D&D 5e Ravnica Campaign Handout.
This is a one page handout designed to aid players in character creation before the campaign starts. I accepted the challenge of fitting the handout onto one page to keep the players from feeling buried by information. I only included what I felt was required to give the players a general idea of the world around them.
Let me know what you think, and as always, feel free to ask or inbox me about any D&D or dungeon master related questions.
It started with the arrival of the Second Sun. . . Soon, earthquakes, super storms and meteors began ripping Ravnica apart. From this came the wrath of Vraska, raising undead armies and assassinating prominent political leaders, her defeat was welcomed by all, however, the fighting has not stopped. An age old threat, the Golgari Swarm, gained a powerful foothold and are now more of a problem than Vraska ever was. Many Ravnican’s are convinced that this is the end.
Ravnica is governed by 10 Guilds each specializing in different aspects including: Science(Izzet & Simic), Law(Boros & Azorius),Chaos(Rakdos & Gruul) Nature(Selesnya & Golgari) and Religion(Orzhov)
You join three Level 3 Adventurers who have joined a new organization known as the Second Sun Doomsday Response Force. You, and the rest of Dawn Squad, are under the command of Captain Ol’beric. Your mission is to preserve civilization in the wake of destruction. Until now your assignments have included guard duty around town as well on various supply routes. You’ve spent your down time mostly honing your skills, shopping around town and getting to know your squad mates at the Last Stop Inn.
You might be a Human the most common race in Ravnica. All guilds have human members and they play a large part in Ravnican civilization. Humans get +1 to all six stats and speak common and one other language and are a good fit for any class including Monks, Fighters, and clerics.
You might be an Ef a naturally magic race with an extremely long lifespan.Elves tend to favor the guilds dealing with nature or law and science but can also be found in all 10 guilds. Elves get +2 to Dexterity and another bonus based on subrace (Wood Elf, High Elf or Eladrin) Make good Rangers, Rogues, and Magic users.
You might be a Half-Elf, typically a combination of Elf and Human. Less common than either of its parents, Half-Elves do what they can to fit into the diverse world around them. Half-Elves are versatile, getting +2 to dexterity and +1 to two stats of your choice. Good for any class particularly Bard or Sorcerer
You might be a Tiefling, shaped like a human with devilish appearances. Tieflings are scarce, and with red to blue skin, small horns and a pointed tail, generally not accepted in modern society. Tieflings typically finds themselves in the Chaotic guilds and occasionally a science guild, those these are reserved for the smartest and wisest of the race. Make good Warlocks, Sorcerers and rogues.
You might be a Loxodon. Loxodon tower above other beings usually standing between 7 and 8 feet tall. Most Loxodon choose guilds that can make use of their natural combat abilities in law and military. Get +2 to Constitutions and Wisdom, make good Warriors, Cleris, and Paladins
You might be an Orc, a race known for its savagery. Orcs are generally opposed to civilization and choose to live in the abandoned areas of ravnica or wandering what wilds still exist with the Chaotic guilds. Most other orcs are lone wolfs or small tribes with no guild affiliation. Get +2 to Strength and Constitution and make good Barbarians and fighters
Other races are available to play if none of these sound quite right for you.