I do like the idea of a Hybrid who's job was to be a performer and showcase their adaptations to a curious public. Like Sea World, but if you combined the animals and the performers into a single person to discuss the benefits, lifestyle and science of the whole process in order to spread interest or better recruit new members to the guild. Why he'd leave to take up adventuring is up to the player.
Pollution or the endangerment of the species most of his mutations are from? (For instance, an elf-tiger shark admixture coming to the defense of tiger sharks under threat from new pirates making illegal shark culls? Or learning from the park biologist that all her animals are getting sick from a new chemical in the water supply, but no one will listen to her, so saving the day (and himself) is on the mutant.
A Simic Hybrid that is a path of the totem warrior barbarian. Instead of using spirits and stuff, the Simic Hybrid actually takes those animals on to themselves.
I play a Simic Hybrid Monk that was kicked out of the Simic Combine. He’s got a drinking problem and has problems with the authorities all the time. It’s so much fun to play him!
Well, it seems that Ravnica is far more interesting than many naysayers predicted. World is very much thinked through and good for exploration. Guilds give various different possibilities for interesting interactions and situations. Technomagical genre is fantastical. I was sceptical at first, but after a while I bought Guildmaster's Gide and it is, to this day, far more interesting setting than Forgotten Realms and other classical mess. It is maybe even better than Eberron, but to make full opinion I must play this through. Anyway, good job.
I don't know much about D&D worlds, but there is a reason why Ravnica is incredibly popular in MTG community. It is based on the Color Pie made by Richard Garfield (creator of MTG), which helps differentiate MTG cards ideologically and mechanically into the 5 colors of mana (White, Blue, Black, Red and Green) - the aspect which makes MTG such an enjoyable game. During the initial design of Ravnica, the creative and design teams did great work by combining both the ideology and mechanics into the 10 two-color pairs (aka the ten Guilds) and I daresay it really ended up working great. This, plus the new gameplay options Ravnica introduced to MTG, made the world very popular, so it was expanded since, especially during the next Ravnican expansions. So, technically speaking, it is a world that was being built up many many years.
I really don't see a playable build that captures Simic Biomancers and that was my biggest hope for this book. The Biomancer stat block is hardly what was expected, barely any biologic related spells, it was all in the elementalist aspect which I could argue to not be the focus of the Simic at all. I liked the Krasis and the new race, but the guild most in need of a class/archetype felt neglected, at least that has been consistent lol.
Simic wizards/scientist are just transmutation specialist, it's all there in the PH. Alter Self, Animal Shapes, Awaken, Darkvision, Enhance Ability, Enlarge/Reduce have very biomantic theme. You can portray rest of the spells as altering target to make possible for it to do weird things , like Fly will grow wings in a target so he/she can fly (instead of just magically moving in air without anything). D&D 5 is not that kind of game that will give you extra class or path for every thing you can imagine. It's abstract and will use the same things with different trappings for different characters (like Savage Worlds). So Enhance Ability spell for Izzet mage will probably look like some mechanism or gizmo to strengthen abilities. For Simic biomancer it will be biological mutation. Effect is exactly the same, but in-world looks are different.
@@PrzybyszzMatplanety I'm familiar with the concept of "skins" to fit a theme, but honestly the entire premisse of 5e's Druid is in odds with the biomancer seen in the Simic, exactly because it is a class that fails at having the flexibility you described. Don't get me wrong, the Wizzard and Fighter of this edition are superbly flexible at adapting almost any concept of mage and hero you can think, but I can't see that in the Druid. If it had gained an archetype such as Golgari's new one we could at least cover the Biomancer mechanically, but without that even Wizzards seems to think that the Biomancer is more of a Wizzard. The spell list it got is full blown an elementalist, it completely miss what should be the arcane take on nature.
@@fftere I don't think Golgari really needed something like that to make it work, though. I'm glad they got it, because the archetype is awesome, but Spore Druid is much less a defining thing for Golgari than the Biomancer's are for Simic. I guess the Simic got the Krasis so they felt it was already covered, but I really wanted to see more Biomantic stuff since it is so rare in media.
@@enriquewicks7797 While the Simic Guild Spells provide exactly the spellcasting flexibility listed by PrzybyszzMatplanety, I think Ravnica is a mess as a setting for an RPG. To your point, it really doesn't seem to make any distinction between arcane and divine magic--eldritch science and literal miracles are apparently the same thing. And while one can attempt to rationalize that the druids of Ravnica are just more proactive [than druids of other realities] in terms of their sense of what actually constitutes "natural," there's no denying that Ravnica treats them like they're just nature-wizards. That is certainly a shame.
@@mortalLP I don't know if I agree with you. The spells listed aren't enough to capture what is a Simic biomancer IMO and besides them there is hardly anything left that isn't just becoming an animal from Druids. There is no inherent interaction with the Krasis, so you can't import a biomancer without the whole Simic package; no way to play with mutations; no growth. I'm honestly not that worried about how "canonicaly" things meet in the end, you may have your pre archetype Druid already be a mad scientist, but if the mechanics aren't aligning enough to capture the essence, that bothers me. The game could really use a more dedicated "Summoner" class, if you were allowed to customize it the biomancer concept would be covered easily.
If you wanna learn more about Ravnica thats not in the book than look at the mtg cards and lore to learn about the characters that belong to each guild and their conflicts
I find that the Simic hybrid race is a bit limited in options so I figured i would post the extra options i gave to my players. LVL1 choices Regeneration: LVL1=1d4+con mod, LVL4=1d6+con mod, LVL8=1d8+con mod, LVL12=1d10+con mod, LVL16=1d12+con mod, per turn. Chmeleon skin: Advantage on stealth checks. LVL 5 choices Acid barbs: unarmed attacks deal an additional 1d4 acid damage, adding a d4 per 5 levels. Ink cloud: cast darkness at will. you can use this trait equal times to your Con modifier.
It is. Despite being available for sale, the Wayfinder's Guide to Eberron is still under development and playtesting. Most notably, they still need to finish the Artificer class which will be included in the final product. When the product is finalized, only then will it get a physical release. The way I understand it, the DM's Guild website will offer to print you a copy of your order for a fee. I imagine it will also be sold to you local gaming store so you can buy it in person, but don't quote me on that one.
In homebrew yea personally im making a high elf whos genomes were enhanced with that of a crab for the carapace then lvl 5 give him acid spit. Idk what i want him to be though i kinda wanna do a monk but i dont wanna hear my dm give me shiz for being blunt and crule to the izzet dimir and azoris
....took them long enough. Finally get to showcase best guild! Thanks to the Simic Hybrid, no one ever has a good reason to pick "human" as their race; you're literally handicapping yourself!
I do like the idea of a Hybrid who's job was to be a performer and showcase their adaptations to a curious public.
Like Sea World, but if you combined the animals and the performers into a single person to discuss the benefits, lifestyle and science of the whole process in order to spread interest or better recruit new members to the guild. Why he'd leave to take up adventuring is up to the player.
Great idea for bard actually (I had hard picturing them as anything other than rakdos or dimir
Or you can change it up a bit, like instead of being a hybrid you can be a Xeno from the far realms that some how got into the inner planes.
Pollution or the endangerment of the species most of his mutations are from? (For instance, an elf-tiger shark admixture coming to the defense of tiger sharks under threat from new pirates making illegal shark culls? Or learning from the park biologist that all her animals are getting sick from a new chemical in the water supply, but no one will listen to her, so saving the day (and himself) is on the mutant.
I’m loving this book so far has made so many great addictions to my campaign I’m running
A Simic Hybrid that is a path of the totem warrior barbarian. Instead of using spirits and stuff, the Simic Hybrid actually takes those animals on to themselves.
I play a Simic Hybrid Monk that was kicked out of the Simic Combine. He’s got a drinking problem and has problems with the authorities all the time. It’s so much fun to play him!
Wow, too much for the Simic to handle? That alone is worth a cheer and a bunch of drinks!
A simic, a dwarf and a Yuanti pureblood walk into a bar....
Matthew Bradley “Next round is on You!”
My last name is simic, i play a simic name shimi with a «simitar»
Wooo! Love this guild!
I ran a Simic Hybrid in The Doomvault. These guys are really fun and would make a great 'mutant' PC for non-Ravnica games.
Or just more pc options for an underwater campaign
Well, it seems that Ravnica is far more interesting than many naysayers predicted. World is very much thinked through and good for exploration. Guilds give various different possibilities for interesting interactions and situations. Technomagical genre is fantastical. I was sceptical at first, but after a while I bought Guildmaster's Gide and it is, to this day, far more interesting setting than Forgotten Realms and other classical mess. It is maybe even better than Eberron, but to make full opinion I must play this through. Anyway, good job.
I don't know much about D&D worlds, but there is a reason why Ravnica is incredibly popular in MTG community. It is based on the Color Pie made by Richard Garfield (creator of MTG), which helps differentiate MTG cards ideologically and mechanically into the 5 colors of mana (White, Blue, Black, Red and Green) - the aspect which makes MTG such an enjoyable game. During the initial design of Ravnica, the creative and design teams did great work by combining both the ideology and mechanics into the 10 two-color pairs (aka the ten Guilds) and I daresay it really ended up working great. This, plus the new gameplay options Ravnica introduced to MTG, made the world very popular, so it was expanded since, especially during the next Ravnican expansions. So, technically speaking, it is a world that was being built up many many years.
I really don't see a playable build that captures Simic Biomancers and that was my biggest hope for this book. The Biomancer stat block is hardly what was expected, barely any biologic related spells, it was all in the elementalist aspect which I could argue to not be the focus of the Simic at all.
I liked the Krasis and the new race, but the guild most in need of a class/archetype felt neglected, at least that has been consistent lol.
Simic wizards/scientist are just transmutation specialist, it's all there in the PH. Alter Self, Animal Shapes, Awaken, Darkvision, Enhance Ability, Enlarge/Reduce have very biomantic theme. You can portray rest of the spells as altering target to make possible for it to do weird things , like Fly will grow wings in a target so he/she can fly (instead of just magically moving in air without anything).
D&D 5 is not that kind of game that will give you extra class or path for every thing you can imagine. It's abstract and will use the same things with different trappings for different characters (like Savage Worlds). So Enhance Ability spell for Izzet mage will probably look like some mechanism or gizmo to strengthen abilities. For Simic biomancer it will be biological mutation. Effect is exactly the same, but in-world looks are different.
@@PrzybyszzMatplanety
I'm familiar with the concept of "skins" to fit a theme, but honestly the entire premisse of 5e's Druid is in odds with the biomancer seen in the Simic, exactly because it is a class that fails at having the flexibility you described. Don't get me wrong, the Wizzard and Fighter of this edition are superbly flexible at adapting almost any concept of mage and hero you can think, but I can't see that in the Druid.
If it had gained an archetype such as Golgari's new one we could at least cover the Biomancer mechanically, but without that even Wizzards seems to think that the Biomancer is more of a Wizzard. The spell list it got is full blown an elementalist, it completely miss what should be the arcane take on nature.
@@fftere I don't think Golgari really needed something like that to make it work, though. I'm glad they got it, because the archetype is awesome, but Spore Druid is much less a defining thing for Golgari than the Biomancer's are for Simic.
I guess the Simic got the Krasis so they felt it was already covered, but I really wanted to see more Biomantic stuff since it is so rare in media.
@@enriquewicks7797 While the Simic Guild Spells provide exactly the spellcasting flexibility listed by PrzybyszzMatplanety, I think Ravnica is a mess as a setting for an RPG. To your point, it really doesn't seem to make any distinction between arcane and divine magic--eldritch science and literal miracles are apparently the same thing. And while one can attempt to rationalize that the druids of Ravnica are just more proactive [than druids of other realities] in terms of their sense of what actually constitutes "natural," there's no denying that Ravnica treats them like they're just nature-wizards. That is certainly a shame.
@@mortalLP I don't know if I agree with you.
The spells listed aren't enough to capture what is a Simic biomancer IMO and besides them there is hardly anything left that isn't just becoming an animal from Druids. There is no inherent interaction with the Krasis, so you can't import a biomancer without the whole Simic package; no way to play with mutations; no growth.
I'm honestly not that worried about how "canonicaly" things meet in the end, you may have your pre archetype Druid already be a mad scientist, but if the mechanics aren't aligning enough to capture the essence, that bothers me. The game could really use a more dedicated "Summoner" class, if you were allowed to customize it the biomancer concept would be covered easily.
I'm gonna make a simic hybrid that has the head and pincers of a chuul, an elf's body and where the legs are eel tails.
I plan to build my Simic Hybrid as an Artificer, perhaps an Alchemist could be the kind of character I want for a “Mad Scientist”.
Izzet is perfection through technology. Simic is perfection through biology.
Thank you so much
I've watched each guild lore video twice. We need more, maybe famous champs of each group and maybe changes that happen. ie raise of varska.
If you wanna learn more about Ravnica thats not in the book than look at the mtg cards and lore to learn about the characters that belong to each guild and their conflicts
Interesting, Am going to play a Xeno from The Far Realm with this Simic race.
I find that the Simic hybrid race is a bit limited in options so I figured i would post the extra options i gave to my players.
LVL1 choices
Regeneration: LVL1=1d4+con mod, LVL4=1d6+con mod, LVL8=1d8+con mod, LVL12=1d10+con mod, LVL16=1d12+con mod, per turn.
Chmeleon skin: Advantage on stealth checks.
LVL 5 choices
Acid barbs: unarmed attacks deal an additional 1d4 acid damage, adding a d4 per 5 levels.
Ink cloud: cast darkness at will. you can use this trait equal times to your Con modifier.
I'm gonna steal some of these
I'm reflavoring hybrids for an underwater homebrew (I was afraid sea elves would get repetitive)
Thankyou
The Simic are horror villains. They're the kind who kidnaps strangers and turns them into monstrous experiments.
Is Eberron gonna get a hard cover or am I out of luck?
It is. Despite being available for sale, the Wayfinder's Guide to Eberron is still under development and playtesting. Most notably, they still need to finish the Artificer class which will be included in the final product. When the product is finalized, only then will it get a physical release. The way I understand it, the DM's Guild website will offer to print you a copy of your order for a fee. I imagine it will also be sold to you local gaming store so you can buy it in person, but don't quote me on that one.
i hope so too, eberron is one of my favourite settings... highly focused on fun!
They should have released a card called Zaat for Simic.
Greyhawk!!!
What if we combined a fey and a demon..
What about a simic lycanthrope?
So can I make a chameleon person?
In homebrew yea personally im making a high elf whos genomes were enhanced with that of a crab for the carapace then lvl 5 give him acid spit. Idk what i want him to be though i kinda wanna do a monk but i dont wanna hear my dm give me shiz for being blunt and crule to the izzet dimir and azoris
My first thought was making voidberg tbh
the Simic are Fantasy Umbrella corp
Gude
....took them long enough. Finally get to showcase best guild! Thanks to the Simic Hybrid, no one ever has a good reason to pick "human" as their race; you're literally handicapping yourself!
Unless you count variant human
Also I think you mean second best guild SO SAYS THE FIRE MIND
simic hybrid should be a class
Why
I find crazy octopus person as more a biology thing than an occupation thing
I want more Heroes of the Vale
Reminds me of Terraformars.