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An Initiate's Guide to the Guilds - The Izzet League
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An Initiate's Guide to the Guilds - The Izzet League

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A League of Their Own!

 

The world-city of Ravnica is an exciting place, and one that can be confusing and dangerous to the uninitiated. While the city may stretch over the entire plane, it would be a mistake to assume that every part of it is civilized, or even that the civilized parts are particularly safe. At the heart of Ravnica, the one ever-present factor is the city’s ten guilds, which constantly jockey with one another for dominance. It’s only natural to want to align yourself with one of these guilds, and those who insist on remaining “guildless” do so at their own peril. But what does it mean to belong to a guild, and, more importantly, what can your guild do for you? This book presents a number of new options for player characters aligned with the ingenious and innovative Izzet League. Within this book, you will find:

 

  • A new character race, the weird, whose arcane dynamo and explosive end racial abilities provide for a unique gameplay experience.
  • The college of invention, for bardss, which supports bardic inventors who create strange new magical, clockwork, and steam-powered contraptions of all kinds.
  • The Izzet archmage arcane tradition, for wizards, who specialize in researching and creating new spells, and can overload and replicate spells.
  • Four new feats inspired by the Izzet League.

 

Declare your allegiance today, and let your character reap the rewards of guild membership!

 
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Product Information
Community Content
Rules Edition(s)
Pages
4
Format
Original electronic
Scanned image
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File Last Updated:
June 23, 2019
This title was added to our catalog on June 23, 2019.