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Guilds: Arcane, Faith & Steel | 5e NPC Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99
This Game Addon is available in the following bundles

Guilds: Arcane, Faith & Steel

Guilds: Arcane, Faith & Steel is a settlement-scale NPC supplement for 5e that explores the organized institutions controlling magic, religion, and martial discipline within a functioning city. Instead of presenting these classes solely as wandering adventurers, this book treats them as structured guild authorities responsible for training, licensing, enforcement, and doctrine.

Each ladder represents a formal hierarchy rather than a band of heroes. Apprentices, investigators, instructors, and senior authorities enforce standards within their respective institutions. These characters are not designed to roam the wilderness seeking treasure. They exist to regulate knowledge, maintain doctrine, and impose order within a community.

The intent of this product is to provide grounded NPC roles suitable for urban campaigns, political intrigue, and institutional conflicts. The creatures in this supplement are intentionally restrained in power compared to typical adventuring parties. They represent bureaucratic authority, trained specialists, and disciplined officials rather than world-shaking champions.

Cultural detail is intentionally light. Whether these guilds cooperate, compete, or secretly undermine one another is left to the GM. A wizard council might resent temple oversight, a knightly order might enforce doctrine against the will of priests, or arcane regulators may restrict magic that religious leaders consider sacred. These stat blocks provide the framework. How the institutions interact is your story to tell.

The Arcane Guild

The Arcane Guild regulates magical education, licensing, and enforcement within the city. Spellcasting is treated as a controlled profession rather than a personal talent. Apprentices must train under recognized instructors, licensed wizards are expected to follow guild doctrine, and unauthorized magic invites investigation.

Arcane encounters emphasize controlled spellcasting, investigation of magical activity, and enforcement of magical law. Guild spellcasters are disciplined practitioners who rely on preparation, regulation, and structured magical authority rather than chaotic experimentation.

The Faith Guild

The Faith Guild represents organized religious authority. Temples maintain doctrine, guide public worship, and enforce the moral codes recognized by the city. Clergy and holy warriors work together to preserve spiritual order while protecting sacred sites and followers.

Faith encounters emphasize divine authority, protective magic, and disciplined religious structure. Priests and temple officials rarely seek conquest, but they will enforce doctrine and defend the sanctity of their faith when challenged.

The Steel Guild

The Steel Guild governs martial training and the professional warrior class within the city. Fighters serve as instructors, security forces, and disciplined combat specialists trained through formal guild structures rather than battlefield survival alone.

Steel encounters emphasize coordination, discipline, and martial leadership. These warriors represent organized military authority within the settlement, maintaining training halls, overseeing tournaments, and commanding forces when the city calls for defense.

Arcane Guild Roster

Arcane Page (CR 0): Young apprentice beginning formal magical study under guild supervision.
Licensed Wizard (CR 1): Recognized practitioner authorized to cast and practice magic within the city.
Arcane Specialist (CR 2): Investigative mage trained to analyze magical phenomena and irregular spellcasting.
Spell Auditor (CR 3): Arcane law enforcer responsible for investigating and suppressing illegal magic.
Archmagister (CR 5): Senior wizard authority overseeing magical doctrine and guild governance.

Faith Guild Roster

Temple Acolyte (CR 0): Novice religious assistant responsible for temple duties and early spiritual training.
Ordained Cleric (CR 1): Fully initiated priest authorized to perform rituals and guide worship.
Holy Knight (CR 2): Sacred warrior serving as the militant protector of the temple and faithful.
Doctrine Inquisitor (CR 3): Religious investigator ensuring adherence to doctrine and rooting out heresy.
High Prelate (CR 5): Senior spiritual authority guiding temple policy and religious governance.

Steel Guild Roster

Training Squire (CR 0): Young martial trainee undergoing disciplined guild combat instruction.
Guild Fighter (CR 1): Professional warrior serving as a guard, instructor, or guild enforcer.
Arena Veteran (CR 2): Seasoned combatant hardened through repeated martial contests.
Field Captain (CR 3): Battlefield leader coordinating disciplined fighters in organized formations.
Grand Marshal (CR 5): Supreme martial authority directing guild strategy and military command.

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