Background: 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.
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 belt pouch containing 10 gp (Azorius 1-zino coins)
Feature: 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 Spells Cantrip fire bolt, produce flame 1st compelled duel, speak with animals, thunderwave 2nd beast sense, shatter 3rd conjure animals, conjure barrage 4th dominate beast, stoneskin 5th 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.
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 belt pouch containing 10 gp (Azorius 1-zino coins)
Feature: 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 Spells Cantrip fire bolt, produce flame 1st compelled duel, speak with animals, thunderwave 2nd beast sense, shatter 3rd conjure animals, conjure barrage 4th dominate beast, stoneskin 5th 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.
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