Page 61 - Guildmasters' Guide to Ravnica
P. 61

institutional. You lash out at a system that you believe is   terrain that civilized folk have long abandoned. You can
           the root of  corruption and weakness.              find a suitable place for you and your allies to hide or
             If you are spellcaster, such as a druid (usually of the   rest in these areas. In addition, you can find food and
           Circle of the Moon) or a cleric of the Tempest Domain,   fresh water in these areas for yourself and up to five
           you might adopt a more spiritual role in your clan. You   other people each day.
           practice what the Gruul call the Old Ways, a discipline
           that predates the foundation of  civilization on Ravnica,   GRUUL GU I LD SPELLS
           to channel the primal energy that stilJ pulses through   Prerequisite: Spellcasting or Pact Magic class feature
           the wild places of the world.                      For you. the spells on the Gruul Guild Spells table are
                                                              added to the spell list of your spellcasting class. (If  you
           BACKGROUND:GRUUL ANARCH                            are a multiclass character with multiple spell lists, these
           The entire world of Ravnica is a sprawling metropolis,   spells are added to all of them.)
           but you are a native of the wild areas that stiJI exist-the
           abandoned districts, the rubblebelts, the overgrown   G RUUL GUILD SPELLS
           parks, and the crumbling ruins. You are part of  a savage   Spell L evel   Spells
           society that clings desperately to the Old Ways- attuned   Can trip   fire bolt, produce flame
           to nature, full of primal rage, and given short shrift by   1st   compelled duel, speak with animals,
           a world consumed with continuing civilization's march
                                                                         thunderwave
           of progress.
                                                                  2nd    beast sense, shatter
           Skill Proficiencies: Animal Handling, Athletics
                                                                  3rd    conjure animals, conjure barrage
           Tool Proficiencies: 1-lerbalism kit
                                                                  4th    dominate beast, stoneskin
           Languages: Choose one of Draconic, Giant,
             Goblin, or Sylvan                                    5th    destructive wave
           Equipment: A Gruul insignia. a hunting trap, an herbal-
             ism kit, the skull of  a boar, a beast-hide cloak, a set of   Fueled by the fire of rage burning in your heart. your
             traveler·s clothes. and a belt pouch containing 10 gp   magic is almost always accompanied by fiery effects,
             (Azorius 1-zino coins)                           such as flames smoldering behind your eyes or dancing
                                                              over your hands.
            FEATURE:  RUBBLEBELT R EFUGE
            You are intimately familiar with areas of the city that   SUGGESTED  CHARACTERISTICS
           most people shun: ruined neighborhoods where wurms   Gruul ways aren't the ways of  civilized folk. and the
            rampaged, overgrown parks that no hand has tended in   Gruul have little patience for social niceties. But they do
           decades, and the vast. sprawling rubblebelts of broken   have cherished traditions and values, just as important
                                                              to them as the different values held by the urban, cosmo-
                                                              politan culture of Ravnica.
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