Guild System
In terms of supporting characters in the field,
depending on the overall importance of the guild
For Dungeons & Dragons 5 t h Edition member they could be represented as a full player
character, a sidekick as presented in Tasha’s Cauldron
Introduction of Everything or even as the unique Companion
System which is presented below.
This document contains rules for the creation of guilds
and guild halls within Dungeons and Dragons 5 th
Edition Companions
This is a way to abstract creatures who are allies in
Guilds are an in narrative system for establishing a
combat, to prevent clogging initiative. companions
player own faction within the universe with
don’t make attacks, cast spells, or use their other
mechanics for recruitment of NPC allies, creation of
special abilities, nor do they move on their own. They
guild halls which act as both a home for the players, a
also can’t be attacked or be affected by most abilities
narrative centrepiece and provide mechanical benefits
if upgraded with some benefits on behalf of the In lieu of acting on their own, companions provide
player. one or more special benefits, to the characters they
travel and fight beside.
Founding a Guild Assigning
Founding a guild is a fairly simple process, you go to
Assigning a companion is usually a matter of making
the location in which you would like to register your
the decision during a rest or while taking a moment to
guild, usually a large city or sovereignty for the area in
plan before proceeding and requires no special action.
which you would like to create your guild.
During initiative order, you can freely assign any
Initially creation requires nothing more than a few willing companion to yourself during your turn that is
likeminded allies (the party) and them to pay a within 5 feet of you, including changing the
nominal fee to have their guild registered and legally assignment of that companion from another character
recognised by their state and of course a name. to yourself. Such a companion provides no benefit to
you until the start of your next turn, though.
Initial Benefits
Outside of the obvious narrative benefits, sense of Injuries
group identity and an in-game reason to name their Health and damage is abstracted with a number to
group this could also lead to the creation of guild make it easier to manage. (Usually = to 1 + Con)
uniforms or symbols as well. Suffering Injuries
Mechanically it allows them access to the recruitment You take damage equal to 10 + your level, from an
system as well as access to the guild hall system which Area of Effect
comes with many mechanical benefits with sufficient You take a critical hit.
investment from the founders. You take damage while you are at 0 hit points.
You do not suffer a failed death saving throw from
Recruitment this damage if you have at least one companion
Recruitment of new members will largely be done with unchecked injury boxes though, as they take
naturally and narratively by the party meeting the hit for you. (You can choose to not allow this)
characters whilst on their adventures and inviting
Recovering from Injury
them to join their guild, if the DM believes the
You can spend your inspiration, or that companion’s
character is sufficiently motivated to join the guild
inspiration (if it has it; see below), to allow a
then they should do so with little more than a few skill
companion to avoid taking an injury. If all of a
checks especially if they have an exceptional
companion’s injury boxes are filled, that companion
relationship with the party.
become unassigned and begins dying as if at 0 hit
But sometimes there are circumstances in which the points. A companion can be stabilized as normal, and
players will need someone with a particular power set if they regain any hit points, they are stabilized, but
or will just be interested in increasing their numbers not necessarily healing injury.
be that due to suffering losses or otherwise.
A companion heals one injury, unchecking the Following in an example of how to represent you’re
box, after each short rest, and heals all of them your guild hall as a sort of stat block
after a long rest.
A companion unchecks a single injury box for Example Guild Hall
every two dice worth of healing that is applied to Name. The Name of the building which acts as your
it. (e.g., 2d6) guild hall.
If healing does not use dice, 10hp of healing will
recover one injury. Description. This section is entirely narrative and
A companion doesn’t take injuries due to damage allows for a in setting explanation of the appearance
they’re immune to, and it takes twice as much and function of your guild hall.
area damage to injure them if they resist the
damage type. Location. The location of your guild hall, which could
be a city / town or possibly just a region. The location
Inspiration can sometimes provide some mechanical and
A companion gains inspiration after any meaningful narrative benefits depending on where it is located.
conversation with a PC, whenever a PC helps the Construction Slots. Describes the maximum number
companion accomplish a significant personal goal, or of modules which can made to be part of your guild
any other time the DM feels is appropriate. hall.
Companions also don’t spend inspiration normally
since they don’t generally make rolls. Instead, a Installed Modules. These are constructed additions to
companion that can gain inspiration will always have your Guild hall which provide a number of mechanical
at least one ability that benefits in some way from benefits and can be further upgraded.
spending inspiration. Usually, this simply means it
Purchasing a Guild Hall
costs inspiration to activate. Indicated by an (i)
The simplest option is to purchase an existing building
to act as your guild’s hall, you will simply pay a set
Loyalty
price and then you will acquire the full building as
Some companions have a loyalty box. Companions
described, a purchased like a constructed guild hall
that can become loyal provide some additional
can potentially be upgraded later assuming there is
benefit while they are loyal. This is typically an
sufficient space but could be costly.
additional ability, but it might be an upgrade to an
existing ability, multiple new abilities, etc. Constructing a Guild Hall
the DM determines when they are considered loyal. This is typically a more complex method and requires
This might be after you complete a quest with a larger initial investment but can be completely
personal significance to that companion, or simply bespoke to the needs of your party making it far more
when the companion feels like their goals match up customisable.
with the party’s.
Initial Construction
When you initially construct your Guild Hall there is
Guild Halls the following base cost of 500 GP which provides the
Guild hall is a catch all name for a physical structure guilds three construction slots one of which is
which acts as the base of operations for your automatically the titular “Hall” module.
organisation, once established this can be upgraded in
order to grant mechanical benefits to the party and If you wish to have more construction slots, you can
their guild as a whole. construct more at the following rate.
This system is completely modular to allow for easy 100gp times the number of construction slots being
construction. When you wish to establish a guild hall upgraded to plus 50gp
you can either construct one from scratch which is Additionally, if you wish to have some modules
more expensive but can be more bespoke to the installed during initial construction you can purchase
needs of your party or you can purchase a currently them at the normal price but with a 10% discount. As
existing building, which will typically be cheaper and it will be easier to construct these modules along side
may come with existing modules installed. Modules the initial construction than installing it whilst the
are the catch all term for a room or physical Guild is within active use. Upgrades to those modules
construction such as a Kitchen, Barracks or Wall. however are at normal price
Continued Construction
Whilst it is cheaper and quicker to construct and
install during your guild’s initial construction due to
many factors including need, budget, or size you may
wish to construct more additions post initial
construction.
If you wish to increase the number of construction
slots available to your Guild Hall, the price of this is
now.
150gp times the number of construction slots being
upgraded to plus 50gp
Construction Times
Obviously, a guild hall can be a large construction
which can takes weeks, months or sometimes even
years to construct.
During initial construction, the base guild hall takes 30
days to construct, plus 10 days for each additional
construction slot. Modules will include construction
times for their initial and upgraded versions in their
description.
After initial construction, the construction time for
additional construction slots increases to 15 days.
Modules Guard House
The following sections includes a variety of modules Description: These are living quarters, supply rooms
which are available for your Guild Hall as well as their and training facilities for non-guild members who are
upgrades to further enhance your hall. Some modules tasked with protecting your Guild Hall. Due to you
have prerequisites in addition to their normal costs. requiring more guards depending on the size of your
keep this modules upkeep increases as the size of
NOTE: If a Module grants you a feat for free, you do
your guild hall.
not gain any ability score increases from the feat.
Prerequisites: A martially Capable NPC chosen to be
The Hall the Guard Captain.
Description: The Hall is the heart of your base, this
Costs: 250gp
normally consists of meeting rooms, rudimentary
living quarters and washrooms. Constructed of a mix Construction Time: 1 month
of wood, stone, and thatch.
Guard House Bonuses (Level 1)
Costs: Included with base construction Your base gains four Guards and one Soldier per
construction slot.
Construction Time: Included with base Construction.
Increase Guild Level by 1
Upkeep: None All Members become trained in all weapons.
Hall Bonuses (Level 1) Barracks Upgrade (level 2)
The DC of internal door locks are 10 and they are Description: You hire higher quality guards which
made of wood. require higher quality facilities for training, living and
Increase Guild Level by 1 equipment.
Keep Upgrade (level 2) Costs: 500gp
Description: You upgrade the core structure of your
Construction Time: 2 months
guild hall allowing it to support a greater number of
members as well as make it easier to defend as you Barracks Bonuses (Level 2)
construct it out of solid stone Your base gains three Soldiers and two Scouts and
one Knight per construction slot.
Costs: 1000gp
Increase Guild Level by 1
Construction Time: 3 months You gain one of the following feats of your choice.
Keep Bonuses (Level 2) “Moderately Armoured, Heavily Armoured, Medium
The DC of internal door locks are 15 and they are Armour Master or Heavy Armour Master”
made of wood.
You may now construct Level 2 Module Upgrades Garrison Upgrade (level 3)
Increase Guild Level by 1 Description: Your keeps garrison of defenders in on
par with some of the greatest palaces in the world
Castle Upgrade (level 3)
Costs: 5000gp
Description: Your Guild Hall now stands as one of the
greatest constructions in the world, it is easily Construction Time: 3 months
defendable and made of solid stone reinforced with
massive steel Garrison Bonuses (Level 3)
Your base gains two Veterans, One Knight, two
Costs: 10,000gp Archers and one Gladiator per construction slot.
Increase Guild Level by 1
Construction Time: 6 Months
All members gain a fighting style!
Keep Bonuses (Level 3)
The DC of internal door locks are 20 and they are
made of metal.
You may now construct Level 3 Module Upgrades
Increase Guild Level by 1
Dormitory All members have expertise in any tools which
Description: You upgrade your Halls living quarters to they are proficient in.
allow for greater privacy and comfort for both its Crafting times are halved and are made at a 10%
members and your guests. discount.
Increase Guild Level by 1
Costs: 200gp
Mages Tower
Construction Time: a month
Description: A mage tower is a place for masters of
Dormitory Bonuses (Level 1) arcane magics to practice, develop spells, and create
When you long rest at your you regain all of your scrolls and other artifacts.
hit dice as a part of your long rest.
When you complete a long rest, you also gain Prerequisites: A magically Capable NPC chosen to
temporary hit points equal to half your level. manage the tower.
Private Chambers Upgrade (level 2) Costs: 2500gp
Description: You have private chambers for all of your Construction Time: 3 months
guild’s members offering the ultimate in comfort and
privacy allowing them to have high morale and even Mages Tower Bonuses (Level 1)
more restful sleep. Scrolls of a level equal to half your guild level or
less can be delivered to any Alliance or Neutral
Costs: 100gp town. At a 10% Discount
Spell components can also be purchased or
Construction Time: 2 months
delivered 10% discount.
Private Chambers Bonuses (Level 2)
When resting at your Guild Hall you can half the Portal Chamber (level 2)
time needed to gain the benefits of a short or long Description: You have created a chamber infused with
rest. powerful magics which allow you to use this as the
When you complete a long rest, you also gain nexus for a teleportation network allowing you to
temporary hit points equal to your level. traverse great distances instantaneously
Increase Guild Level by 1 Costs: 5000gp
Workshop Construction Time: 3 months
Description: You have constructed facilities which will Upkeep:
include tools, equipment and resources allowing you
to more easily research and develop new You can construct new portals to transport to
technologies. various major locations which are willing to allow
your entrance, new portals take 1 week to
A Technologically Capable NPC chosen to manage the construct and cost 1000gp, one portal direct to
Workshop. Stormwind is included in the upgrades cost and
Costs: 500gp construction time.
You can now get the items created by ANY
Construction Time: a month module in your guild hall delivered to you directly
Workshop Bonuses (Level 1) rather than needing to be in towns.
You gain a +2 bonus to all Tool and Profession Increase Guild Level by 1
Checks
Laboratory Upgrade (level 2)
Description: You have state of the art equipment and
hire assistants which makes your upgrades your
workshop into a world class Laboratory.
Costs: 2500gp
Construction Time: 3 months
Quartermaster Harbour Upgrade (level 2)
Description: You have installed a quartermaster Description: You have drastically increased the size of
within your guildhall allowing you greater access to a your dock allowing more capable ships to be stored
variety of equipment and trade. and constructed
Prerequisites: An NPC with experience in trading to Costs: 2500gp
manage your stores. Construction Time: 3 months
Costs: 500gp You always have access to a Sailing ship at your
Construction Time: a month guild hall.
Your discount on ship construction increases to 25
Quartermaster (Level 1) percent and you can construct them in half the
You can purchase any standard equipment at a 15 time.
Percent Discount. And have it delivered to any All members gain a 15ft swimming speed.
Alliance or Neutral town. Increase Guild Level by 1
Marketplace Upgrade (level 2)
Library
Description: Your quartermaster has opened their
services to the public further increasing your ability to Description: You have constructed a small yet detail
trade and generating profit for your Guild Hall by library which can allow for proper study and learning
turning it into a trade hub. Prerequisites: NPC with Scholarly Experience
Costs: 2500gp Costs: 500gp
Construction Time: 2 months Construction Time: 1 month
You can purchase any Common or Uncommon Study (Level 1)
magical items at a 25 Percent Discount. And have whilst in the library Any Arcana, History,
them delivered to any Alliance or Neutral town. Investigation, Religion, or nature check that was
Your guild has access to the Global Auction house made to determine a character’s knowledge can
and gains an Auctioneer to manage it. be rolled with advantage.
Increase Guild Level by 1 All Members gain the Keen Mind Feat
Docks Archive (level 2)
Description: You have constructed a rudimentary Description: This is now a world class repository of
dock for the storage, construction and launching of historical, magical, and natural resources which can
smaller vessels, you can construct multiple docks if greatly assist in the research of any subject.
you require more space. Costs: 3000gp
Prerequisites: NPC with Sailing or Shipwrights Construction Time: 3 months
Experience to act as Dockmaster
whilst in the library Any Arcana, History,
Costs: 1000gp Investigation, Religion, or nature check that was
Construction Time: a month made to determine a character’s knowledge can
be rolled with advantage. additionally, the checks
Docks (Level 1) are made as if you had expertise in that skill.
You gain a 50% discount on chartering any All members gain a Magic Initiate Feat
Alliance or Neutral Ship Increase Guild Level by 1
You always have access to a Keel Boat or Rowboat
at your Guild Hall
You can have ships constructed at a 10% discount
and delivered to any Alliance or neutral town.
Tavern You can have flying vehicles constructed at a 10%
Description: You have constructed a tavern which discount and delivered to any Alliance or neutral
allows for carousing, money generation and more. town.
You can travel intercontinentally to any major
Prerequisites: NPC with Innkeeping Experience capital from your guild hall. As your airport joins
Costs: 1000gp the network of airships.
Increase Guild Level by 1
Construction Time: 2 month
Taproom (Level 1)
Each member gets a stipend of the profits of the
tavern: 1gp per guild level per week.
You can attune your Hearthstone to the Tavern
Brewery (level 2)
Description: You upgrade the facilities that allow you
to develop and create more extensive menus of drinks
some of which are magically enchanted.
Costs: 2500gp
Construction Time: 5 months
The Stipend DOUBLES
You may now attune to your hearthstone to your
Tavern in addition to one other location.
Increase Guild Level by 1
Flightmaster’s
Description: You have constructed a manned Aviary
nest which allows for the care and training of flying
creatures to assist your guild with Travel.
Prerequisites: NPC with Flightmaster’s experience
Costs: 2000gp
Construction Time: 1 month
Aviary (Level 1)
Your base now has a flight master where you can
pay for flights to other locations.
You always have access to Griffon’s for flying from
your base.
Airport Upgrade (level 2)
Description: Your airborne operations have increased
dramatically to allow easier and faster travel, and the
construction of gyrocopters and Planes
Costs: 5000gp
Construction Time: 6 months
Fightmaster Flights are now free!
You always have access to Planes’ and
Gyrocopters for flying from your base.
Guild Levelling System 11th Level: The Doctor is In
Your guild level represents a mix of your guild’s When you’re in a town or settlement your healing
infrastructure, military capability, and reputation. You spells heal for the maximum amount instead of
increase your guild level by constructing modules at rolling.
your guild hall, recruiting new members, and
12th Level: Mobile Banking
completing actions of great heroism.
Once per week, you can open a portal to your guild
1 Level: Guild Charter
st bank anywhere in the world.
You gain access to all basic functions of a guild
13th Level: Hasty Hearth
including a charter, members and authorised to
Your Hearthstones cooldown is now reduced down to
construct a guild hall.
14 days instead of 30 days.
2nd Level: Guild Bank 14th Level: Greater Reinforcements!
You can now access your Guilds storage from
You can now request upto 3 squads of reinforcements
anywhere on the global banking network (typically in
for support at an Alliance or Allied settlement.
most major cities)
15th Safehouses
3 Level: Mount Up
rd
You can now long rest two times between safe
You have access to free land mounts at any Alliance or
locations when travelling (see arduous travel)
Allied settlement.
16th Level: Ride Like the Wind!
4th Level: Honoured Reputation
Whilst in allied territory your travel times are reduced
You have an excellent reputation for heroism that the
by 50%
common folk may have heard of you, you gain a 1d4
bonus to any check to convince an Alliance citizen or Your travels are now unhampered even in enemy
Ally to aid you. territory, reduce travel times by 25%
5th Level: Reinforcements! 17th Level: Exalted Reputation
At any Alliance or Allied settlement, you can request a Your heroic reputation bonus increases to a 1d8
squad of alliance troops for support (see Companion bonus to any check to convince an Alliance citizen or
Rules) Ally to aid you.
6th Level: Bountiful Harvest 18th Level: Massive Reinforcements!
When a Tool or Profession check requires a d100 to You can now request upto 5 squads of reinforcements
randomly determine what you find, you roll twice and for support at an Alliance or Allied settlement.
get both results.
19th Level: Hastier Hearth
7th Level: Bartering Your Hearthstones cooldown is now reduced down to
Your reputation for heroism also assists you in getting 1 day instead of 14 days.
good prices: 10% discount at all Alliance and Allied
stores.
20th Level: Stand as One
Once per year, should the party unanimously agree.
8th Level: Fast Track All friendly and willing characters currently in the
Whilst in Alliance or Allied territory you move with initiative receive the following benefits:
great ease, Reduce travel times by 25%
All dead and unconscious characters are restored
9 Level: Revered Reputation
th to life / Conscious and stand up from prone.
Your heroic reputation bonus increases to a 1d6 All characters immediately gain the benefits of a
bonus to any check to convince an Alliance citizen or long rest.
Ally to aid you.
10th Level: The Quick and The Dead
Once per month, your Guild can request resurrection
services at a Alliance or Allied settlement for FREE
(should they have the capacity to)