Arcanist’s Guild

  • Requirements

    • Cast a cantrip

    • Prof in Arcana

  • Overview

    • Focused on learning all there is to know about magic and magical items

  • Perk

    • Arcana checks are always at least 10 even if rolled lower

  • Favor

    • You can identify any magical object with a DC of 20 or less. Must be done at the Guild hall

brawler’s Guild

  • Requirements

    • Proficient in Unarmed Strikes, Simple Weapons, or Martial Weapons

  • Overview

    • Focused on become the most powerful warriors and melee combat specialists

  • Perk

    • Can fight in tournaments to make money.

  • Favor

    • The next arena fight you take part in or bet on is rigged in your favor. You have advantage on all rolls during said fight.

Hunter’s Guild

  • Requirements

    • Proficient in a Ranged Weapon or Thrown Weapon

  • Overview

    • Focused on becoming the best hunters and ranged weapons specialists

  • Perks

    • Survival checks are always at least 10 even if rolled lower.

    • or

    • Stealth Checks cannot crit fail. Natural 1 is treated as a total of 2. (still only counts as a total of 2 regardless of modifier, however, there is no major disaster from failing)

  • Favor

    • You are loaned a scouting beast for 24 hrs. This beast functions as a Pact of the Chain familiar would and has a CR level equal to ¼ your level rounded down. After 24 hours it returns home.

Magitech Guild

  • Requirements

    • Proficient in a set of Artisan Tool

    • Proficient in either Arcana or Tech

  • Overview

    • Focused on learning everything they can about combining magic and technology in new ways

  • Perk

    • Arcana Skill and Tech Skill are rolled simultaneously and have the same modifier even if only proficient in 1.

  • Favor

    • You next attempt at identifying a piece of technology or magic with a DC of 20 or less, is an automatic success. This must be done within the guild hall.

Merchant’s Guild

  • Requirements

    • Proficient with a set of artisan tools or gaming set

  • Overview

    • Focused on creating amazing items or turning an amazing profit

  • Perk

    • Can tell the value of an object with 1 minute of study.

    • or

    • Craft check are treated as a 10 even if rolled lower.

  • Favor

    • Your next merchants guild contract or item crafting pays double what it normal would.

Naturalist’s Guild

  • Requirements

    • Proficient in the Nature or Medicine Skill

  • Overview

    • Focused on maintaining the natural order and protecting nature

  • Perk

    • Nature or Medicine checks are treated as a 10 even if rolled lower.

  • Favor

    • A fairy creature has agreed to assist you for 24 hours. It serves as a Pact of the Chain Familiar and has a CR rating of ¼ your level rounded down. After 24 hrs it returns home.

Tinker’s Guild

  • Requirements

    • Proficient with a set of Artisan tools

  • Overview

    • Focused on creating new technological wonders and advancing science

  • Perk

    • Tech Skill checks are treated as a 10 even in rolled lower.

  • Favor

    • You next attempt to identify a piece of technology or craft an item is an automatic success if the DC is 20 or lower.


Universal Guild Mechanics

Ranks - When you join the guild you start at Rank 1. Once you have completed a certain number of jobs and are a certain level you can gain ranks. When you rank up you gain one additional favor that you can store. You also receive 1 addition payment die when you rank up. A rank 1 that gets paid 1d4 will instead get paid 2d4 at rank 2.

  • Rank Requirements

    • Rank 1 – starting rank

    • Rank 2 – Level 5 and 3 rank 2 guild jobs

    • Rank 3 – Level 10 and 5 rank 3 guild jobs

    • Rank 4 – Level 15 and 7 rank 4 guild jobs

    • Rank 5 – Level 20 and 9 rank 5 guild jobs

    • Above Rank 5 – You can complete special tasks and help expand the guild to try to gain a leadership position within the guild.

Favors – Each guild allows for favor points to be stored and used when needed. You have 1 favor point for each rank in the guild. Favors can be spent to cause different things to happen. They require different amounts of time to activate. You can also purchase items from the guild with favor points. You can only get favor points with the guild you belong too.

  • Favors per rank – You can store a number of favor points per rank. You gain points for doing jobs for the guild. Once spent you lose the points until you earn more. If you have the maximum number of points for you level and you complete a job that earn you additional points, you lose the additional points.

    • Rank 1 – 1 point

    • Rank 2 – 2 points

    • Rank 3 – 3 points

    • Rank 4 – 4 points

    • Rank 5 – 5 points

Favor Types – While each guild has a special favor for it’s members, there are several universal favors that can be used by any member of a guild. These take different forms and have different costs depending on how powerful they are. Players will only have access to the lower level favors until they rise in rank.

  • 1 Point Favors

    • Guild Specific Favor – The Guild specific favor costs 1 point.

    • Healing Potion or Medicine - You can possession of a Potion of Healing or Vial of Medicine. It functions as a standard potion and heals 2d4 + 2.

    • Minor Forgiveness – You have wronged your guild in a nonviolent minor way. You are not punished or penalized this time.

    • Weapon Sharpening or Weighting – You take your weapon in to be honed or temporarily improved. You gain a +1 to damage rolls until your next long rest. You can instead gain a sharpening stone or some other appropriate item that will last for up to 10 days and can be applied during a short rest.

    • Weeks Room and Board Modest Living – You get room and board within the guild for 1 week at a modest living level.

  • 2 Point Favors

    • Magical Healing – You are magically healed as if by the lesser restoration spell. This occurs at the guild.

    • Moderate Forgiveness – You have wronged the guild in a violent way. You are not punished or penalized this time.

    • Protection Talisman – You have a talisman that increases your AC by 1 to a max of 20 or you Dex Save by 1 for a max of +10. It lasts up to 1 week without being activated as an action. Once activated it lasts until your next long rest.

    • Weeks Room and Board Comfortable Living – You get room and board within the guild for 1 week at a comfortable living level.

  • 3 Point Favors

    • Extreme Healing – You are magically healed as if by the Greater Restoration Spell. This occurs at the guild.

More to come later.