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) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 93-96.
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