📖
AirohIV
Back To AirohIV.comTwitchDiscord
  • 👑AirohIV
  • 📖How To Play
    • 🐉Basic DnD Rules
    • 🏘️The Houses
    • 🏅House Points
    • ⚔️Weapon Classes
    • 🛡️Guilds
    • 💰Equipment
    • 📖Glossary
  • 🎦Live Streams
  • 👑King Airoh IV
  • ❔F.A.Q
Powered by GitBook
On this page
  1. How To Play

Guilds

Learn about the various guilds you can join and how they work.

PreviousWeapon ClassesNextEquipment

Last updated 2 years ago

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:

Guild Name
Guild Passive

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.

📖
🛡️
sorted into a house
weapon class
Discord