0% found this document useful (0 votes)
52 views8 pages

5e Guild Guidelines

Uploaded by

jerivev628
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views8 pages

5e Guild Guidelines

Uploaded by

jerivev628
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Guild Downtime Guidelines.

In between adventures the remaining For example, the guild is currently in a


playable guild members have options for poor condition, to improve it to a modest
activities to increase guild wealth, receive condition it will cost 1000g or 10r.
new quests, purchase items or acquire
Then to increase it to a comfortable state it
knowledge. Some of these activities may
will require an additional 2000g or 20r.
require the spending of gold(g) or renown
and so on and so forth.
(r)
Guild roles and workers
The guild has certain work roles that need
Living expenses. to be fulfilled for it to function. These
The disarray of the starting guild location roles can be filled by guild members
leads the party to lead a poor quality of (player characters) or hirelings, however
life, with limited food options and limited who fills this role can change week to
access to other luxuries such as soap and week. Keep in mind if a playable character
gear upkeep items. There is still a cost to fulfils a guild role, then they cannot spend
living poor which must be paid by all guild their downtime completing any other
members per week. The quality of life that activity.
the guild and its members is in will affect
As the state of the guild improves
their standing with the outside world,
additional roles or additional workers in
including potential sponsors. As the guild
previous roles will be needed for the guild
location is repaired/ and improved the
to function.
quality-of-life increases, however so does
the living expense.

State of the Guild Roles and responsibilities:


Currently the guild is in a rundown state,
Guild Leader
with little to no facilities to practice a
profession, relax comfortably, or train a  If not fulfilled, guild members have
skill. As money comes from working with a -2 penalty on all checks related to
sponsored and adventuring the guild will guild activities due to lack of
eventually have the opportunity to grow direction.
and improve.
Administration
To upgrade the guild the party will need to
spend with gold or renown. To make it  For each administrator role not
simple the costs relate to the daily living fulfilled, decrease the guild's
expenses of the guild members. The revenue by 15%.
calculation of this is:
using gold = cost/day x 1000g Guards
Using renown = cost/day x 10r  Each guard reduces the risk of theft
and security breaches by 1%.
 If the number of guards falls below
the required number, increase the
risk of theft and security breaches The Apothecary can start by
by 1% per missing guard. creating minor health potions and basic
poisons (dc10 poison condition).
Maintenance Workers

 For each maintenance worker role Blacksmith (200g / 2r): access to basic
not fulfilled, the guild suffers a -1
equipment.
penalty on all checks related to
guild operations. Rune enchanter (5000g / 50r): can provide
enchantments for weapons and armour.
Sales and Advertising
Initial purchase allows players to
 Each sales and advertising role upgrade unmagical weapons and armour to
fulfilled increases client acquisition +1 equipment.
and revenue by 10%.
 For each sales and advertising role Upgrade 1 (10,000g / 100r): allows
not fulfilled, decrease the guild's upgrade to +2 magical equipment, can also
revenue by 10%. permanently imbue weapons with a +1d4
elemental damage.
Intel Officers
Upgrade 2 (20,000g / 200r):
 Each intel officer provides valuable Upgrade to +3 magical equipment, Can
information, granting a +1 bonus to
checks related to planning and
strategy. Scroll scribe. (200g / 2r): can scribe scrolls
 For each intel officer role not for use in adventures. These scrolls follow
fulfilled, the guild suffers a -1
the costs and time found in the table in
penalty on checks related to
planning and strategy, and a 5% XGtE pg 133. Or found in the appendix of
increase in the risk of unforeseen this document
threats.
Item broker (100g/1r): can assist with
locating magical items for purchase or for
Optional guild upgrades selling item gained from missions.
Professional facilities (500g / 5r per
The item broker takes some time to
facility): These rooms will allow
trade items depending on the items rarity.
characters that have proficiency in a
Common items can be found in a day,
profession to work to cover their portion of
uncommon within a week. Rare may take a
the daily living expenses. These rooms
fortnight, epic items will take a month and
upgrade as the guild upgrade and allow the
legendary items could take up to 3 months
workers to maintain financial coverage of
to find.
the maximum lifestyle the guild state can
provide. The Item Broker can be upgraded 4
times, costing 1000g, 2000g, 4000g, 8000g
or 10r, 20r, 40r, 80r for each respective
Apothecary (200g / 2r): can provide minor level. Each upgrade affects the trade by
potions each adventure, can sell potions. gaining an additional 10% gold from trade
(buying or selling), and reducing the
finding time by 1 week per upgrade.
(Intimidation) checks for guild members
who train here regularly.
Gambling den (3000g / 30r): can create a
passive income and attention for the guild. Bard: Music Room
Comes with associated negative risks and
additional guard requirements. Effect: Equipped with instruments and
acoustics for musical practice and
The gambling den level cannot
performances. Benefit: Allows the guild to
exceed the state of the guild. For example create Bard characters. Grants a +1 bonus
you cannot have a comfortable level den in to Performance checks for guild members
a poor guild. Each time the state of the who practice here regularly.
guild is improved the maximum level of
the gambling den is increased. The Cleric: Chapel
Gambling den can then reach this
maximum level if the costs of levelling up Effect: A sacred space dedicated to
the gambling den are paid. vc worship and divine rituals. Benefit:
Allows the guild to create Cleric
Bar and kitchen (2000g / 20r): can create a characters. Grants a +1 bonus to Wisdom
passive income and attention for the guild. (Religion) checks for guild members who
use the chapel regularly.
R&R Centre (1000g / 10r): Can assist with
recuperation from semi-permanent Druid: Grove
conditions. Give boons if adventurer has
visited R&R Centre leading up to Effect: A natural, serene area filled with
adventure. plants and wildlife. Benefit: Allows the
guild to create Druid characters. Grants a
+1 bonus to Wisdom (Nature) checks for
Character Creation guild members who meditate here
regularly.
Rooms:
Fighter: Training Grounds
Class unlock rooms:
Effect: An area with combat dummies,
Creating a new level 1 character costs 1
sparring rings, and weapon racks. Benefit:
Renown. However without any class Allows the guild to create Fighter
rooms unlocked the player would need to characters. Grants a +1 bonus to Strength
random roll the class, race and ability (Athletics) for guild members who train
scores of that character. Adding class here regularly.
rooms gives players the ability to chose a
class associated with the room that unlocks Monk: Dojo
that class. Each Class room costs 500g or 5
renown to add to the guild. Effect: A disciplined training space
focused on martial arts and meditation.
Benefit: Allows the guild to create Monk
Barbarian: Weight Room characters. Grants a +1 bonus to Dexterity
(Acrobatics) checks for guild members
Effect: Provides a space for physical who train here regularly.
training and conditioning. Benefit: Allows
the guild to create Barbarian characters.
Grants a +1 bonus to Charisma
Paladin: Armory Intelligence (History) checks for guild
members who study here regularly.
Effect: A room stocked with holy
symbols, armor, and weapons. Benefit: Artificer: Workshop
Allows the guild to create Paladin
characters. Grants a +1 bonus to Charisma Effect: A fully equipped space with tools,
(Persuasion) checks for guild members gadgets, and materials for crafting.
who prepare here regularly. Benefit: Allows the guild to create
Artificer characters. Grants a +1 bonus to
Ranger: Archery Range Intelligence (Investigation) checks for
guild members who invent here regularly.
Effect: A designated area for practicing
with bows and survival skills. Benefit:
Allows the guild to create Ranger
characters. Grants a +1 bonus to Dexterity Races unlock travel routes.
(Survival) checks for guild members who Similar to the class unlock rooms, these
practice here regularly. travel routes allow players to forgo the
random roll aspect of character creation
Rogue: Thieves' Den and chose which race they want their new
character to be. These travel routes may
Effect: A secretive area for stealth
training, lockpicking, and covert also unlock new adventures in distant
operations. Benefit: Allows the guild to lands for the players to embark on.
create Rogue characters. Grants a +1
bonus to Dexterity (Stealth) checks for Dwarves: Mountain Path to Khazad-
guild members who train here regularly. Kar

Sorcerer: Arcane Chamber Route: A rugged mountain path leading to


the ancient Dwarven city of Khazad-Kar.
Effect: A mystical room filled with arcane Benefit: Unlocks the ability to create
symbols and magical energies. Benefit: Dwarf characters and embark on
Allows the guild to create Sorcerer adventures in the mountainous realms and
characters. Grants a +1 bonus to Charisma underground strongholds.
(Deception) checks for guild members
who use the chamber regularly. Elves: Forest Trail to Eldara Woods

Warlock: Occult Library Route: A winding forest trail leading to


the mystical Eldara Woods, home of the
Effect: A dark, mysterious library Elves. Benefit: Unlocks the ability to
containing forbidden knowledge and create Elf characters and explore the
eldritch tomes. Benefit: Allows the guild enchanting forests and hidden elven
to create Warlock characters. Grants a +1 enclaves.
bonus to Intelligence (Arcana) checks for
guild members who study here regularly.

Wizard: Study

Effect: A scholarly room filled with


spellbooks, scrolls, and magical artifacts.
Benefit: Allows the guild to create Wizard
characters. Grants a +1 bonus to
Halflings: River Route to Greenhill Half-Orcs: Shipping Route to the
Vale Orc Lands of the Fierce Kud
Khagerd
Route: A peaceful river journey to
Greenhill Vale, a serene Halfling Route: A perilous shipping route to the
community. Benefit: Unlocks the ability to fierce Orc lands of Kud Khagerd. Benefit:
create Halfling characters and partake in Unlocks the ability to create Half-Orc
adventures across the idyllic countryside characters and delve into adventures in the
and quaint villages. rugged and war-torn orc territories.

Humans: Roadway to the Kingdom Tieflings: Portal to Avernus


of Valleria
Route: A mystical portal leading to
Route: A well-traveled road to the Avernus, the first layer of the Nine Hells.
bustling Kingdom of Valleria. Benefit: Benefit: Unlocks the ability to create
Unlocks the ability to create Human Tiefling characters and experience infernal
characters and engage in adventures adventures in the hellish landscapes and
throughout the diverse human territories dark realms.
and grand cities.
Aasimar: Celestial Path to the
Dragonborn: Voyage to the Heavenly Realm of Celestia
Dragonspire Isles
Route: A celestial path to Celestia, the
Route: A sea voyage to the volcanic plane of the divine and home to the
Dragonspire Isles, home of the Aasimar. Benefit: Unlocks the ability to
Dragonborn. Benefit: Unlocks the ability create Aasimar characters and embark on
to create Dragonborn characters and divine quests in the holy and radiant
undertake quests in the fiery isles and realms.
ancient dragon lairs.
Genasi: Elemental Gate to the
Gnomes: Caravan to the Gnomish Planes of the Elemental Chaos
Technopolis of Gearholm
Route: An elemental gate leading to the
Route: A caravan journey to Gearholm, chaotic elemental planes. Benefit: Unlocks
the ingenious Gnomish city of invention. the ability to create Genasi characters and
Benefit: Unlocks the ability to create explore the wild and untamed elemental
Gnome characters and explore the realms.
innovative workshops and magical
laboratories of the Gnomes. Tabaxi: Trade Route to the Jungle
Kingdom of Zantumal
Half-Elves: Passage to the
Borderlands of Ithil Route: A trade route to the lush jungle
kingdom of Zantumal, home of the Tabaxi.
Route: A passage to the Borderlands of Benefit: Unlocks the ability to create
Ithil, where Half-Elves live in harmony. Tabaxi characters and undertake
Benefit: Unlocks the ability to create Half- adventures in the dense jungles and exotic
Elf characters and embark on quests in the locales.
diverse and culturally rich borderlands.
Tritons: Underwater Passage to the Kenku: Secret Route to the
Triton City of Maridonia Whispering Peaks

Route: An underwater passage to the Route: A secretive route to the


magnificent Triton city of Maridonia. Whispering Peaks, a mountainous region
Benefit: Unlocks the ability to create inhabited by the Kenku. Benefit: Unlocks
Triton characters and delve into aquatic the ability to create Kenku characters and
adventures in the depths of the ocean and engage in quests among the echoing
vibrant underwater cities. valleys and hidden nests of the Kenku.

Goliaths: Mountain Trail to the Tortles: Seafaring Route to the


Peaks of Grannar Azure Isles

Route: A treacherous mountain trail to the Route: A seafaring journey to the tropical
towering peaks of Grannar, the land of the Azure Isles, the serene homeland of the
Goliaths. Benefit: Unlocks the ability to Tortles. Benefit: Unlocks the ability to
create Goliath characters and take on create Tortle characters and explore the
challenges in the high-altitude, rugged tranquil beaches, coral reefs, and lush
mountain ranges. islands.

Aarakocra: Aerial Route to the Changelings: Enigmatic Path to the


Skyrender Aeries Shifting City of Mirage

Route: An aerial route to the high-altitude Route: An enigmatic path leading to the
aeries of the Skyrender Aarakocra. Shifting City of Mirage, where
Benefit: Unlocks the ability to create Changelings thrive. Benefit: Unlocks the
Aarakocra characters and experience ability to create Changeling characters and
adventures in the skies and cliffside nests. embark on adventures in the ever-
changing, illusion-filled city.
Firbolgs: Woodland Path to the
Emerald Grove Githyanki: Astral Portal to the City
of Tu’narath
Route: A secluded woodland path to the
tranquil Emerald Grove, home of the Route: An astral portal leading to
Firbolgs. Benefit: Unlocks the ability to Tu’narath, the Githyanki city in the Astral
create Firbolg characters and explore the Plane. Benefit: Unlocks the ability to
serene forests and hidden woodland create Githyanki characters and undertake
sanctuaries. quests in the timeless expanse of the Astral
Plane and the war-torn city of Tu’narath.
Goblins: Hidden Path to the
Gloomwood Caves Satyr: Mystical Path to the Feywild
Glades
Route: A concealed path through dark
forests leading to the Gloomwood Caves, a Route: A mystical path leading to the
Goblin stronghold. Benefit: Unlocks the enchanting Feywild Glades, the Satyr’s
ability to create Goblin characters and playful realm. Benefit: Unlocks the ability
partake in adventures within the to create Satyr characters and delve into
labyrinthine caves and shadowy forests. whimsical and unpredictable adventures in
the magical Feywild.
Lifestyle Cost Notes Minimum Guild Roles Empty
/day Rooms
Poor 2sp - Job rewards none 4
- Brand image
Modest 1gp Standard job 1 leader 8
rewards 2 administrators
Standard brand 2 guard
image 1 Maintenance worker
1 sales and advertising
Comfortable 2gp + job rewards 1 leader 16
+ job offers 5 administrators
+ competition 5 guards
1 maintenance worker
2 sales and advertising
Wealthy 4gp + exclusive offers 1 leader
++ job rewards 1 middle management 24
++ job offers 10 administrators
++ competition 10 guards
3 maintenance workers
3 sales and advertising
1 intel officer
Aristocratic 10gp + +++ custom job 1 leader
offers 3 middle management 32
++ Sponsored 20 administrators
equipment (rare+) 30 guards
10 maintenance workers
10 sales and advertising
5 intel officers

You might also like