Alignment: Chaotic Good

The Golgari swarm seek to create growth amidst the urban decay but also aspire to cause decay in the growth of the city. The guild wishes to be the most powerful and deadliest of all the guilds while the other guilds see them as the city’s disposal service. The Golgari bide their time, knowing full well that the cycle of life and death prove them the true masters of the city.

Unique race: Troll:

Dark Elf (drow but not drow).: All the bonuses of playing a drow apply here, except that you actually do not have ebon black skin or white hair. purely aesthetic changes.

Elf: You can play a traditional elf as well, any of the subspecies can be used except for Eladrin. The Golgari do not have any high elves.


Human (undead template: Corpse Creature ) A corpse creature retains all intelect and abilities.



Unique class: Dread Necromancer (from Heroes of Horror) A combat oriented caster who specializes in necromantic spells, play one if you wish to advance towards the path of becoming a lich!


Rogue : A class made up of characters who primarily rely on stealth rather than brute force or magical ability. Golgari rogues specialize in assassination and poisoning.

Source: PHB

Cleric: A class made up of characters who cast divine spells and are also capable in combat. Golgari Clerics have access to the Decay, Strength and Undeath domains.

Source: PHB

Druid: A class made up of characters who draw energy from the natural world to cast divine spells and gain special magical powers.
Note: Urban Druid class from Dragon 317 is recommended. .



Source: PHB

Ranger:A class made up of characters who are particularly skilled at adventuring in the wilderness.

Source: PHB

Guildmage: Schools of magic available to Golgari mages are Necromancy and Transmutation.

Cleric Domains

Decay Granted Power (Su): You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 ponts of damage +1 point per cleric level.

Decay Domain Spells

1 Doom: One subject suffers -2 on attacks, damage, saves, and checks.

2 Ray of Enfeeblement: Ray deals 1d6 +1/2 levels Str penalty.

3 Contagion: Infects subject with chosen disease.

4 Enervation: Subject gains 1d4 negative levels.

5 Blight: Withers one plant or deals 1d6/level damage to plant creatures.

6 Antilife Shell: 10’ field hedges out living creatures.

7 Withering Palm: Touch attack deals 1 point Str and 1 point Con damage per two caster levels.

8 Horrid Wilting: Deals 1d6/level damage within 30’.

9 Energy Drain: Subject gains 2d4 negative levels.

Source: Eberron player’s guide.

Granted Powers: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells

1 Enlarge Person: Humanoid creature doubles in size.

2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.

3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.

4 Spell Immunity: Subject is immune to one spell per four levels.

5 Righteous Might: Your size increases, and you gain combat bonuses.

6 Stoneskin[M]: Ignore 10 points of damage per attack.

7 Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.

8 Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.

9 Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Source: PHB

Granted Powers: You gain Extra Turning as a bonus feat.

Undeath Domain Spells

1 Detect Undead: Reveals undead within 60 ft.

2 Desecrate[M]: Fills area with negative energy, making undead stronger.

3 Animate Dead[M]: Creates undead skeletons and zombies.

4 Death Ward: Grants immunity to death spells and negative energy effects.

5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.

6 Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.

7 Control Undead: Undead don’t attack you while under your command.

8 Create Greater Undead[M]: Creates shadows, wraiths, specters, or devourers.

9 Energy Drain: Subject gains 2d4 negative levels.

Source: Player’s Guide to Faerûn


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