The Guild of the Arcane Champions comprises of a select few spellcasters who have dedicated themselves to mastering the use of magic in combat, combining their mastery of magic with their expertise in hand-to-hand combat. Members of the Guild are trained rigorously in the intricacies of the arcane arts, honing their spellcasting skills and learning to harness their powers in new and innovative ways. They also undergo extensive training in hand-to-hand combat, learning how to effectively wield weapons and use their physical abilities to augment their spells. The result of this intense training is a group of warriors who are skilled in both magic and melee, capable of seamlessly switching between casting spells and wielding weapons to overcome their enemies and protect those in need. The Guild values bravery and the willingness to use their powers for the greater good, and those who embody these ideals are highly respected within the organization. The Guild of the Arcane Champions is a symbol of power and protection, and those who carry its banner are feared and revered by all who cross their path.
- Skill Proficiencies: A member of the Guild of the Arcane Champions would likely have proficiency in a combination of the following skills, reflecting their expertise in both magic and hand-to-hand combat:
Arcana: Knowledge of magic and the arcane arts, used to understand and control spells.
Athletics: Physical strength and dexterity, used in hand-to-hand combat and other physically demanding activities.
Insight: Understanding and interpreting the motivations and emotions of others, useful in social situations and negotiations.
Intimidation: The ability to scare and intimidate others through force of personality or display of power.
Perception: Awareness of one's surroundings and the ability to detect hidden dangers and secrets.
Survival: Knowledge of how to survive in the wilderness, including tracking, foraging, and navigating.
Stealth: The ability to move quietly and avoid detection, useful for avoiding dangerous encounters or infiltrating secure locations.
- Languages: Three of your choice
- Equipment: A member of the Guild of the Arcane Champions is likely to carry a variety of equipment to aid them in their use of magic and hand-to-hand combat. This may include:
Spellcasting components: Reagents, focus crystals, spell pouches, and other items needed to cast spells.
Arcane implements: Wands, staves, and other magical tools that are used to focus and control the spellcaster's magic.
Melee weapons: Swords, daggers, and other weapons that the spellcaster can use in hand-to-hand combat, as well as to augment their spells.
Armor: Light armor, such as leather or studded leather, that provides protection without impeding the spellcaster's movements.
Scrolls: Rolled parchment or thin sheets of metal that contain spells, which the spellcaster can use in combat.
Potions: Elixirs that grant the spellcaster temporary boosts to their abilities, such as increased strength, agility, or healing.
Other magical items: Rings, amulets, and other items that grant the spellcaster additional powers or protections, such as resistance to certain types of damage.
Guild Prestige: As a member of the elite Guild of the Arcane Champions, you enjoy a certain level of prestige and recognition wherever you go. You have access to the resources and connections of the Guild, and can call upon its members for help and support while on your adventures. In addition, you are able to use your Guild membership to gain advantages in a variety of situations, such as:
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Trading Favors: You are able to use your Guild connections to acquire goods and services that would otherwise be difficult or impossible to obtain.
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Secure Transport: The Guild provides secure and swift transportation for its members, allowing you to move quickly and safely from place to place.
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Information Network: The Guild has a vast network of spies and informants who provide information about political and military developments in the region.
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Sanctuary: The Guild has safehouses and sanctuaries throughout the world that its members can use to rest and recover from their adventures.
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Protection: The Guild is committed to protecting its members, and will come to their aid if they are in danger.
This feature leverages the elite status of the Guild of the Arcane Champions to provide benefits and advantages to the character while they are adventuring.
Spell List
For you, the spells on the Guild of the Arcane Champions spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
| Spell Level | Spells |
|---|---|
| Cantrip | booming blade, friends, green-flame blade, guidance |
| 1st | command, guiding bolt, magic missile, silvery barbs |
| 2nd | enthrall, spiritual weapon |
| 3rd | bestow curse, pulse wave, speak with dead, spirit guardians |
| 4th | death ward, leomund's secret chest |
| 5th | animate objects, wall of force, wall of stone |
Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls.
Suggested Characteristics
Master of Magic and Combat: The character has dedicated their life to mastering the use of magic in combat, and is equally skilled with spells and physical weapons.
Proud and Noble: The character is proud of their status as a member of the Guild, and values honor and duty above all else.
Natural Leader: The character has a charisma and strength that inspires others, and is a natural leader in both combat and social situations.
Brave and Daring: The character is not afraid of danger, and is always looking for new challenges and adventures to test their skills.
Quick Thinker: The character has a quick mind and is able to think on their feet, adapting to changing circumstances and using their wit and cunning to overcome obstacles.
Inspiring Communicator: The character has a talent for communicating and motivating others, and is able to inspire and rally their allies in even the most dire of situations.
Skilled Strategist: The character has a sharp mind and is an excellent strategist, able to anticipate their enemies' moves and plan accordingly.
Heart of Gold: Despite their gruff exterior, the character has a heart of gold and will always do what is right, even if it means putting themselves in harm's way.
Loyal to the Guild: The character is deeply committed to the Guild of the Arcane Champions, and values its ideals and traditions above all else.
| d8 | Personality Trait |
|---|---|
| 1 | I am always willing to act in accordance with the financial incentive offered. |
| 2 | Debts are never meant to be forgiven. |
| 3 | I am accustomed to enjoying the finest pleasures money can buy. |
| 4 | No one could doubt that I am a cut above the masses of pitiful peasants that infest the city. |
| 5 | I can’t stand to spend a zib more than necessary to purchase what I need. |
| 6 | I hate it when people try to make light of a serious situation. |
| 7 | I want to make sure everyone is aware of how wealthy, powerful, and important I am. |
| 8 | I can’t think of anything to look forward to. |
| d6 | Ideal |
|---|---|
| 1 | Guild. My guild is all that really matters. (Any) |
| 2 | Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil) |
| 3 | Power. One day, I will be the one giving orders. (Evil) |
| 4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil) |
| 5 | Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful) |
| 6 | Eternity. I want to live forever — in the flesh as long as possible, and as a spirit afterward. (Any) |
| d6 | Bond |
|---|---|
| 1 | The unbearable weight of my debt has driven me to desperation. |
| 2 | I’m duty-bound to obey the dictates of an ancestor on the Ghost Council. |
| 3 | I value my worldly goods more highly than my mortal life. |
| 4 | An oligarch publicly humiliated me, and I will exact revenge on that whole family. |
| 5 | My faith in the Obzedat never wavers. |
| 6 | I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents’ wealth. |
| d6 | Flaw |
|---|---|
| 1 | I hold a scandalous secret that could ruin my family forever — but could also earn me the favor of the Ghost Council. |
| 2 | I’m convinced that everyone I know is plotting against me. |
| 3 | I’ll brave any risk if the monetary reward is great enough. |
| 4 | I am convinced that I am far more important than anyone else is willing to acknowledge. |
| 5 | I have little respect for anyone who isn’t wealthy. |
| 6 | I’ll take any opportunity to steal from wealthier people, even for worthless trinkets. |
Contacts
The Guild of the Arcane Champions has a widespread network of members, allies, and contacts throughout the world, reflecting its prestige and influence. A member of the Guild is likely to have the following contacts:
Guild Masters: High-ranking members of the Guild who provide guidance and support to the character.
Guild Trainers: Experienced spellcasters who have trained the character in the use of magic and combat techniques.
Military Commanders: Leaders of armies and military organizations who have worked with the Guild and respect its power and capabilities.
Merchants and Traders: Businessmen and women who are willing to trade with the Guild and its members.
Informants and Spies: People who provide information about political and military developments, as well as other useful intelligence.
Adventurers and Explorers: Brave individuals who are eager to undertake dangerous missions and explore uncharted territories.
Magic Users: Practitioners of magic who are willing to share their knowledge and skills with the character.
These contacts can provide a wide range of benefits to the character, including information, support, and resources. They are likely to be loyal to the character and the Guild, but may also have their own agendas and motivations. The character will need to balance their relationships with these contacts carefully in order to maximize their usefulness and avoid any conflicts or betrayals.
| d8 | Contact |
|---|---|
| 1 | The spirit of an ancestor has taken an interest in me. |
| 2 | An older cousin has the ear of a powerful oligarch. |
| 3 | I know a knight who is responsible for collecting debts from powerful people. |
| 4 | A vampire pontiff tried to use me as a pawn in past schemes. |
| 5 | A silent spirit follows me around. |
| 6 | A sibling has keys to parts of Vizkopa Bank. |
| 7 | A giant thinks I’m adorable. |
| 8 | I regularly offer tribute to an angel, and the angel has been kind to me in turn. |
| d10 | Non-contact |
|---|---|
| 1 | An Azorius arrester is always snooping into my family’s business transactions. |
| 2 | A Boros paladin saved my life, to my everlasting shame. |
| 3 | I know a shopkeeper who is secretly a Dimir agent and tries to make sure that I keep that secret hidden. |
| 4 | I’m fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death priests. |
| 5 | A Gruul druid hates me but would never dare to touch me. |
| 6 | I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative. |
| 7 | Roll an additional Orzhov contact; you can decide if the contact is an ally or a rival. |
| 8 | My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally. |
| 9 | I have the key to a vault where a Selesnya druid is hiding an item of secret shame. |
| 10 | I was married to a Simic bioengineer. |
Previous Versions
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11/26/2023 7:38:20 AM
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