Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

CHAPTER 5: TREASURES


HOSE WHO A.RE BOLD OR CUNNING ENOUGH
can find treasures aplenty to reward their
exploits in Ravnica. Coins change hands in
back alleys, chests of riches are laden onto
beasts of burden, and fine objects of art stand on d isplay
in museums and galleries. Obscene wealth lies secreted
away in Orzhov vaults, the Azorius Senate's payroll is a
bureaucratic tangle, and House Dimir greases countless
palms with an apparently endless fortune. And items of
magic lure adventurers and thieves with the promise of
greater power.

Coins in Treasure

When you use the treasure tables in chapter 7 of the
Dungeon Master's Guide, you can change the type of
coinage found if you'd like to associate the coins with a
particular guild. For more information about coinage in
Ravnica, see the "Currency: Zibs and Zinos" section in
this book's introduction.
Copper pieces encountered in t reasure are either
standard Azorius zibs or Orzhov alms-coins. A pouch
of alms-coins might belong to someone who has been
impoverished-or someone who makes a habit of rob-
bing from the poor. A chest full of alms-coins could be
an Orzhov lockbox used to hold the coins before they are
distributed to the poor.
Silver coins minted by the Azorius Senate are worth
25 cp, so they might be found in smalle r numbers than
the standard s ilver pieces mentioned on the treasure ta-
bles. They are common currency, so they're found in the
coin purses of virtually everyone in Ravnica. A hoard of
s ilver coins might be amassed by a miser or stored in a
bank vault (or stolen from such places).
Electrum pieces found in treasure a re Azorius 50-zib
coins. These coins are more common than electrum
pieces are on most other D&D worlds, and they serve
a function very similar to the s ilver 25 -zib coins. You
might reflect this fact by turning some s ilver pieces
found as treasure into electrum pieces.
Gold coins in treasure translate directly to 1-zino
coins, which could be the standard coins of Azorius
mint or Boros coins (which might have been used as the
weekly pay of a soldier in the Legion). A treasure might
include Boros 5-zino coins, representing the salary of
an officer or a payment made from the Legion to an-
other guild.
Platinum pieces found in treasure are Orzhov 10 -zino
coins. They might have originally belonged to an Orzhov
pontiff. Perhaps they were withdrawn from an account
in an Orzhov bank-which suggests someone wealthy
and powerful, possibly with criminal connections. A
significant treasure find might include a stash of Orzhov
100-zino coins (one-tenth the number of platinum pieces
found on the treasure table), which almost certainly be-
longs to a powerful Orzhov scion who wants it back.


Guild Charms

A guild charm is a magical effect placed on an otherwise
mundane item. Charms are ofte n given to favored mem-
bers of the guild- those whose renown scores with their
guilds have reached 10 or highe r-or those entrusted
with important missions. A charm typically manifests as
the guild's symbol emblazoned on an item that is worn
or carried by the chosen creature.
A guild charm can be used only a certain number of
times before it vanishes, and only by the creature upon

which it was bestowed. If you use a charm to cast a

spell, you can do so without expending a spell slot or
providing any components. The spell's save DC is 15, its
attack bonus is +7, and the spellcasting ability modifier
for any spell effects is +4.
A charm can't be used in the area created by an anti-
magic field spell or a similar effect. The guild master of
the charm's guild can revoke the charm as an action, but
otherwise the charm can't be removed from the object
on which it was placed by anything s hort of divine inter-
ve ntion or a wish spell.
The charms associated with each guild are de-
scribed below.

AZORIUS CHARM
When you activate this charm, you can cast the hold per-
son (3rd-level version), command, or counterspell spell.
The charm vanishes after you activate it.

BOROS CHARM
When you activate th is charm, you can cast the crusad-
er's mantle or haste spell. Alternatively, you can cast the
guiding bolt spell, and if it hits, you regain a number of
hit points equal to the damage it deals. The charm van-
ishes after you activate it.

DIMIR CHARM
When you activate this charm, you can cast the blink or
sleep (3rd-level version) spell. Alternatively, when you
take damage, you can use your reaction to turn invisible
and teleport up to 30 feet to an unoccupied space you
can see. You remain invisible until the start of your next
turn or until you attack or cast a spell. The charm van-
ishes after you activate it.

GOLGARI CHARM
When you activate this charm, you can cast the dispel
magic, false life (3rd-level version), or stinking cloud
spell. The charm vanishes after you activate it.

GRUUL CHARM
When you activate this charm, you can cast the heroism
or thunderwave spell (3rd-level versions). Alternatively,
as a reaction when you miss with a weapon attack, you
can make another attack against the target you missed.
The charm vanishes after you activate it.

f'H •\PTER 5 TREASURES 173
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