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Returning 35 results for 'changing reason guild to her related'.
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Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Backgrounds
Sword Coast Adventurer's Guide
as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught
.
Suggested Characteristics
Use the tables for the guild artisan background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
identity as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the
Suggested Characteristics Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
that include channeling magic in the form of ki. Monk Subclass Guild Way of Shadow Dimir Way of the Four Elements Simic (focus on water- and air-related disciplines) Way of the Open Hand Selesnya, Simic Way of the Sun Soul* Boros *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
within guilds, or the DM can invent contacts for you that aren’t associated with the guilds of Ravnica in any way. If you want your character to join a guild at a later time, the same guidelines apply as if the person were changing guilds, as described in chapter 2.
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogue The City of Greyhawk is known as the City of Thieves for good reason. Its thieves’ guild exerts power across the world. Nestled at the center of the Flanaess’s economic network, the guild and
the city it rules has a hand in almost every business deal across the region. The Mastermind archetype is the perfect way to represent an ambitious member of Greyhawk’s thieves’ guild. Willing to take
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the bidding of their guild superiors. Most adventuring characters, though, prefer more independence. You can roll a d6 or choose from the options in the table below to establish a reason for the freedom
enjoyed by your character. d6 Reason for Independence 1 I’ve been around long enough that my guild lets me do what I want. 2 I’ve been chosen for special assignments because I’m just that good. 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses or house members with eccentric interests and deep pockets. Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
dangerous and ever-changing urban environment. Most Simic researchers are humans, vedalken, elves, and merfolk, or at least they were born that way. During their careers, they might give themselves such a
wide variety of adaptations and augmentations that their heritage is hard to ascertain. The Simic NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your group earns 1 gp per day, or enough to sustain a modest lifestyle. Expenses. In addition to your salary, your group can be reimbursed for expenses related to your work. The newspaper covers the
cost of travel when it’s required for your stories, food when you perform an interview over a meal, communication costs using courier services or message stations, and similar work-related expenses. If
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Guild often uses the stage to rehearse and perform, and other amateur groups and courses with a performance component regularly do so as well. The Playactors Drama Guild is organizing the festival
, pledgemages, and professors from the different colleges. SETTING UP SEDGEMOOR
The characters will have heard about Sedgemoor during their first year at Strixhaven, but they have likely had no reason
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
enemies at the same time, and it literally sleeps with its eyes open. The only real threat to the Xanathar’s rule is another beholder, which speaks to the reason why the Xanathar Guild has been led by a
The Xanathar Guild The Xanathar Guild is a thieves’ and slavers’ guild operating underneath the city of Waterdeep in the Forgotten Realms setting. The guildmaster is a beholder — the latest in a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to repay the individual’s patronage or for mutual benefit. Knowledge Sought. The characters have prior reason to find the portrait or seek knowledge they believe someone in the Cognoscenti Esoterica
possesses. However, the knowledge actually resides in Constantori’s Portrait. Strike a Blow. One or more characters have clashed with the Agile Hand in the past and want to strike a blow against the troublesome thieves’ guild.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnica’s infrastructure while conducting wild experiments in magic — efforts that usually involve
dryads who are fused together with one another and with Mat’Selesnya, a manifestation of the soul of the world. The guild seeks to bring nature and the city into balance. Simic Combine. Under the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat (see below) grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied
to the dragonmark houses and can be taken by a character of any race. Dragonmarks and Their Houses Dragonmark House Race Guild Specialties Detection Medani Half-elf Bodyguards, investigation, risk
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
a single hit from a human’s weapon can kill one of them, so a tribe has little use for healing magic, and a sorcerer can meet most of the tribe’s other magic-related needs. Kobold shamans are very
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
any reason other than to break into the Vault of Dragons. Esvele is willing to bring them on as business partners, allowing them access to the vault (preferably when there aren’t guild
are needed to enter it or what lies within. When the characters arrive, Esvele is in area O2, meeting with the following three guild representatives (commoners): Sembra Vashir (LN female Calishite
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
fear that any other guild might gain enough power to overwhelm all the others and impose its own values on everyone. For this reason, they focus their efforts on subverting other guilds’ schemes, by
Inside the Cult As one of Ravnica’s original guild founders, the demon Rakdos has been part of Ravnica for millennia. Members of other guilds know Rakdos through his reputation for capricious cruelty
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
throughout the guild, he values results over success, accepting and even anticipating that Izzet experiments will end in gloriously unpredictable ways. However, the dragon rarely concerns himself with the
day-to-day running of the guild, preferring to craft long-range plans and let underlings implement the details. Overseeing the daily operations of the guild is the purview of the Izmundi, a board of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
conversation: Madame Samira Arah is the head of the Jewelers’ Trade, the guild for those who craft and deal in gems and jewelry. Due to her experience protecting the valuable assets of her guild, she
—the eldest daughter of Myx Nargis Ruba, another of the Kings of Coin—was attacked and nearly killed. Samira doesn’t know if the attacks are related but fears they might be. Samira wants to hire the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Creatures Simic scientists are interested in the ways that all life forms adapt to their changing environments, but they have a particular fascination with the largest creatures. In a world
leadership positions in the guild. They claim a deep connection to Ravnica’s primal oceans, which are almost untouched by civilization. They have the statistics of the merfolk in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
financial, with the two functions closely related. As Ravnica’s dominant church, the Orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who
wealth, prestige, and longevity. The Ghost Council, also called the Obzedat, that leads the Orzhov founded the guild and signed the Guildpact, but it isn’t clear which members of the original Obzedat might have faded from existence since then and which current members have joined since.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Fate and Destiny Two closely related concepts loom large in the way mortals think about their place in the world: fate and destiny. The idea of fate is that the course of each mortal’s life is
predetermined, spun out in a tapestry woven by a trio of semidivine women, the Fates. Gods aren’t bound by the strands of fate, their lives and legends constantly changing and endlessly uncertain. In the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
the wrong target 3 The master of the local thieves’ guild, who wants you to join the organization or leave town 4 An art collector who uses illegal means to acquire masterpieces 5 A fence who uses you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
out one skill or tool proficiency for another doesn’t make a character any stronger or weaker, but doing so can change the flavor of a class in subtle ways. For example, a prominent guild of rogues in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
changing color as the sun moves across the sky. Many leonin matriarchs and other wise souls retire to Tethmos to share their wisdom with all the prides. In recent years, a few non-leonin traders have
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cause of Death 1 Unknown 2 Murdered 3 Killed in battle 4 Accident related to class or occupation 5 Accident unrelated to class or occupation 6–7 Natural causes, such as disease or old age 8 Apparent
Warlock 95–00 Wizard Occupation d100 Occupation 01–05 Academic 06–10 Adventurer (roll on the Class table) 11 Aristocrat 12–26 Artisan or guild member 27–31 Criminal 32–36 Entertainer 37–38 Exile
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, consider what circumstances brought you into the wider world. The Leaving the Shadow Marches table offers some inspiration. Leaving the Shadow Marches d8 Reason for Leaving 1 You’re associated with
the Gatekeepers, and you’re on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches. 2 House Tharashk recruited you from the Marches to serve as a mercenary in the Last