devotion might be a member of the Boros Guild.
Simic hybrids include humans, elves, and vedalken who have been combined with various animals or each other. Most are more interested in scientific inquiry than in ethic or moral debates. They can do well in nearly any class.
Vampires tend to be either solitary predators or members of House Dimir. Vampires might be paladins with a divine oath of vengeance. Xanathar’s Guide includes the shadow sorcerer and the warlock hexblade, both of which would fit a vampire well. Vampires of Ravnica may be like those of Zendikar and not actually be undead but suffering from an ancient disease that created their race.
Intellectual and rational, vedalken strive to improve in law, science, magic, and whatever else they pursue. They make outstanding wizards. Many are drawn to the Simic and Azorius guilds.
The reptilian viashino are dangerous warriors and fierce proponents of whatever cause they take up. Viashino barbarians, rangers, and rogues commonly serve in the guilds although some remain unaligned. Some viashino join the Izzet League and wield guild-designed flame-spewing scorchbringers.
A DM can use inspiration to award players with race and class combinations that aren’t mechanically beneficial. For example, if a viashino wizard of the Izzet League uses fire spells and fire tech in inspired and insane ways the DM should consider awarding inspiration often.
The Guildmasters’ Guide to Ravnica will include suggested classes and races for each guild. However, you don’t have to wait for the book to release to start using the races of Ravnica. The rules and racial details for playing the races in Ravnica could be imported to any D&D world.
This article was contributed by Charles Dunwoody as part of EN World's Columnist (ENWC) program.We are always on the lookout for freelance columnists! If you have a pitch, please contact us!