5e:Guild
Guild is a Group Patron in 5th edition, described in Tasha's Cauldron of Everything.
Unofficial Summary: Collection of craftsmen, artisans, merchants, masons, etc.
Types of Guild
Guild Type | |
---|---|
d6 | Guild Types |
1 | Crafters' Guild |
2 | Merchant Consortium |
3 | Miracle Makers' Association |
4 | Moneychangers |
5 | Philosophical Faction |
6 | Idenity Traders |
Guild Perks
With a guild as your group's patron, you gain
the following perks.
Accommidations.
Equipment.
Resources.
Training.
Guild Contact
Guild Contact | |
---|---|
d6 | Contact |
1 | The Perfectionist. |
2 | Attentive Overseer. |
3 | Hidden Benefactor. |
4 | Discerning Mentor. |
5 | Golem Guide. |
6 | Fallen Muse. |
Guild Representative
Guild Representative Roles | |
---|---|
Role | Backgrounds |
Researcher | |
Negotiator | |
Saboteur | |
Guard | |
Explorer | |
Expert |
Guild Quests
Guild Quests | |
---|---|
d6 | Quest |
1 | Deliver Goods. |
2 | Acquire Materials. |
3 | Eliminate a Rival. |
4 | The Masterpiece. |
5 | The Collector. |
6 | The Bill Comes Due. |
Sources and Notes
- Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e 2014) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 93-96.
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