Guilds of Ravnica D&D Feats

These feats are inspired by some of the new cards and mechanics featured in Guilds of Ravnica. That said, all of these feats are designed so that they can also be used in any other setting.

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Jump-Start (Beamsplitter Mage by Svetlin Velinov)

Prerequisite: The ability to prepare spells
You can frantically focus your concentration for spellcasting, discarding unnecessary information for the task at hand. As a bonus action, you can choose one spell that you have prepared. You regain a spell slot equal to one half the chosen spell’s level (rounded up), and the spell is no longer prepared. You can’t use this again until you finish a short or long rest.

This design is based on the Izzet League’s jump-start mechanic, and uses losing a prepared spell to represent discarding a card, and regaining a spell slot to represent the ability to cast another of your spells an additional time.

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Mentor (Resurgence by Daarken)
You’re a skilled tutor of military training. You gain the following benefits:

  • When you are wielding a martial weapon that you’re proficient with, allies within 20 feet of you that can see you are proficient with that weapon for as long as you are wielding it.
  • You can tutor others in weapons you are proficient with. You may spend an hour tutoring one creature in using one martial weapon you are proficient with, provided you have access to two weapons of that type. At the end of the hour, that creature can attempt a Strength (or Dexterity, if the weapon is ranged or has the finesse rule) or Intelligence

    check, adding your proficiency bonus, with a DC of 18. On a success, the creature you trained becomes proficient with the weapon you tutored it with.

This doesn’t mirror the Boros mentor mechanic exactly, but works to the same flavour – a character who is a skilled combatant can train their allies for bonuses mid-combat as well as more permanent bonuses, with the training becoming easier the higher the character’s level is.

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Shieldwall (Join the Shields by

Winona Nelson)
Prerequisite: Proficiency with Shields
You know that you and your allies are stronger when wielding your shields together as one. If you are wielding a shield and within 5 feet of any number of allies that are also wielding shields, you and each of those allies increase their AC by 2, and gain advantage on Strength saving throws to avoid being pushed or knocked prone. This benefit extends to allies that are wielding shields and within 5 feet of a creature affected by this benefit. If a creature is already affected by this benefit it cannot gain it again.

For my Selesnya feat, I was inspired by this art to make a shield wall design, as this is something which 5e hasn’t exactly done yet. To me the AC boost and push resistance was the way to go, and done in a way that doesn’t stack but allows the benefit to extend to more creatures to create a large shield wall.

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Surveil (Enhanced Surveillance by Greg Rutkowski)
Prerequisite: Wisdom 13 or higher
You’ve mastered pinpointing details in a busy environment. You gain the following benefits:

  • Increase your Wisdom score by 1
  • You can pinpoint and listen to an individual conversation in a busy, noisy or crowded area, up to 30 feet away.
  • You have advantage on Wisdom (Perception) checks made to identify an individual in a crowd, and on Wisdom (Survival) checks for tracking individuals through crowds.

I’ve loved the flavour of the Dimir’s surveil mechanic since it was revealed, so really wanted to do something with it, and felt it made more sense as a feat rather than a class feature – comparable to the Observant feat, but with more of a city and espionage-leaning theme to it.

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Swarm Speaker (Find by

Tomasz Jedruszek)
Prerequisite: Proficiency with animal handling
You are accustomed to the strange creatures that scuttle, crawl and burrow below ground. You gain the following benefits:

  • You can use sounds and gestures to communicate simple ideas with arthropods, such as beetles, spiders or centipedes.
  • Whenever you make a Wisdom (Survival) or Intelligence (Nature) check regarding information about arthropods, such as how and where a type of spider makes its webs, treat a roll of 7 or lower on the d20 as an 8.
  • You gain advantage on saves against arthropod-based spells and effects, such as the spell insect swarm, or the saving throw against a giant scorpion’s poison.

This feat is really the weird one of this selection. I didn’t want to mirror any of my existing Golgari abilities that appear on my Golgari druid subclass, so went for something in a slightly different direction, about abilities a character might have living in the undercity. I was inspired a lot by Izoni, Thousand-Eyed, and loved the idea of a character who interacts with insects and arachnids in the same way that forest gnomes can interact with small beasts. As such, this feat is mechanically similar to that, but with a few appropriate further benefits. 

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