# Background
# Entertainer
***You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.***
Source: Player's Handbook
**Skill Proficiencies:** Acrobatics, Performance
**Tool Proficiencies:** Disguise kit, one type of musical instrument
**Languages:** None
**Equipment:** A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp
# Variants
## Gladiator
A gladiator is as much an entertainer as any minstrel or circus performer trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
# Features
## Entertainer Routines
A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
d10 | Entertainer Routine |
---|
1 | Actor |
2 | Dancer |
3 | Fire-eater |
4 | Jester |
5 | Juggler |
6 | Instrumentalist |
7 | Poet |
8 | Singer |
9 | Storyteller |
10 | Tumbler |
## By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
# Suggested Characteristics
Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
## Personality Traits
d8 | Personality Trait |
---|
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I'm a hopeless romantic, always searching for that "special someone." |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I'm not the center of attention. |
7 | I'll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
## Ideals
d6 | Ideal |
---|
1 | **Beauty.** When I perform, I make the world better than it was. (Good) |
2 | **Tradition.** The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) |
3 | **Creativity.** The world is in need of new ideas and bold action. (Chaotic) |
4 | **Greed.** I'm only in it for the money and fame. (Evil) |
5 | **People.** I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) |
6 | **Honesty.** Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
## Bonds
d6 | Bond |
---|
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious instrument, and someday I'll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person's. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
## Flaws
d6 | Flaw |
---|
1 | I'll do anything to win fame and renown. |
2 | I'm a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |
# Backgrounds
• [Acolyte](http://dnd5e.wikidot.com/background:acolyte)
• [Anthropologist](http://dnd5e.wikidot.com/background:anthropologist)
• [Archaeologist](http://dnd5e.wikidot.com/background:archaeologist)
• [Athlete](http://dnd5e.wikidot.com/background:athlete)
• [Charlatan](http://dnd5e.wikidot.com/background:charlatan)
• [City Watch](http://dnd5e.wikidot.com/background:city-watch)
• [Clan Crafter](http://dnd5e.wikidot.com/background:clan-crafter)
• [Cloistered Scholar](http://dnd5e.wikidot.com/background:cloistered-scholar)
• [Courtier](http://dnd5e.wikidot.com/background:courtier)
• [Criminal](http://dnd5e.wikidot.com/background:criminal)
• [Entertainer](http://dnd5e.wikidot.com/background:entertainer)
• [Faceless](http://dnd5e.wikidot.com/background:faceless)
• [Faction Agent](http://dnd5e.wikidot.com/background:faction-agent)
• [Far Traveler](http://dnd5e.wikidot.com/background:far-traveler)
• [Feylost](http://dnd5e.wikidot.com/background:feylost)
• [Fisher](http://dnd5e.wikidot.com/background:fisher)
• [Folk Hero](http://dnd5e.wikidot.com/background:folk-hero)
• [Gladiator](http://dnd5e.wikidot.com/background:entertainer#toc1)
• [Guild Artisan](http://dnd5e.wikidot.com/background:guild-artisan)
• [Guild Merchant](http://dnd5e.wikidot.com/background:guild-artisan#toc1)
• [Haunted One](http://dnd5e.wikidot.com/background:haunted-one)
• [Hermit](http://dnd5e.wikidot.com/background:hermit)
• [House Agent](http://dnd5e.wikidot.com/background:house-agent)
• [Inheritor](http://dnd5e.wikidot.com/background:inheritor)
• [Investigator](http://dnd5e.wikidot.com/background:city-watch#toc1)
• [Knight](http://dnd5e.wikidot.com/background:noble#toc1)
• [Knight of the Order](http://dnd5e.wikidot.com/background:knight-of-the-order)
• [Marine](http://dnd5e.wikidot.com/background:marine)
• [Mercenary Veteran](http://dnd5e.wikidot.com/background:mercenary-veteran)
• [Noble](http://dnd5e.wikidot.com/background:noble)
• [Outlander](http://dnd5e.wikidot.com/background:outlander)
• [Pirate](http://dnd5e.wikidot.com/background:sailor#toc1)
• [Sage](http://dnd5e.wikidot.com/background:sage)
• [Sailor](http://dnd5e.wikidot.com/background:sailor)
• [Shipwright](http://dnd5e.wikidot.com/background:shipwright)
• [Smuggler](http://dnd5e.wikidot.com/background:smuggler)
• [Soldier](http://dnd5e.wikidot.com/background:soldier)
• [Spy](http://dnd5e.wikidot.com/background:criminal#toc1)
• [Urban Bounty Hunter](http://dnd5e.wikidot.com/background:urban-bounty-hunter)
• [Urchin](http://dnd5e.wikidot.com/background:urchin)
• [Uthgardt Tribe Member](http://dnd5e.wikidot.com/background:uthgardt-tribe-member)
• [Waterdhavian Noble](http://dnd5e.wikidot.com/background:waterdhavian-noble)
• [Witchlight Hand](http://dnd5e.wikidot.com/background:witchlight-hand)
###### Ravnica
• [Azorius Functionary](http://dnd5e.wikidot.com/background:azorius-functionary)
• [Boros Legionnaire](http://dnd5e.wikidot.com/background:boros-legionnaire)
• [Dimir Operative](http://dnd5e.wikidot.com/background:dimir-operative)
• [Golgari Agent](http://dnd5e.wikidot.com/background:golgari-agent)
• [Gruul Anarch](http://dnd5e.wikidot.com/background:gruul-anarch)
• [Izzet Engineer](http://dnd5e.wikidot.com/background:izzet-engineer)
• [Orzhov Representative](http://dnd5e.wikidot.com/background:orzhov-representative)
• [Rakdos Cultist](http://dnd5e.wikidot.com/background:rakdos-cultist)
• [Selesnya Initiate](http://dnd5e.wikidot.com/background:selesnya-initiate)
• [Simic Scientist](http://dnd5e.wikidot.com/background:simic-scientist)
# Gruul Anarch
***The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist - the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways - attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress.***
Source: Guildmaster's Guide to Ravnica
**Skill Proficiencies:** Animal Handling, Athletics
**Tool Proficiencies:** Herbalism Kit
**Languages:** Choose one of Draconic, Giant, Goblin, or Sylvan
**Equipment:** A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a pouch containing 10gp (Azorius 1-zino coins)
# Features
## Rubblebelt Refuge
You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.
## Gruul Guild Spells
*Prerequisite: Spellcasting or Pact Magic class feature*
For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
**Gruul Guild Spells**
Spell Level | Spell |
---|
Cantrip | [Fire Bolt](http://dnd5e.wikidot.com/spell:fire-bolt), [Produce Flame](http://dnd5e.wikidot.com/spell:produce-flame) |
1st | [Compelled Duel](http://dnd5e.wikidot.com/spell:compelled-duel), [Speak With Animals](http://dnd5e.wikidot.com/spell:speak-with-animals), [Thunderwave](http://dnd5e.wikidot.com/spell:thunderwave) |
2nd | [Beast Sense](http://dnd5e.wikidot.com/spell:beast-sense), [Shatter](http://dnd5e.wikidot.com/spell:shatter) |
3rd | [Conjure Animals](http://dnd5e.wikidot.com/spell:conjure-animals), [Conjure Barrage](http://dnd5e.wikidot.com/spell:conjure-barrage) |
4th | [Dominate Beast](http://dnd5e.wikidot.com/spell:dominate-beast), [Stoneskin](http://dnd5e.wikidot.com/spell:stoneskin) |
5th | [Destructive Wave](http://dnd5e.wikidot.com/spell:destructive-wave) |
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.
# Suggested Characteristics
Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.
## Personality Traits
d8 | Personality Trait |
---|
1 | Unlike people, the beasts of the wild are friends who won't stab me in the back. |
2 | Go ahead and insult me - I dare you. |
3 | I scorn those who can't survive away from the comforts of the city. |
4 | Don't tell me I'm not allowed to do something. |
5 | Laws are for people who are afraid to face their inner beasts. |
6 | I smear the blood of my enemies over my skin. |
7 | I was, in fact, raised by maaka. |
8 | HarrRRAAGGHH! \[I rarely form a coherent sentence and prefer to express myself by breaking things.\] |
## Ideals
d6 | Ideal |
---|
1 | **Clan.** My clan is all that really matters. (Any) |
2 | **Anarchy.** No person or law or custom can tell another what to do. (Chaotic) |
3 | **Nature.** We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral) |
4 | **Might.** The strongest are meant to dominate the weak. (Evil) |
5 | **Rage.** AAAAAARRRRggggh! \[To live is to feel and express the rage burning in your belly.\] (Chaotic) |
6 | **Tradition.** The Old Ways must be preserved and upheld. (Any) |
## Bonds
d6 | Bond |
---|
1 | I am determined that one day I will lead my clan - or a new one. |
2 | I would give my life for my clan chieftain. |
3 | The chieftain of another clan has a grudge against me. |
4 | I am devoted to a sacred site in the midst of the rubblebelt. |
5 | My weapon is made from the first raktusk I ever hunted. |
6 | GrrrRRAAAAGGHH! \[I will do anything to prove myself greater than my siblings or ancestors.\] |
## Flaws
d6 | Flaw |
---|
1 | If you question my courage, I will never back down. |
2 | HrrrGGGAAAARRuuuh! \[My anger in battle led to the death of a loved one.\] |
3 | I'm as stubborn as a batterboar. |
4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it. |
5 | I'm easily manipulated by people I find attractive. |
6 | I'm not actually all that angry. |
# Contacts
The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.
## Gruul Contacts
## Non-Gruul Contacts
# Simic scientist
***Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance - but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better.***
Source: Guildmaster's Guide to Ravnica
**Skill Proficiencies:** Arcana, Medicine
**Languages:** Two of your choice
**Equipment:** A Simic insignia, a set of commoner's clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a pouch containing 10gp (Azorius 1-zino coins)
# Features
## Clades and Projects
As a Simic researcher, you are part of a clade - a diverse group of individuals combining disparate talents in pursuit of a common goal - or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research.
d6 | Clade/Project |
---|
1 | Hull Clade, focused on protection and durability |
2 | Fin Clade, focused on movement |
3 | Gyre Clade, focused on cyclical patterns and metamagic |
4 | Guardian Project, focused on creating guard monsters and super soldiers |
5 | Crypsis Project, focused on intelligence and counterintelligence |
6 | Independent research in a new area |
## Researcher
When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
## Simic Guild Spells
*Prerequisite: Spellcasting or Pact Magic class feature*
For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
**Simic Guild Spells**
Spell Level | Spell |
---|
Cantrip | [Acid Splash](http://dnd5e.wikidot.com/spell:acid-splash), [Druidcraft](http://dnd5e.wikidot.com/spell:druidcraft) |
1st | [Detect Poison and Disease](http://dnd5e.wikidot.com/spell:detect-poison-and-disease), [Expeditious Retreat](http://dnd5e.wikidot.com/spell:expeditious-retreat), [Jump](http://dnd5e.wikidot.com/spell:jump) |
2nd | [Alter Self](http://dnd5e.wikidot.com/spell:alter-self), [Enhance Ability](http://dnd5e.wikidot.com/spell:enhance-ability), [Enlarge/Reduce](http://dnd5e.wikidot.com/spell:enlarge-reduce) |
3rd | [Gaseous Form](http://dnd5e.wikidot.com/spell:gaseous-form), [Water Breathing](http://dnd5e.wikidot.com/spell:water-breathing), [Wind Wall](http://dnd5e.wikidot.com/spell:wind-wall) |
4th | [Freedom of Movement](http://dnd5e.wikidot.com/spell:freedom-of-movement), [Polymorph](http://dnd5e.wikidot.com/spell:polymorph) |
5th | [Creation](http://dnd5e.wikidot.com/spell:creation) |
When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
# Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research - including their creation of new life forms, which they can become very attached to.
## Personality Traits
d8 | Personality Trait |
---|
1 | I can't wait to see what I become next! |
2 | I am convinced that everything inclines toward constant improvement. |
3 | I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest. |
4 | I assume that everyone needs even the most basic concepts explained to them. |
5 | I describe everything that happens as if it were going into my research notes (and it often is). |
6 | I am insatiably curious about the seemingly infinite forms and adaptations of life. |
7 | I can't resist prying into anything forbidden, since it must be terribly interesting. |
8 | I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication. |
## Ideals
d6 | Ideal |
---|
1 | **Guild.** My guild is all that really matters. (Any) |
2 | **Change.** All life is meant to progress toward perfection, and our work is to hurry it along - no matter what must be upended along the way. (Chaotic) |
3 | **Knowledge.** Understanding the world is more important than what you do with your knowledge. (Neutral) |
4 | **Greater Good.** I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good) |
5 | **Logic.** It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful) |
6 | **Superiority.** My vast intellect and strength are directed toward increasing my sway over others. (Evil) |
## Bonds
d6 | Bond |
---|
1 | I helped create a krasis that I love like a pet and would carry with me everywhere … except it's the size of a building, and it might eat me. |
2 | In my laboratory, I discovered something that I think could eliminate half the life on Ravnica. |
3 | The other researchers in my clade are my family - a big, eccentric family including members and parts of many species. |
4 | The laboratory where I did my research contains everything that is precious to me. |
5 | I will get revenge on the shortsighted fool who killed my precious krasis creation. |
6 | Everything I do is an attempt to impress someone I love. |
## Flaws
d6 | Flaw |
---|
1 | I have a rather embarrassing mutation that I do everything I can to keep hidden. |
2 | I'm more interested in taking notes on monstrous anatomy than in fighting monsters. |
3 | Every social situation I'm in seems to lead to my asking rude personal questions. |
4 | I'm supremely confident in my ability to adapt to any situation and handle any danger. |
5 | I'll take any risk to earn recognition for my scientific brilliance. |
6 | I have a tendency to take shortcuts in my research and any other tasks I have to complete. |
# Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds.
Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.
## Simic Contacts
## Non-Simic Contacts