HP D&D
HP D&D
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Chapter 1: Races of Dhampir
the Wizarding World Commonly known as “part-vampire,” dhampirs
are incredibly rare, and it is uncertain whether
they are the offspring of vampires or are humans
Presented here are new options for character that have only been partially turned. Unlike true
races: Centaur, Dhampir, Ghost, Goblin, vampires, they can go out in the sun, and possess
Half-Giant, Half-Veela, House Elf, Human, only some vampiric abilities.
Merperson, Metamorphmagus, Vampire, and
Werewolf.
Dhampir Traits
Dhampirs share certain traits as a result of their
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ability to fly and pass through solid objects, they memory of any events that transpired between the
are trapped in unlife, unable to physically interact moment you disappeared and the moment you
with the world or eat, drink, or even smell reformed.
anything other than the most pungent of scents. Hybrid Nature. You have two creature types:
humanoid and undead. You can be affected by a
game effect if it works on either of your creature
Ghost Traits types.
Your ghost character has certain characteristics in Languages. You can speak, read, and write
common with all other ghosts. English and one extra language of your choice.
Ability Score Increase. Your Charisma score
increases by 2 and your Wisdom score increases
by 1.
Age. Ghosts are frozen in the moment of their
death. They stop aging the moment they’re turned
Goblin
and cannot die from old age.
Size. Ghosts vary as widely in height and build A highly intelligent race of small humanoids,
as humans, from barely 5 feet tall to well over 6 Goblins are considered to be inferior by many
feet tall. Your size is Medium. wizards, and exist in an uneasy truce with the
Speed. Your base walking speed is 30 feet. wizarding world. Adept metalsmiths notable for
Darkvision. You have superior vision in dark their silverwork, they mint coins for wizarding
and dim conditions. You can see in dim light currency and control most the wizarding
within 60 feet of you as if it were bright light, and economy, running Gringotts Wizarding Bank.
in darkness as if it were dim light. You can’t Though Goblins have their own type of magic that
discern color in darkness, only shades of gray. they can perform without a wand, many are
Muted Smell. You have disadvantage on deeply displeased by the fact that it is illegal for
Wisdom (Perception) checks that rely on smell. them to own wands.
Incorporeal Nature. You are incorporeal and
can pass through objects and creatures. You have a Goblin Traits
flying and swimming speed equal to your walking
Your goblin character has certain characteristics in
speed, can hover, and take no damage from
common with all other goblins.
falling.
In addition, you are immune to non-magical Ability Score Increase. Your Intelligence score
increases by 2 and your Dexterity score increases
bludgeoning, piercing, and slashing damage. You
by 1.
cannot attack, cast spells, or physically interact
Age. Goblins mature a little faster than humans,
with creatures or objects. You do not need to
reaching adulthood around age 14. They typically
sleep, instead resting or performing light activity
live less than a century, though some have been
for 4 hours a day in order to gain the benefits of a
known to live longer.
long rest.
Size. A typical goblin stands about 3 to 3½ feet
Coalescence. You have learned how to take
tall and weighs 80 to 120 pounds, with very long
solid form for a short time each day. The process
fingers and feet. Your size is Small.
is very difficult and highly personal, as every
Speed. Your base walking speed is 25 feet.
emotion you are capable of feeling must be pent
Goblin Cunning. You have advantage on all
up and felt at once in order to take physical form.
Intelligence, Wisdom, and Charisma saving throws
Your corporeal form lasts for 5 minutes or until
against magic.
your hit points are reduced to 0.
Artificer's Lore. Whenever you make an
While you are corporeal, any abilities, speeds,
or immunities gained from your incorporeal Intelligence (History) check related to magic
items, alchemical objects, or technological devices,
nature do not apply.
you can add twice your proficiency bonus, instead
Once you use this ability, you cannot use it
of any proficiency bonus you normally apply.
again until after you finish a long rest. You may
Languages. You can speak, read, and write
choose one person, such as a child or significant
English and Gobbledegook.
other, that is the reason you did not pass onto the
next life. If that person is in immediate physical
danger and you have already used this feature,
you may expend half your hit points (rounded up) Half-Giant
to use it again.
Undying. If you are killed, you disappear. After
Visibly larger and usually brawnier than humans,
7 days, you reform into your incorporeal self at
half-giants are beings with one giant parent and
half your hit points (rounded up) at the place
one wizard parent. They retain the natural
where you were killed. You do not have any
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resistance to most types of magical attacks from Size. Half-veela are about the same size as
their giant blood, and are very rare, more likely to humans, typically slender and very attractive,
live among humans than giants. They sometimes inheriting the coloring of their human family.
experience discrimination from wizarding Your size is Medium.
communities due to the violent nature that giants Speed. Your base walking speed is 30 feet.
commonly have, while pure giants look down on Unearthly Charm. You have proficiency in the
half-giants due to their inferior sizes, though it is Insight and persuasion skills.
possible that a half-giant may keep their heritage Veela Ancestry. You possess an unearthly
hidden. beauty and can’t be charmed by magic. You know
the friends cantrip. When you reach 3rd level, you
can cast the charm person spell once with this trait
Half-Giant Traits and regain the ability to do so when you finish a
Your half-giant character has certain traits long rest. When you reach 5th level, you can cast
deriving from your giant ancestry. the suggestion spell once with this trait and regain
Ability Score Increase. Your Strength score the ability to do so when you finish a long rest.
increases by 2 and your Constitution score Charisma is your spellcasting ability for these
increases by 1. spells.
Age. Half-giants have lifespans comparable to Languages. You can speak, read, and write
humans. They enter adulthood in their late teens English and one extra language of your choice.
and usually live less than a century.
Size. Half-giants are often between 7 and 8 feet
tall and weigh between 280 and 340 pounds. Your
size is Medium.
House Elf
Speed. Your base walking speed is 30 feet.
Giant's Endurance. You can focus yourself to House elves are, perhaps, the most common and
occasionally shrug off injury. When you take yet the most overlooked of all creatures in the
damage, you can use your reaction to roll a d12. wizarding world. Always bound to a particular wix,
Add your Constitution modifier to the number wizarding family, or institution such as Hogwarts,
rolled, and reduce the damage by that total. After house elves are incredibly loyal and hardworking,
you use this trait, you can’t use it again until you and consider it at mark of success to do their work
finish a short or long rest. without ever being noticed or acknowledged.
Powerful Build. You count as one size larger There are exceptions, however, and house elves
when determining your carrying capacity and the who are mistreated have been known to twist their
weight you can push, drag, or lift. master's orders or even purposefully sabotage
Languages. You can speak, read, and write them. Most house elves view taking pay or days
English and one extra language of your choice. off as incredibly dishonorable, and "free" house
Some half-giants speak Giant, but most have little elves are typically treated by other house elves
contact with the giant side of their family. with pity or disdain.
House Elf Traits
Half-Veela All house elves share the following racial traits.
Ability Score Increase. Your Dexterity score
A half-Veela is a human (normally a wizard) with increases by 2 and your Charisma score increases
Veela blood, a race of semi-human magical beings by 1.
who usually appear as beautiful and magically Age. House elves reach adulthood at age 8 and
seductive. Those with Veela heritage often inherit can live up to 120 years.
some Veela traits, such as breathtaking beauty and Size. House elves are between 2 and 3 feet tall
the ability to magically entrance others. and weigh between 25 and 35 pounds. Your size is
Small.
Speed. Your base walking speed is 30 feet.
Half-Veela Traits Nimble Escape. You can take the Disengage or
Your half-veela character has certain traits Hide action as a bonus action on each of your
deriving from your veela ancestry. turns.
Ability Score Increase. Your Charisma score House Elf Magic. Your magic is
increases by 2 and your Wisdom score increases incomprehensible and underestimated by other
by 1. creatures. Your spells ignore the effects of
Age. Half-veela mature at the same rate anti-magic fields, and any spell that would require
humans do and reach adulthood in their late a saving throw automatically hits your target.
teens, usually living less than a century.
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Languages. You can speak, read, and write rich culture and highly organized communities
English and one extra language of your choice. with elaborate dwellings, commonly
domesticating underwater creatures such as
grindylow and hippocampi.
Owned House Elf
Unless you are a free elf, you have an owner, and
must obey their commands. Typically house elves
Merpeople Traits
are owned by pureblood families, and must obey Merpeople share certain racial traits with other
all members of the household, following the merpeople.
orders of the eldest if given conflicting Ability Score Increase. Your Intelligence score
instructions. increases by 2.
Compelled to Obey. You cannot willfully Age. Merpeople reach maturity around age 15
disobey a direct command from your master, and and can live up to 200 years.
are always able to hear their commands so long as Size. Merpeople are taller than humans
you are on the same plane of existence. Any time including the tail, averaging about 7 feet long.
you cannot find a loophole in a order and directly Your size is Medium.
disobey your master, you must use your action to Speed. You have a swimming speed of 30 feet.
make an unarmed or improvised attack against Amphibious. You can breathe air and water.
yourself. Emissary of the Sea. Aquatic beasts have an
Master's Call. If your master calls you by name, affinity with your people, and you can
you can and must immediately apparate to their communicate simple ideas with beasts that can
location if you are on the same plane of existence. breathe water. They understand the meaning of
your words, though you have no special ability to
understand them in return.
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however unlikely, that a selkie could be born Age. Metamorphmagi mature at the same rate
believing they are fully human, and not realize humans do and reach adulthood in their late
their merperson heritage until swimming in the teens, usually living less than a century.
sea for the first time. Size. Metamorphmagi vary as widely in height
Ability Score Increase. Your Dexterity score and build as humans, from barely 5 feet tall to well
increases by 1. over 6 feet tall. Your size is Medium.
Human Form. You can use an action to Speed. Your base walking speed is 30 feet.
transform into a humanoid with this trait, gaining Natural Disguise. You gain proficiency in the
a walking speed of 30 feet. While in human form, Deception skill.
you are incapable of being distinguished from a Metamorphic Abilities. As an action, you
human. transform your appearance. You decide what you
Guardian of the Depths. Adapted to even the look like, including your height, weight, facial
most extreme ocean depths, you have resistance to features, sound of your voice, hair length,
cold damage, and you ignore any of the drawbacks coloration, and distinguishing characteristics, if
caused by a deep, underwater environment. any. You can make yourself appear as a member
of another race that is the same size as you,
though none of your statistics change. Your basic
Siren shape stays the same, you can’t use this spell to
Universally possessing a beautiful, alluring become quadrupedal, and your equipment does
appearance, the majority of sirens are female, not change with you.
though males do exist. While many cold water Languages. You can speak, read, and write
sirens live up to the bloody stereotype of luring English and one extra language of your choice.
ships ashore and sailors to a watery death, tropical
sirens are among the most kind and generous of
the merpeople, commonly rescuing drowning
children and singing lovely songs of sleep and
Vampire
peace at night.
Ability Score Increase. Your Charisma score Magical humanoids famed for biting people on
increases by 1. the neck and sucking their blood, vampires are
Siren Song. You know the friends cantrip. considered Non-Wizard Part-Humans by the
When you reach 3rd level, you can cast the charm Ministry of Magic. Feared and hated in wizarding
person spell once with this trait and regain the society, they rarely interact with wizards, though
ability to do so when you finish a long rest. When friendship between a vampire and a member of
you reach 5th level, you can cast the suggestion another race isn’t impossible.
spell once with this trait and regain the ability to
do so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Vampire Traits
Your vampire character has a variety of abilities as
a result of their vampirism.
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take a level of exhaustion. If you would take a
sixth level of exhaustion, you instead gain one
Werewolf Traits
long-term madness. Werewolves share certain traits as a result of their
Hard to Kill. If you are reduced to 0 hit points lycanthropy.
by anything other than decapitation, a wooden Ability Score Increase. Your Constitution score
stake through the heart, or radiant damage, you increases by 2 and your Strength score increases
begin the next turn with one hit point. Otherwise, by 1.
you make all death saving throws with Age. Werewolves mature at the same rate
disadvantage. When you die, you are reduced to a humans do and reach adulthood in their late
pile of fine gray dust and can only be restored to teens, usually living less than a century.
life by means of a wish spell. Size. Humans vary widely in height and build,
Sunlight Hypersensitivity. You take 2d8 from barely 5 feet tall to well over 6 feet tall.
radiant damage if your skin is exposed to direct While in human form, your size is Medium.
sunlight, and burst into flames if you end your Speed. Your base walking speed is 30 feet.
turn in sunlight. This damage increase by an Silver Weakness. You are vulnerable to silvered
additional 1d8 for each consecutive round your weapons.
skin remains exposed to direct sunlight. Keen Smell. You have advantage on Wisdom
Forbiddance. You can’t enter a residence (Perception) checks that rely on smell.
without an invitation from someone currently Monstrous Transformation. One night a
living in the home. month, on the full moon, you transform into a
Harmed by Running Water. You take 2d8 twisted version of a wolf. All your stats are
radiant damage when you submerge your heart in replaced by those of a Dire Wolf, and you drop
running water or end your turn in running water any weapons or equipment you were carrying.
with your heart submerged. Full Moon Rage. When you enter wolf form,
Bite. Your vampire fangs are a natural weapon, you must make a DC 15 Wisdom saving throw or
which you can use to make unarmed strikes. If lose control of yourself, attacking any humanoid
your target is willing, grappled by you, you see. If you fail, you may reroll your saving
incapacitated, or restrained, you can make a melee throw each subsequent hour to try to take back
attack against it to drink its blood. On a hit, you control. Once you succeed on your saving throw,
deal 1 piercing damage and 1d6 necrotic damage. you retain control for the rest of the night, and
If the target is a sentient humanoid, you regain hit you regain your alignment, personality, and
points equal to the amount of necrotic damage Intelligence, Wisdom, and Charisma scores. When
dealt. The necrotic damage of your bite increases you transform back from your Dire Wolf form,
by 1d6 when you reach 5th level (2d6), 11th level you take 1 level of exhaustion.
(3d6), and 17th level (4d6). Wolfsbane Potion. A character with
Vampiric Agility. Your enhanced reflexes and proficiency in an herbalist kit that possesses the
agility allow you to move with a burst of speed. proper equipment, recipe, and ingredients worth
When you move on your turn in combat, you can 25 galleons can brew this potion over the course of
double your speed until the end of the turn. Once a long rest. If you drink this potion once a day for
you use this trait, you can’t use it again until you a week prior to your upcoming transformation,
move 0 feet on one of your turns. you instead transform into a Wolf and
Hybrid Nature. You have two creature types: automatically succeed on your saving throw to
humanoid and undead. You can be affected by a maintain control. When you transform back from
game effect if it works on either of your creature your Wolf form, make a DC 15 Constitution saving
types. throw. If you fail, you take 1d4-1 levels of
Languages. You can speak, read, and write exhaustion.
English and one extra language of your choice. Hybrid Nature. You have two creature types:
humanoid and monstrosity. You can be affected
by a game effect if it works on either of your
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friendly creatures within 30 feet of you who can
Chapter 2: Sorcerer see or hear you and who can understand you.
Each creature can automatically succeed on their
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dealt by other creatures (their attacks, spells, and
Self-Preserving other effects), and whenever a creature targets you
Starting at 18th level, you cannot be charmed, and with an attack, they must make a Wisdom saving
you gain proficiency in Intelligence and Wisdom throw or lose the attack. If you attack a creature,
saving throws. cast a spell on it, or deal damage to it, neither
During a short rest, you can regain a number of benefit works against that creature until you finish
spell points equal to 2 times your Charisma or a long rest.
Intelligence modifier. Once you use this trait, you
cannot use it again until you finish a long rest.
Ravenclaw
Hufflepuff
The house of Rowena Ravenclaw is known for
intelligence and creativity at best,
The house of Helga Hufflepuff is known for hard absentmindedness and flightiness at worst. Book
work and loyalty at best, simple-mindedness and smarts have always been your strong suit, and
mediocrity at worst. You will protect your friends your abilities come more from study and
to the death, and can take a lot of punishment memorization than gut instinct. Whether you are
before going down. You are naturally good with obsessive about your marks or consistently blow
people, and more resilient than most. off schoolwork in favor of personal projects, you
have a few classes that you excel in above all else.
Hard-Working
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inscribing the rune, you can deal an extra 1d8 offers a truthful reply. The reply might be a vision
damage or to store a spell of one level higher. in your crystal ball, a specific shape in your tea
Apparition. You can use an action to spend 3 dregs, or a cryptic phrase you utter aloud as your
spell points to teleport up to 30 feet to an eyes briefly gloss over. You can use this ability
unoccupied space that you can see. In addition, once per long rest.
you know the apparate spell and it doesn't count as Dueling. You have advantage on initiative rolls
one of your spells known. and on Wisdom (Perception) checks made against
Arithmancy. You know how to divine meaning being surprised. In addition, you can add your
from the numerology of specific words and Charisma or Intelligence modifier to the damage
phrases. When you spend at least one minute of any cantrip.
creating a number chart, you gain insight into the Ghoul Studies. You can use an action to spend 5
name of a specific person or place. The DM gives spell points to communicate with the corpse of
you one piece of potentially useful information someone who is dead. Using an action, target one
about the subject you are studying. You can use corpse within 10 feet of you that still has a mouth
this ability once per long rest. and isn't undead. This ability fails if the corpse was
Astronomy. You know how to predict future the target of this ability within the last 24 hours.
events based on the patterns of the stars and The corpse can speak to you for up to ten minutes,
planets in the sky. When you spend at least one answering up to five questions. The corpse only
minute stargazing, you gain brief insight into the knows what it knew in life, and cannot learn new
results of a specific course of action that you plan information or speculate about future events.
to take within the next 24 hours. The DM tells you Herbology. You gain proficiency in the Nature
whether there will be good results, bad results, and Survival skills. If you are already proficient in
some of both, or neither. You can use this ability them, you add double your proficiency bonus to
once per long rest. checks you make. As an action, you can use your
Care of Magical Creatures. You gain proficiency action to spend 2 spell points to attune your senses
in the Animal Handling skill. If you are already to the plants around you. You automatically know
proficient in the skill, you add double your if any plants within 30 feet of you are magical in
proficiency bonus to checks you make with it. You nature. You also know if any plants within range
can use a bonus action on your turn to command are poisonous or diseased, and what kind of
one friendly beast within 60 feet of you that can poison or disease they have, if any.
hear you and that isn’t currently following the History of Magic. You gain proficiency in the
command of someone else. You decide now what History skill. If you are already proficient in the
action the beast will take and where it will move skill, you add double your proficiency bonus to
during its next turn, or you issue a general checks you make with it. When you take the Help
command that lasts for 1 minute, such as to guard action to aid another creature’s ability check, you
a particular area. can make a DC 15 Intelligence (History) check. On
Charms. You have an extra 12 spell points that a success, that creature’s check gains a bonus equal
you can only use to cast spells that do not deal to your proficiency bonus, as you share pertinent
damage. Whenever you gain a level, this number advice and historical examples. To receive this
of spell points increases by an additional 2. bonus, the creature must be able to understand
Defense Against the Dark Arts. You can use an what you’re saying.
action to spend 2 spell points to detect any evil or Legilimency. You gain proficiency in the Insight
undead creature within 30 feet of you, as well as skill. If you are already proficient in the skill, you
learn the location of each creature detected. add double your proficiency bonus to checks you
Similarly, you know if there is a place or object make with it. You know the legilimens spell and it
within 30 feet of you that has been tainted by dark doesn't count as one of your spells known.
magic. Muggle Studies. You gain proficiency in the
In addition, you can use a bonus action to Science skill. If you are already proficient in the
spend 2 spell points to cast a magic shield in front skill, you add double your proficiency bonus to
of you when you're the target of an attack. This checks you make with it. As an action, you can
shield grants +5 to your AC against the triggering spend 2 sorcery points to charm a small piece of
attack. technology to work as normal even when in a
Divination. You know how to predict future place on high magical energy. This charm lasts for
events based on reading tea leaves, twigs, bones, an hour or until you dismiss it as a bonus action. If
the flight patterns of birds, gazing into a crystal you.maintain concentration for the entire hour,
ball, studying dreams, or any other manner of the charm is permanent. The piece of technology
divination. When you spend at least one minute cannot be altered by magic unless you choose to
performing a divination ritual, you may ask one allow it.
question concerning a specific goal, event, or In addition, you can use an action to activate or
activity to occur within the next 24 hours. The DM deactivate any electronic device within 60 feet of
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you as long as it has a clearly defined on or off and that creature's age is reduced by 1 year. The
function that can be easily accessed from the stone cannot reduce a creature to less than 13
outside of the device. years old.
Potions. You gain proficiency with alchemist’s Ancient Runes. You understand the subtle
supplies and herbalism kits. If you are already nuances of all ancient texts and runes that you
proficient with them, you double your proficiency read. You know what the author meant by the text,
bonus to checks you make with them. When you even if the author was trying to hide the meaning.
make a potion, make a DC 15 Intelligence check In addition, you know the basics of ancient and
with your alchemist's supplies or herbalism kit. If root languages well enough to understand the
you succeed, you produce two potions instead of literal meaning of any writing you read in any
one. language. This does not grant you the ability to
Quidditch. You gain proficiency in Athletics and speak or understand those languages spoken
Acrobatics. If you already have proficiency, your aloud, and you can only write them if you are
proficiency bonus is doubled. So long as both of copying down writing you can see.
your feet or one of your hands and one of your Apparition. When you cast the apparate spell,
feet are touching your broom, you have advantage you always treat the spell as though you had rolled
on your check to stay on. Mounting or a 100. In addition, you may carry with you up to
dismounting your broom only takes 5 feet of eight willing creatures of your choice that you can
movement, rather than half your speed. touch.
Transfiguration. You can use an action to spend Arithmancy. When you spend at least one
6 spell points to transmute one nonmagical object minute creating a number chart or spend an
or beast with a CR of less than 1 into a action consulting one you have already made, you
non-magical object of similar size and mass and of gain insight into the name of a specific person or
equal or lesser value. The object or creature must place. The DM gives you one piece of useful
be no larger than a 5-foot cube. You can spend 10 information about the subject you are studying.
minutes of casting to transform it permanently, You can use this ability only once per target until
otherwise it reverts back to its previous form after after you have finished a long rest.
1 hour. Astronomy. You know how to predict future
events based on the patterns of the stars and
planets in the sky. When you spend at least one
Inventive minute stargazing, you gain insight into the
At 14th level, you've perfected your chosen craft. biggest event or disaster that concerns you that
Choose one of the following. will happen within the next 7 days. You can ask the
● Choose two of any skills, tools, or instruments DM two questions about the event and they must
with which you have proficiency. Your answer honestly. You can use this ability only once
proficiency bonus for them is doubled. per long rest.
● Choose a type of potion or specific magical Care of Magical Creatures. All beasts regard you
object, such as wands, racing brooms, or as a friend, and will not attack you unless
healing potions. The time and cost of creating provoked. You can have up to three friendly
this specific magical item is halved for you. creatures under your command at one time, and
Additionally, you have advantage on all skill can use your bonus action to command one of
checks to learn information about your favored them, or to give two or all of them the same
item. command.
Charms. You know every 1st, 2nd, and 3rd level
Master of One spell that does not do damage, and they do not
count against your spells known. Alternatively,
At 18th level, you have achieved the pinnacle of
choose a spell of level 4 or lower that does no
your life's study. Choose one. Your choice must be
damage that is your specialty spell. You only have
the same as one of the options you selected at 6th
to pay half the spell points normally required
level. when you cast this spell.
Alchemy. You have perfected your sorcerer's Defense Against the Dark Arts. You cannot be
stone. As an action, you can release the power it charmed, frightened, or possessed by evil or
holds in a single burst, destroying the stone. When undead creatures, and such creatures have
you do, choose one of the following effects. It
disadvantage on attack rolls against you.
cannot be remade until you finish a long rest.
Divination. Your dreams and visions of the
● You remove all curses, diseases, poisons, and
future intensify. Once per long rest, you can
wounds affecting a creature that you touch with
choose to gain advantage on an attack roll, ability
the stone, and the creature regains all its hit
check, or a saving throw, or impose disadvantage
points.
on an attack roll against you.
● You touch the stone to a willing, living creature,
In addition, you can use your action to spend 6
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spell points to gaze into a crystal ball or go into a proficiency bonus, as you share pertinent advice
trance to see another place of your choosing. Your and historical examples.
vision begins in a spot of your choosing within 30 Legilimency. You know how to shield your mind
feet of you and you use your action to move your from the legilimency of others. Your thoughts
vision up to 30 feet in any direction. There is no can't be read by telepathy or other means, unless
limit to how far away from you your vision can you allow it. You can present false thoughts by
move. A solid barrier blocks your movement, but succeeding on a Charisma (Deception) check
your vision can pass through an opening as small contested by the mind reader's Wisdom (Insight)
as 1 inch in diameter. check.
Dueling. You can can cast any spell with a When you cast the legilimens spell, the target of
casting time of 1 action as a bonus action, and may your spell has disadvantage on their first
use your attack action to cast another spell with a Intelligence saving throw.
casting time of 1 action. You must still pay the Muggle Studies. You gain proficiency in Vehicles
spell points for both spells. In addition, your spells (Land). If you already have proficiency, your
do not suffer from disadvantage in melee, and you proficiency bonus is doubled.
can cast a spell as a reaction when you take an You can use an action to target a mechanical or
attack of opportunity. computerized device within 30 feet of you,
Ghoul Studies. You have discovered the secrets rendering it inoperable until the end of your next
to raising the dead and creating inferi that are turn. If the device is being used by a living
under your control. As an action, you can spend 5 creature, that creature must make an Intelligence
spell points to cast a spell that animates a Small or saving throw against your spell save DC to avoid
Medium humanoid corpse. On each of your turns, the effects of the spell. Otherwise, the DM may
you can use a bonus action to mentally command roll a save for the device with a bonus to the roll
any creature you made with this spell if the dependant on the device's level of technology.
creature is within 60 feet of you. You can Additionally, you can use your magic to
command multiple creatures with the same bonus awaken a piece of technology (such as a computer,
action if you issue them all the same command. an electronic device, or a car) that is Huge or
The creature is under your control for 24 smaller. The spell has a casting time of 8 hours,
hours, after which it stops obeying any command during which time you must spend 7 spell points
you've given it. To maintain control of the and 1000 galleons worth of parts and equipment.
creature for another 24 hours, you must cast this The target gains an Intelligence of 10, can
spell on the creature again before the current understand one language of your choice that you
24-hour period ends. This use of the spell reasserts know, and has other statistics of the DM's choice.
your control over up to four creatures you have The target is charmed by you for 30 days, or until
animated with this spell, rather than animating a you or your companions do anything harmful to
new one. For every additional spell point you use it. When the charm ends, the target chooses
when you cast this spell, you reassert your control whether to remain friendly to you based on how
over an additional inferi. you treated it.
Herbology. You are experienced with mundane Potions. You have perfected the brewing of a
and magical plants of all kinds. You ignore potion of your choice. Choose one.
difficult terrain and cannot become lost except by ● You know how to create Felix Felicis in a very
magical means. When you forage, you find twice short amount of time. This potion takes you 8
as much food or components as you normally hours to make. When you complete the
would. You have advantage on Wisdom (Survival) brewing process, the DM rolls a d20 in secret.
checks to find or track plants, as well as on You do not know the result of the roll until
Intelligence checks to recall information about after you have taken the potion as an action.
them. You deal an extra +2 damage whenever you On anything but a 1, this potion grants
deal damage to a plant, and all plants have advantage on all of your rolls for 12 hours, and
disadvantage on attack rolls against you. you can choose to impose disadvantage on any
History of Magic. If you make an Intelligence roll that anyone makes against you so long as
(History) check and roll less than 10, you treat the they can see you. On a roll of 1, this potion
roll as a 10 instead. You can use the Help action as grants disadvantage on all of your rolls instead,
a bonus action, and when you use the Help action and you suffer 1d6 bludgeoning damage from
to aid an ally in attacking a creature, the target of falling debris, pitfalls, traps, or other random
that attack can be within 30 feet of you, rather acts of bad luck every time you use your action
than within 5 feet of you. to do anything but take the Dodge action.
When you take the Help action to aid another ● You know how to create the Elixir of
creature’s attack roll, you can make a DC 15 Immortality in a very short amount of time.
Intelligence (History) check. On a success, that This potion takes you 8 hours to make. You can
creature’s check gains a bonus equal to your drink this potion as an action. For the next 24
12
hours, you do not age, do not suffer any
wounds, and you regain 10 hit points at the
beginning of each of your turns to your
maximum number of hit points.
Quidditch. Whenever you roll an Athletics or
Acrobatics check to not fall off your broom and
roll less than 10, you can use a 10 instead. You
have advantage on all ability checks made to not
fall off your broomstick. While flying, you can
dash as a bonus action. You provoke no
opportunity attacks when you fly out of an
enemy's reach.
Transfiguration. As an action, you can transform
a creature into a nonmagical object, a nonmagical
object into a creature, or a creature into another
creature. The transformation lasts for as long as
you concentrate on it, or until the target drops to
0 hit points or dies. If you spend 1 hour
concentrating on this spell, the transformation
lasts until it is dispelled by a spell of 9th level. An
unwilling creature can make a Wisdom saving
throw, and if it succeeds, it isn't affected by this
feature. (See true polymorph for details.)
13
than yours, use the creature's bonus instead of
Chapter 3: Downtime yours. If the creature has any legendary or lair
actions, you can't use them.
You are limited in the actions you can perform
The following activities are available for any
by the nature of your animagus form, and you
character that can use magic. The following
can't speak, cast spells, or take any other action
downtime activities can be assumed to take place
that requires hands or speech. Transforming
in the background of play, even while characters
doesn't break your concentration on a spell you've
are adventuring, so long as they have access to the
already cast, however, or prevent you from taking
materials required.
actions that are part of a spell, such as call lightning,
that you've already cast.
Becoming an Animagus You retain the benefit of any features from
Unlike most spells, learning to transform into an your class, race, or other source and can use them
animagus form takes several months of specific if the new form is physically capable of doing so.
rituals, including holding a mandrake leaf in your However, you can't use any of your special senses,
mouth for a month. All animagi are required to such a darkvision, unless your new form also has
register with the Ministry of Magic. Becoming an that sense.
animagus requires 3 months of downtime during You choose whether your equipment falls to
which you have access to magical components. the ground in your space, melds into your
Make an Intelligence (Arcana) skill check, adding animagus form, or is worn by it. Worn equipment
half your age (rounded down) to the roll. If you functions as normal, but the DM decides whether
cannot pay the cost listed next to your check total, it is practical for the new form to wear a piece of
you are unable to complete the process and must equipment, based on the creature's shape and size.
start over. This cost represents the cost of Your equipment doesn't change size or shape to
determining how to perform the ritual and the match your animagus form, and any equipment
cost of material components. that your animagus form can't wear must either
fall to the ground or merge with it. Equipment
Costs and Complications that merges with your form has no effect until you
leave the form.
Check
Total Cost Complication
1-10 4 galleons You are discovered. If you are Learning New Spells
attempting to become an
Students are required to constantly be learning
unregistered animagus, you get in
big trouble.* new spells, among other things, in order to pass
11-15 4 galleons Someone is suspicious of you and their exams and graduate to the next year. This
begins watching you closely, such learning process is represented by gaining a new
as a teacher or fellow student.* level for each school year they complete. Some
16-20 4 galleons None students spend extra time learning more spells
21-25 2 galleons None than are required, and ambitious wixen may
26+ 0 galleons None continue studying magic even after they graduate.
Learning a new spell takes an amount of time
*Might involve a rival
and money related to the level of the spell the
character wants to learn. In addition, the character
An animagus can use an action to polymorph into
must have proficiency in the Arcana skill and must
one animal that represents their personality and
be able to cast spells of the same level.
inner self, and use an action to change back.
Choose one animal when you become an
animagus, subject to approval by your DM. Your Spell Time and Cost
chosen animal cannot change unless you have a Spell Level Time Cost
major personality shift. Cantrip 1 week None
As an action, you transform into any beast 1st 2 weeks None
whose challenge rating is equal to or less than your 2nd 4 weeks None
level. You can revert back to your normal form as
3rd 8 weeks None
an action. You game statistics are replaced by the
4th 16 weeks None
statistics of the beast, but you retain your
5th 16 weeks 1d6 × 10 galleons
alignment, personality, hit points, and
6th 16 weeks 3d6 × 10 galleons
Intelligence, Wisdom, and Charisma scores. You
7th 16 weeks 6d6 × 10 galleons
also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the 8th 16 weeks 1d6 × 100 galleons
creature. If the creature has the same proficiency 9th 16 weeks 3d6 × 100 galleons
as you and the bonus in its stat block is higher
14
Chapter 4: Backgrounds Features
Your character's background reveals where they Each background will have one or two suggested
came from and their place in the world. Your features, a special ability that describes how your
fighter might be a Squib or a Muggle. Your character interacts with the world and may grant
sorcerer could be a Slytherin or from Beauxbatons certain benefits. You can choose any feature you
or Koldovstoretz, or they could identify less with think fits your character the best.
their school and more with their blood status. You
can pick your background based on where you
received your schooling, or your blood status,
By Popular Demand
whichever you feel is most central to your You can always find somewhere to perform,
character. You might be a half-giant or werewolf whether in a pub or a more high-end
that identifies as a Non-Human, or you might be establishment, and while performing you can
hiding your non-human identity and identify expect to be given free food and drink, as well as
yourself by your blood status instead. free lodging or enough money to afford a modest
If you are a student at a school other than the or comfortable room at a nearby inn. In addition,
options provided, choose the background that you your performance makes you something of a
feel is closest to your wizarding school, and work celebrity. When strangers recognize you near a
with your DM to customize your starting place where you have performed, they typically
equipment. take a liking to you.
Choosing your backgrounds provides you with
important story cues about your character's Criminal Contact
identity. Where did you get the money to
You have a reliable and trustworthy contact who
purchase your starting gear, or, if you come from
acts as your liaison to a network of other witches
a wealthy background, why don't you have more
and wizards in the black market. You know how
money? How did you learn the skills of your
background and class? to get messages to and from your contact, even
over great distances, whether through messengers
or magical means. You are often able to use this
Proficiencies network to find people, things, or information you
A background gives a character proficiency in two seek, including illegal contraband.
skills, and most backgrounds give a character
proficiency with one or more tools. Discuss with Discovery
your DM if you feel your character would have a
skill or tool different than the ones suggested. In your independent studies, you have uncovered
a unique and powerful discovery. it might be a
great truth about the nature of magic, the lost
languages recipe to a potion, a new magical plant or creature,
Some backgrounds allow characters to learn a site that no human has seen, a new spell, a fact
additional languages beyond those given by race. that has been long forgotten, or some ancient
All characters should share at least one language, magical artifact.
but you may replace a tool proficiency with an
additional language with approval from the DM. Explorer
You have spent much time wandering your home
Suggested Characteristics or school and the surrounding grounds, and have
A background contains suggested personal developed an excellent memory for maps and
characteristics based on your background. You geography. You can always recall the general
can pick characteristics, roll dice to determine layout of terrain, buildings, and other features
them randomly, or use the suggestions as around you. When you are in a place where you
inspiration for characteristics of your own have been before, you and your companions can
creation. Choose two personality traits, one ideal, travel between any two locations within that area
one bond, and one flaw from your background. twice as fast as your speed would normally allow.
Foreign Interest
Your accent, mannerisms, figures of speech, and
perhaps even your appearance all mark you as
foreign. Curious glances are directed your way
15
wherever you go, which can be a nuisance, but effortlessly blend into muggle society and help
you also gain the friendly interest of those who are your companions do the same. When you are not
eager to hear stories of your homeland. You can in combat, you and your companions can travel
parley this attention into access to people and between two locations in a muggle city twice as
places you might not otherwise have, for you and fast as your speed would normally allow.
your friends. Wealthy families, scholars, and
government officials, to name a few, might be
interested in hearing about your homeland and Nearly Invisible
people.
You have learned how to effortlessly blend into
the scenery around you and can pose as a
Internship low-level employee or maintenance worker with
You have spent time in a paid or unpaid ease. People tend to ignore you and seem to do
internship at a magical organization or business. things in front of you that they would normally
only do when they are alone.
Whenever you return there, you can expect to
find work in exchange for food and lodging. You
are able to meet potential patrons, allies, or
hirelings at your place of internship, and you can
Position of Privilege
often gain access to powerful political figures As a pureblood, you are afforded certain
through your work connections, provided you privileges. Even if you are not a pureblood, you
remain in good standing with your business or are welcome in pureblood circles because of your
organization. school or house, and the aristocracy treats you as a
You can choose a place of internship or roll on member of the same social sphere. Common
the table below. Some places will employ many witches and wizards often assume you are wealthy
interns, such as the Ministry of Magic, while because of your bearing, even if you are not, and
others, such as Ollivander's will likely only have will make every effort to accommodate you and
one intern at a time, if that. avoid your displeasure. You can secure an
audience with a prominent Ministry official or
d20 Place of Internship powerful family if you need to.
1 The Romanian Dragon Reservation
2 Gringotts Wizarding Bank Researcher
3 Honeydukes When you do not know a piece of information or
4 The Ministry of Magic lore that you seek, you often know where and
from whom you can obtain it. You are respected
5 The Magical Menagerie
as a fellow scholar and can often gain access to the
6 The Three Broomsticks
private collections of learned witches and wizards.
7 The Daily Prophet You have proven yourself trustworthy at your
8 Saint Mungo's Hospital for Magical Maladies school and may be allowed access to the restricted
and Injuries section of the library, though you still aren’t
9 Quality Quidditch Supplies permitted to take book from that section.
10 Slug and Jiggers Apothecary
16
Hogwarts Suggested Characteristics
d8 Personality Trait
You are a student or alumnus of Hogwarts School
1 When I set my mind to something, I follow
of Witchcraft and Wizardry. Located in the moors
through no matter what gets in my way.
of Scotland, the huge, rambling, scary-looking
castle has a jumble of towers and battlements that 2 I’m confident in my abilities and do what I
can to instill confidence in others.
would collapse if they weren't supported by magic.
It's surrounded by extensive grounds with sloping 3 The best way to get me to do something is to
lawns, flowerbeds and vegetable patches, a loch, a tell me I can’t do it.
large forest, several greenhouses and other 4 I get bored easily. When am I going to get on
outbuildings, and a full-size Quidditch pitch. with my destiny?
It's charmed so that muggles who approach see 5 I have a joke for every occasion, especially
only ruins and several warnings of danger, and occasions where humor is inappropriate.
immediately think of another place they need to 6 I can stare down a hellhound without
be right away. Because of the high levels of magic, flinching.
computers, radar, and electricity go haywire 7 I face problems head-on. A simple, direct
around the castle unless properly warded. solution is the best path to success.
Students from the wider British Isles are
8 My friends know they can rely on me no
admitted, the names of every magical child born matter what.
automatically recorded into a large parchment
book. Muggleborns are informed of their magical
abilities whenever they begin showing signs of d6 Ideal
magic, or when they turn eleven, whichever 1 Fairness. No one should get preferential
comes first, visited by a member of the Hogwarts treatment before the rules, and no one is
staff who explains to the parents or guardians above the rules. (Lawful)
about magical society. 2 Freedom. Bullies, even those in authority,
must not be allowed to terrorize. (Chaotic)
3 Might. If I become strong, I can take what I
Gryffindor want — what I deserve. (Evil)
4 Independence. I am a free spirit — no one
tells me what to do. (Chaotic)
You were sorted into the house of Godric
5 Friendship. Material goods come and go.
Gryffindor, known for courage, valor, bravery, Bonds of friendship last forever. (Good)
and loyalty. Associated with fire and the colors
6 Destiny. Nothing and no one can keep me
red and gold, its insignia is a lion and its students
from my higher calling. (Any)
are known for being noble and bold, if a bit
reckless and foolhardy. Occupying one of
Hogwarts’ four towers, the dormitories are warm d6 Bond
and rich, with a common room often filled with 1 I protect those who cannot protect
students laughing and playing games. themselves.
2 I wish the person I love would love me back.
Skill Proficiencies: Athletics, Intimidation 3 I idolize a hero of old and measure my deeds
Tool Proficiencies: One type of gaming set, one again that person.
type of artisan’s tools or a broomstick
4 I will do anything to prove myself superior to
Equipment: Gryffindor robes, common robes, a
my hated rival.
partial map of Hogwarts and the grounds, a
5 I would do anything for my friends.
gaming set, a lucky charm such as a rabbit foot or
a small stone, a wand, a pet (owl, rat, toad, or cat), 6 Someone got hurt because of my reckless
10 sheets of parchment, a bottle of black ink, a
actions. That will never happen again.
quill, and a pouch containing 15 galleons
d6 Flaw
Suggested Features 1 I am blind to my shortcomings and risk of
failure.
d6 Feature 2 I have a weakness for gambling and strong
1-2 Explorer drink.
3-4 Internship 3 I have trouble trusting in my allies.
5-6 Rustic Hospital 4 I have trouble keeping my true feelings
17
hidden. My sharp tongue lands me in
trouble. d6 Ideal
5 Despite my best efforts, I am unreliable to my 1 Tradition. The traditions of my house must
friends. be preserved and upheld. (Lawful)
6 I can’t resist a pretty face. 2 Ambition. I will do whatever it takes to
become rich and powerful. (Evil)
3 People. I’m loyal to my friends, not to any
Slytherin ideals, and everyone else can get devoured by
fiendfyre for all I care. (Neutral)
4 Adaptability. Life is in constant change, and
You were sorted into the house of Salazar
we must change with it to succeed. (Chaotic)
Slytherin, known for ambition, resourcefulness,
cunning, and self-preservation. Associated with
5 Obligation. I have a responsibility to protect
and care for those who cannot protect
water and the colors green and silver, its insignia is
themselves. (Good)
a snake and its students are known for being
cunning and confident, if a bit cold and 6 Fraternity. My school, house, or family are
manipulative. Located in the dungeons of
all that matter. (Any)
Hogwarts, the dormitories are grand and cold,
with a common room often filled with students d6 Bond
conversing quietly and watching the underwater 1 I will someday get revenge on an enemy that
wildlife through the windows to the Great Lake. once humiliated me.
2 I will become the greatest wizard that ever
Skill Proficiencies: Deception, Persuasion lived.
Tool Proficiencies: A forgery kit or calligrapher's
3 My studies into the dark arts gave me insight
tools or a broom
into a great evil that only I can destroy.
Languages: One of your choice
4 I want to be famous, whatever it takes.
Equipment: Slytherin robes, fine robes, a forgery
kit or calligrapher's tools, a wand, a pet (owl, rat, 5 I’m loyal to my mentor first, everyone else
toad, or cat), 10 sheets of parchment, a bottle of second.
black ink, a quill, and a purse containing 25 6 Hogwarts is my home, and I’ll fight to defend
galleons it.
18
d6 Bond
Skill Proficiencies: Nature, Insight
1 Everything I do is for the good of my
Tool Proficiencies: Herbalism kit, one type of community.
musical instrument or a broomstick
2 I was once bullied and now I will stop any
Equipment: Hufflepuff robes, common robes, an
bully I see.
herbalism kit, a small potted plant that was given
3 I owe my mentor a great debt for forging me
to you after you were sorted, a wand, a pet (owl,
into the person I am today.
rat, toad, or cat), 10 sheets of parchment, a bottle
of black ink, a quill, and a pouch containing 15 4 Nothing is more important than the other
galleons members of my house.
5 I will face any challenge to prove I’m just as
good as my peers.
Suggested Features 6 A friend stuck close to me in a time of need.
d6 Feature To this day, I will never leave a friend behind.
1-2 Internship
3-4 Rustic Hospitality d6 Flaw
5-6 Well Liked 1 I judge others harshly, and myself even more
severely.
2 I put too much trust in people.
Suggested Characteristics 3 Once I pick a goal, I become obsessed with it
d8 Personality Trait to the detriment of everything else in my life.
1 I judge people by their actions, not their 4 I am too enamored of ale, wine, and other
words. intoxicants.
2 If someone is in trouble, I’m always ready to 5 A dangerous creature I once faced still leaves
help. me quivering with fear.
3 I have a strong sense of fair play and always 6 I’d rather eat my armor than admit when I’m
try to find the most equitable solution to wrong.
arguments.
4 Nobody stays angry at me or around me for
long since I can defuse any amount of Ravenclaw
tension.
5 I can find common ground between the You were sorted into the house of Rowena
fiercest enemies, empathizing with them and
Ravenclaw, known for intelligence, wit, creativity,
always working toward peace.
and curiosity. Associated with air and the colors
6 I feel more comfortable around plants and bronze and blue, its insignia is an eagle and its
animals than people. students are known for being smart and inventive,
7 I watch over my friends as if they were a litter if a bit odd and absent-minded. Occupying one of
of newborn pups. Hogwarts’ four towers, the dormitories are breezy
8 I work hard so that I can play hard when the and open, with a common room often filled with
work is done. students studying and working on odd inventions.
d6 Ideal Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Tinker’s tools, one type of
1 Charity. I always try to help those in need,
gaming set or a broom
no matter what the personal cost. (Good)
Equipment: Ravenclaw robes, common robes, a
2 Change. We must bring about the change we
bag stuffed full of notes from your studies, a
wish to see in the world. (Chaotic)
gaming set or tinker’s tools, a small mechanical
3 Hope. I have faith that if I work hard, thing device of your own invention (such as a clockwork
will go well. (Lawful) toy, firestarter, or music box) or a muggle device
4 Redemption. There’s a spark of good in you’ve rigged to work at Hogwarts (such as a
everyone. (Good) record player, old fashioned projector, or
5 People. I like making smiles appear on walkman), a wand, a pet (owl, rat, toad, or cat), 10
people’s faces. That’s all that matters. sheets of parchment, a bottle of black ink, a quill,
(Neutral) and a pouch containing 15 galleons
6 Aspiration. I’m determined to make
something of myself. (Any)
19
Suggested Features 5 Someone stole my invention and someday I’ll
get it back.
d6 Feature 6 I would die to recover an ancient artifact,
1-2 Discovery spell, or formula that was lost long ago.
3-4 Internship
5-6 Researcher d6 Flaw
1 I’m convinced that no one could ever
outsmart me the way I outsmart others.
Suggested Characteristics
2 I am easily distracted by the promise of
d8 Personality Trait information.
1 I’ve read every book in the library — or I like 3 I’ll do anything to get my hands on something
to boast that I have. rare or priceless.
2 I’m used to helping those who aren’t as smart 4 I let my need to win arguments overshadow
as I am, and I patiently explain anything and friendships and harmony.
everything to others. 5 I overlook obvious solutions in favor of
3 I always want to know how things work and complicated ones.
what makes people tick. 6 Most people scream and run when they see a
4 I’m working on a grand philosophical theory dangerous creature. I stop and take notes on
and love sharing my ideas. its anatomy.
5 I believe that anything worth doing is worth
doing right. I can’t help it — I’m a
perfectionist. Durmstrang
6 There’s nothing I like more than a good
mystery. You are a student or alumnus of Durmstrang, a
7 I love giving advice, even when people don't very small and very exclusive wizarding school
want it. with a reputation for teaching martial magic and
8 I often get lost in my own thoughts and the dark arts. While it is true Durmstrang does
contemplation, becoming oblivious to my teach dark magic within its walls, its students are
surroundings. far from irresponsible. Located at the bottom of a
lake deep in the northernmost regions of Norway,
d6 Ideal the school has taught students from as far afield as
Bulgaria. Rarely does the school accept
1 Knowledge. The path to power and
self-improvement is through knowledge. muggleborns, as they are viewed as a threat to
(Neutral) wizarding security, though blood purity is
considered secondary to personal skill. Disdaining
2 Logic. Emotions must not cloud our logical
a system of houses, all Durmstrang students board
thinking. (Lawful)
together and take classes together, and all are
3 Power. Knowledge is the path to power and
expected to uphold the same code of honor.
domination. (Evil)
4 Creativity. I never work on the same project Skill Proficiencies: Intimidation, Athletics
twice. (Chaotic) Weapon Proficiencies: Quarterstaff
5 Generosity. My talents have been given to Languages: German and one Slavic language of
me so I can use them to benefit the world. your choice
(Good) Equipment: Durmstrang uniform, winter clothes,
6 Self-improvement. The goal of a life of a warm winter cloak, a quarterstaff, a falcon, 10
study is the betterment of oneself. (Any) sheets of parchment, a bottle of black ink, a quill,
and a pouch containing 15 galleons
d6 Bond
1 I possess knowledge that must not fall into Suggested Features
the wrong hands.
d6 Feature
2 I’ve been searching my whole life for the
answer to a certain question. 1-2 Criminal Contact
3 I seek to preserve a spell scroll or ancient 3-4 Foreign Interest
tome that my enemies consider dangerous 5-6 Position of Privilege
and seek to destroy.
4 I suffer visions of a coming disaster and will
do anything to prevent it.
20
Suggested Characteristics 2 I don't take kindly to the actions and
motivations of those different from me.
d8 Personality Trait 3 I secretly (or not so secretly) think things
1 I don't like attention and I don't care for the would be better if I was in charge.
company of those who are easily excited. 4 I expect everyone to adhere to my code of
2 I am calm and collected no matter what the conduct.
situation. 5 I only keep others around so long as I feel
3 I always have a plan for every contingency. they are benefiting me.
4 I don't like being just like everyone else and I 6 I do not respect anyone who can't take care
strive to come up with my own methods and of themselves.
ideas.
5 I enjoy being a leader and will always do what
I believe is right and socially acceptable. Koldovstoretz
6 I view challenges and obstacles as great
opportunities to push myself. You are a student or alumnus of Koldovstoretz,
7 I do not like beating around the bush. If I ask the Russian wizarding school charmed to float on
a direct question, I expect a direct answer. the surface of Lake Baikal. Students are sorted
8 If I want to do something, I don't wait for into one of three houses based on their aptitude
anyone to join me. and how best they are expected to serve their
country in the future.
d6 Ideal
Zemlya
1 Honor. I will keep myself and my classmates
accountable for upholding the reputation of
our school. (Lawful)
2 Strength. A strong mind and a strong body You were sorted in the house of warriors and
can achieve anything. (Any)
leaders, those who learn to develop a strong body
3 Knowledge. The path to victory is paved with and a commanding presence. At best, they are
information and mastery. (Any) strong and intelligent, inspiring both loyalty and
4 People. We are all stronger when we work respect in their followers. At worst, they are all
together as one. (Neutral) brawn and no brains, easily controlled and used as
5 Diligence. I will work hard to accomplish my puppet figureheads.
goals. I will never give up. (Neutral)
6 Domination. I will become powerful enough Skill Proficiencies: Intimidation, Athletics
to shape the world in whatever way I see fit. Tool Proficiencies: One gaming set, artisan's
(Evil) tools, or musical instrument of your choice
Languages: Russian
d6 Bond Equipment: Zemlya school uniform, winter
robes, a self-heating scarf, ice skates, one pet (a
1 I am one of the only muggleborns at
magpie, a cat, a small dog, or a sable), 10 sheets of
Durmstrang, and I had to swear to keep
parchment, a bottle of black ink, a quill, a pouch
magic a secret even from my immediate
family. containing 15 galleons
2 My staff is highly attuned to me and my
magic. I never let anyone else hold it and I Suggested Features
never let it out of my sight.
d6 Feature
3 I have an ancestor who was a dark wizard
responsible for many atrocities. I'm trying to 1-2 Explorer
redeem my family name. 3-4 Foreign Interest
4 I have a younger sibling at home that I miss 5-6 Position of Privilege
dearly.
5 I am in love with a muggle; no one must
know.
Suggested Characteristics
6 I did something deeply dishonorable and I d8 Personality Trait
fear what will happen if I am found out. 1 I work hard and I play hard and I expect my
companions to do the same.
d6 Flaw 2 Those in leadership should have to earn their
1 I am obsessed with dark magic and blind to authority through hard work.
the risks it poses. 3 I prefer to do things the way I've always done
21
them, and I don't like change. 5 I believe displays of emotion are a sign of
4 I don't like sitting still and will take charge if weakness.
no one else does. 6 I am impatient with people who stop to think
5 I love a good challenge. There's nothing I things through.
can't achieve with enough time and
resources.
6 I don't care how others see me; the results of
my actions are all that matters.
Nebo
7 It confuses me when people don't enjoy
You were sorted into Nebo because you displayed
confrontation the way I do.
a talent for stealth and deception. Known for
8 I am confident in my abilities and do what I
producing capable spies and intelligencers,
can to instill that same confidence in others.
students of House Nebo take special classes in
code-breaking, infiltration, and
d6 Ideal information-gathering, and generally show an
1 Responsibility. I respect the laws and aptitude for mechanics and electronics.
traditions that have been handed down to
me, and am exceptionally loyal to my duty. Skill Proficiencies: Stealth, Deception
(Lawful) Tool Proficiencies: A disguise kit or one artisan's
2 Individuality. I want to do things in a way no tools of your choice
one has ever done before. (Chaotic) Languages: Russian
3 People. I like being around people and Equipment: Nebo school uniform, winter robes, a
hearing them say they like and value me. self-heating scarf, ice skates, one pet (a magpie, a
(Neutral) cat, a small dog, or a sable), 10 sheets of
4 Determination. I never give up, pushing parchment, a bottle of black ink, a quill, a pouch
through to my goals with sheer willpower. containing 15 galleons
(Any)
5 Self-improvement. I will seize any Suggested Features
opportunity to improve myself. (Any)
d6 Feature
6 Aspiration. I will do anything it takes to gain
power. (Evil) 1-2 Criminal Contact
3-4 Foreign Interest
d6 Bond 5-6 Nearly Invisible
1 Everything I do is to provide a secure future
for my family. Suggested Characteristics
2 I will prove that I am better than my hated
rival. d8 Personality Trait
3 I follow my mentor's instructions even if I 1 When observing the world, I am always
don't understand them; they are the reason I questioning why things happen the way they
have been so successful. do.
4 I secretly carry with me a sentimental gift 2 I value efficiency and have very high
from someone I love. standards, which I apply to myself most
strongly.
5 I idolize a hero of old and base my actions on
what I think they would do. 3 I am a good listener. People tend to feel very
comfortable around me.
6 I have seen the damage corruption can do
and will call out corrupt individuals wherever 4 I see everything in terms of how it can be
I see them. improved, or what it could be turned into.
5 I enjoy appearing secretive and mysterious to
others.
d6 Flaw
6 I will test whether a person deserves my trust
1 I am often forceful and overbearing,
before sharing any private information.
especially if I am pushed.
7 I constantly gather facts about the
2 I am not good at controlling my emotions,
environment and store them away for later.
and my temper often gets the best of me.
8 Flattery is my preferred trick for getting what
3 I am dominant, relentless, and unforgiving
I want.
when I want to win an argument.
4 I am good at pointing out the weaknesses of
others, invariably offending others.
22
d6 Ideal their art and performances.
1 Competence. Knowledge and skill are
necessary to defend oneself from threats. Skill Proficiencies: Performance, Perception
(Neutral) Tool Proficiencies: One gaming set, artisan's
tools, or musical instrument of your choice
2 Improvement. My purpose is to make the
world a better place. (Good) Languages: Russian
Equipment: Voda school uniform, winter robes, a
3 Autonomy. The rules shouldn't apply to me,
self-heating scarf, ice skates, one pet (a magpie, a
of social conduct or otherwise. (Chaotic)
cat, a small dog, or a sable), 10 sheets of
4 Individuality. There is nothing worse than parchment, a bottle of black ink, a quill, a pouch
being just like everyone else. (Any)
containing 15 galleons
5 Honesty. Dependability and impeccable
personal integrity are the highest virtues.
(Neutral) Suggested Features
6 Order. Unclear guidelines and people who d6 Feature
break established rules disrupt efficiency and
1-2 By Popular Demand
must not be tolerated. (Lawful)
3-4 Foreign Interest
5-6 Well Liked
d6 Bond
1 I know a secret about someone that they
don't want to get out, and I'm blackmailing Suggested Characteristics
them with it.
d8 Personality Trait
2 I owe my life to the professor who took me in
when my parents died. 1 If there is discord or tension, I do my best to
restore harmony and stability.
3 I will do anything to protect my friend who
has a terrible secret. 2 I love listening to people talk about
themselves and always remember little
4 I broke the heart of the person I still love
details about others.
because I believe my lifestyle is too
dangerous for them. 3 I don't care about politics or philosophy; I am
more interested in gossip, fashion, and
5 Something important was taken from me, and
beauty.
I aim to steal it back.
4 I believe the world is full of hidden meanings
6 I would do anything for the other members of
and possibilities.
my house.
5 I don't always understand what's going on,
but I trust my feelings and gut instincts.
d6 Flaw 6 I prefer to rely on luck or opportunity over
1 I hold little value for decisions made on planning, and will just ask people for help if I
personal subjectivity or feelings. need it.
2 I don't like giving instructions or explaining 7 I love being the center of attention.
concepts; others should be as intelligent as I 8 I love my art more than anything and will talk
am. at length about it.
3 I enjoy telling small lies to see if I can get
away with it.
d6 Ideal
4 I'm too ambitious for my own good. I can't
resist taking a risk if there's a reward 1 Joy. It is my responsibility to boost the
involved. morale of those who are struggling. (Good)
5 I'll run and preserve my own hide if the going 2 Altruism. It is each person's job to do what
gets tough. they must to make the world a better place.
(Good)
6 I am suspicious of everyone, even my closest
friends and family. 3 Honesty. The key to friendship and love is
being true to each other. (Any)
4 Harmony. It is better to live and let live,
Voda minimizing conflict with others. (Neutral)
5 Passion. The only things worth doing are
things that speak to the hearts of others.
You were sorted into the house of artists, (Chaos)
cultivating wizards of considerable talent in ballet
6 Tradition. The stories, legends, and songs of
and music. Though they are the least respected of the past must never be forgotten, lest we
the three houses, they are nevertheless admired forget who we are. (Lawful)
for their ability to keep others in good spirits with
23
performing arts, or visual arts. Older and younger
students dorm together so that the older students
d6 Bond
can help the younger students develop their talent.
1 My parents disapprove of my house but I am
still trying to make them proud.
Skill Proficiencies: Performance, Acrobatics
2 I am in love with someone I shouldn't be, and Tool Proficiencies: One type of musical
I don't know how long I can keep it a secret. instrument or artisan's tools
3 My mentor gave me a journal full of notes Languages: French and one other language of
about ballet. It would devastate me to lose it. your choice
4 I have a friendly rival. Only one of us can be Equipment: Beauxbatons robes, fine robes, a
the best and I aim to prove it's me. wand, one pet (a cat, a dog, a tropical bird, or a
5 I hope to bring prestige to my family or chinchilla), a musical instrument or artisan's tools,
school. 10 sheets of parchment, a bottle of black ink, a
6 I seek to prove myself worthy of joining the quill, and a pouch containing 15 galleons
Mariinsky Ballet.
Suggested Features
d6 Flaw
d6 Feature
1 I am sensitive to conflict and can develop
1-2 By Popular Demand
physical issues when stressed.
3-4 Foreign Interest
2 I put too much trust in authority figures and
believe what they say is the absolute truth. 5-6 Well Liked
3 My self-worth is very tied up in what people
think of me; I get depressed if I don't feel
appreciated.
Suggested Characteristics
4 I have very high standards for myself and d8 Personality Trait
have a hard time giving myself any credit for 1 I collect gossip and spread rumours wherever
what I do when I know I could have done I go.
better. 2 I do not feel comfortable if I am away from
5 I am private and sensitive, and internalize my my group of friends.
feelings, often leading to stress and 3 I have terrible stage fright. Imagining people
frustration. naked does not help.
6 I have a hard time dealing with change; I like 4 I enjoy when people approach me for advice
tradition and stability. or help.
5 I want to live my life to the fullest, embracing
24
d6 Bond sheets of parchment, a bottle of black ink, a quill,
and a pouch containing 5 galleons
1 I idolize a famous artist and measure my art
against that person.
25
and wisdom. Losing it would devastate me. 2 I’ve enjoyed fine food, drink, and high society
5 There is a deeply magical bond between raised in the wizarding aristocracy. Rough
myself and my pet, and nothing is more living grates on me.
important to me than it. 3 My eloquent flattery makes everyone I talk to
6 I must become strong enough to lead my feel like the most important and wonderful
people one day. person in the world.
4 I don’t like to get my hands dirty, and I won’t
be caught dead in unsuitable
d6 Flaw
accommodations.
1 I think highly of myself, and have an
5 No one could doubt by looking at my regal
exaggerated sense of self-importance.
bearing that I am a cut above the unwashed
2 Years of seeing innocent people suffer have masses.
left me hardened and pessimistic.
6 I take great pains to always look my best and
3 I am overly protective of nature, sometimes follow the latest fashions.
to the detriment of my companions and
7 Despite my blood status, I do not place
myself.
myself above other wizards. We all have the
4 I'm never satisfied with what I have; I always same magic.
want more.
8 I’m always polite and respectful.
5 I'm used to high living and get very grumpy if
I do not have a constant supply of find food
and drink. d6 Ideal
6 If someone questions my courage, I will do 1 Responsibility. It is my duty to respect the
anything to prove them wrong. authority of those above me, just as those
below me must respect mine. (Lawful)
2 Power. If I can attain more power, no one
Pureblood Aristocrat will tell me what to do. (Evil)
3 Family. Blood runs thicker than water. (Any)
4 Independence. I must prove that I can
Your family can trace their lineage back to ancient handle myself without the coddling of my
witches and wizards, with no muggle heritage in family. (Chaotic)
your bloodline (or so they claim). Most pureblood 5 Respect. Respect is due to me because of my
families have accumulated a great amount of position, but all people regardless of station
wealth over the years, though some have deserve to be treated with dignity. (Good)
squandered their fortunes and now live on 6 Aspiration. I’m determined to make
reputation alone. something of myself. (Any)
Skill Proficiencies: History, Performance
Tool Proficiencies: One type of musical d6 Bond
instrument or a broom 1 It is my duty to marry and have children to
Languages: Latin carry on my family’s name.
Equipment: Fine wizard robes, a signet ring with 2 Nothing is more important than the other
your family’s crest or a family heirloom, a musical members of my family.
instrument or a racing broom, a wand, an owl, 10 3 I will face any challenge to win the approval
sheets of parchment, a bottle of black ink, a quill, a of my family.
purse containing 25 galleons 4 My family’s alliance with another family must
be sustained at all costs.
Suggested Features 5 I am in love with a member of another family
that my family despises.
d6 Feature
6 I owe everything to my mentor — a horrible
1-2 Criminal Contact person who’s now rotting in Azkaban.
3-4 Internship
5-6 Position of Privilege d6 Flaw
1 I secretly believe that everyone is beneath
Suggested Characteristics me.
2 I hide a truly scandalous secret that could
d8 Personality Trait ruin my family forever.
1 I am tolerant (or intolerant) of other houses 3 I too often hear veiled insults and threats in
and blood statuses and respect (or condemn) every word addressed to me, and I’m quick to
relationships with them.
26
anger. 2 Sincerity. There’s no good in pretending to
4 I have an insatiable desire for carnal be something I’m not. (Neutral)
pleasures. 3 Respect. People deserve to be treated with
5 In fact, the world does revolve around me. dignity and respect. (Good)
6 By my words and actions, I often bring shame 4 Community. We have to take care of each
to my family. other, because no one else is going to do it.
(Lawful)
5 Free Thinking. Inquiry and curiosity are the
Blood Traitor pillars of progress. (Chaotic)
6 Aspiration. I’m going to chart my own
destiny. (Any)
Though your family is technically pureblooded,
they are considered blood traitors, not welcome in
d6 Bond
high society, and likely have lost their wealth
shortly after losing their social status. 1 No one should have to endure the hardships
Alternatively, you may be the sole blood traitor I’ve been through.
in your pureblooded family, disowned and cut off 2 I owe my survival to someone who took me in
from your previous position of privilege. when I was disowned.
3 I left someone I loved behind when I left my
Skill Proficiencies: History, Performance family.
Tool Proficiencies: One type of musical 4 I’m the true heir to a pureblood fortune, and
instrument or a broom one day I’ll reclaim my lands and wealth from
Languages: One of your choice the those who would keep them from me.
Equipment: Common wizard robes or muggle 5 I was disowned because I fell in love with
clothes, a musical instrument or a racing broom, someone I shouldn’t have.
one minor magical trinket worth 10 galleons, 10 6 Those who fight beside me are those worth
sheets of parchment, a bottle of black ink, a quill, dying for.
and a pouch containing 5 galleons
d6 Flaw
Suggested Features 1 I once humiliated a powerful member of a
d6 Feature pureblooded family who still wants revenge.
It was a mistake that I will likely repeat.
1-2 Explorer
2 The people who knew me when I was young
3-4 Internship
know a shameful secret about me.
5-6 Rustic Hospitality
3 No one must ever know that I stole money
from a wealthy family.
Suggested Characteristics 4 There’s no room for caution in a life lived to
the fullest.
d8 Personality Trait
5 I speak without really thinking though my
1 The best way to get me to do something is to words, invariably insulting others.
tell me I can’t do it.
6 I can’t keep a secret to save my life, or anyone
2 I actively go against aristocratic etiquette to else’s.
spite blood purists.
3 I’ve lost too many friends, and I’m slow to
make new ones. Halfblood
4 I’m haunted by my old life and family. I can’t
get them out of my head.
The largest category of witches and wizards,
5 Nothing can shake my optimistic attitude. halfbloods know plenty about the wizarding
6 I feel tremendous empathy for all who suffer. world, with the exception of those rare few who
7 I act cool and aloof to disguise my inner were orphaned or raised as muggles. Some
doubt and loneliness. halfblood families have been accepted into
8 I'm nothing like aristocratic purebloods and pureblooded aristocratic society, but they are
am usually the first to insult them. never considered equals. The majority of
halfbloods don't care about blood status but tend
to be prejudiced against other races, muggles, and
d6 Ideal
squibs.
1 Independence. I’m a free spirit — no one
tells me what to do. (Chaotic) Skill Proficiencies: History, one of your choice
27
Tool Proficiencies: One type of artisan’s tools, 6 I love someone and I will do everything I can
one type of gaming set to make them love me back.
Equipment: Common wizard robes, one type of
artisan’s tools or gaming set, one minor magical
d6 Flaw
trinket worth 10 galleons, 10 sheets of parchment,
a bottle of black ink, a quill, and a pouch 1 I am inflexible in my thinking.
containing 5 galleons 2 Once I start eating, it’s hard for me to stop.
3 I am dogmatic in my thoughts and
philosophy.
Suggested Features
4 I like keeping secrets and won’t share them
d6 Feature with anyone.
1-2 Internship 5 I can’t help but pocket loose coins and other
3-4 Position of Privilege trinkets I come across.
5-6 Rustic Hospitality 6 I have little respect for anyone who isn’t a
proven duelist.
Suggested Characteristics
d8 Personality Trait
Muggleborn
1 I know a story relevant to almost every
situation. You come from a family of muggles, with no
2 I love a good insult, even one directed at me. knowledge of the magical world before your
eleventh birthday. Your mannerisms, figures of
3 I change my mood and my mind quickly.
speech, and clothing all mark you as muggleborn,
4 I’m driven by wanderlust and a love to travel. and you had to work twice as hard to learn what
5 I’m willing to listen to every side of an halfbloods and purebloods have been taught from
argument before I make my own judgment. birth. Despite a sharp learning curve, you have a
6 I stretch the truth for the sake of a good strong advantage when it comes to understanding
story. muggle sciences and cultures, and certainly don't
7 I bluntly say what other people are hinting at take magic for granted like some of your peers.
or hiding.
8 I like to talk at length about my hobbies. Skill Proficiencies: Science, one of your choice
Tool Proficiencies: Vehicles (land) and one type
of muggle device
d6 Ideal
Equipment: Muggle clothes, a few muggle books
1 Aspiration. I work to one day be the best at or magazines, a muggle trinket that non-muggles
my profession. (Neutral) find fascinating or intriguing, a muggle device
2 History. The knowledge of the past must worth 10 galleons, 10 sheets of parchment, a bottle
never be forgotten, for they teach us who we of black ink, a quill, and a pouch containing 5
are. (Lawful) galleons
3 Greed. I’m only in it for the money. (Evil)
4 Greater Good. My gifts are meant to be
shared with all, not used for my own benefit.
Suggested Features
(Good) d6 Feature
5 Live and Let Live. Meddling in the affairs of 1-2 Explorer
others only causes trouble. (Neutral) 3-4 Foreign Interest
6 No Limits. Nothing should fetter the infinite 5-6 Muggle Expert
possibility inherent in all existence. (Chaotic)
d6 Bond Suggested Characteristics
1 A powerful person hurt someone I care d8 Personality Trait
about. Someday soon, I’ll have my revenge. 1 I often use muggle words or phrases that
2 I want to be famous, whatever it takes. those around me don’t understand.
3 The location of my favorite class is the most 2 I idolize a famous muggle and constantly
important place in the world to me. refer to their deeds and example.
4 My friends are the most important thing in 3 I like to talk at length about the muggle world.
my life. 4 I take great pains to try to blend into the
5 I have a family, but I have no idea where they wizarding world.
are. One day, I hope to find them. 5 I place no stock in wealthy or well-mannered
28
folk, and I sometimes go out of my way to
bother blood purists.
6 I love visiting new places and making new
friends over a flagon of butterbeer.
Squib
7 I'm thirsty for knowledge about magic and in
A person born to one or more magical persons
constant awe of the wonders around me.
without magic is known as a squib, or
8 Magic doesn't impress me.
wizard-born. Looked down upon by wizards,
especially purebloods, squibs are often treated
d6 Ideal with pity and disdain, and usually leave the
1 Open. I have much to learn about wizarding wizarding world completely when they come of
society from the kind people I meet along my age. Most squibs are born to purebloods, and
way. (Good) historically many were hidden from view or sent
2 Reserved. The wizarding world is foreign to to a muggle orphanage when it became clear they
me, and I am cautious in my dealings. wouldn't develop magical abilities.
(Lawful) Despite not having magic themselves, squibs are
3 Adventure. Everything about magic is immune to spells that target only muggles, can see
strange and wonderful! (Chaotic) things that muggles cannot, and can activate and
use magic items, including potions.
4 Cunning. Though I may not fully understand
the wizarding world, neither do they know the
muggle world, which can be to my advantage. Skill Proficiencies: Insight, Deception
(Evil) Tool Proficiencies: One type of gaming set, a
musical instrument or vehicles (land)
5 Inquisitive. Everything is new, but I have a
thirst to learn. (Neutral) Equipment: Muggle clothing or wizarding robes,
a gaming set, a minor magical trinket worth 10
6 Aspiration. I’m going to prove that I’m
galleons, 10 sheets of parchment, a bottle of black
worthy of my magic. (Any)
ink, a quill, and a pouch containing 5 galleons
d6 Bond
1 I’m fascinated by the beauty and wonder of
Suggested Features
magic. d6 Feature
2 I didn’t want to leave my family, and I can’t 1-2 Criminal Contact
wait to return to them. 3-4 Nearly Invisible
3 I owe everything to my mentor who helped 5-6 Rustic Hospitality
me adapt to the wizarding world.
4 My muggle possessions are symbols of my
past life, and I carry them so that I will never Suggested Characteristics
forget where I came from.
d8 Personality Trait
5 I wish my muggle friend had been able to
1 I like to read, write, and memorize poetry. It
come to Hogwarts with me.
keeps me calm and brings me fleeting
6 I escaped a terrible life by coming to moments of happiness.
Hogwarts, and I’m never going back.
2 I refuse to become a victim, and I will not
allow others to be victimized.
d6 Flaw 3 I may not have magic, but I can still live my
1 I am secretly (or not so secretly) convinced of life to the fullest, embracing each new
the superiority of muggle culture over that of opportunity.
wizarding culture. 4 My differences have made me appreciate that
2 I am suspicious of purebloods and expect the everyone is unique and special in their own
worst of them. way.
3 I still have much to learn about the wizarding 5 I am horribly, horribly awkward in social
world, and my ignorance and thirst for situations.
knowledge makes me gullible. 6 I've spent so long being hidden from the
4 I’m never satisfied with what I have — I world as an embarrassment that I have little
always want more. practical experience dealing with people in
5 I am too enamored of magical drinks, the outside world.
potions, and other stimulants and intoxicants. 7 I idolize a muggle hero; if they didn't have
6 I can’t resist swindling people who are more magic, maybe I'll be okay too.
powerful than me. 8 I bluntly say what other people are hinting at
29
or hiding. a witch or wizard, or important members of the
muggle government, such as the British Prime
Minister. In some places of the world, usually
d6 Ideal
remote, tribes live as a mix of muggle and magical,
1 Resilience. If I can survive this, I can survive though they still keep their knowledge a secret
anything. (Any) from outsiders.
2 Leadership. The best teams are made up of Unable to use magic items or even see much
those that society has discarded. (Any) magic phenomena, when muggles do catch a
3 Strength. I can use my body and mind to glimpse of magic, they typically either assume
fight monsters; I don't need magic. (Good) their eyes have played tricks on them or are
4 Independence. When in trouble, the only promptly obliviated and relieved of the memory.
person I can rely on is myself. (Chaotic) Those muggles who do know about the magical
5 Compassion. I have suffered because of who world rarely have reason to interact with it except
I am, and take pity and compassion on the at the highest levels of government.
suffering of others. (Good) Before the International Statute of Secrecy was
6 Caution. I am withdrawn, and wary of others signed into law in 1689 (and officially established
for fear of drawing unwanted attention. in 1692), wizards and muggles lived side-by-side,
(Neutral) with pureblood families maintaining close ties to
muggle aristocracy and royalty. However, many
witches and wizards were heavily persecuted and
d6 Bond
even hunted, and many had retreated into hiding
1 My torment drove away the person I love. I even before that point.
strive to win back the love I've lost.
2 I am obsessed with learning all I can about Skill Proficiencies: Science, one of your choice
muggle culture. Tool Proficiencies: Vehicles (land) and one type
3 I ache to return to the family I left, but they of muggle device
view my existence as shameful to them. Equipment: Muggle clothing, a few muggle books
4 My lack of magic haunts me. Only after a full or magazines, a muggle trinket that non-muggles
day of hard labor can I get a good night's find fascinating or intriguing, a muggle device
sleep. worth 10 galleons, a notebook, a pen, and a pouch
5 I had a friend who accepted me as I am. To containing the muggle equivalent of 5 galleons
this day I will never leave a friend behind.
6 I will find a cure for all squibs no matter what Learning About Magic
it takes.
You know about the magical world and have cause
to interact with it fairly frequently. Choose from
d6 Flaw the list below or roll to determine how you
1 I assume the worst of people. learned about the wizarding world.
2 I have an addiction.
3 I disdain all magic and hate when it is used d8 Magical Experience
around me. 1 I once saw a dragon fly over the city.
4 My lack of magic has made me bitter, but I Everyone else was rounded up and had their
refuse to leave the wizarding world. memories wiped, but I managed to escape
5 Unfamiliar people and surroundings put me notice and slip away.
on edge. 2 I have a sibling who is a muggleborn.
6 I'm a bully; others will suffer as I have. 3 I was attacked by a magical creature and
someone with magic saved me. They should
have obliviated me, but I swore to secrecy
Muggle and we became friends instead.
4 I have a child who is magical, and displayed
magic at a very young age, much to my shock.
Born with no magic to non-magical parents, the 5 The day I married my sweetheart, they told
vast majority of muggles grow up and live their me about the wizarding world.
whole lives with no knowledge of the wizarding 6 My best friend has magic. They weren't
world, disbelieving in magic entirely. Sometimes supposed to tell me about it, but we never
called No-Maj, the only muggles aware of magic in keep secrets from each other.
North America and the British Isles are the 7 I am part of an elite government agency that
immediate family members of muggleborns, a often teams up with wizards to accomplish
muggle who has (usually unsuspectingly) married our goals.
30
8 Where I come from, magic is not a secret. I've anything to give my magical spouse the life
always known about it. they want.
3 My best friend told me they have magic and I
owe them everything for opening my eyes to
Suggested Features this new world.
d6 Feature 4 The person I love has magic. I will prove to
1-2 Foreign Interest them that a muggle can be just as much a
hero as a wizard.
3-4 Muggle Expert
5 My cell phone is my life, but it always
5-6 Researcher
malfunctions around magic.
6 I escaped an obliviator who was trying to
Suggested Characteristics erase my memory, and they are still after me.
d8 Personality Trait
d6 Flaw
1 I do not trust magic or wizards. They are
powerful forces that cannot be explained. 1 I am deeply jealous of those who have magic,
and it has made me bitter.
2 I enjoy rambling about muggle things and
seeing the confused looks on wizards' faces. 2 I know magic is meant to be secret, but I have
a very hard time keeping my mouth shut
3 I still jump in surprise any time anyone does
about it.
magic around me.
3 I don't trust the conversion rate from muggle
4 My ideas of what is cool and fashionable are
money to galleons, and always haggle with
very different from wizards', and I often use
wizarding shopkeepers if I think I'm getting a
slang that they don't understand.
bad deal.
5 I'm obsessed with a muggle show and often
4 I have an irrational fear of an animal or race
reference it even when no one knows what
commonly seen in the wizarding world, such
I'm talking about.
as owls, goblins, or house elves.
6 I am one of the few muggles allowed to know
5 I am enamored by the exotic drinks, foods,
about the wizarding world and I take pride in
and races common in the wizarding world.
that.
6 I get extremely angry if anyone even jokes
7 I never really seem to know what exactly is
about using magic on me.
going on, but my friendly and amicable
nature tends to put others at ease.
8 Nothing surprises me anymore. I've seen
stranger. Non-Human
d6 Ideal You are something other than human, something
that most muggles don't even know exists. You
1 Secrecy. It is my responsibility to keep magic
a secret from other muggles, and my may be a half-giant, half-veela, metamorphmagus,
responsibility to keep muggle technology out werewolf, or dhampir, blending in with humans or
of the hands of witless wizards. (Lawful) even pretending to be one. You might be a
centaur, disowned from your people for
2 Power. I will find a way to steal the magic I
lack. (Evil) associating with wizards, or a goblin who is
fighting for the right for goblins to wield wands.
3 Aspiration. I will prove that I am just as
You may be a merperson on a diplomatic mission,
useful as any wizard. (Any)
or a ghost who just wants to recapture the
4 Understanding. I may not be allowed to tell adventures of their youth. You may be a house elf
other muggles about wizards, but I can teach
simply following your master wherever they go,
wizards about muggles in the hopes that one
or a free elf looking to be an inspiration to your
day we can live side by side once more.
people. Whatever your story, your race sets you
(Good)
apart whether you want it to or not.
5 Knowledge. I want to learn all I can about
this new world. (Neutral)
Skill Proficiencies: Insight, Perception
6 Freedom. I will never let any wizard tamper Tool Proficiencies: One type of musical
with my mind again. (Chaotic) instrument or artisan's tools
Languages: One of your choice
d6 Bond Equipment: Clothing in the style of your people,
1 I know that magic is real, no matter what a musical instrument or artisan's tools, a trinket
anyone else says, and I'll prove it. worth 10 galleons, 10 sheets of parchment, a bottle
2 Magic is overwhelming to me, but I will do of black ink, a quill, and a pouch containing 5
31
galleons homeland, I can face any adversity.
6 I owe my survival to them person who took
Suggested Features me in when I was homeless.
d6 Feature
d6 Flaw
1-2 Discovery
1 I am slow to trust members of other races,
3-4 Explorer
tribes, and societies.
5-6 Foreign Interest
2 I have little respect for anyone who isn't a
proven warrior.
Suggested Characteristics 3 I am secretly (or not so secretly) convinced of
the superiority of my own culture and people.
d8 Personality Trait
4 I don't take kindly to some actions and
1 I have different assumptions from those motivations of people who are different from
around me concerning personal space. me.
2 I have my own ideas about what is and isn't 5 A scandal prevents me from ever going home
food, and I find the eating habits of those again.
around me fascinating, confusing, or
6 Once I pick a goal, I become obsessed with it
revolting.
to the detriment of everything else in my life.
3 I have a strong code of honor or sense of
propriety that others don't comprehend.
4 I express affection or contempt in ways that
are unfamiliar to others.
5 I like being different from others and enjoy
displaying the things that make me unique.
6 I'm embarrassed to be different. I just want
to be treated like everyone else.
7 I have a lesson for every situation, drawn
from the legends of my people.
8 I'm driven by a wanderlust that led me away
from home.
d6 Ideal
1 Curiosity. Everything is new, but I have a
thirst to learn. (Neutral)
2 Suspicion. I must be careful, lest someone
discovers what I really am. (Any)
3 Cunning. I have an advantage over those
who are different from me. (Evil)
4 Adventure. I'm far from home, and
everything is strange and wonderful! (Chaotic)
5 Responsibility. I was given these abilities to
help others. (Good)
6 Honor. If I dishonor myself, I dishonor all of
my people. (Lawful)
d6 Bond
1 I desperately wish I was human and do
everything I can to blend in.
2 My people are the most important thing to
me, even when they are far away.
3 An injury to the unspoiled wilderness of my
home is an injury to me.
4 My people have been fighting for generations
to have the same rights as wizards. I will
continue that fight.
5 So long as I have this token from my
32
breathe fire and fly, keeping the beasts contained
Chapter 5: Creatures and safe is no easy task, though some breeds are
more docile than others. Highly resistant to magic,
it often takes upwards of six wizards to stun a full
Described below are some of the creatures
grown dragon. Witches and wizards trained to
commonly known to exist in the wizarding world.
work with dragons are called dragon tamers, or
dragonologists.
33
Actions Saving Throws Dex +2, Con +4, Wis +2, Cha +0
Skills Perception +4, Stealth +2
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses blindsight 10 ft., darkvision 60 ft., passive
target. H it: 7 (1d10 + 2) piercing damage. Perception 14
Languages —
Fire Breath (Recharge 5-6). The dragon exhales fire in a Challenge 2 (450 XP)
15-foot cone. Each creature in that area must make a DC
11 Dexterity saving throw, taking 18 (4d8) fire damage on
a failed save, or half as much damage on a successful
one. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. H it: 8 (1d10 + 3) piercing damage.
Adult Antipodean Opaleye
Fire Ball (Recharge 5-6). The dragon exhales a ball of fire
Huge beast, unaligned at a point within 30 feet of itself. Each creature in a 5-foot
radius sphere centered on that point must make a DC 12
Armor Class 18 (natural armor) Dexterity saving throw, taking 16 (3d10) fire damage on a
Hit Points 119 (14d10 + 42) failed save, or half as much damage on a successful one.
Speed 40 ft., fly 80 ft.
STR DEX CON
19 (+4) 12 (+1) 17 (+3)
INT
3 (-4)
WIS
13 (+1)
CHA
8 (-1)
Adult Chinese Fireball
Huge beast, unaligned
Saving Throws Dex +4, Con +6, Wis +5, Cha +2
Skills Perception +7, Stealth +4 Armor Class 18 (natural armor)
Senses blindsight 30 ft., darkvision 120 ft., passive Hit Points 142 (15d10 + 60)
Perception 17 Speed 40 ft., fly 80 ft.
Languages —
Challenge 7 (2,900 XP) STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 3 (-4) 13 (+1) 8 (-1)
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects. Saving Throws Dex +3, Con +7, Wis +4, Cha +2
Skills Perception +7, Stealth +3
Actions Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17
Multiattack. The dragon makes three attacks: one with Languages —
its bite or breath and two with its claws. Challenge 8 (3,900 XP)
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. H it: 15 (2d10 + 4) piercing damage. Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Claw. M elee Weapon Attack: +7 to hit, reach 5 ft., one
target. H it: 11 (2d6 + 4) slashing damage. Actions
Multiattack. The dragon makes three attacks: one with
Fire Breath (Recharge 5-6). The dragon exhales fire in a its bite or breath and two with its claws.
30-foot cone. Each creature in that area must make a DC
14 Dexterity saving throw, taking 40 (9d8) fire damage on Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
a failed save, or half as much damage on a successful target. H it: 16 (2d10 + 5) piercing damage.
one.
Claw. M elee Weapon Attack: +8 to hit, reach 5 ft., one
target. H it: 12 (2d6 + 5) slashing damage.
Chinese Fireball Fire Ball (Recharge 5-6). The dragon exhales a ball of fire
at a point within 60 feet of itself. Each creature in a
Also called the Liondragon, this bright red dragon 15-foot radius sphere centered on that point must make
has a face framed with golden spikes. a DC 15 Dexterity saving throw, taking 55 (10d10) fire
damage on a failed save, or half as much damage on a
successful one.
Young Chinese Fireball
Medium beast, unaligned
Armor Class 17 (natural armor)
Hit Points 32 (5d8 + 10)
Common Welsh Green
Speed 30 ft., fly 60 ft. The most docile breed of dragons, they blend in
well with grass and rarely attack humans,
STR DEX CON INT WIS CHA preferring to hunt livestock.
17 (+3) 10 (+0) 15 (+2) 3 (-4) 11 (+0) 6 (-2)
34
Young Common Welsh Green Hebridean Black
Small beast, unaligned
Covered in rough scales and sharp ridges, this
Armor Class 16 (natural armor) dragon has purple eyes, an arrow-shaped spike on
Hit Points 16 (3d8 + 3) its tail, and distinctively bat-like wings.
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA Young Hebridean Black
15 (+2) 14 (+2) 13 (+1) 3 (-4) 11 (+0) 6 (-2) Medium beast, unaligned
Saving Throws Dex +2, Con +3, Wis +2, Cha +0 Armor Class 17 (natural armor)
Skills Perception +3, Stealth +3 Hit Points 33 (4d8 + 4)
Senses blindsight 10 ft., darkvision 60 ft., passive Speed 30 ft., fly 60 ft.
Perception 13
Languages —
STR DEX CON INT WIS CHA
Challenge 1 (200 XP)
15 (+2) 14 (+2) 13 (+1) 3 (-4) 11 (+0) 6 (-2)
Saving Throws Dex +4, Con +3, Wis +2, Cha +0
Actions Skills Perception +4, Stealth +4
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses blindsight 10 ft., darkvision 60 ft., passive
target. H it: 7 (1d10 + 2) piercing damage. Perception 14
Languages —
Fire Breath (Recharge 5-6). The dragon exhales fire in a Challenge 1 (200 XP)
15-foot line. Each creature in that line must make a DC 11
Dexterity saving throw, taking 14 (4d6) fire damage on a
failed save, or half as much damage on a successful one.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. H it: 7 (1d10 + 2) piercing damage.
Adult Common Welsh Green
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Large beast, unaligned 15-foot cone. Each creature in that area must make a DC
11 Dexterity saving throw, taking 22 (5d8) fire damage on
Armor Class 17 (natural armor) a failed save, or half as much damage on a successful
Hit Points 60 (8d8 + 24) one.
Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 3 (-4) 11 (+0) 8 (-1) Adult Hebridean Black
Huge beast, unaligned
Saving Throws Dex +4, Con +5, Wis +2, Cha +1
Skills Perception +4, Stealth +4 Armor Class 18 (natural armor)
Senses blindsight 30 ft., darkvision 120 ft., passive Hit Points 127 (15d10 + 45)
Perception 14 Speed 40 ft., fly 80 ft.
Languages —
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
19 (+4) 14 (+1) 17 (+3) 3 (-4) 11 (+0) 8 (-1)
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Saving Throws Dex +5, Con +6, Wis +3, Cha +2
Skills Perception +6, Stealth +5
Actions Senses blindsight 30 ft., darkvision 120 ft., passive
Multiattack. The dragon makes two attacks: one with its Perception 16
bite or breath and one with its claws. Languages —
Challenge 7 (2,900 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. H it: 9 (1d10 + 4) piercing damage. Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Claw. M elee Weapon Attack: +6 to hit, reach 5 ft., one
target. H it: 7 (1d6 + 4) slashing damage.
Actions
Fire Breath (Recharge 5-6). The dragon exhales fire in a Multiattack. The dragon makes three attacks: one with
15-foot line. Each creature in that line must make a DC 13 its bite or breath and two with its claws.
Dexterity saving throw, taking 22 (4d10) fire damage on a
failed save, or half as much damage on a successful one. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. H it: 15 (2d10 + 4) piercing damage.
Claw. M elee Weapon Attack: +7 to hit, reach 5 ft., one
target. H it: 11 (2d6 + 4) slashing damage.
35
Fire Breath (Recharge 5-6). The dragon exhales fire in a
30-foot cone. Each creature in that area must make a DC Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
14 Dexterity saving throw, taking 49 (11d8) fire damage target. H it: 17 (2d10 + 6) piercing damage.
on a failed save, or half as much damage on a successful
one. Claw. M elee Weapon Attack: +10 to hit, reach 5 ft., one
target. H it: 13 (2d6 + 6) slashing damage.
Tail. M
elee Weapon Attack. +10 to hit, reach 10 ft., one
Hungarian Horntail target. H
it: 15 (2d8 + 6) piercing damage.
With yellow eyes, black scales, bronze horns, and Fire Breath (Recharge 5-6). The dragon exhales fire in a
50-foot cone. Each creature in that area must make a DC
spiky tails, these dragons are notoriously
17 Dexterity saving throw, taking 54 (12d8) fire damage
aggressive and ill-tempered. on a failed save, or half as much damage on a successful
one.
Young Hungarian Horntail
Medium beast, unaligned
36
Languages —
Challenge 9 (5,000 XP) Adult Peruvian Vipertooth
Large beast, unaligned
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects. Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Actions Speed 40 ft., fly 80 ft.
Multiattack. The dragon makes three attacks: one with
its bite or breath and two with its claws. STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 5 (-3) 11 (+0) 8 (-1)
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. H it: 16 (2d10 + 5) piercing damage. Saving Throws Dex +4, Con +5, Wis +2, Cha +1
Skills Perception +4, Stealth +4
Claw. M elee Weapon Attack: +9 to hit, reach 5 ft., one Damage Immunities poison
target. H it: 12 (2d6 + 5) slashing damage. Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive
Fire Breath (Recharge 5-6). The dragon exhales fire in a Perception 14
30-foot cone. Each creature in that area must make a DC Languages —
16 Dexterity saving throw, taking 55 (10d10) fire damage Challenge 5 (1,800 XP)
on a failed save, or half as much damage on a successful
one. Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Actions
Peruvian Vipertooth Multiattack. The dragon makes three attacks: one with
its bite or breath and two with its claws.
A copper-colored dragon with smooth scales, this
dragon is small but dangerously venomous, breeds Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
rapidly, and has a taste for humans. target. H it: 9 (1d10 + 4) piercing damage plus 7 (2d6)
poison damage.
Young Peruvian Vipertooth Claw. M elee Weapon Attack: +6 to hit, reach 5 ft., one
target. H it: 7 (1d6 + 4) slashing damage.
Small beast, unaligned
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Armor Class 16 (natural armor) 30-foot cone. Each creature in that area must make a DC
Hit Points 16 (3d8 + 3) 13 Dexterity saving throw, taking 24 (7d6) fire damage on
Speed 30 ft., fly 60 ft. a failed save, or half as much damage on a successful
one.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 3 (-4) 11 (+0) 6 (-2)
Saving Throws Dex +4, Con +3, Wis +2, Cha +0
Skills Perception +4, Stealth +4
Romanian Longhorn
Damage Immunities poison Named for their long, golden horns, they prefer to
Condition Immunities poisoned use their horns to impale their prey rather than
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14 breathing fire.
Languages —
Challenge 2 (450 XP)
Young Romanian Longhorn
Medium beast, unaligned
Actions Armor Class 17 (natural armor)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 60 (8d8 + 24)
target. H it: 7 (1d10 + 2) piercing damage plus 3 (1d6)
Speed 30 ft., fly 60 ft.
poison damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a STR DEX CON INT WIS CHA
15-foot cone. Each creature in that area must make a DC 19 (+4) 10 (+0) 17 (+3) 3 (-4) 11 (+0) 6 (-2)
11 Dexterity saving throw, taking 14 (4d6) fire damage on
a failed save, or half as much damage on a successful Saving Throws Dex +2, Con +5, Wis +2, Cha +0
one. Skills Perception +4, Stealth +2
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Languages —
Challenge 3 (700 XP)
37
Actions Young Swedish Short-Snout
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium beast, unaligned
creature. Hit: 12 (2d8 + 4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Armor Class 16 (natural armor)
target. H it: 9 (1d10 + 4) piercing damage. Hit Points 32 (5d8 + 10)
Speed 30 ft., fly 60 ft.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
15-foot cone. Each creature in that area must make a DC STR DEX CON INT WIS CHA
13 Dexterity saving throw, taking 6 (2d6) fire damage on a 14 (+2) 10 (+0) 14 (+2) 3 (-4) 10 (+0) 6 (-2)
failed save, or half as much damage on a successful one.
Saving Throws Dex +2, Con +4, Wis +2, Cha +0
Skills Perception +4, Stealth +2
Senses blindsight 10 ft., darkvision 60 ft., passive
Adult Romanian Longhorn Perception 14
Huge beast, unaligned Languages —
Challenge 2 (450 XP)
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. H it: 7 (1d10 + 2) piercing damage.
23 (+6) 10 (+0) 21 (+5) 3 (-4) 13 (+1) 8 (-1)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Dex +4, Con +8, Wis +5, Cha +3 15-foot cone. Each creature in that area must make a DC
Skills Perception +9, Stealth +4 12 Dexterity saving throw, taking 22 (5d8) fire damage on
Senses blindsight 30 ft., darkvision 120 ft., passive a failed save, or half as much damage on a successful
Perception 19 one. If this damage reduces the creature to 0 hit points,
Languages — its body becomes a pile of fine gray ash.
Challenge 9 (5,000 XP) If a Large or smaller object made of wood is in the
area, it is disintegrated without a saving throw. If a Huge
Magic Resistance. The dragon has advantage on saving or larger object made of wood is in the area, the fire
throws against spells and other magical effects. disintegrates a 5-foot cube of it.
Actions
Multiattack. The dragon makes three attacks: one with Adult Swedish Short-Snout
its horns, bite, or breath and two with its claws.
Huge beast, unaligned
Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 19 (3d8 + 6) piercing damage and the target Armor Class 17 (natural armor)
is grappled (escape DC 17) as it is impaled on a horn. Hit Points 133 (14d10 + 56)
Until this grapple ends, the creature is restrained, and the Speed 40 ft., fly 80 ft.
dragon can't impale another target.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 18 (+4) 10 (+0) 18 (+4) 3 (-4) 11 (+0) 8 (-1)
target. H it: 17 (2d10 + 6) piercing damage.
Saving Throws Dex +3, Con +7, Wis +3, Cha +2
Claw. M elee Weapon Attack: +10 to hit, reach 5 ft., one Skills Perception +6, Stealth +3
target. H it: 13 (2d6 + 6) slashing damage. Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16
Fire Breath (Recharge 5-6). The dragon exhales fire in a Languages —
30-foot cone. Each creature in that area must make a DC Challenge 6 (2,300 XP)
17 Dexterity saving throw, taking 22 (4d10) fire damage
on a failed save, or half as much damage on a successful Magic Resistance. The dragon has advantage on saving
one. throws against spells and other magical effects.
Actions
Swedish Short-Snout Multiattack. The dragon makes three attacks: one with
its bite or breath and two with its claws.
A blueish-grey dragon with a snub-nosed face, it
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
has a particularly tough hide and breathes bright target. H it: 15 (2d10 + 4) piercing damage.
blue flame.
Claw. M elee Weapon Attack: +7 to hit, reach 5 ft., one
target. H it: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
30-foot cone. Each creature in that area must make a DC
15 Dexterity saving throw, taking 45 (10d8) fire damage
on a failed save, or half as much damage on a successful
38
one. If this damage reduces the creature to 0 hit points,
its body becomes a pile of fine gray ash. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
If a Large or smaller object made of wood is in the target. H it: 18 (2d10 + 7) piercing damage.
area, it is disintegrated without a saving throw. If a Huge
or larger object made of wood is in the area, the fire Claw. M elee Weapon Attack: +12 to hit, reach 5 ft., one
disintegrates a 15-foot cube of it. target. H it: 14 (2d6 + 7) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
30-foot cone. Each creature in that area must make a DC
Ukrainian Ironbelly 19 Dexterity saving throw, taking 44 (8d10) fire damage
on a failed save, or half as much damage on a successful
The largest breed of dragon, ironbellies have one.
metallic grey scales, deep red eyes, and long
talons, and are the toughest of all dragons.
39
Actions
Fwooper Beaks. M elee Weapon Attack: +4 to hit, reach 0 ft., one
creature in the swarm's space. Hit: 7 (2d6) piercing
Small beast, unaligned damage, or 3 (1d6) piercing damage if the swarm has half
of its hit points or fewer.
Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
Pixie
STR DEX CON INT WIS CHA Electric blue in color, up to eight inches in height,
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) and very mischievous, the pixie delights in tricks
and practical jokes of all kinds. Although wingless,
Skills Perception +4 they can fly and have been known to seize unwary
Senses passive Perception 14 humans by the ears and deposit them at the tops
Languages — of tall trees and buildings. Pixies produce a
Challenge 1/2 (100 XP)
high-pitched jabbering intelligible only to other
pixies.
Maddening Song. The fwooper continuously sings a
lovely melody when it is not asleep or is being silenced.
Every humanoid and giant within 400 feet that can hear
the fwooper must succeed on a DC 11 Wisdom saving
Swarm of Pixies
throw or suffer a short-term madness (DMG 259). This Medium swarm of Tiny humanoids, chaotic neutral
condition can be removed by a lesser restoration or
similar spell. Armor Class 13
For each 24 hours a humanoid or giant stays within 400 Hit Points 28 (8d8 - 8)
feet of a fwooper and can hear its song, they must make Speed 10 ft., fly 50 ft.
a DC 11 Wisdom saving throw or suffer a short-term
madness. Each day they make this saving throw, the DC
increases by 1. The DC resets only if the creature cannot STR DEX CON INT WIS CHA
hear the fwooper for at least 24 hours. 17 (+3) 16 (+3) 9 (-1) 7 (-2) 12 (+1) 6 (-2)
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Jobberknoll Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
The jobberknoll is a tiny blue speckled bird which Senses passive Perception 15
eats small insects. It makes no sound until the Languages Pixie
moment of its death, at which point it lets out a Challenge 1 (200 XP)
long scream made up of every sound it has ever
heard, regurgitated backwards. Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for a Tiny pixie. The swarm can't
Swarm of Jobberknolls regain hit points or gain temporary hit points.
Medium swarm of Tiny beasts, unaligned
Actions
Armor Class 13 Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one
Hit Points 36 (8d8) creature in the swarm's space. Hit: 10 (2d6 + 3) piercing
Speed 10 ft., fly 50 ft. damage, or 6 (1d6 + 3) piercing damage if the swarm has
half of its hit points or fewer.
STR DEX CON INT WIS CHA Grapple. M elee Weapon Attack: +7 to hit, reach 0 ft., one
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) creature in the swarm's space. Hit: The pixies pull the
target upward 5 feet and the target is grappled (escape
DC 15). The pixies can only grapple one target at a time.
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages —
Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for a Tiny jobberknoll. The swarm
can't regain hit points or gain temporary hit points.
40