🔥 Own the guild. Rule Ravnica. Adventure awaits! ⚔️
Guildmasters' Guide to Ravnica merges Dungeons & Dragons 5th Edition with Magic: The Gathering’s beloved city-world, offering 5 new races, 2 subclasses, 78 monsters, 17 magic items, and a ready-to-play adventure, perfect for players craving a fresh, immersive campaign steeped in guild rivalry and fantasy lore.
D**1
Mauels!
Love the mauel ideal purchase for any d&d enthusiasts
S**R
This is a rulebook, and not a scenario/campaign.
I’m impressed. So far, this is an awesome D&D 5e supplement. Granted knowing the lore from MtG Ravnica does help a bit, it is not necessary. There are plenty of tables to roll on for guild specific scenarios to create your own adventures in Ravnica, and short lore and history on how the guild operates and values, as well as stat blocks for Ravnican monsters and notable NPCs, a few new playable races, and a couple of class options. You can even use bits from the book outside of Ravnica, a novel concept, I know, but it seems some think you need to set your whole campaign in Ravnica to use this? I don’t know. Part of me thinks that people were expecting a module like Hoard of the Dragon Queen or Waterdeep Dragon Heist, for example.One of the best things about the book, in my opinion, is it tells you certain creatures you can expect to find within a guild and gives you the rulebook and page number where you can find it if it isn’t in the Ravnica Guide. Love that they’ve done this.I wish that they had incorporated more notable NPCs from the current and past sets (Momir Vig, Ral, etc) just for flavor and flair, but it seems this is more of a Return to Ravnica time period.Here’s to hoping for more MtG crossover rulebooks. Until then, the Planeshift PDFs through Wizards of the Coast and this book will have to do.
S**R
Product Review
Came in great condition, no scuffs on the corners and got here fast. The book itself has a lot of cool necessities like converting gp to Ravinican currency, how much a cup of coffee or a theater ticket in the 10th district cost and all the little nuances of Ravnican society. Of course the big stuff like guild stats, cultures, rankings/positions, relations and MTG story elements are there but they also provide cool tables to help you flesh out your character. Does your Gruul Druid owe the Orzhav Synidicate money that she took out to indulge in a vice? Did your Azorius Lawmage join the guild to impress an arrestor he fancied? Does your Dimir spy secretly want to leave the house because he actually wants to join the guild hes infiltrated? These are all ideas from the book and they're really cool.Finally the gear is cool and the monster manual in the back has ALL the Guild Masters plus prominate guild characters/creatures. They also show you what monsters in the Monster Manual would also be part of your guild.A great buy and though its MTG it flows like D&D so well and makes writing adventures easy
N**N
Dungeons ans Dragons
Bought it as a present for grandson. He loved it. He was really excited to get it.
S**D
Good product, ignore the haters
Quick review, it’s a good product. Character races, guild information, gazetteer, adventure, and new monsters are all great. Very interesting and usable for running this, and non-ravnica games if you are creative. Art and flavor of things are very good, and I absolutely love the the cover for many reasons.A few minor quibbles, tho, not enough in here about the plane and it’s history. It doesn’t give a proper sense of scale (even though the plane is a big damn city), so some might find that a stumbling block. Second, the focus on guilds is too prescriptive and you have to make your own grey areas. The character suggestions in guilds assume guild member to be very involved and seemingly higher up, which I feel is a detriment to beginning adventures. So I’ll change that if I DM it, I think it works better if the vast majority of the guilds are members who just pay their dues and get the most basic of benefits.I’ve noticed some derangement syndrome from the usual D&D customers, I recommend ignoring them. If you don’t want to play in an MTG world, thank-you-very-much, then don’t buy it. It’s absolutely playable and doesn’t go nuts focusing on MTG lore and such.
J**O
Excellent companion for homebrewing.
I homebrew my campaigns, and primarily was interested in this book for the expanded magic items and substantial new NPC stat blocks. My setting is a bit more sci-fi than the forgotten realms setting off which I develop. However, the front half of the book devoted to establishing Ravnica and the particular city therein are actually incredibly useful to me for developing a city I had intended to slot in regardless.The complaints in the highly-rated 3-star review are absolutely on-point, I don't agree with all of them but overall it's a good take. That being said, if like me you're looking for a good framework for a steampunk-ish city to drop into your own setting, this is a great resource. It will require work on your end to fill things out and readapt it to your purposes, but it's far easier than inventing from whole cloth if, like me, you hardly have the time to be completely inventing material on top of session prep and character writing.
V**Z
Campaign setting and and a product set in the world of MtG Ravnica.
Basically a large hardcover Plane Shift, this is a very brief guide to the world/ plane of Ravnica along with a description of the ten associated guilds and many new monsters. Like other official D&D releases, this is a full colour hardcover book. Clocking in at 256 pages, Guildmaster’s Guide to Ravnica has five brand new Player Character races (centaur, minotaur, simic hybrid, vedalken, and loxodon; plus the goblin, reprinted from Guide to Monsters), two new subclasses—cleric of order and spore druid—and 16 magic items, along with 10 new backgrounds: one for each guild. In the middle of the book there is even a short adventure. There’s also a whopping 79 new monsters ranging in challenge CR 1/4 to 26, which make use of art recycled from Magic cards.The focus of the book is very much the Guilds, which are the centerpiece of several sections and even receive their own unique monstres: the heads of each of the Guilds are given stat blocks.
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