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View Full Version : D&D 5e/Next The Guildmage, a series of warlock archetypes. Magic the Gathering Expansion



MAL1CE
2016-02-09, 10:02 AM
I moved the thread below over here so that I can update it as I go.


Prototype idea for a Guildmage from magic the gathering into a warlock archetype. For the big MTG D&D project over in this thread (http://www.giantitp.com/forums/showthread.php?474659-Magic-The-Gathering-5e-overhaul-project-WIP)

The Guilds of Ravnica are ten sociopolitical factions that hold power on the city plane of Ravnica. Each guild has its own distinct ideology that unifies its members with one another, with the guild itself, with its functions and purposes, and with its structure. Each guild features its own guildmages

The Guildpact is an ancient and epic piece of magic that reverberates across the plane of Ravnica. Originally conceived of by the lawmage Azor I, it serves as a basis for all Ravnican law, setting statutes and ordinances for each guild so that each of the ten guilds has its own place. Its magic is enforced especially in the most significant representatives of the guilds, such as the League of Wojek. For instance, when a Wojek officer wishes to imprison someone who has directly violated a Guildpact law, it is possible to restrain them utterly. Not even paruns are capable of breaking such a seal.

The Guildpact itself is focused upon an ancient, primeval living document signed with blood and magic by each of the paruns to represent their willingness to work together to hold the city together. Of course, not surprisingly, the leaders since then — including the still-living paruns — have worked hard to find loopholes in which to set forward their own plans. As a side effect the Guildpact prohibited planeswalkers from visting the plane of Ravnica.(MTG Salvation)

Guildmage
Your magic comes from your guild and the power of the Guildpact. At 1st level choose your guild, this will determine your color identity and subsequently your spell list.


http://hydra-media.cursecdn.com/mtgsalvation.gamepedia.com/thumb/2/2b/Guilds_of_Ravnica.png/617px-Guilds_of_Ravnica.png
Link to spell list (http://mtgdnd.jimdo.com/spell-colors/)(Subject to change)

White/Blue Azorius Senate-Ravnica's government and legal sector.
Blue/Black House Dimir-Ravnica's couriers, information brokers, and librarians.
Black/Red Cult of Rakdos-Ravnica's entertainment, food industry, mining, and other blue-collar manual labor and pink-collar service sectors.
Red/Green Gruul Clans-Ravnica's foresters, gamekeepers, park rangers, wildlife officers, and wilds keepers.
Green/White Selesnya Conclave-Conservationists and charities, as well as a nature cult that competes with the Orzhova faith.
White/Black Orzhov Syndicate-Ravnica's dominant religious order, as well as its largest bank.
Blue/Red Izzet League-Ravnica's formative and physical scientists and engineers.
Black/Green Golgari Swarm-Ravnica's agricultural and waste management sectors.
Red/White Boros Legion-Ravnica's security force, constabulary, and standing army.
Green/Blue Simic Combine-Ravnica's life scientists and conservationists.


I will begin posting the guildmage archetypes here as I make them. You can also find them all here (http://mtgdnd.jimdo.com/classes/guildmage/). As usual, feedback is appreciated.

Believing their legislation to be the singular force that prevents Ravnica from descending into chaos, the Azorius Senate mediates and regulates the activities of all of the other guilds and of the plane despite numerous of their decrees being ignored. The Azorius Senate are characterized as being aloof, bureaucratic, excessively formalistic, and fastidious, spending hours upon hours with legal documents and ensuring action, if any should occur, stringently adheres to protocol. For such reasons, the Azorius are deeply disdained by Ravnicans, whom the Azorius believe will effect a change and subsequent crime, chaos, and general decline in civic life. The Azorius are said to act through inaction.

The Azorius Senate works alongside the Boros Legion and Selesnya Conclave to see to the enforcement of the law and theOrzhov Syndicate, to the provision of advocates and lawmages for accusers/claimants/complainants/plaintiffs and defendants. Ultimately, however, the Azorius advocates for blind justice, peace, and the status quo, doing so via their intrinsic involvement in all affairs on Ravnica and with their legions of knights and paladins as well as mages adept in countermagic, magic to disable and hinder those who would break the law, and other law magic.

FEATURES
As an Azorius Lawmage, your patron is Isperia, the Supreme Judge. This majestic sphinx stands for law and order. You're primary purpose is upholding those laws at all costs. You do not stand for injustice or lawbreaking of any kind. Your spell list includes all spells in Blue and White.

RESILIENCE OF THE MIND
Beginning at 1st level, you become resistant to mind influencing magic. you have advantage on any roll to resist or end spells or effects that would force you to make an action against your nature.

GIFT OF FLIGHT
Beginning at 6th level you gain the ability to grant other creatures flight. You may cast the fly spell once per long rest without expending a spell slot.

THOUGHT SHIELD
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

DETAIN
Beginning at 14th level, you gain the ability to suspend other creatures in a magical stasis field. You may use your action to cast Otiluke's Resilient Sphere once per long rest without expending a spell slot.

Boros was founded by parun Razia, a militant flaming-sword-wielding archangel capable of using flame and light magic who fervently and firmly believes in harmonious coexistence on Ravnica, even if lives are lost and blood is shed in achieving this. The Boros Legion functions as the righteous and zealous constabulary and standing army of Ravnica, as the League of Wojek and Boros Army, respectively, and enforces Ravnican laws created by the Azorius Senate.

FEATURES
As a Boros Guildmage, your patron is Aurelia, the Angel. Fierce but warm hearted, she leads the army of boros with a fiery passion. As a guildmage of Boros, your primary purpose in the guildis troop support and combat. You were trained in both the fiery offensive spells of red mana, and the healing spells of white. Your spell list includes all spells in white and red

FIERCE COMBATANT
Beginning at 1st level, you may choose to make two actions instead of moving. These actions cannot both be attacks, and neither may be the dash action.

GIFT OF FEROCITY
Beginning at 6th level you gain the ability to grant other creatures extra attack damage. You may use an action on your turn to grant advantage to another creature or players next attack. If you do, they also may add an extra die to their attack roll of the same type. (If their attack does 3d6 damage, it now does 4d6 damage.)

HEAVENLY RESILIENCE
Starting at 10th level, you become immune to necrotic damage. Additionally, you are resistant to poison and ice damage.

VIGILENCE
Beginning at 14th level, your skills in battle have been honed to near impossible speed. You have advantage on all reaction rolls. If you were to have disadvantage on a reaction roll, you instead have no advantage or disadvantage.

dokugin
2016-02-09, 03:33 PM
Moved my thread to just link to this one.