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HP D&D

This document provides variant rules, races, subclasses, and backgrounds for playing Dungeons & Dragons set in the Harry Potter universe. It includes optional rules for leveling up as a student at Hogwarts by gaining a level each year. Races like centaurs and vampires provide unique abilities, and subclasses like Gryffindor and Slytherin emulate the Hogwarts houses. Skills are adjusted to focus on history rather than religion. Spellcasting works as normal, with options to cast higher level spells through skill checks.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
450 views41 pages

HP D&D

This document provides variant rules, races, subclasses, and backgrounds for playing Dungeons & Dragons set in the Harry Potter universe. It includes optional rules for leveling up as a student at Hogwarts by gaining a level each year. Races like centaurs and vampires provide unique abilities, and subclasses like Gryffindor and Slytherin emulate the Hogwarts houses. Skills are adjusted to focus on history rather than religion. Spellcasting works as normal, with options to cast higher level spells through skill checks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Baby Squalling Dragons Presents:

Harry Potter D&D


This is a mod for Dungeons and Dragons 5e, designed for you to play the wizards, 
muggles, and non-humans of the Harry Potter universe in any time period. This 
document includes variant rules, races, sorcerer subclasses, downtime activities, 
and backgrounds specifically designed for the Harry Potter world. 
 
Introduction  1    Gryffindor  17 
Variant Rules  1    Slytherin  18 
Chapter 1: Races of the Wizarding World  2   Hufflepuff  18 
Centaur  2   Ravenclaw  19 
Dhampir  2   Durmstrang  20 
Ghost  2   Koldovstoretz  21 
Goblin  3   Zemlya  21 
Half-Giant  3   Nebo  22 
Half-Veela  4    Voda  23 
House Elf  4    Beauxbatons  24 
Human  5   Privately Tutored  25 
Merperson  5   Pureblood Aristocrat  26 
Metamorphmagus  6   Blood Traitor  27 
Vampire  6   Halfblood  27 
Werewolf  7    Muggleborn  28 
Chapter 2: Sorcerer Subclasses  8    Squib  29 
Gryffindor  8    Muggle  30 
Slytherin  8    Non-Human  31 
Hufflepuff  9   Chapter 5: Creatures  33 
Ravenclaw  9   Billywig  33 
Chapter 3: Downtime  14   Dragon  33 
Becoming an Animagus  14   Doxy  39 
Learning New Spells  14   Fwooper  39 
Chapter 4: Backgrounds  15    Jabberknoll  40 
Hogwarts     Pixie  40 
 
 
level up, usually involving one or several 
Intro: Variant Rules adventures or Auror missions. 
Alternatively, when starting at Hogwarts, a 
student may begin at level 0, and slowly unlock 
This is a guide to a few variant rules to make the 
their level 1 abilities over the course of the year as 
game feel more like the Harry Potter universe. 
they go to classes and learn new spells. 
 
Skills Races and Classes 
The skills used in the Wizarding World are the  Your race and class determines most of your 
same as the skills typically used in a D&D game,  abilities. While most characters in the Harry 
with one exception. The Intelligence (Religion)  Potter universe are human, there are also 
skill has been replaced with the Intelligence 
half-giants, half-veela, centaurs, werewolves, 
(Science) skill. Any skill check made to recall  vampires, and more. Your race will give you 
information about religion will instead require an 
bonuses to your ability scores as well as potential 
Intelligence (History) check.  features you can use, such as the veela's ability to 
History (Intelligence) is your ability to recall 
charm or the centaurs' healing magic.  
historical events, legendary people, ancient 
A wizard's magic is innate, something that can't 
kingdoms, past disputes, recent wars, and lost 
be taught to muggles or squibs. If you are a 
civilizations. 
student at a wizarding school such as Hogwarts, 
Science (Intelligence) is used to recognize and 
your class is Sorcerer, though you might decide to 
use muggle technology properly, including 
take levels in a different class later on. Muggles 
electronic and motorized devices and equipment. 
you encounter might have levels in Fighter, Monk, 
When attempting to merge magic and tech, you 
or Rogue, Veela might have levels in Bard or 
may be required to make a Science skill check.  Druid, and a Centaur might be a Barbarian or 
 
Ranger. 
Hit Points   

Your hit points represent your health and stamina.  Spellcasting 


Taking damage doesn't necessarily mean you're 
Your level determines how many spells you are 
badly injured; it could represent losing stamina as 
intimately familiar with. These are spells that you 
you expend effort to block or parry a spell or 
have memorized and can recall instantly even in 
physical attack. 
moments of high stress. You can attempt to cast a 
If you want to play a lighter version of D&D, 
spell that is not one of your known spells by 
where death is not an option, consider either 
making an Arcana (Intelligence) check. If you fail, 
applying a condition when someone drops to 0 hit  you lose your action and the spell slot spent to 
points, such as stunned or frightened, or have 
attempt the casting. The DC for this check equals 
them fall unconscious but automatically stabilize.  10 + two times the spell's level. 
 
Your level also determines how high a level of 
Leveling Up  spell you can cast. Stronger spells have a higher 
level, and require a higher spell slot to cast. You 
This is an optional guide to leveling up player 
can attempt to cast a higher level spell than you 
characters who are students at Hogwarts. 
could normally cast by making an Arcana 
A student of magical talent typically begins 
(Intelligence) check. If you fail, you lose your 
their first year at Hogwarts as a level 1 Sorcerer. 
action and one of your highest level spell slots. 
Each time a student advances to the next year, 
You cannot make this attempt if you have already 
they gain another level in Sorcerer. Twice only, a 
used all of your highest level spell slots. The DC 
student can choose to take a level in a different 
for this check equals 10 + two times the spell's 
class, with the DM's approval. A character with less 
level. 
Sorcerer levels than their Hogwarts year means 
Alternatively, you may choose to use the 
they are a subpar student and less powerful witch 
variant rules for spell points instead of spell slots 
or wizard for their age, unless they've chosen 
to cast spells (DMG 288). The rules for casting 
another spellcasting class, which could represent 
spells you don't know are the same, but you must 
alternative approaches to magic. 
expend a number of spell points equal to the spell 
When a student graduates Hogwarts after 
level when attempting to cast a spell higher than 
completing their seventh year, they advance to 
you could normally cast. 
level eight. Most wizards do not advance past this 
 
point, with the exception of aurors, adventurers, 
dragon tamers, or other witches or wizards of 
extraordinary talent. After graduating Hogwarts, it 
will take a significant amount of experience to 


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 

Centaur partial vampirism. 


Ability Score Increase.​ Your Dexterity score 
increases by 2 and your Charisma score increases 
Proud and fierce, centaurs appear half-human and  by 1. 
half-horse, though they are their own distinct race.  Age.​ Dhampirs mature at the same rate humans 
Rejecting the label of Being from the Ministry of  do and are considered full-grown adults by 25, at 
Magic, they rarely interact with members of other  which point their aging slows considerably. It is 
races. They hold a particular disdain for wizards,  not known how long their lifespans typically are. 
some herds going so far as to disown centaurs who  Size.​ Dhampirs vary as widely in height and 
make friends with humans. Skilled with the bow  build as humans, from barely 5 feet tall to well 
and arrow, all centaurs possess a talent for  over 6 feet tall. Your size is Medium. 
divination and healing magic.  Speed.​ Your base walking speed is 30 feet. 
Darkvision.​ You have superior vision in dark 
and dim conditions. You can see in dim light 
Centaur Traits within 60 feet of you as if it were bright light, and 
Your centaur character has a variety of natural  in darkness as if it were dim light. You can’t 
abilities unique to centaurs.  discern color in darkness, only shades of gray. 
Ability Score Increase.​ Your Strength score  Sunlight Sensitivity.​ You have disadvantage on 
increases by 2 and your Wisdom score increases  attack rolls and on Wisdom (Perception) checks 
by 1.  that rely on sight when you, the target of your 
Age.​ Centaurs mature a little faster than  attack, or whatever you are trying to perceive is in 
humans, reaching adulthood around age 14, and  direct sunlight. 
typically live less than a century.  Vampiric Bite.​ You bite one willing creature or 
Size.​ Most centaurs stand over seven feet in  a creature that is grappled, incapacitated, or 
height and weigh over 2,000 pounds, although  restrained, dealing 1d6 necrotic damage. The 
there are local variations, from the lean bodies of  target’s hit point maximum is reduced by an 
steppe horses to heavier mountain hunters. Your  amount equal to the necrotic damage taken, and 
size is Large.  you regain hit points equal to that amount. The 
Speed.​ Your base walking speed is 35 feet.  reduction lasts until the target finishes a long rest. 
Centaur Weapon Training.​ You are proficient  Vampiric Agility.​ Your enhanced reflexes and 
with shortbows and longbows.  agility allow you to move with a burst of speed. 
Foresight.​ You have studied the stars and have  When you move on your turn in combat, you can 
special insight into things to come. When you roll  double your speed until the end of the turn. Once 
a 1 on an attack roll, ability check, or saving throw,  you use this trait, you can’t use it again until you 
you may reroll and must take the second roll.  move 0 feet on one of your turns. 
Healing Magic.​ As an action, you can touch a  Languages.​ You can speak, read, and write 
creature and cause it to regain a number of hit  English and one extra language of your choice. 
points equal to your level. Once you use this trait,   
you can’t use it again until you finish a short or 
long rest. 
Languages.​ You can speak, read, and write 
Ghost
English and one extra language of your choice. 
  Magical beings who have died and refused to 
travel on the the afterlife linger on as ghosts, 
incorporeal and frozen as they were in the 
moment of their death. Though they possess the 


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 


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. 


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. 

Human Languages.​ You can speak, read, and write 


Mermish and one extra language of your choice. 
Subrace.​ Three subraces of merpeople exist: 
Comprised of muggles, wizards, and squibs,  merrows, selkies, and sirens. Choose one of these 
humans populate the majority of the world, most  subraces. 
of them perfectly ignorant to the existence of   
magic. Magical communities are typically well 
hidden from muggles, and can be found in almost 
Merrow
every part of the world.  Savage and fish-like in appearance, the merpeople 
that populate cold waters of the Great Lake and 
beyond are proud and tough, caring little for the 
Human Traits human world and disdaining wizards for their 
It's hard to make generalizations about humans,  prejudice and condescension. 
but your human character has these traits.  Hardy.​ You have resistance to acid and cold 
Ability Score Increase.​ Your ability scores each  damage. 
increase by 1, or you may increase two different  Ability Score Increase.​ Your Constitution score 
ability scores by 1, gain proficiency in one skill of  increases by 1. 
your choice, and gain one feat of your choice.  Darkvision.​ You are adapted to the darkness of 
Age.​ Humans reach adulthood in their late  deep water. You can see in dim light within 60 feet 
teens. Muggles typically live less than a century,  of you as if it were bright light, and in darkness as 
but some wizards have been known to live longer.  if it were dim light. You can’t discern color in 
Size.​ Humans vary widely in height and build,  darkness, only shades of gray. 
from barely 5 feet tall to well over 6 feet tall.  Guardian of the Depths.​ Adapted to even the 
Regardless of your position in that range, your  most extreme ocean depths, you have resistance to 
size is Medium.  cold damage, and you ignore any of the drawbacks 
Speed.​ Your base walking speed is 30 feet.  caused by a deep, underwater environment. 
Languages.​ You can speak, read, and write   
English and one extra language of your choice. 
 
Selkie
Sleek and dark, selkies look much like seals while 

Merperson in the water, and can often swim near humans 


without fear of being discovered. They alone of all 
the merpeople possess the ability to shed their 
Sentient humanoids that live primarily  skin and appear fully human, and some selkies 
underwater, all merfolk share a love of music and  choose to live as humans in human communities, 
art despite their varied appearances. They have a  though almost always near water. It is possible, 


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. 

Metamorphmagus Ability Score Increase.​ Your Strength score 


increases by 2 and your Dexterity score increases 
by 1. 
Possessing the ability to make minor alterations to  Age.​ Vampires stop aging the moment they’re 
their appearance at will, metamorphmagi are  turned and cannot die from old age. 
extremely rare and always have at least one  Size.​ Vampires vary as widely in height and 
magical parent. While the trait is generally  build as humans, from barely 5 feet tall to well 
hereditary, it can occur randomly, and generally  over 6 feet tall, though they are usually pale and 
manifests less than a day after the  gaunt. Your size is Medium. 
metamorphmagus is born.  Speed.​ Your base walking speed is 30 feet. 
Darkvision.​ You can see in dim light within 60 
feet of you as if it were bright light, and in 
Metamorphmagus Traits darkness as if it were dim light. You can't discern 
Your metamorphmagus character has some  color in darkness, only shades of gray. 
qualities in common with humans and some that  Vampiric Nature.​ You take 2d6 radiant damage 
are unique to metamorphmagi.  from holy water and 1d6 radiant damage from 
Ability Score Increase.​ Your Charisma score  contact with holy symbols of non-evil aligned 
increases by 2 and your Dexterity score increases  deities. You don't need to breathe, and instead of 
by 1.  eating and drinking, you must consume the blood 
of a living creature each day or make a DC 20 
Constitution saving throw. On a failed save, you 


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 

Werewolf creature types. 


Languages.​ You can speak, read, and write 
English and one extra language of your choice. 
Whether you were born a werewolf or were 
attacked by one, you have been cursed with 
lycanthropy. With no cure, you have limited 
options on the night of the full moon, and must 
face the fear and discrimination of the rest of the 
wizarding community unless you manage to keep 
your condition a secret. 


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 

Subclasses first saving throw against being frightened even if 


they are outside of your aura. Creature can only 
benefit from this ability once per long rest. 
 
From the moment you were sorted, your magic 
began to be molded and shaped. Your house does  Valiant 
not necessarily determine your personality, and  Starting at 18th level, you gain the ability to fight 
you don't have to pick the same subclass as your  on even when you are out of hit points. As a bonus 
Hogwarts house. You may be smart Gryffindor  action when you have less than half of your hit 
with the Ravenclaw subclass, or a hot-blooded  points remaining, you can regain a number of hit 
Slytherin with the Gryffindor subclass. Choose  points equal to half your hit point maximum. 
whichever subclass you think fits your character  Once you use this feature, you can't use it again 
the best.  until you finish a long rest. 
Even if you went to a different magical school, 
 
or never went to one at all, these four subclasses 
can be used to describe the way your character 
looks at the nature and purpose of their magical 
Slytherin 
abilities. 
  The house of Salazar Slytherin is cunning and 
resourceful at best, selfish and manipulative at 
Gryffindor  worst. You are good at keeping yourself alive and 
snatching victory from defeat, and your silver 
tongue serves you well when dealing with friends 
The house of Godric Gryffindor is known for  and enemies.  
being brave and noble at best, reckless and   
foolhardy at worst. You excel at combat and 
believe the best defense is a good offense. Not  Cunning 
only are you courageous, but you inspire courage  At 1st level, you become proficient in your choice 
in your companions as well.  of two of the following skills: Deception, 
  Intimidation, Insight, Performance, or Persuasion. 

Reckless If you already have proficiency, you can choose to 


gain expertise in the skill instead. You proficiency 
At 1st level, you can throw aside all concern for  bonus is doubled for any skill in which you have 
defense to attack with fierce desperation. When  expertise. 
you make your first attack on your turn, you can  In addition, you can take the Disengage or Hide 
decide to attack recklessly. Doing so gives you  action as a bonus action on each of your turns, and 
advantage on spell attack rolls, but all attack rolls  you can choose to use Intelligence or Charisma as 
against you have advantage until your next turn.  your spellcasting ability. 
   
Courageous  Resourceful 
Starting at 6th level, you can use your action to  Starting at 6th level, when you fail an Intelligence 
spend a sorcery point to end one effect on  (Arcana) check while attempting to recall a spell 
yourself or an ally that is causing you or your ally  that is not one of your spells known, you can 
to be frightened.  choose to reroll. Once you use this trait, you can't 
In addition, your senses are honed for battle.  use it again until you finish a short or long rest. 
You have advantage on initiative rolls and   
Wisdom (Perception) checks to avoid being 
surprised.  Ambitious 
  At 14th level, you can add your Charisma or 

Brave  Intelligence modifier to the damage you deal with 


any cantrip. 
At 14th level, you or friendly creatures within 30  Additionally, you can add half your proficiency 
feet of you can't be frightened while you are  modifier (rounded up) to any Charisma or 
conscious.  Intelligence skill check that doesn't already use 
Additionally, you can spend 10 minutes  your proficiency bonus. 
inspiring your companions, shoring up their   
resolve to fight. When you do so, choose up to six   


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   

At 1st level, your hit points increase by 1 and  Intelligent 


increases by 1 again whenever you gain a level in  At 1st level, you become proficient in your choice 
this class. In addition, you have advantage on all  of two of the following skills: Arcana, History, 
saving throws against exhaustion.  Investigation, Nature, or Science. If you already 
In addition, you can choose to use Wisdom or  have proficiency, you can choose to gain expertise 
Charisma as your spellcasting ability.  in the skill instead. You proficiency bonus is 
  doubled for any skill in which you have expertise. 
Fair-Minded  In addition, you can choose to use Intelligence 
or Charisma as your spellcasting ability. 
You are a good judge of character. At 1st level, you   
gain proficiency in the Insight skill. If you are 
already proficient in the skill, you add double  Individualistic 
your proficiency bonus to checks you make with  Starting at 6th level, you choose two classes, 
it.  electives, or extracurricular activities in which you 
  personally excel. 
Loyal  Alchemy.​ You can spend eight hours creating a 
sorcerer's stone that acts as a bezoar. If ingested by 
Starting at 6th level, when a creature within 10 feet 
a creature that has not yet died, it restores 1 hit 
of you takes damage, you can use your reaction to 
point per turn up to half their maximum hit 
cast a spell that catches and redirects the damage  points. If you create a new sorcerer's stone, the 
to you instead. This feature doesn't transfer any  previous one ceases to function.  
other effects that might accompany the damage,  Ancient Runes.​ You can read all ancient text and 
and this damage can't be reduced in any way. At 
runic writing. You understand their literal 
18th level, the range increases to 30 feet.  translations, though you might not understand 
  their meaning. 
Persevering  You can also use your runic knowledge to 
inscribe an object with a rune that later unleashes 
At 14th level, if you end your turn in combat with 
a magical effect. As an action, you can spend 5 
less than half your hit points remaining and you 
spell points to inscribe a rune that covers an area 
aren't incapacitated, you regain hit points equal to 
no larger than 10 feet in diameter. You decide 
1d6 + half your level (rounded down). 
what triggers the rune, such as being touched or 
 
approaching within a certain distance, and under 
Friendly  what specific conditions the rune is activated. You 
Starting at 18th level, you can use an action to  can use the rune to store a spell of 3rd level or 
grant yourself a +5 bonus to Charisma (Persuasion)  lower that targets a single creature or an area. 
checks for the next 10 minutes.  When the rune is triggered, the spell is cast. For 
In addition, you have resistance to all damage  each additional spell point you spend when 


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 

10 
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 

11 
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   

11  Zonko's Joke Shop or Weasley's Wizard  Rustic Hospitality


Wheezes 
Whether because of the reputation of your house 
12  Eeylops Owl Emporium  or due to your blood status, you have no problem 
13  Flourish and Blotts  fitting in with common witches and wizards. You 
14  Madam Puddifoot's  can find a place to hide, rest, or recuperate among 
15  Hogsmeade Station  other common wix unless you have shown 
yourself to be a danger to them. They will shield 
16  Ollivander's 
you from authority figures or anyone else 
17  Azkaban 
searching for you, though they will not risk their 
18  Madam Malkin's Robes for All Occasions  lives for you. 
19  Scrivenshaft's Quill Shop   
20  Dervish & Banges  Well Liked
 
People tend to like you wherever you go, and you 
Muggle Expert can often find lodging and food for less than the 
You are familiar with muggle customs and society  normal price, or free if you work each night. 
in a way that very few non-muggles are. You can  When people recognize you from previous 
encounters, they typically take a liking to you. 

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. 
   

Suggested Features  d6  Flaw 


1  I am suspicious of strangers and expect the 
d6  Feature  worst of them. 
1-2  Criminal Contact  2  I’ll run and preserve my own hide if the going 
3-4  Internship  gets tough. 
5-6  Position of Privilege  3  I have a “tell” that reveals when I’m lying. 
  4  I’ll do anything to win fame and renown. 
Suggested Characteristics  5  People who can’t take care of themselves get 
what they deserve. 
d8  Personality Trait  6  I remember every insult I’ve received and 
1  I would rather make a new friend than a new  nurse a silent resentment toward anyone 
enemy.  who’s ever wronged me. 
2  Whenever I come to a new place, I collect   
local rumors and spread gossip. 
3  Sarcasm and insults are my weapons of  Hufflepuff
choice. 
4  I am always calm, no matter what the  You were sorted into the house of Helga 
situation. I never raise my voice or let my  Hufflepuff, known for hard work, kindness, 
emotions control me. 
loyalty, and perseverance. Associated with earth 
5  I am incredibly slow to trust. Those who  and the colors yellow and black, its insignia is a 
seem the fairest often have the most to hide.  badger and its students are known for being 
6  I always have a plan for what to do when  friendly and fair minded, if a bit simple. Located 
things go wrong.  in the basement of Hogwarts near the kitchens, the 
7  I get bitter if I’m not the center of attention.  dormitories are cozy and welcoming, with a 
8  I like a job well done, especially if I can  common room often filled with students relaxing 
convince someone else to do it.  and tending to their plants. 

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 

Beauxbatons each new experience. 


6  I would rather fix my mistakes as I go than 
plan ahead. 
You are a student or alumnus of Beauxbatons, a  7  I quickly grow bored if I'm not being mentally 
wizarding school in the Pyrenees mountains of  stimulated. 
southern France. The school and dormitories are  8  I love my poodle a hundred times more than 
located in a large chateau surrounded by formal  I like people. 
gardens, lawns, and fountains created out of the   
mountainous landscape by magic. While many of 
d6  Ideal 
its students are French, it also takes large numbers 
from Spain, Portugal, the Netherlands,  1  Beauty.​ Lovely things make the world a 
Luxembourg, and Belgium. 
better place. (Neutral) 
There are a number of wood nymphs living in  2  People.​ I love bringing people joy through 
and around the chateau, who frequently serenade  my art. (Good) 
the students in the dining chamber while they eat,  3  Companionship. ​ It is better to be around 
and a magnificent fountain in the middle of the  people than to be alone. (Good) 
school's park believed to have healing and  4  Aspiration.​ Life is not worth living unless I 
beautifying properties. Stables on the school  am constantly improving. (Any) 
grounds house over a dozen Abraxan pegasi, who  5  Creativity.​ The world is in need of new ideas 
are fed only single-malt whiskey.  and bold action. (Chaotic) 
All students are expected to choose a talent by  6  Goodness.​ It is more important to be 
the beginning of their third year, at which point  beautiful on the inside than on the outside. 
they are moved from the common dorms into  (Good) 
dorms sorted by their type of literature,   

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.   

2  I have a sibling at school that I constantly  Suggested Features 


dote on. 
d6  Feature 
3  My musical instrument was a gift and is my 
most treasured possession.  1-2  Discovery 
4  I think Beauxbatons is the most beautiful  3-4  Explorer 
place in the world, and I would protect it with  5-6  Foreign Interest 
my life.   
5  I want to become famous not only among 
wizards, but among muggles as well. 
Suggested Characteristics 
6  I owe my talent and success to my mentor  d8  Personality Trait 
who took a special interest in me.  1  I honor my ancestors through practices that 
  are foreign to those not from my tribe. 
d6  Flaw  2  I begin or end my day with small traditional 
1  While abroad, I sometimes pretend not to  rituals that are unfamiliar to those around 
understand the local language in order to  me. 
avoid interactions I would rather not have.  3  I am very secretive about how my magic 
2  I love drama and tend to stir up controversy  works. 
wherever I go.  4  I always want to know how the magic of other 
3  I consider myself better than most people.  peoples and societies works. 
4  I expect everyone to try to impress me and  5  I like to talk at length about my magical 
am offended if they don't.  training. 
5  I judge others harshly, and myself even more  6  I have a lesson for every situation, drawn 
severely.  from observing nature. 
6  I am vain and care obsessively about my  7  I wish I'd had a chance to go to a big 
appearance.  wizarding school, and love hearing the stories 
of students and alumni from them. 
 
8  I see omens in every event and action. Magic 

Privately Tutored is a living force that tries to speak to us, we 


just need to listen. 
 
Instead of going to a large wizarding school, you  d6  Ideal 
were taught by tutors or a guardian, either singly  1  Nature.​ The natural world is more important 
or in a small group. Or perhaps you were  than all the constructs of civilization. (Neutral) 
self-taught, with only old books or 
2  Knowledge.​ The path to self-improvement is 
experimentation to guide you. You may be the 
through knowledge. (Neutral) 
child of wealthy purebloods who wanted to 
3  No Limits.​ Nothing should fetter the infinite 
control every aspect of your education, or perhaps 
possibility inherent in all existence. (Chaotic) 
you're the sole magic user in a remote tribe, 
learning from the tales of your elders. You may be 
4  Community.​ I'm committed to my tribe, 
because no one else is going to do it. (Lawful) 
the apprentice of a famous wizard, or a 
muggleborn raised in an oppressive society forced  5  Respect.​ All people, magical, muggle, or 
to learn magic in secret. Perhaps you were raised  otherwise, deserve respect. (Good) 
on a Native American reservation, learning the  6  Power.​ If I attain more power, no one can tell 
ancient magic of your ancestors. However you  me what to do. (Evil) 
learned your magic, it is certain to look very   
different from the magic of others.  d6  Bond 
 
1  Nothing is more important than the other 
Skill Proficiencies:​ Insight, Perception 
members of my tribe, family, or small study 
Tool Proficiencies:​ One type of musical  group. 
instrument or artisan's tools 
2  I am the last member of my tribe with magic, 
Languages:​ One of your choice 
and it is up to be to preserve our traditions. 
Equipment:​ Clothing in the style of your 
3  I suffer awful visions of a coming disaster and 
homeland, a wand or staff, one pet, a musical 
will do anything to stop it. 
instrument or artisan's tools, a piece of jewelry in 
the style of your homeland worth 10 galleons, 10  4  My mentor gave me a journal filled with lore 

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. 

Billywig  The trading or selling of dragon eggs is illegal, 


and dragon breeding was outlawed by the 
Around a half an inch long and a vivid sapphire  Warlocks' Convention of 1709. The selling of 
blue, billywigs are so fast that they're rarely  dragon products is closely regulated by the 
noticed by Muggles and wizards until after they're  Ministry of Magic, and only dragon species that 
stung. The billywig's wings are attached to the top  are over-breeding are killed to make those items. 
of its head and are rotated so fast that it spins as it  Dragon blood, powdered dragon horn, dragon egg 
flies. At the bottom of its body is a long thin  shells, and dragon liver are ingredients often used 
stinger. Those who have been stung by a billywig  in potions, dragon hide is used to make clothing, 
suffer giddiness followed by levitation.  dragon dung is sold as fertilizer, powdered dragon 
  claw can be used as a stimulant, and dragon 
heartstring is used in wand making. 
Swarm of Billywigs Female dragons tend to be larger than males, 
Medium swarm of Tiny beasts, unaligned  and pair up only to mate. Dragon mothers lay eggs 
  in clutches of two to eight, depending on breed, 
Armor Class​ 13  and breathe fire on their eggs to keep them warm. 
Hit Points​ 36 (8d8)  Dragon hatchlings can be as small as a cat and 
Speed​ 5 ft., fly 30 ft. 
typically start breathing fire around six months 
 
old, though they may produce smoke or sparks 
STR  DEX  CON  INT  WIS  CHA 
before then. Their ability to fly is normally 
3 (-4)  13 (+1)  10 (+0)  1 (-5)  7 (-2)  1 (-5) 
developed later, at around twelve months, and the 
 
dragon will not be fully mature until it is two years 
Damage Resistances​ bludgeoning, piercing, slashing 
old and ready to live on its own. 
Condition Immunities​ charmed, frightened, grappled, 
paralyzed, petrified, prone, restrained, stunned  There are ten pureblood breeds of dragons. 
Senses​ blindsight 10 ft., passive Perception 8  While they are intelligent for beasts, they are not 
Languages​ —  sentient, and do not possess the ability to speak or 
Challenge​ 1/2 (100 XP)  cast spells. 
 
 
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 billywig. The swarm can't 
regain hit points or gain temporary hit points. 
Antipodean Opaleye
  One of the most beautiful dragons, with 
Actions  shimmering scales and pupil-less, multicolored 
Stings.​ M
​ elee Weapon Attack:​ +3 to hit, reach 0 ft., one  eyes, its breath attack produces a vivid scarlet 
creature in the swarm's space. ​Hit:​ 5 (2d4) piercing  flame. 
damage, or 3 (1d4) piercing damage if the swarm has half   
of its hit points or fewer. The target must make a DC 10 
Constitution saving throw. On a failed save, the target 
suffers disadvantage on their next attack roll as they are 
Young Antipodean Opaleye
overcome with a feeling of giddiness, and levitates 5 feet  Medium beast, unaligned 
off the ground until the end of its next turn unless its   
holding onto something.  Armor Class​ 16 (natural armor) 
  Hit Points​ 22 (4d8 + 4) 
  Speed​ 30 ft., fly 60 ft. 
 

Dragon STR  DEX  CON 


15 (+2)  12 (+1)  13 (+1) 
INT 
3 (-4) 
WIS 
11 (+0) 
CHA 
6 (-2) 
Dragons are winged reptiles, kept by wizards in   
reservations and sanctuaries to prevent them from  Saving Throws​ Dex +3, Con +3, Wis +2, Cha +0 
being seen by muggles, and to protect them from  Skills​ Perception +4, Stealth +3 
poaching.   Senses​ blindsight 10 ft., darkvision 60 ft., passive 
Perception 14 
Classified as XXXXX, they are considered 
Languages​ — 
impossible to train or domesticate, and are  Challenge​ 1 (200 XP) 
generally aggressive toward anything, attacking 
without provocation. Possessing the ability to   

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 

Armor Class​ 17 (natural armor) 


  Norwegian Ridgeback 
Hit Points​ 45 (4d8 + 4)  With spiny wings and long snouts, these dragons 
Speed​ 30 ft., fly 60 ft.  are fond of water and are known to feed on 
  water-dwelling creatures. 
STR  DEX  CON  INT  WIS  CHA   
19 (+2)  10 (+0)  17 (+3)  3 (-4)  11 (+0)  6 (-2) 
  Young Norwegian Ridgeback
Saving Throws​ Dex +2, Con +5, Wis +2, Cha +0  Medium beast, unaligned 
Skills​ Perception +4, Stealth +2   
Senses​ blindsight 10 ft., darkvision 60 ft., passive 
Perception 14  Armor Class​ 17 (natural armor) 
Hit Points​ 52 (8d8 + 16) 
Languages​ — 
Speed​ 30 ft., fly 60 ft., swim 30 ft. 
Challenge​ 3 (700 XP) 
 
  STR  DEX  CON  INT  WIS  CHA 
17 (+3)  10 (+0)  15 (+2)  3 (-4)  11 (+0)  6 (-2) 
Actions   
Bite.​ ​Melee Weapon Attack:​ +6 to hit, reach 5 ft., one  Saving Throws​ Dex +2, Con +4, Wis +2, Cha +0 
target. H​ it:​ 9 (1d10 + 4) piercing damage.  Skills​ Perception +4, Stealth +2 
  Senses​ blindsight 10 ft., darkvision 60 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​ — 
13 Dexterity saving throw, taking 18 (4d8) fire damage on  Challenge​ 3 (700 XP) 
a failed save, or half as much damage on a successful 
one. 
 
 
  Actions 
Bite.​ ​Melee Weapon Attack:​ +5 to hit, reach 5 ft., one 
Adult Hungarian Horntail target. H​ it:​ 8 (1d10 + 3) piercing damage. 
Huge beast, unaligned   
  Fire Breath (Recharge 5-6).​ The dragon exhales fire in a 
15-foot cone. Each creature in that area must make a DC 
Armor Class​ 18 (natural armor) 
12 Dexterity saving throw, taking 22 (4d10) fire damage 
Hit Points​ 168 (16d10 + 80) 
on a failed save, or half as much damage on a successful 
Speed​ 40 ft., fly 80 ft. 
one. 
 
 
STR  DEX  CON  INT  WIS  CHA   
23 (+6)  10 (+0)  21 (+5)  3 (-4)  11 (+0)  8 (-1) 
  Adult Norwegian Ridgeback
Saving Throws​ Dex +4, Con +9, Wis +4, Cha +3  Huge beast, unaligned 
Skills​ Perception +8, Stealth +4   
Senses​ blindsight 30 ft., darkvision 120 ft., passive 
Perception 17  Armor Class​ 18 (natural armor) 
Hit Points​ 152 (16d10 + 64) 
Languages​ — 
Speed​ 40 ft., fly 80 ft., swim 40 ft. 
Challenge​ 10 (5,900 XP) 
 
 
Magic Resistance.​ The dragon has advantage on saving  STR  DEX  CON  INT  WIS  CHA 
throws against spells and other magical effects.  21 (+5)  10 (+0)  19 (+4)  3 (-4)  13 (+1)  8 (-1) 
 
 
Saving Throws​ Dex +4, Con +8, Wis +5, Cha +3 
Actions  Skills​ Perception +9, Stealth +4 
Multiattack.​ The dragon makes three attacks: one with  Senses​ blindsight 30 ft., darkvision 120 ft., passive 
its bite or breath and two with its claws or tail.  Perception 19 

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.   
 

Young Ukrainian Ironbelly Doxy 


Sometimes known as a biting fairy, doxys have a 
Medium beast, unaligned 
  minute form, though unlike fairies they are 
Armor Class​ 19 (natural armor)  covered in thick black hair and have an extra pair 
Hit Points​ 142 (4d8 + 4)  of arms and legs. The doxy's wings are thick, 
Speed​ 30 ft., fly 60 ft.  curved, and shiny, much like a beetle's. Doxys 
  prefer cold climates and have double rows of 
STR  DEX  CON  INT  WIS  CHA  sharp, venomous teeth. 
21 (+5)  8 (-1)  19 (+4)  3 (-4)  13 (+1)  6 (-2) 
 
 
Saving Throws​ Dex +2, Con +7, Wis +4, Cha +1 
Skills​ Perception +7, Stealth +2 
Swarm of Doxys
Senses​ blindsight 10 ft., darkvision 60 ft., passive  Medium swarm of Tiny humanoids, chaotic neutral 
Perception 17   
Languages​ —  Armor Class​ 13 
Challenge​ 5 (1,800 XP)  Hit Points​ 36 (8d8) 
Speed​ 10 ft., fly 50 ft. 
   
Actions  STR  DEX  CON  INT  WIS  CHA 
Bite.​ ​Melee Weapon Attack:​ +8 to hit, reach 5 ft., one  9 (-1)  16 (+3)  11 (+0)  7 (-2)  12 (+1)  6 (-2) 
target. H​ it:​ 16 (2d10 + 5) piercing damage. 
 
 
Fire Breath (Recharge 5-6).​ The dragon exhales fire in a  Skills​ Perception +5 
15-foot cone. Each creature in that area must make a DC  Damage Resistances​ bludgeoning, piercing, slashing 
15 Dexterity saving throw, taking 22 (4d10) fire damage  Condition Immunities​ charmed, frightened, grappled, 
on a failed save, or half as much damage on a successful  paralyzed, petrified, prone, restrained, stunned 
one.  Senses​ passive Perception 15 
  Languages​ Doxy 
  Challenge​ 2 (450 XP) 
 
Adult Ukrainian Ironbelly  
Swarm.​ The swarm can occupy another creature's space 
Huge beast, unaligned 
and vice versa, and the swarm can move through any 
 
opening large enough for a Tiny doxy. The swarm can't 
Armor Class​ 22 (natural armor)  regain hit points or gain temporary hit points. 
Hit Points​ 212 (17d12 + 102)   
Speed​ 40 ft., fly 80 ft. 
  Actions 
STR  DEX  CON  INT  WIS  CHA  Bite.​ ​Melee Weapon Attack:​ +6 to hit, reach 0 ft., one 
25 (+7)  8 (-1)  23 (+6)  3 (-4)  15 (+2)  8 (-1)  creature in the swarm's space. ​Hit:​ 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has half 
of its hit points or fewer. The target must make a DC 10 
Saving Throws​ Dex +4, Con +11, Wis +7, Cha +4  Constitution saving throw, taking 14 (4d6) poison damage 
Skills​ Perception +12, Stealth +4  on a failed save, or half as much damage on a successful 
Senses​ blindsight 30 ft., darkvision 120 ft., passive  one.
Perception 17 
 
Languages​ — 
Challenge​ 15 (13,000 XP)   
 
Magic Resistance.​ The dragon has advantage on saving  Fwooper 
throws against spells and other magical effects. 
An African bird with extremely vivid plumage, 
 
fwoopers may be orange, pink, lime green, or 
Actions  yellow. Though at first enjoyable, a fwooper's song 
Multiattack.​ The dragon makes three attacks: one with 
its bite or breath and two with its claws.  will eventually drive the listener to insanity. 

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 

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