Guilds
Learn about the various guilds you can join and how they work.
Last updated
Learn about the various guilds you can join and how they work.
Last updated
After you've been and chosen your , the next choice you should make is which guild you will join. Guilds allow you to unlock powerful abilities that you can use during combat.
To join a guild, all you need to do is contact the Guild Master on or during stream (if they are present). Every guild has 3 tiers of benefits. When you join a guild you start at Tier 1 and the way you level up to the next tier is by rolling a Natural 20 during combat. The following are the benefits at each tier:
Tier 1: This is where you begin your journey through a guild! You and the Guild Master will work together to come up with a personal guild nickname. This doesn't have to be complicated, it is a title that you can introduce yourself as and others may like to use when addressing you. You can see examples of guild titles in "the-new-recruits" channel on the discord. The second benefit is that you gain access to the guild's passive ability.
Tier 2: You've just rolled a Natural 20 in combat. Now you are a Tier 2 member! You've unlocked your first Cast. Casts are how we represent cool unique abilities in our game. We don't use spell slots, instead we use cooldowns. All Tier 2 casts have a cooldown of 3 rounds before you can use it again.
Tier 3: You've made it to your guild's final tier! At Tier 3 you unlock your most powerful cast. Tier 3 casts have a cooldown of 5 rounds before they can be used again.
All guild casts are a collaborative creation process between you, the player, and the Guild Master. Once you've reached out to the Guild Master and notified them of your interest in joining a guild, they will work with you in designing your own unique casts!
See below the list of available guilds as well as their associated passive ability:
Mages Guild (by appointment only)
Members have access to powerful magical casts.
Fighter's Guild
Members score a critical hit on a roll of 19 or 20.
Barbarian's Guild
Members get a +1 to all their attack rolls when below half health.
Kingsguard (by appointment only)
Members grant 1 ally within 5 feet a +1 to their AC.
Monk's Guild
Members unarmed strikes deal 1d6 damage.
Rogue's Guild
Members have advantage on stealth checks.
Physician's Guild
Members' healing items heal for an additional +2 HP.
Artificer's Guild
Members can use an action to place a mechanical trap on the ground. When triggered, the target must make a DC 10 Dex saving throw or take 1d4 damage. Artificer's can only place 1 trap at a time.
Bard's College
Members have advantage on performance checks.
Ranger's Guild
Members are gifted archers gaining a +1 to ranged attack rolls.
Paladin's Guild
Members bolster 1 ally within 5 feet granting +1 to their attack rolls.
Cleric's Guild
Members can use an action to touch 1 object and imbue it with divine light; shedding bright light in a 20 foot radius. Only 1 object can be effected by this passive at a time.