5eBRCS » Class 5e » Guilder 5e

[top]Hit Points

Hit Dice: d8 per guilder level
Hit Points at 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per guilder level after 1st.


Armor: all armor, shields
Weapons: simple weapons, martial weapons
Tools: Choose any two
Saving Throws: Intelligence, Wisdom
Skills: Choose any five skills


At 1st, choose two of your skills/tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th, 17th, choose two more skills/tools to gain this bonus.

Bonus Skill

At 2nd level, you become proficient in another skill, tool or language (including Thieves' Cant or Druidic). Alternatively, you can add a +2 bonus to any skill in which you already have proficiency. You gain this benefit again at 6th, 10th, 14th, 18th.

Guilder Path

At 3rd level you choose a Guilder path. Benefits of your chosen path are described later. You gain another path benefit at 9th, 13th, and 17th level.

Ability Score Improvement

Per other classes, gained at 4th, 8th, 12th, 16th, 19th.

Fighting Style

At 5th level, you adopt a style of fighting: Defense, Dueling, Two-Weapon

Reliable Talent

This is gained at 11th level. Identical to the rogue ability.

Stroke of Luck:

This is gained at 20th level. Identical to the rogue ability.

Table: Level progression
Level Features
1expertise 1
2bonus skill 1
3guilder path 1
4ability score
5fighting style
6bonus skill 2
7expertise 2
8ability score
9guilder path 2
10bonus skill 3
11reliable talent
12ability score
13guilder path 3
14bonus skill 4
15expertise 3
16ability score
17guilder path 4
18bonus skill 5
19ability score
20stroke of luck

[top]Guilder Paths

Guilders may choose from one of two paths, the Trader or the Delver.


Traders spend much of their time travelling the continent, looking for profit and opportunities.

Market Acumen:
At 3rd level, you have Advantage on any check involving knowledge about trade: where to find contacts or resources, coinage, etc.

At 9th level, you gain Advantage on skill checks during any negotiation (typically persuasion, insight, appraise).

Strong Personality:
At 13th level, you gain proficiency in Charisma saving throws.

Savvy Dealer:
At 17th level, any financial transaction is increased by an extra 1d4*5% (sell, purchase).


Delvers take the road-less-travelled, and seek to expand not only their wealth but knowledge. They bypass the typical trading options and look for hidden treasure, ancient locations, and lost knowledge.

Esoteric knowledge:
At 3rd level, you have Advantage with Arcana, History, Religion checks.

At 9th level, you gain an understanding of writings / code that you do not otherwise know. The DC is determined by complexity / lengh of the message. A failed check results in partial understanding (ie, a check of 10 against DC 20 means about 50% is understood). This can also be done with speech, but this is typically much more difficult since you don't have time to study it (DC is doubled).

Use Magic Device:
This is gained at 13th level, and is identical to the Rogue ability.

At 17th level, you have an uncanny knack for identification of the esoteric. This functions similarly to spell Identify, but is non-magical in nature. You must make an Intelligence check to succeed, with the DC set by the DM.

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