The Secret Agent infiltrates other guilds to gather information for House Dimir. Good for silent communication and non-physical distribution of information with no paper trail for law enforcement to track. To acquire more skills, especially if not playing as a Bard or Rogue. You gain Invisibility and a 1st level Illusion or Necromancy spell of your choosing. The ability to read lips from across the room can be invaluable when trying to spy and collect information. Mask of Many Faces is an especially useful choice. You can choose any Eldritch Invocation available at your level. Increases your Initiative and you can’t be surprised while conscious.Įldritch Adept. Advantage on Deception checks while pretending to be a false identity.Īlert. Helps you convince others that you are who you say you are. Each of the following feats is beneficial to playing an operative of House Dimir.Īctor. If your Dimir Operative has access to magic, they gain spells as they level up:ģ Gaseous Form, Meld Into Stone, Nondetectionĭimir Agent is not a particular character. Those with this background gain proficiency with Stealth and Deception, Disguise Kit proficiency, and one language of their choice. The Guildmaster’s Guide to Ravnica gave House Dimir its own unique background: Dimir Operative. Wizard - Divination, Enchantment, Illusion Rogue - Arcane Trickster, Assassin, Inquisitive, Mastermind, Thief According to the Guildmaster’s Guide to Ravnica, the following subclasses are the most appropriate for House Dimir: The majority of their creature types in MTG are Humans and Vampires, while the Guildmaster’s Guide suggests Half-Elf and Human as the preferable race. House Dimir’s cards are full of Rogues and Wizards. By controlling the flow of information and spreading lies, rumors, and misinformation, they maintain their power over the people.ĭimir Agents are spies, assassins, saboteurs, secret agents, and corrupt politicians. They’re sustained through learning every secret they can get their hands on. Thus ensuring that only Lazav has complete knowledge of all of House Dimir’s undertakings and no captured agent can divulge all of House Dimir’s secrets even if they talk. Most Dimir Agents only know a small handful of other agents, mainly their contacts and those they report to, though not always them either. Agents sometimes go undercover as spies and infiltrate the other guilds and report back to their masters. They rig elections, silence their opponents, and maintain control over those with power and influence to exert their will over the City of Ravnica. House Dimir maintains its control through subterfuge, sabotage, and extortion. House Dimir is a secretive shadow society whose members are unknown and whose numbers are unaccounted for. Unlike other guilds, House Dimir doesn’t broadcast itself among the other guilds, although they’re aware that House Dimir exists. House Dimir is led by Lazav the Multifarious, a shapeshifting illusionist and mind mage. House Dimir cards let you see your opponent’s hand, see the top of your own deck, weaken opposing monsters, force your enemy to discard cards, and killing enemy creatures. Together, Black and Blue focus on controlling the field. Blue cards let you scry the cards on top of your deck, see your opponent’s hand, counter your opponent’s card effects, and freeze enemy cards to make them unusable. Blue favors control, favoring planning and clever gambits over rushed, emotional outbursts. Blue believes in progress and the acquisition of information, believing that innovation and new ideas are better than tradition. Blue is the color of intellect and insight. Black’s ranks are mostly filled with assassins, vampires, zombies, ghosts, and demons. Black’s playstyle is ruthless, with more cards that kill, weaken, and damage enemies. Black doesn’t care what moral lines it crosses in pursuit of its desires, and will step over its own allies to get what it wants. Black is the color of ambition and amoral pragmatism. In Magic the Gathering, every color has associated values and philosophies. All Dimir cards are Black and/or Blue cards. Their headquarters is hidden below the city, in the sewer systems that run below the feet of the citizens. House Dimir rules Ravnica from the shadows. Because there’s multiple roles a Dimir Agent can perform, I want to explore multiple build options for a proper Dimir Agent. It also lists which classes that are appropriate for playing an agent, favoring Monks, Rogues, and Wizards. The Guildmaster’s Guide to Ravnica sourcebook helped to set up a campaign in the City of Ravnica from MtG. For those not in the know, House Dimir is one of ten Guilds of Ravnica from Magic: the Gathering, which is owned by the same company as Dungeons and Dragons: Wizards of the Coast.
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