Guildmaster's Guide to Adventurers

by Littleax

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The Guildmaster's Guide
To Adventurers

Simic Biomancer (Artificer)

Biomancer's Pack

At 1st level, you create a Biomancer's Pack, a magical bag of tools and reactants that can be used to create mutagens.

If you lose your Pack, you can create a new one over the course of a long rest by expending 100 gp worth of leather and magical reagents.

Mutagens

At 1st level, you learn how to create a special potion called a mutagen, which warps your body into a monstrous form. As a bonus action, you can drink a mutagen, which turns you into a Simic Experiment. While you are transformed, the following rules apply:

  • Your game statistics are replaced by those in the experiment stat block, which improves at 5th, 8th, 11th, 14th, and 17th levels. Your personality and alignment stay the same.
  • When you transform, you use the experiment's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You can't cast spells, although transforming doesn't break your concentration on spells you have already cast, or prevent you from taking actions that are part of a spell that you have already cast.
  • You retain features of your class, race, and other sources that you could reasonably use at the DM's discretion.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. You cannot use weapons or armor in experiment form, but wondrous items that function for the biomancer's normal form also function for the new form. Equipment that merges with the new form has no effect until you leave the form.

Other creatures who drink one of your mutagens don't transform. Instead, they must make a DC 15 constitution saving throw or be poisoned for one minute.

At 1st level, you can use this ability once, and regain expended uses on a short or long rests. You can keep as many mutagens with you as you like, but you won't transform if you drink more than one in between rests.

Additionally, while you are in your normal form, the latent mutagen in your blood allows you to spend an action to manifest an appendage of your experiment form and make a single slam attack with it, using the experiment's stats.

Imbued Mutagens

Starting at 3rd level, you can imbue a mutagen with an advanced mutation. When you drink a mutagen, you can choose a number of abilities from the following list equal to your proficiency modifier. You gain those ability's benefits until you change back into your normal form from your experiment form.

Aquatic. The experiment sprouts gills and fins. It gains a swimming speed of 30 ft., and can breath both air and water.

Flying. The experiment grows flaps between its appendages for gliding. It doesn't take fall damage, and can travel at a rate of 40 ft. horizontally and 5 ft. downwards in the air on its turn.

Reach. The experiment's limbs become stretchy or tentacle-like. Its slam attack gains a reach of 10 ft.

Power. The experiment grows stronger, or quicker. Its Strength or Dexterity increases by 2, to a maximum of 22.

Deathtouch. The experiment's appendages become venomous. On a hit, the experiment's slam attack deals an extra 1d4 poison damage.

Toughness. The experiment grows hard scales or matted fur. It has a +1 bonus to AC.

Mana Breath. The experiment gains a breath weapon attack. The breath weapon deals Cold, Acid, or Poison damage, and requires a bonus action to use. When you do, all enemies within a 15 foot cone must make a constitution saving throw with a DC of 13 + your constitution modifier or take 1d6 points of damage of your chosen type.

Hexproof. The experiment grows hardier to spells and abilities. It has a +1 bonus to all saving throws.

Giant. The experiment's size increases by one step. It's armor class decreases by 1, but it's damage die increases by one step.

Unblockable. The experiment can move unpredictably and unnaturally. It can take the disengage action as a bonus action, and can squeeze as if it were one size smaller.

Volatile. The experiment explodes when the mutagen wears off. Choose acid, poison, or fire damage. When you revert to your normal form from your experiment form, each other creature within 5 ft of you must make a dexterity save or take damage of the chosen type equal to your level.

Piercing. The experiment's limbs grow spikes, causing its slam attack deals piercing damage. When you hit a creature with a slam attack, you can deal damage equal to your strength modifier to a creature standing behind it. You can only select one damage type modifying ability at a time.

Smashing. The experiment's limbs grow heavy, forcing its slam attack to deal bludgeoning damage. When you hit a creature with a slam attack, you can push it back 5 ft. You can only select one damage type modifying ability at a time.

Cleaving. The experiment's limbs grow a heavy blade, causing its slam attack to deal slashing damage. When you hit a creature with a slam attack, you can deal damage equal to your strength modifier to a creature adjacent to you. You can only select one damage type modifying ability at a time.

Biomancer's Expertise

Starting at 9th level, you have masterful knowledge of creatures. Choose 2 intelligence based skills you are proficient in. You use twice your proficiency modifer when making checks using those skills.

Forced Evolution

At 14th level, you can inject a creature with essence, causing it to gain powers from your Imbued Mutagens feature. At the end of a long rest, choose a willing creature and a benefit from the Evolution Abilities list that does not effect slam attacks. Until you use this ability again, that creature has the benefit of that Evolution Ability.

Adaptable Mutagen

Starting at 17th level, you can mutate on command in mutagen form. Once on each of your turns while in experiment form, you can change one of your Imbued Mutagens abilities to another.

Simic Experiment Stat Blocks


Simic Experiment (1st level)

Medium Monstrosity


  • Armor Class 14 (natural armor)
  • Hit Points 28 (4d8+8)
  • Speed 25 ft.

STR DEX CON
16 (+3) 8(-1) 14 (+2)

  • Skills Athletics +5
  • Senses passive Perception 9

Actions

Multiattack. The experiment makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d4+3 bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., one target. Hit: 1d8+3 bludgeoning damage.


Simic Experiment (5th level)

Medium Monstrosity


  • Armor Class 15 (natural armor)
  • Hit Points 42 (6d8+12)
  • Speed 30 ft.

STR DEX CON
17 (+3) 12 (+1) 15 (+2)

  • Skills Athletics +6
  • Senses passive Perception 10

Empowered Attacks. The experiment's attacks are considered magical for the purposes of overcoming damage resistance.

Actions

Multiattack. The experiment makes two slam attacks.

Charge. The experiment moves up to twice its speed before making a slam attack. On a hit, the target must succeed on a DC 14 saving throw or be knocked prone.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 2d4+3 bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 30 ft./60 ft., one target. Hit: 2d8+3 bludgeoning damage.


Simic Experiment (8th level)

Medium Monstrosity


  • Armor Class 16 (natural armor)
  • Hit Points 64 (8d8+24)
  • Speed 30 ft.

STR DEX CON
18 (+4) 13 (+1) 16 (+3)

  • Skills Athletics +6
  • Senses passive Perception 10

Empowered Attacks. The experiment's attacks are considered magical for the purposes of overcoming damage resistance.

Actions

Multiattack. The experiment makes two slam attacks.

Charge. The experiment moves up to twice its speed before making a slam attack. On a hit, the target must succeed on a DC 15 saving throw or be knocked prone.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 2d4+4 bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60 ft./120 ft., one target. Hit: 2d8+4 bludgeoning damage.


Simic Experiment (11th level)

Large Monstrosity


  • Armor Class 17 (natural armor)
  • Hit Points 91 (10d8+40)
  • Speed 35 ft.

STR DEX CON
18 (+4) 12 (+1) 19 (+4)

  • Skills Athletics +7
  • Senses passive Perception 11

Empowered Attacks. The experiment's attacks are considered magical for the purposes of overcoming damage resistance.

Actions

Multiattack. The experiment makes three slam attacks.

Charge. The experiment moves up to twice its speed before making a slam attack. On a hit, the target must succeed on a DC 16 strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 2d4+4 bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60 ft./120 ft., one target. Hit: 3d8+4 bludgeoning damage.


Simic Experiment (14th level)

Large Monstrosity


  • Armor Class 19 (natural armor)
  • Hit Points 115 (13d8+50)
  • Speed 35 ft.

STR DEX CON
20 (+5) 12 (+1) 19 (+4)

  • Skills Athletics +9
  • Senses passive Perception 11

Empowered Attacks. The experiment's attacks are considered magical for the purposes of overcoming damage resistance.

Actions

Multiattack. The experiment makes three slam attacks.

Charge. The experiment moves up to twice its speed before making a slam attack. On a hit, the target must succeed on a DC 18 strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 1d12+5 bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60 ft./120 ft., one target. Hit: 3d8+5 bludgeoning damage.

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature the experiment is grappling. Hit: 6d10+4 bludgeoning damage, and the creature must succeed on a DC 18 strength saving throw or be knocked prone.


Simic Experiment (17th level)

Large Monstrosity


  • Armor Class 20 (natural armor)
  • Hit Points 160 (16d8+80)
  • Speed 40 ft.

STR DEX CON
20 (+5) 14 (+2) 20 (+5)

  • Skills Athletics +10
  • Senses passive Perception 12

Empowered Attacks. The experiment's attacks are considered magical for the purposes of overcoming damage resistance.

Actions

Multiattack. The experiment makes three slam attacks.

Charge. The experiment moves up to twice its speed before making a slam attack. On a hit, the target must succeed on a DC 19 strength saving throw or be knocked prone.

Leap. The experiment long jumps up to its speed before making a slam attack against every creature in the space it lands. On a hit, the target must succeed on a DC 16 strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 3d4+5 bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60 ft./120 ft., one target. Hit: 5d8+5 bludgeoning damage.

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature the experiment is grappling. Hit: 7d10+5 bludgeoning damage, and the creature must succeed on a DC 19 strength saving throw or be knocked prone, and paralyzed until the end of your next turn.

Path of the Burning-Tree Shaman (Barbarian)

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. You learn three cantrips from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots. The Burning-Tree Shaman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell Entangle and have a 1st-level and a 2nd-level spell slots available, you can cast Entangle using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level Druid spells of your choice, two of which you must choose from the Conjuration, Evocation, and Enchantment spells on the Druid spell list.

The Spells Known column of the Burning-Tree Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a Conjuration, Evocation, or Enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a Conjuration, Evocation, or Enchantment spell, unless you are replacing the spell you learned at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells, since you learn your spells through religious tradition and connection to the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Nature's Chosen

Also at 3rd level, you find yourself at home in the wilds. Beasts are indifferent to you by default, and you can gather twice the amount of food you normally would when you make a Wisdom (Survival) check to forage in a natural environment.

Ritual Magic

Starting at 6th level, you learn how to use shamanic rituals to cast spells. You can cast a druid spell you know as a ritual if that spell has the ritual tag.

Bloodrush

At 10th level, you can use your spells in a more primal way while you rage. While you're raging, you can use a bonus action on your turn and expend a spell slot from this subclass. If you do, you can immediately make a melee weapon attack against a creature within 5 feet of you. If the attack hits, it deals an extra 1d8 damage per level of the spell slot spent.

Primal Leap

Starting at 14th level, you can take a flying leap towards an enemy when you make a mana-fueled attack. When you use your Bloodrush feature, you can leap a number of feet equal to 5 * the expended spell slot's level without provoking opportunity attacks before making your Bloodrush attack. Movement made in this way must end adjacent to an enemy.

Burning-Tree Shaman Spellcasting
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Tithe Domain (Cleric)

The Orzhov Syndicate is a guild dedicated to the businesses of Ravnica. While originally a religious group, the Orzhov have become much more focused on wealth since the guildpact, although they still retain much of their religious organization and fervor. Much like the Orzhov as an organization, clerics who follow the teachings of the Orzhov can grant powerful boons to those with the money to buy them.

Tithe Domain Spells
Level Bonus Spells
1st Healing Word, Bane
3rd Hold Person, Healing Spirit
5th Mass Healing Word, Animate Dead
7th Compulsion, Death Ward
9th Mass Cure Wounds, Dominate Person

Bonus Cantrips

At 1st level you know the Toll the Dead and Spare the Dying cantrips.

Extort

Starting when you take this subclass at 1st level, a donation of wealth to your guild empowers your healing magic. When you cast a healing spell on a creature, they may choose to donate a number of gold pieces equal to 5 times the level of the spell slot used to cast the spell. If the spell targets multiple creatures, only one needs to pay this fee for all to benefit. If they do, they heal an additional number of hit points equal to your proficiency bonus + the spell's level.

Channel Divinity: Collect Tithe

Starting at second level, you can use your channel divinity to collect a tithe for the Orzhov church from a creature. If you are in combat, the creature may make a wisdom saving throw against this effect. If they fail or you are not in combat, they must use their movement and action on their next turn to move towards you and give you a number of gold pieces equal to 5 * your cleric level. This movement cannot make them cross obviously dangerous terrain. If you or one of your allies threatens or harms the creature in any way before they take this action, the effect ends. Creatures that do not understand the concept of money or are immune to being charmed are immune to this effect.

Eternal Servitude

Starting at 6th level, you can cast animate dead to create a Dutiful Thrull, detailed later in this subclass description. The Dutiful Thrull follows all normal rules for zombies created with Animate Dead, although you do not have to recast Animate Dead to retain control over your Dutiful Thrull. You cannot use Animate Dead in this way while you have a Dutiful Thrull active. Once per day, you may touch a Dutiful Thrull under your control and destroy it. If you do, you may regain a spell slot of third level or lower.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with Divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 necrotic or radiant damage (chosen when you gain this feature) to the target. When you reach 14th level, the damage increases to 2d8.

Gift of Orzhova

Starting at 17th level, coins that you Extort from your allies fly towards you more slowly and shimmer, distracting enemies and blocking attacks. Spells improved by your Extort feature cause all affected creatures to gain a bonus to AC equal to your wisdom modifier until the end of your next turn.

Sidebar: Orzhov debt

A creature that cannot pay for a boon through your Extort ability may choose to instead take a debt. This debt increases by 1% per day unpaid, and if it reaches 100 gold pieces, the creature may be elligible to become indentured to an Orzhova slave master until their debt is paid.


Dutiful Thrull

Medium Monstrosity, Neutral


  • Armor Class 10
  • Hit Points 24 (3d8 + 9)
  • Speed Speed

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 16 (+3) 6 (-2) 11 (0) 7 (-2)

  • Saving Throws Constitution +5
  • Damage Resistances Necrotic, Radiant
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Charmed, Frightened
  • Senses Darkvision 60', Passive Perception 10
  • Languages Understands common but does not speak
  • Challenge 1/2 (200 XP)

Reanimated Fortitude. If the Thrull is reduced to 0 hit points by an attack, it must make a Constitution saving throw with a DC of 5 + the damage taken unless the attack is a critical hit. On a success, the Thrull drops to 1 hit point instead of 0.

Actions

Multiattack. The Thrull makes 2 slam attacks.

Slam. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 1d8+2 bludgeoning damage.

Circle of Mat'Selesnya (Druid)

The Selesnya Conclave is a spiritual group which has ideals focusing on nature and solidarity. While many consider Selesnyan devotion to be dangerous, it means that a follower of the guild is never alone. Selesnyan druids summon both allies from nature and from the conclave itself to carry out the will of the guild.

Populate

When you choose this circle at 2nd level, you gain the ability to summon a beast Ally affiliated with the Selesnyan guild. As a bonus action on your turn, you can expend one use of Wild Shape to summon any beast that you meet the requirements to use Wild Shape to turn into. The beast is friendly to you and your allies, and follows your orders to the best of its abilities. It acts on its own initiative after yours. The beast stays with you until it is reduced to 0 hit points or for 1 hour, at which point it goes back to the nearest Selesnyan conclave. While the beast is with you, you may not use Wild Shape in this way again.

Sundering Growth

Starting at 6th level, creatures you summon have their attacks augmented by the will of the conclave. Attacks made by creatures you summon with druid spells or abilities count as magical for the purpose of overcoming damage resistance.

Growing Ranks

At 10th level, you are entrusted with the service of more creatures dedicated to Selesnya. You can spend a use of Wild Shape to summon a Centaur, Druid, Giant Boar, Giant Elk, or Polar Bear, following the same rules outlined in the Populate ability.

Collective Blessing

At 14th level, your ties to the creatures you summon become stronger, empowering them and strengthening their resolve. Creatures you summon using druid spells or abilities have a bonus to AC, attack rolls, and saving throws equal to your proficiency bonus.

Boros Battleshaper (Fighter)

Boros Battleshapers are tacticians, warriors, and bringers of justice. They master the military tactics of the Boros to make allies into unbreakable walls of swords and armor. While they fight for justice and law similarly to the Azorius, their fervor in battle can be described as religious. Battleshapers lead by example, and are never seen far from the head of the battle.

Battalion

When you choose to follow this archetype at 3rd level, you've mastered the basics of Boros battle tactics. When you start your turn adjacent to two or more allies, choose between a +1 bonus to armor class or a +1 bonus to attack rolls. You and every allied creature adjacent to you gain this benefit until the end of your next turn. A creature can only benefit from up to three instances of this ability at a time.

Officer's Presence

Also at third level, you become proficient in the Charisma (Intimidation) skill.

Stand Together

At 7th level, your presence strengthens the morale of your allies. Creatures benefitting from your battalion feature have advantage on saving throws against fear.

Diversionary Tactics

Starting at 10th level, you can create openings for your allies to reposition themselves. As a bonus action on your turn, you can create a diversion to allow one of your allies within 30 feet of you to use their reaction to move up to half their speed without provoking opportunity attacks. You can use this feature a number of times equal to your charisma modifier. You regain expended uses on a short rest.

Martial Glory

Starting at 15th level, you've mastered more complex Boros tactics. When your Battalion feature is activated, you can choose between the following additional benefits:

  • Affected creatures deal 1 additional point of damage when they hit with a weapon attack.

  • Affected creatures gain a +1 bonus to attack rolls and armor class.

  • Affected creatures have a +1 bonus on all saving throws.

Aurelia's Fury

Starting at 18th level, you can activate a mantle of angelic power bestowed upon you by the Boros legion. As a bonus action on your turn, you can gain the following benefits for 1 minute.

  • Your battalion feature now activates when you have 2 or more allies within 30 feet of you, and effects all allies within 30 feet.

  • Your weapon attacks deal an additional amount of radiant damage equal to your charisma modifier.

  • You radiate bright light in a 20 foot radius and dim light in a 10 foot radius.

Once you use this feature, you cannot use it again until you finish a long rest.

Golgari Rot-Scavenger (Ranger)

The Golgari Swarm is a guild that finds life in death. Like the Selesnya, they gain their power through strength in number. Unlike the Selesnya, they see death and necromancy as something as natural as life. Adventurers affiliated with the guild know how to use corpses to their own advantage, and will likely continue to serve the guild after their own death.

Rot Magic

Starting at third level, you learn an additional spell when you reach certain levels in this class, as shown on the Scavenger Spells table. The spell counts as a ranger spell for you, and does not count against the number of Ranger spells you know.

Scavenger Spells
Ranger Level Spells
3rd Inflict Wounds
5th Darkness
9th Animate Dead
13th Giant Insect
17th Insect Plague

Scavenge

When you begin to follow this archetype at third level, you can use the dangerous parts of a monster to augment your weapons. By spending 10 minutes with a weapon of your choice and a piece of a slain creature with a natural weapon, you can improve your weapon. Choose a damage type the creature could deal with an attack. Once per turn, you can deal 1d6 damage of this type when you hit with an attack using this weapon. Only you know how to use these improved weapons, and other creatures get no extra damage from wielding them. You can only have one improvement at a time. Adding a new improvement to an already improved weapon or improving a weapon without an improvement removes all previous improvements you have made.

Scavenger's Defenses

Starting at 7th level, you can use parts of defeated enemies to protect yourself from the elements. By spending ten minutes with a piece of a slain creature with immunity or resistance to fire, cold, acid, lightning, poison, necrotic, radiant, force, or psychic damage, you can give yourself resistance to that type of damage. If you use this feature again while you already have resistance to a type of damage from it, you lose the previous resistance.

Abrupt Decay

At 11th level, creatures who stand too close to you risk supernaturally rotting. Creatures that move next to you or start their turn next to you take necrotic damage equal to your wisdom modifier. You can activate or deactivate this ability as a bonus action on your turn.

Grisly Salvage

At 15th level, your abilities to augment your weapons and armor with bits of flesh or other pieces of a corpse improve. You can have one additional weapon improvement and resistance before losing the previous one. You can still only benefit the bonus damage from Scavenge once per turn. Additionally, if a creature has resistance to nonmagical bludgeoning, piercing, or slashing damage, you can give yourself one of those resistances as part of Scavenger's Defense.

Dimir Infiltrator (Rogue)

Infiltration Adept

Starting when you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the forgery kit.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the Wizard spell list.

Cantrips. You learn three cantrips from the Wizard spell list. You learn another Wizard cantrip of your choice at 10th level.

Spell Slots. The Dimir Infiltrator Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell Charm Person and have a 1st-level and a 2nd-level spell slots available, you can cast Charm Person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level Wizard spells of your choice, two of which you must choose from the Divination and Necromancy spells on the Wizard spell list.

The Spells Known column of the Dimir Infiltrator Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Divination or Necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination or Necromancy spell, unless you are replacing the spell you learned at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells, since you learn your spells through careful study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Thoughtseize

Starting at 9th level, you can steal a creature's thoughts. As an action on your turn, you can force a creature to make a wisdom saving throw against your spellcasting save DC. The creature has disadvantage on this save if it is unaware of you. If it fails, you can probe it's mind, learning the answer to one question that the creature is capable of answering. Either way, the creature does not know someone tried to read it's mind. Once you use this ability, you cannot use it again until you finish a long rest.

Mind Rot

Starting at 13th level, you can use necromantic magic to make it forget something. As a bonus action on your turn, you can force a creature to make an intelligence saving throw against your spellcasting save DC. If it fails and it is unaware of you, you can cause it to forget a minor event, an acquaintance, or a similar detail it has experienced within the last 7 days. You can also make it forget the answer to a question you have asked it with Thoughtseize. Whether it is aware of you or not, you can make it forget how to cast a spell it knows until it takes a long rest, or make it forget what it was doing, stunning it until the end of your next turn. Once you use this ability, you cannot use it again until you finish a short rest.

Necromantic Assassination

Starting at 17th level, you can channel necromantic energy into a carefully planned attack. When you use your sneak attack ability on an unaware target, you can use your bonus action to spend a spell slot from this class. If you do, the target takes an additional amount of necrotic damage equal to 1d10 + 1d10 * the level of the spell slot spent. If you kill the creature, it's body turns to ash and disappears. A creature killed this way cannot be brought back to life short of a Greater Resurrection or Wish spell.

Dimir Infiltrator Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Izzet Experiment (Sorcerer)

You were a volunteer in the latest Humanoid Augmentation Initiative, a program originally created by the Izzet guild in an attempt to provide easily obtainable magical power to all loyal Izzet followers. While the program unfortunately was far too resource intensive (not to mention potentially dangerous) to continue, a handful of lucky test subjects successfully developed innate magical abilities, as well as an intuitive understanding of the weave of magic itself.

Mizzium Skin

Starting when you choose this origin at 1st level, you have an undetectable coating of mizzium, an incredibly light, fireproof metal which conducts arcane energy. When you are not wearing armor, you have an AC of 13 + your dexterity modifier. Additionally, you have resistance to fire damage.

Alchemical Cantrips

Also at 1st level, you learn how to change a cantrip's components to alter its physical output. When you finish a long rest, you may choose one of your cantrips that deals acid, cold, fire, or lightning damage. Until you use this ability again, that cantrip deals your choice of acid, cold, fire, or lightning damage instead of its normal damage type.

Outcast Experiments

Not all Izzet created mages stay in good standing with the Izzet through their career. If your character is not well-respected by the guild enough to become part of the Firemind, you may take the following feature instead:

Wild Power

At 18th level, the explosive energy within your magic becomes intensely destructive to a creature incapable of resisting it. When a creature fails a saving throw against one of your damaging spells of first level or higher by 10 or more, the spell deals an additional amount of damage to the creature equal to your sorcerer level.

Counterflux

Starting at 6th level, you learn to channel arcane energy to redirect a countered spell instead of dissipating it. You learn the Counterspell spell as a sorcerer spell if you do not know it already, and have advantage on ability checks made as part of the casting of Counterspell. When you successfully stop the casting of a spell of a level you have spell slots for with Counterspell, you can spend sorcery points equal to half the spell's level (rounded up) to immediately cast that spell at its lowest level, selecting new targets as you see fit.

Jump-Start

Starting at 14th level, you can will a spell that you don't know into being through recklessness and force of will. As an action on your turn, choose a spell on the sorcerer spell list that is of a level you have spell slots for. You can spend a number of sorcery points equal to that spell's level and make an arcana check with a DC of 10 + the spell's level. On a success, you cast the spell normally. On a failure, you cast the spell normally, but must roll twice on the Wild Magic Surge table. Once you cast a spell in this way, you cannot cast it again by any means. When you finish a long rest, roll a D20. On an 16 or higher, you regain the ability to cast all spells previously cast by this ability.

The Firemind

Starting at 18th level, you gain access to the Firemind, a collective conciousness of the Izzet's most brilliant. When you make a saving throw or ability check using Wisdom, Charisma, or Intelligence, you can choose to make the roll as if your ability score used in the roll was naturally 24 (if it isn't higher already). You can also use this ability to ask a question to those who are linked to you through the Firemind, although there is no guarantee the Izzet will know the answer. Once you use this ability, you cannot use it again until you finish a short or long rest.

Metamagic Option: Overloaded Spell

When you cast a spell with an area of effect such as a cone, line, sphere, cube, or cylinder, you can increase the area of that spell by spending two sorcery points. If you do, the radius increases by 5 feet for a sphere, cube, or cylinder, or the width increases by 5ft. for a line or cone. You make take this metamagic option instead one of the ones in the Player's Handbook whenever you gain a new metamagic option.

Rakdos (Warlock)

The Cult of Rakdos, also known as the Thrill-Killers, are widely regarded as a group of lunatics who find pleasure in pain. Rakdos himself, the leader of the guild, is a powerful demon who was cast into and imprisoned within a volcano many years ago. However, he and his Cult still have power, and his most devoted servants are known to communicate with him and wield his power. Those who are in the Cult of Rakdos are expected to live for their own pleasure, whether that means running a circus or turning one into a slaughterhouse.

Expanded Spell List

Rakdos lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Rakdos Expanded Spells
Level Bonus Spells
1st Burning Hands, Searing Smite
3rd Scorching Ray, Magic Weapon
5th Fireball, Stinking Cloud
7th Fire Shield, Confusion
9th Flame Strike, Destructive Smite

Hellbent

When you make a pact with Rakdos at first level, you grow more powerful when you run out of options. When you use your last spell slot, you may gain temporary hit points equal to your warlock level + your Charisma modifier that last up to one minute. While you have these temporary hit points, you have a +1 bonus to attack and damage rolls made with melee weapons. Once you use this ability, you cannot use it again until you finish a short rest.

Cackling Flames

Also at first level, you learn how to accent your attacks with gouts of flame. When you make a melee attack roll with a weapon you are proficient with, you can choose to have the attack deal fire damage instead of damage of its regular type. If you do, the attack uses your charisma modifier instead of your strength or dexterity modifier for attack and damage rolls.

Blood Frenzy

Beginning at 6th level, you can go into a blood frenzy, dangerously lashing out at others but losing most ability to defend yourself. As a bonus action on your turn, you can enter a frenzy, gaining the following effects for one minute:

  • You add your proficiency bonus to damage rolls made with melee weapons.

  • When you kill a creature with a melee weapon, you gain temporary hit points equal to your charisma modifier. While you have these temporary hit points, you gain a +1 bonus to melee attack and damage rolls.

  • You have advantage on Charisma (Intimidation) checks.

  • Attacks against you are made at advantage.

Once you use this feature, you cannot use it again until you finish a Long rest.

Psychotic Fury

Starting at 10th level, critical hits fill you with bloodlust. When you land a critical hit or a critical hit is landed on you, you must use your reaction (if it's available) to make a single attack roll with advantage against the nearest creature. If no other creature is within your reach, you must attack yourself.

Unleashed

Starting at 14th level, you are much quicker to be provoked to the point of flying into a blood rage. Your blood frenzy feature is now available to you once per short or long rest.

Azorius Lawmagic (Wizard School)

Azorius Lawmages are taught a specialized set of spells and techniques to imprison those disrupting the peace of Ravnica without killing them. The guildpact made the Azorius the formal police and judicaries of Ravnica, and even through the chaos, foul magic, and ploys for power by other guilds, the Azorius uphold the law. As a member of the Azorius Senate, you are expected to fight for the law with the best of your ability.

Control Savant

Starting at 2nd level, the amount of time and cost for you to copy a spell that requires a saving throw but does not deal damage is halved.

Sight of the Law

Starting when you begin to follow this school of magic at 2nd level, you learn to read creature's minds to find out if they have broken any laws recently. As a bonus action, choose a creature. They must make a charisma saving throw against your spell save DC. If they fail, you learn every law the creature has broken in the last month that has gone unpunished. Creatures with an intelligence of 3 or less or creatures that are immune to having their mind read are immune to this effect. Once a creature succeeds on this saving throw, they are immune to this effect for the next 24 hours. The span of time that you can see when the laws the creatures have broken increases to 3 months at 6th level, 6 months at 10th level, 1 year at 14th level, and the beginning of it's lifespan at 20th level.

Inaction Injunction

Beginning at 6th level, your spells meant to disable criminals become more difficult to resist. Once per short rest, when you cast a spell that requires a saving throw but does not deal damage on a creature that has broken the law according to your Sight of the Law, you can add your proficiency bonus to the spell's save DC.

Azorius Interrogation

Starting at 10th level, you can send a defeated foe to an Azorius prison for interrogation. After spending one minute filling out the proper paperwork, including up to three questions you would like a creature to answer, touch a willing or unconscious creature who has broken a law according to your Sight of the Law. That creature is teleported to the nearest azorius prison. 2d10 minutes later, you magically receive a letter from the Azorius Senate including the answers to the three questions you asked, to the best of the creatures ability. Once you use this ability, you cannot use it again until you finish a long rest.

A note to DMs on Sight of the Law

To quickly determine whether an unnamed creature has broken the law, roll a D20 and add the following modifiers. If the result is greater than 10, the creature has broken the law.

  • +3 creature is chaotic.
  • -3 creature is lawful.
  • +3 creature is affiliated with a Red or Black guild that is not also White.
  • -3 the creature is affiliated with a White guild.
  • +2 for every increased increment of time the Lawmage is able to see.

Detain

Starting at 14th level, you master using the spell Hold Person to detain criminals. You learn the spell Hold Person if you don't already know it. Once per short rest, when a creature that has broken the law according to your Sight of the Law fails its saving throw against your Hold Person spell, you can choose to detain it. A detained creature does not get to make saving throws at the end of each of it's turns against hold person. This effect ends when your concentration on Hold Person ends.

New Spells

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