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Students of Strixhaven NPC Statblocks of Friends and Rivals at the Multiverse’s Premier University

Craig Mackie

S TUDENTS OF S TRIXHAVEN Version 1.1.0 (20220110151400) First Published: Thursday 16th December, 2021 Last Updated: Monday 10th January, 2022

C REDITS Lead Writer and Editor: Craig Mackie LATEX Template: rpgtex1 Cover Image: Brian Donovan2 Background Illustration: Paper texture by Lost and Taken3 Special Thanks: Cayce Lauder Join the Community: discord.gg/5nR6x345wb

C HANGE L OG 1.1.0: (10th January 2022) • Added Eshan and Iya. • Fixed Zanther. There were a few errors in his statblock. 1.0.0: (16th December 2021) • Original release.

O THER DM S G UILD P UBLICATIONS Campaign/Setting Supplements. • Students of Strixhaven Character Options. • Artificers of Ravnica • Domains of Adversity • July’s Subclasses • Sparklegem’s Guide to Random Character Creation • Sparklegem’s Magical Collection More Monsters Series. • More Dragons! • More Elementals! • More Kobolds! • More Ravnican Threats! • More Ruffians! • More Tieflings! • More Undead! Fantasy Grounds Modules. • Artificers of Ravnica • Doomguide • Guild Wizard of Waterdeep • More Monsters! February 2021 • The Dragon

L EGAL T EXT

A Sparklegem Studios Publication 1 https://github.com/rpgtex/DND-5e-LaTeX-Template 2 https://www.flickr.com/photos/58621196@N05/ 3 https://lostandtaken.com/

ii

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021-2022 by Craig Mackie and published under the Community Content Agreement for Dungeon Masters Guild.

S TUDENTS OF S TRIXHAVEN In Strixhaven: A Curriculum of Chaos, we are introduced to a number of potential peers, friends, rivals, and lovers that can accompany the player characters throughout the campaign. Introduced in Chapter 3, these individuals are given two or three paragraphs of description, alongside some pseudo mechanical benefits or drawbacks depending on how you interact with them. Within this publication, each of these students are given multiple statblocks to represent their growth throughout the four years of the Strixhaven: A Curriculum of Chaos campaign. Each of them can grant their friends a unique bonus in addition to those benefits seen in the campaign book. By providing statblocks for each student as they progress through the campaign, Dungeon Masters now have an easy go-to reference, detailing all of the student’s traits and features at a glance. It also provides smaller parties with easy-to-use sidekicks, and opens the floor for combat featuring these NPCs if tensions rise or dangers to Strixhaven spill over into the student body at-large. Version 1.1 Update With eighteen students and five colleges of Strixhaven, there are less potential friendships and rivalries with the Prismari and Witherbloom Colleges. In order to address this imbalance, two new students have been added: Ehsan (Witherbloom) and Iya Ruan (Prismari). You will find information equivalent to that given in Chapter 3 of Strixhaven: A Curriculum of Chaos in addition to their statblocks in the relevant section of this publication.

A URORA L UNA W YNTERSTARR Q UICK N OTES

ON

A URORA

Pronouns. She/Her College. Witherbloom (Years Two - Four) Extracurriculars. Strixhaven Show Band Association Job. Strixhaven Stadium groundskeeper Bond Boon. Out of respect for Aurora, fellow campus musicians will cover your expenses for one night per week at places where live music is common. Bond Bane. When there’s live music on campus, the lyrics always include rude sentiments directed toward you.

Y EAR O NE

A URORA L UNA W YNTERSTARR Medium Humanoid (Dhampir Bard), Neutral Armor Class 11 Hit Points 33 (6d8 + 6) Speed 35 ft., climb 35 ft. STR 8 (–1)

DEX 12 (+1)

CON 13 (+1)

INT 10 (+0)

WIS 11 (+0)

CHA 12 (+1)

Skills Performance +3, Sleight of Hand +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Bullywug, Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2 Excited to Be Here. Aurora has advantage on initiative rolls. Deathless Nature. Aurora doesn’t need to breathe. Spider Climb. Aurora can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

The Students table below provides a quick index of each student, their college, and their place within this publication.

Actions

Students

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Name Aurora Luna Wynterstarr Bhedum “Rampart” Sooviij Cadoras Damellawar Drazhomir Yarnask Ehsan Grayson Wildemere Greta Gorunn Iya Ruan Javenesh Stoutclaw Larine Arneza Melwythorne Mina Lee Nora Ann Wu Quentillius Antiphius Melentor III Rosimyffenbip “Rosie” Wuzfeddlims Rubina Larkingdale Shuvadri Glintmantle Tilana Kapule Urzmaktok Grojsh Zanther Bowen

College Witherbloom Lorehold Quandrix Quandrix Witherbloom Silverquill Lorehold Prismari Lorehold Quandrix Witherbloom Silverquill Prismari Prismari Lorehold Silverquill Silverquill Quandrix Witherbloom Prismari

Page 1 3 4 6 7 9 10 12 14 15 16 18 19 20 21 23 24 26 27 28

Vampiric Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target isn’t a Construct or an Undead, Aurora regains hit points equal to the piercing damage dealt. While Aurora is missing half or more of her hit points, she has advantage on attack rolls with this bite. Spellcasting. Aurora casts one of the following spells, using Charisma as the spellcasting ability: At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Aurora fails a saving throw, she can reroll the d20. She must use the new roll.

STUDENTS OF STRIXHAVEN

1

Y EAR T WO

Y EAR T HREE O NWARDS

A URORA L UNA W YNTERSTARR

A URORA L UNA W YNTERSTARR

Medium Humanoid (Dhampir Bard), Neutral

Medium Humanoid (Dhampir Bard), Neutral

Armor Class 13 (leather armor) Hit Points 44 (8d8 + 8) Speed 35 ft., climb 35 ft.

Armor Class 12 (15 with Vociferous Form) Hit Points 66 (12d8 + 12) Speed 35 ft., climb 35 ft.

STR 10 (+0)

DEX 14 (+2)

CON 13 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 15 (+2)

Saving Throws Con +3, Cha +4 Skills Medicine +3, Nature +2, Perception +3, Performance +4, Sleight of Hand +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Bullywug, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Regeneration. As long as Aurora has at least 1 hit point remaining, Aurora regains 5 hit points at the start of her turn. Verdant Talisman. At the end of a 10-minute ritual, Aurora can touch one willing creature (including herself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Aurora conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust. Deathless Nature. Aurora doesn’t need to breathe.

DEX 15 (+2)

CON 13 (+1)

INT 11 (+0)

WIS 14 (+2)

CHA 18 (+4)

Saving Throws Con +3, Cha +5 Skills Medicine +4, Nature +2, Perception +4, Performance +7, Sleight of Hand +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Bullywug, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 Regeneration. As long as Aurora has at least 1 hit point remaining, Aurora regains 5 hit points at the start of her turn. Verdant Talisman. At the end of a 10-minute ritual, Aurora can touch one willing creature (including herself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Aurora conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust. Deathless Nature. Aurora doesn’t need to breathe.

Spider Climb. Aurora can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spider Climb. Aurora can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Actions

Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, Aurora can pull it up to 10 feet closer to herself.

Briar Vine. Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, Aurora can pull it up to 10 feet closer to herself.

Vampiric Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target isn’t a Construct or an Undead, Aurora regains hit points equal to the piercing damage dealt. While Aurora is missing half or more of her hit points, she has advantage on attack rolls with this bite. Spellcasting. Aurora casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: druidcraft, spare the dying 1/day: pass without trace

Bonus Actions Bond Boon: Inspiring Words (1/Day). Aurora chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. That creature gains one Bardic Inspiration die, a d6. This functions identically to the bard’s class feature of the same name (see page 51 of the Player’s Handbook).

Reactions Wither Burst. When Aurora sees a creature within 30 feet of herself drop to 0 hit points, Aurora channels the expended life essence and targets another creature she can see within 30 feet of herself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

2

STR 10 (+0)

STUDENTS OF STRIXHAVEN

Vampiric Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target isn’t a Construct or an Undead, Aurora regains hit points equal to the piercing damage dealt. While Aurora is missing half or more of her hit points, she has advantage on attack rolls with this bite. Spellcasting. Aurora casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: druidcraft, spare the dying 1/day each: death ward, pass without trace, speak with plants

Bonus Actions Bond Boon: Inspiring Words (3/Day). Aurora chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. That creature gains one Bardic Inspiration die, a d6. This functions identically to the bard’s class feature of the same name (see page 51 of the Player’s Handbook). Vociferous Form (1/Day). Aurora transforms into an avatar of plants and shadow. While in this form, Aurora adds her Charisma modifier to her AC if she isn’t wearing armor or wielding a shield, and she has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until Aurora is reduced to 0 hit points.

Reactions Wither Burst. When Aurora sees a creature within 30 feet of herself drop to 0 hit points, Aurora channels the expended life essence and targets another creature she can see within 30 feet of herself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

B HEDUM “R AMPAR T ” S OOVIIJ Q UICK N OTES

ON

Y EAR T WO

R AMPAR T

Pronouns. They/Them College. Lorehold (Years Two - Four) Extracurriculars. Dragonchess Club, Dragonsguard Historical Society Job. None Bond Boon. Rampart’s commanding presence rubs off, and when you’re trying to avoid campus security, your fellow students always help you lie low. Bond Bane. Library books you need inexplicably go missing at key times, especially those about history. As a result, you can’t pull all-nighters.

Y EAR O NE

B HEDUM “R AMPART ” S OOVIIJ Armor Class 13 (natural armor; 18 with Battlefield Conditions) Hit Points 33 (6d8 + 6) Speed 30 ft. DEX 8 (–1)

CON 13 (+1)

INT 12 (+1)

WIS 10 (+0)

Armor Class 13 (natural armor; 18 with Battlefield Conditions) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 14 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 15 (+2)

WIS 11 (+0)

CHA 12 (+1)

Saving Throws Con +3, Int +4 Skills Arcana +4, Deception +3, History +4, Insight +2, Investigation +4 Senses passive Perception 10 Languages Common, Draconic, Loxodon Challenge 1 (200 XP) Proficiency Bonus +2 Bond Boon: Tactical Mind. A creature within 15 feet of Rampart with whom he shares a bond boon may use a bonus action on its turn to take the Disengage action.

Medium Humanoid (Loxodon Wizard), Lawful Neutral

STR 12 (+1)

B HEDUM “R AMPART ” S OOVIIJ Medium Humanoid (Loxodon Wizard), Lawful Neutral

CHA 11 (+0)

Skills Arcana +2, Deception +2, History +3, Investigation +3 Senses passive Perception 10 Languages Common, Draconic, Loxodon Challenge 1/4 (50 XP) Proficiency Bonus +2 Natural Armor. Rampart has thick, leathery skin. When Rampart isn’t wearing armor, Rampart’s AC is 12 + their Constitution modifier. Rampart can use their natural armor to determine their AC if the armor they wear would leave them with a lower AC. A shield’s benefits apply as normal while Rampart uses their natural armor. Battlefield Conditions. Rampart attends all of their classes clad in gilded plate armor and wearing a greatsword. While wearing this armor Rampart has an AC of 18, but they also have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and they can’t cast spells. Excited to Be Here. Rampart has advantage on initiative rolls. Keen Smell. Rampart has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on smell. Loxodon Serenity. Rampart has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Greatsword (Battlefield Conditions only). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. Spellcasting. Rampart casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Natural Armor. Rampart has thick, leathery skin. When Rampart isn’t wearing armor, Rampart’s AC is 12 + their Constitution modifier. Rampart can use their natural armor to determine their AC if the armor they wear would leave them with a lower AC. A shield’s benefits apply as normal while Rampart uses their natural armor. Battlefield Conditions. Rampart attends all of their classes clad in gilded plate armor and wearing a greatsword. While wearing this armor Rampart has an AC of 18, but they also have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity; they can’t cast spells; and they can’t use their Scroll Bash or Reduce to Memory actions. Keen Smell. Rampart has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on smell. Loxodon Serenity. Rampart has advantage on initiative rolls.

Actions Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage. Greatsword (Battlefield Conditions only). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature Rampart can see within 90 feet. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. Rampart casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: guidance, light 1/day each: comprehend languages, locate object, mage armor

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Rampart misses a target with an attack roll, Rampart magically enables the attacker to reroll the attack roll. It must use the new roll.

Reactions Beginner’s Luck (2/Day). When Rampart fails a saving throw, they can reroll the d20. They must use the new roll.

STUDENTS OF STRIXHAVEN

3

Y EAR T HREE O NWARDS

C ADORAS D AMELLAWAR

B HEDUM “R AMPART ” S OOVIIJ

Q UICK N OTES

Medium Humanoid (Loxodon Wizard), Lawful Neutral Armor Class 13 (natural armor; 14 with mage armor; 18 with Battlefield Conditions) Hit Points 60 (11d8 + 11) Speed 30 ft. STR 14 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 17 (+3)

WIS 11 (+0)

CHA 12 (+1)

Saving Throws Con +3, Int +5 Skills Arcana +5, Deception +3, History +7, Insight +2, Investigation +5 Senses passive Perception 10 Languages Common, Draconic, Loxodon Challenge 3 (700 XP) Proficiency Bonus +2 Bond Boon: Tactical Mind. A creature who starts its turn within 15 feet of Rampart and with whom he shares a bond boon do not provoke opportunity attacks, as if they had taken the Disengage action. Natural Armor. Rampart has thick, leathery skin. When Rampart isn’t wearing armor, Rampart’s AC is 12 + their Constitution modifier. Rampart can use their natural armor to determine their AC if the armor they wear would leave them with a lower AC. A shield’s benefits apply as normal while Rampart uses their natural armor. Battlefield Conditions. Rampart attends all of their classes clad in gilded plate armor and wearing a greatsword. While wearing this armor Rampart has an AC of 18, but they also have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity; they can’t cast spells; and they can’t use their Scroll Bash or Reduce to Memory actions. Keen Smell. Rampart has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on smell. Loxodon Serenity. Rampart has advantage on initiative rolls.

Actions Multiattack. Rampart makes two Scroll Bash or Greatsword attacks. Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage. Greatsword (Battlefield Conditions only). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

C ADORAS

Y EAR O NE

C ADORAS D AMELLAWAR Medium Humanoid (Elf Druid), Chaotic Good Armor Class 11 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 8 (–1)

DEX 13 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 11 (+0)

Skills Animal Handling +3, Perception +3, Performance +4, Sleight of Hand +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Gnomish Challenge 1/4 (50 XP) Proficiency Bonus +2 Excited to Be Here. Cadoras has advantage on initiative rolls. Fey Ancestry. Cadoras has advantage on saving throws against being charmed, and magic can’t put Cadoras to sleep.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Reduce to Memory (Recharge 5-6). Thundering golden energy erupts around a creature Rampart can see within 90 feet. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.

Spellcasting. Cadoras casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

Spellcasting. Rampart casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):

Reactions

At will: guidance, light 2/day each: comprehend languages, locate object 1/day each: mage armor, speak with dead, stone shape

Bonus Actions Chronal Break (1/Day). Rampart chooses a point within 30 feet of himself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of Rampart’s next turn.

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Rampart misses a target with an attack roll, Rampart magically enables the attacker to reroll the attack roll. It must use the new roll.

4

ON

Pronouns. He/Him College. Quandrix (Years Two - Four) Extracurriculars. Distinguished Society of Fine Artists, Live-Action Roleplaying Guild Job. None Bond Boon. The esteem for Cadoras in live-action roleplaying circles extends to you. Guild members will share any information you wish to know about Aberrations, Monstrosities, and Oozes. Bond Bane. You are a pariah in the campus roleplaying scene. The worst monsters are named after you.

STUDENTS OF STRIXHAVEN

At will: mage hand, prestidigitation 1/day: detect magic

Beginner’s Luck (2/Day). When Cadoras fails a saving throw, he can reroll the d20. He must use the new roll.

Y EAR T WO

Y EAR T HREE O NWARDS

C ADORAS D AMELLAWAR

C ADORAS D AMELLAWAR

Medium Humanoid (Elf Druid), Chaotic Good

Medium Humanoid (Elf Druid), Chaotic Good

Armor Class 11 (14 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft.

Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft.

STR 10 (+0)

DEX 13 (+1)

CON 12 (+1)

INT 11 (+0)

WIS 15 (+2)

CHA 14 (+2)

STR 10 (+0)

DEX 15 (+2)

CON 12 (+1)

INT 11 (+0)

WIS 17 (+3)

CHA 14 (+2)

Saving Throws Wis +4, Cha +4 Skills Animal Handling +4, Arcana +2, Investigation +2, Nature +2, Perception +4, Performance +6, Sleight of Hand +3 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Gnomish Challenge 2 (450 XP) Proficiency Bonus +2

Saving Throws Wis +5, Cha +4 Skills Animal Handling +5, Arcana +2, Investigation +2, Nature +2, Perception +5, Performance +6, Sleight of Hand +4 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Gnomish Challenge 3 (700 XP) Proficiency Bonus +2

Fey Ancestry. Cadoras has advantage on saving throws against being charmed, and magic can’t put Cadoras to sleep.

Fey Ancestry. Cadoras has advantage on saving throws against being charmed, and magic can’t put Cadoras to sleep.

Actions

Actions

Multiattack. Cadoras makes two Exponential Lash attacks.

Multiattack. Cadoras makes two Exponential Lash attacks.

Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and Cadoras can cause one creature he can see within 30 feet of the target to take 9 (2d6 + 2) force damage.

Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force damage, and Cadoras can cause one creature he can see within 30 feet of the target to take 10 (2d6 + 3) force damage.

Spellcasting. Cadoras casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

Spellcasting. Cadoras casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: guidance, mage hand 1/day each: enlarge/reduce, mage armor

At will: guidance, mage hand 1/day each: dimension door, enlarge/reduce, mage armor, plant growth

Reactions

Bonus Actions

Bond Boon: “Archer’s Quarry” (1/Day). When a creature with whom Cadoras shares a bond boon hits an Aberration, Monstrosity, or Ooze with an attack roll, Cadoras can magically mark the target if it is within 60 feet. The first time the target is hit on each of Cadoras’ and the creature’s turns, the attack deals an additional 1d4 damage.

Vortex Calculus (Recharge 4-6). Cadoras teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 60 feet of himself. Immediately after Cadoras teleports, each creature within 20 feet of the space he left must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn’t moved.

Reactions Bond Boon: “Archer’s Quarry” (3/Day). When a creature with whom Cadoras shares a bond boon hits an Aberration, Monstrosity, or Ooze with an attack roll, Cadoras can magically mark the target if it is within 60 feet. The first time the target is hit on each of Cadoras’ and the creature’s turns, the attack deals an additional 1d4 damage.

STUDENTS OF STRIXHAVEN

5

D RAZHOMIR YARNASK Q UICK N OTES

ON

Y EAR T WO O NWARDS

D RAZHOMIR

Pronouns. He/Him College. Quandrix Extracurriculars. Dead Languages Society Job. Biblioplex book clerk Bond Boon. Drazhomir writes you poetry, and the smile it puts on your face makes you likable to everyone on campus except the most stone-hearted. Bond Bane. Other students who work in the Biblioplex refuse to help you find any of the tomes you seek. Even the reference librarians are more cryptic.

Y EAR O NE

D RAZHOMIR YARNASK

D RAZHOMIR YARNASK Medium Humanoid (Minotaur Wizard), Neutral Good Armor Class 10 (13 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 15 (+2)

DEX 10 (+0)

CON 12 (+1)

INT 17 (+3)

WIS 11 (+0)

CHA 14 (+2)

Saving Throws Int +5, Cha +4 Skills Athletics +4, Arcana +7, History +5, Investigation +7, Nature +5, Persuasion +4 Senses passive Perception 10 Languages Common, Halfling, Minotaur Challenge 3 (700 XP) Proficiency Bonus +2

Medium Humanoid (Minotaur Wizard), Neutral Good

Actions

Armor Class 9 (12 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 15 (+2)

DEX 8 (–1)

CON 12 (+1)

Multiattack. Drazhomir makes two Exponential Lash attacks. INT 15 (+2)

WIS 11 (+0)

CHA 14 (+2)

Saving Throws Int +4, Cha +4 Skills Athletics +4, Arcana +6, History +4, Investigation +6, Nature +4, Persuasion +4 Senses passive Perception 10 Languages Common, Halfling, Minotaur Challenge 2 (450 XP) Proficiency Bonus +2

Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Actions

Bonus Actions

Multiattack. Drazhomir makes two Exponential Lash attacks.

Hammering Horns. Immediately after Drazhomir hits a creature with a melee attack as part of the Attack action on his turn, he can use a bonus action to attempt to shove that target with his horns. The target must be Larger or smaller and within 5 feet of Drazhomir. Unless it succeeds on a DC 12 Strength saving throw, Drazhomir pushes the target up to 10 feet away from himself.

Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and Drazhomir can cause one creature he can see within 30 feet of the target to take 9 (2d6 + 2) force damage. Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. Drazhomir casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: guidance, mage hand 1/day each: enlarge/reduce, mage armor

Bonus Actions Hammering Horns. Immediately after Drazhomir hits a creature with a melee attack as part of the Attack action on his turn, he can use a bonus action to attempt to shove that target with his horns. The target must be Larger or smaller and within 5 feet of Drazhomir. Unless it succeeds on a DC 12 Strength saving throw, Drazhomir pushes the target up to 10 feet away from himself. Goring Rush. Immediately after Drazhomir uses the Dash action on his turn and moves at least 20 feet, he can make one melee attack with his horns as a bonus action.

Reactions Bond Boon: Square Up (1/Day). Drazhomir chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. Until the end of Drazhomir’s next turn, the target has advantage on all Strength, Dexterity, and Constitution-based saving throws.

6

Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force damage, and Drazhomir can cause one creature he can see within 30 feet of the target to take 10 (2d6 + 3) force damage.

STUDENTS OF STRIXHAVEN

Spellcasting. Drazhomir casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: guidance, mage hand 1/day each: dimension door, enlarge/reduce, mage armor, plant growth

Goring Rush. Immediately after Drazhomir uses the Dash action on his turn and moves at least 20 feet, he can make one melee attack with his horns as a bonus action.

Reactions Bond Boon: Square Up (3/Day). Drazhomir chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. Until the end of Drazhomir’s next turn, the target has advantage on all saving throws.

E HSAN

Y EAR O NE

Chaotic Good Leonin First Year (Witherbloom) Ehsan’s magical gifts bloomed late, meaning she is a good twenty or so years older than her peers. Those additional decades did not go to waste, however, as Ehsan is an excellent archer, forger, and all-around naturalist. As punctual and attentive in classes as she is, Ehsan appreciates her privacy from fellow students and faculty alike. With her worldly experience and keen senses, Ehsan has found a few places around campus where she can get away, whether it’s from the incessant rumour mill (students love gossip) or just to study alone. When not in seclusion, Ehsan can be found tending to the many grass fields on campus, or keeping herself in shape at the Stadium. She appreciates the friendly competition with her Iron-Lifters Society peers.

Q UICK N OTES

ON

E HSAN

Pronouns. She/Her College. Witherbloom Extracurriculars. Strixhaven Iron-Lifters Society Job. Campus Grounds lawn manicurist Bond Boon. Ehsan has shared a few secret hiding places and quiet corners where you won’t be found by other students or faculty, unless you want them to. Bond Bane. Other students can track you down easily whether you want them to or not, as can Witherbloom faculty.

E HSAN Medium Humanoid (Leonin Ranger), Chaotic Good Armor Class 11 Hit Points 21 (6d8 – 6) Speed 30 ft. STR 12 (+1)

DEX 13 (+1)

CON 8 (–1)

Skills Athletics +3, Medicine +3 Senses passive Perception 10 Languages Common, Giant, Leonin Challenge 1/4 (50 XP)

INT 11 (+0)

WIS 12 (+1)

CHA 10 (+0)

Proficiency Bonus +2

Excited to Be Here. Ehsan has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spellcasting. Ehsan casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigation 1/day: detect magic

Bonus Actions Daunting Roar (Recharges after a Short or Long Rest). Ehsan lets out a menacing roar. Creatures of Ehsan’s choice within 10 feet that can hear her must succeed on a DC 9 Constitution saving throw or become frightened of her until the end of her next turn.

Reactions Beginner’s Luck (2/Day). When Ehsan fails a saving throw, she can reroll the d20. She must use the new roll.

STUDENTS OF STRIXHAVEN

7

Y EAR T WO

Y EAR T HREE O NWARDS

E HSAN

E HSAN

Medium Humanoid (Leonin Ranger), Chaotic Good

Medium Humanoid (Leonin Ranger), Chaotic Good

Armor Class 14 (leather armor) Hit Points 28 (8d8 – 8) Speed 30 ft.

Armor Class 16 (Vociferous Form) Hit Points 42 (12d8 – 12) Speed 30 ft.

STR 14 (+2)

DEX 15 (+2)

CON 8 (–1)

INT 12 (+1)

WIS 15 (+2)

CHA 11 (+0)

Saving Throws Con +1, Wis +4 Skills Athletics +4, Medicine +4, Nature +5, Perception +6 Senses passive Perception 16 Languages Common, Giant, Leonin Challenge 2 (450 XP) Proficiency Bonus +2 Bond Boon: Hidey Hole. A creature within 30 feet of Ehsan with whom she shares a bond boon may use a bonus action on its turn to take the Hide action. Regeneration. As long as Ehsan has at least 1 hit point remaining, Ehsan regains 5 hit points at the start of her turn. Verdant Talisman. At the end of a 10-minute ritual, Ehsan can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Ehsan conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, Ehsan can pull it up to 10 feet closer to herself.

DEX 16 (+3)

CON 8 (–1)

INT 15 (+2)

WIS 17 (+3)

CHA 11 (+0)

Saving Throws Con +1, Wis +5 Skills Athletics +6, Medicine +5, Nature +6, Perception +7 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 17 Languages Common, Giant, Leonin Challenge 3 (700 XP) Proficiency Bonus +2 Bond Boon: Hidey Hole. A creature within 30 feet of Ehsan with whom she shares a bond boon may use a bonus action on its turn to move up to 15 feet before taking the Hide action. Regeneration. As long as Ehsan has at least 1 hit point remaining, Ehsan regains 5 hit points at the start of her turn. Verdant Talisman. At the end of a 10-minute ritual, Ehsan can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Ehsan conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Briar Vine. Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, Ehsan can pull it up to 10 feet closer to herself.

Spellcasting. Ehsan casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

At will: druidcraft, spare the dying 1/day: pass without trace

Spellcasting. Ehsan casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

Bonus Actions

At will: druidcraft, spare the dying 1/day each: death ward, pass without trace, speak with plants

Daunting Roar (Recharges after a Short or Long Rest). Ehsan lets out a menacing roar. Creatures of Ehsan’s choice within 10 feet that can hear her must succeed on a DC 9 Constitution saving throw or become frightened of her until the end of her next turn.

Reactions Wither Burst. When Ehsan sees a creature within 30 feet of herself drop to 0 hit points, Ehsan channels the expended life essence and targets another creature she can see within 30 feet of herself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

8

STR 14 (+2)

STUDENTS OF STRIXHAVEN

Bonus Actions Daunting Roar (Recharges after a Short or Long Rest). Ehsan lets out a menacing roar. Creatures of Ehsan’s choice within 10 feet that can hear her must succeed on a DC 9 Constitution saving throw or become frightened of her until the end of her next turn. Vociferous Form (1/Day). Ehsan transforms into an avatar of plants and shadow. While in this form, Ehsan adds her Charisma modifier to her AC if she isn’t wearing armor or wielding a shield, and she has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until Ehsan is reduced to 0 hit points.

Reactions Wither Burst. When Ehsan sees a creature within 30 feet of herself drop to 0 hit points, Ehsan channels the expended life essence and targets another creature she can see within 30 feet of herself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

G RAYSON W ILDEMERE Q UICK N OTES

ON

Y EAR T WO

G RAYSON

Pronouns. He/Him College. Silverquill (Years Two - Four) Extracurriculars. Future Entrepreneurs of Strixhaven, Strixhaven Star Job. None Bond Boon. Whenever you want to buy something on campus, a few words from Grayson get you deals. There’s a 25 percent chance your purchase costs half as much. Bond Bane. Gossip columns proclaim exaggerated versions of your worst traits.

Y EAR O NE

G RAYSON W ILDEMERE Medium Humanoid (Human Bard), Neutral Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 10 (+0)

DEX 15 (+2)

CON 13 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws Dex +4, Cha +4 Skills Deception +4, Insight +4, Investigation +3, Performance +4, Persuasion +6 Senses passive Perception 10 Languages Common, Dwarvish, Elvish Challenge 1 (200 XP) Proficiency Bonus +2

G RAYSON W ILDEMERE Commanding Presence (1/Rest). When Grayson makes a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, he can add 1d6 to the ability check.

Medium Humanoid (Human Bard), Neutral Armor Class 11 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 8 (–1)

DEX 13 (+1)

Actions CON 12 (+1)

INT 11 (+0)

WIS 10 (+0)

CHA 12 (+1)

Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage.

Skills Insight +4, Investigation +2, Persuasion +3 Senses passive Perception 10 Languages Common, Dwarvish, Elvish Challenge 1/4 (50 XP) Proficiency Bonus +2

Spellcasting. Grayson casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

Excited to Be Here. Grayson has advantage on initiative rolls.

Reactions

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Grayson casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

At will: dancing lights, friends 1/day each: command, mage armor

Rousing Verse. When a creature Grayson can see within 30 feet of him fails a saving throw, Grayson magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result. Bond Boon: Commanding Presence (1/Day). Grayson chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. That creature can add 1d6 to a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check.

Reactions Beginner’s Luck (2/Day). When Grayson fails a saving throw, he can reroll the d20. He must use the new roll.

STUDENTS OF STRIXHAVEN

9

Y EAR T HREE O NWARDS

G RETA G ORUNN

G RAYSON W ILDEMERE

Q UICK N OTES

Medium Humanoid (Human Bard), Neutral Armor Class 13 (16 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 10 (+0)

DEX 17 (+3)

CON 12 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 17 (+3)

Saving Throws Dex +5, Wis +2, Cha +5 Skills Deception +5, Insight +4, Investigation +3, Performance +5, Persuasion +7 Senses passive Perception 10 Languages Common, Dwarvish, Elvish Challenge 3 (700 XP) Proficiency Bonus +2 Commanding Presence (1/Rest). When Grayson makes a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, he can add 1d8 to the ability check.

Actions Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage. Spellcasting. Grayson casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, friends 1/day each: command, confusion, mage armor, tongues

Bonus Actions Demotivate (2/Day). Grayson hurls magical insults at one creature it can see within 30 feet of himself. The target must succeed on a DC 13 Wisdom saving throw or become frightened of Grayson for 1 minute. While frightened in this way, the target can’t take reactions, its speed is halved, and any hit Grayson scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions Rousing Verse. When a creature Grayson can see within 30 feet of him fails a saving throw, Grayson magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result. Bond Boon: Commanding Presence (3/Day). Grayson chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. That creature can add 1d8 to a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check.

10

STUDENTS OF STRIXHAVEN

ON

G RETA

Pronouns. She/Her College. Lorehold (Years Two - Four) Extracurriculars. Strixhaven Iron-Lifters Society Job. Strixhaven Stadium equipment assistant Bond Boon. Whenever you need anything heavy moved, members of the Iron-Lifters Society show up to help you. Bond Bane. Heavy things show up in inconvenient places, such as in front of your dorm door.

Y EAR O NE

G RETA G ORUNN Medium Humanoid (Dwarf Cleric), Chaotic Good Armor Class 9 Hit Points 33 (6d8 + 6) Speed 25 ft. STR 13 (+1)

DEX 8 (–1)

CON 12 (+1)

INT 10 (+0)

Skills Athletics +3, Medicine +3 Damage Immunities poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Dwarvish, Orc Challenge 1/4 (50 XP)

WIS 12 (+1)

CHA 11 (+0)

Proficiency Bonus +2

Dwarven Resilience. Greta has advantage on saving throws against poison. Excited to Be Here. Greta has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Greta casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Greta fails a saving throw, she can reroll the d20. She must use the new roll.

Y EAR T WO

Y EAR T HREE O NWARDS

G RETA G ORUNN

G RETA G ORUNN

Medium Humanoid (Dwarf Cleric), Chaotic Good

Medium Humanoid (Dwarf Cleric), Chaotic Good

Armor Class 10 (13 with mage armor) Hit Points 33 (6d8 + 6) Speed 25 ft.

Armor Class 11 (14 with mage armor) Hit Points 60 (11d8 + 11) Speed 25 ft.

STR 15 (+2)

DEX 10 (+0)

CON 12 (+1)

INT 11 (+0)

WIS 15 (+2)

CHA 12 (+1)

STR 15 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 11 (+0)

WIS 17 (+3)

CHA 12 (+1)

Saving Throws Con +3, Wis +4 Skills Athletics +4, History +2, Insight +4, Investigation +2, Medicine +4 Damage Immunities poison Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Orc Challenge 1 (200 XP) Proficiency Bonus +2

Saving Throws Con +3, Wis +5 Skills Athletics +4, History +4, Insight +5, Investigation +4, Medicine +5 Damage Immunities poison Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Orc Challenge 3 (700 XP) Proficiency Bonus +2

Bond Boon: Steady Hand. A creature adjacent to Greta with whom she shares a bond boon has advantage on saving throws against being knocked prone or restrained.

Bond Boon: Steady Hand. A creature adjacent to Greta with whom she shares a bond boon has advantage on saving throws against being knocked prone or restrained. In addition, it only costs 5 feet of movement for a creature adjacent to Greta with whom she shares a bond boon to stand up from being prone.

Dwarven Resilience. Greta has advantage on saving throws against poison.

Actions Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature Greta can see within 90 feet. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.

Dwarven Resilience. Greta has advantage on saving throws against poison.

Actions Multiattack. Greta makes two Scroll Bash attacks. Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage.

At will: guidance, light 1/day each: comprehend languages, locate object, mage armor

Reduce to Memory (Recharge 5-6). Thundering golden energy erupts around a creature Greta can see within 90 feet. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.

Reactions

Spellcasting. Greta casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

Learn from the Past (2/Day). When another creature within 60 feet of Greta misses a target with an attack roll, Greta magically enables the attacker to reroll the attack roll. It must use the new roll.

At will: guidance, light 2/day each: comprehend languages, locate object 1/day each: mage armor, speak with dead, stone shape

Spellcasting. Greta casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

Bonus Actions Chronal Break (1/Day). Greta chooses a point within 30 feet of herself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of Greta’s next turn.

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Greta misses a target with an attack roll, Greta magically enables the attacker to reroll the attack roll. It must use the new roll.

STUDENTS OF STRIXHAVEN

11

I YA R UAN

Y EAR O NE

Neutral Good Merfolk First Year (Prismari)

I YA R UAN

Iya is a forthright soul, never one to mince her words when the unvarnished truth gets straight to the point. This would be an intolerable trait in anyone other than Iya, who seldom has a dark thought about anyone who hasn’t purposefully tried to cause her trouble. She is fascinated by the many fashions borne by the students and faculty of Strixhaven, with many a passerby being questioned about the origin of their clothing or complimented on their sense of style. Iya was gently caroused to joining the Intramural Water-Dancing Club, which she took to like a merfolk to water. Working as a book shelver may not seem as natural a fit for Iya, but reading through the Biblioplex’s titles provides her muse with many sources of inspiration.

Medium Humanoid (Merfolk Wizard), Neutral Good

Q UICK N OTES

Actions

ON I YA

Pronouns. She/Her College. Prismari Extracurriculars. Intramural Water-Dancing Club Job. Biblioplex book shelver Bond Boon. You never have to worry about what to wear or how to accessorize, as Iya or one of her friends will have something suitable to hand. Bond Bane. Both students and faculty will openly criticize you on your choice of attire or makeup, even during extracurricular and public events.

12

STUDENTS OF STRIXHAVEN

Armor Class 11 Hit Points 33 (6d8 + 6) Speed 30 ft., swim 30 ft. STR 8 (–1)

DEX 12 (+1)

CON 13 (+1)

INT 12 (+1)

Skills Athletics +1, Performance +2 Senses passive Perception 10 Languages Common, Elvish, Merfolk Challenge 1/4 (50 XP)

WIS 10 (+0)

CHA 11 (+0)

Proficiency Bonus +2

Amphibious. Iya can breathe air and water. Excited to Be Here. Iya has advantage on initiative rolls.

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Iya casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Iya fails a saving throw, she can reroll the d20. She must use the new roll.

Y EAR T WO

Y EAR T HREE O NWARDS

I YA R UAN

I YA R UAN

Medium Humanoid (Merfolk Wizard), Neutral Good

Medium Humanoid (Merfolk Wizard), Neutral Good

Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 35 ft., swim 35 ft.

Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 35 ft., swim 35 ft.

STR 10 (+0)

DEX 14 (+2)

CON 13 (+1)

INT 15 (+2)

WIS 12 (+1)

CHA 13 (+1)

STR 10 (+0)

DEX 15 (+2)

CON 13 (+1)

INT 17 (+3)

WIS 12 (+1)

CHA 14 (+2)

Saving Throws Dex +4, Cha +3 Skills Acrobatics +4, Athletics +4, Performance +5 Senses passive Perception 11 Languages Common, Elvish, Merfolk Challenge 1/2 (100 XP) Proficiency Bonus +2

Saving Throws Dex +4, Cha +4 Skills Acrobatics +4, Athletics +4, Performance +6 Senses passive Perception 11 Languages Common, Elvish, Merfolk Challenge 2 (450 XP) Proficiency Bonus +2

Amphibious. Iya can breathe air and water.

Amphibious. Iya can breathe air and water.

Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage(Iya’s choice).

Evasion. If Iya is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Iya instead takes no damage if she succeeds on the saving throw and only half damage if she fails, provided she isn’t incapacitated.

Spellcasting. Iya casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):

Actions

Actions

At will: minor illusion 1/day each: gust of wind, mage armor, silent image

Bonus Actions Surge of Artistry (Recharge 4-6). Iya moves up to her speed, surrounding herself with elemental magic as she moves. Until the end of her turn, Iya can move through the space of other creatures. The first time Iya enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If Iya ends his turn in another creature’s space, Iya takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Reactions Bond Boon: Font of Inspiration (1/Day). When a creature Iya can hear within 60 feet of her and with whom she shares a bond boon fails a saving throw, Iya can use her reaction to grant the creature advantage on it’s next attack roll.

Multiattack. Iya makes two Elemental Strike attacks. Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d6 + 3) fire or cold damage (Iya’s choice). Showstopper (1/Day). Iya shines with elemental magic, targeting one creature she can see within 60 feet of herself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 28 (8d6) fire or cold damage (Iya’s choice) and is stunned until the start of Iya’s next turn. On a successful save, the target takes half as much damage and isn’t stunned. Spellcasting. Iya casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: minor illusion 2/day each: gust of wind, silent image 1/day each: mage armor, water breathing

Bonus Actions Surge of Artistry (Recharge 4-6). Iya moves up to her speed, surrounding herself with elemental magic as she moves. Until the end of her turn, Iya can move through the space of other creatures. The first time Iya enters a creature’s space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If Iya ends his turn in another creature’s space, Iya takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Reactions Bond Boon: Font of Inspiration (3/Day). When a creature Iya can hear within 60 feet of her and with whom she shares a bond boon fails a saving throw, Iya can use her reaction to grant the creature advantage on it’s next attack roll.

STUDENTS OF STRIXHAVEN

13

J AVENESH S TOUTCLAW

Y EAR T WO O NWARDS

Q UICK N OTES

J AVENESH S TOUTCLAW

ON

J AVENESH

Pronouns. He/Him College. Lorehold Extracurriculars. Intramural Silkball Club Job. Bow’s End Tavern assistant manager Bond Boon. Javenesh’s reputation as a tough guy follows you. If peers would be aggressive toward you, they quickly back down. Bond Bane. The servers at Bow’s End Tavern know you are no friend to Javenesh. At the slightest sign of trouble, they blame you and ask you to leave.

Y EAR O NE

J AVENESH S TOUTCLAW

Medium Humanoid (Owlin Cleric), Neutral Good Armor Class 11 (14 with mage armor) Hit Points 60 (11d8 + 11) Speed 30 ft., fly 30 ft. STR 14 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 11 (+0)

WIS 17 (+3)

CHA 12 (+1)

Saving Throws Con +3, Wis +5 Skills Athletics +4, History +2, Insight +5, Intimidation +3, Investigation +2, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages Common, Draconic, Infernal Challenge 3 (700 XP) Proficiency Bonus +2

Medium Humanoid (Owlin Cleric), Neutral Good Bond Boon: Tough Guy. Javenesh has advantage on saving throws against being frightened. While a creature with whom Javenesh shares a bond boon can see Javenesh, it ignores the effects of being frightened.

Armor Class 10 (13 with mage armor) Hit Points 33 (6d8 + 6) Speed 30 ft., fly 30 ft. STR 14 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 11 (+0)

WIS 15 (+2)

CHA 12 (+1)

Saving Throws Con +3, Wis +4 Skills Athletics +4, History +2, Insight +4, Intimidation +3, Investigation +2, Stealth +2 Senses darkvision 120 ft., passive Perception 12 Languages Common, Draconic, Infernal Challenge 1 (200 XP) Proficiency Bonus +2 Bond Boon: Tough Guy. Javenesh has advantage on saving throws against being frightened. While a creature with whom Javenesh shares a bond boon can see Javenesh, it ignores the effects of being frightened.

Actions Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature Javenesh can see within 90 feet. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. Javenesh casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance, light 1/day each: comprehend languages, locate object, mage armor

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Javenesh misses a target with an attack roll, Javenesh magically enables the attacker to reroll the attack roll. It must use the new roll.

14

STUDENTS OF STRIXHAVEN

Actions Multiattack. Javenesh makes two Scroll Bash attacks. Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature Javenesh can see within 90 feet. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. Javenesh casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, light 2/day each: comprehend languages, locate object 1/day each: mage armor, speak with dead, stone shape

Bonus Actions Chronal Break (1/Day). Javenesh chooses a point within 30 feet of herself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of Javenesh’s next turn.

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Javenesh misses a target with an attack roll, Javenesh magically enables the attacker to reroll the attack roll. It must use the new roll.

L ARINE A RNEZA Q UICK N OTES

ON

Y EAR T WO

L ARINE

Pronouns. She/Her College. Quandrix (Years Two - Four) Extracurriculars. Intramural Water-Dancing Club Job. Strixhaven Performing Arts Society ticket taker Bond Boon. Larine is an expert at creating stylized distractions. If you want to slip away unnoticed from anywhere on campus, Larine or her club members help you escape. Bond Bane. You are offered the worst tickets to performances, if any at all.

Y EAR O NE

L ARINE A RNEZA

L ARINE A RNEZA Medium Humanoid (Human Druid), Neutral Good Armor Class 11 (14 with mage armor) Hit Points 28 (8d8 – 8) Speed 30 ft., swim 20 ft. STR 14 (+2)

DEX 13 (+1)

CON 8 (–1)

INT 11 (+0)

WIS 15 (+2)

CHA 14 (+2)

Saving Throws Wis +4, Cha +4 Skills Athletics +4, Arcana +4, Investigation +4, Nature +2, Performance +4 Senses passive Perception 12 Languages Common, Primordial, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2

Medium Humanoid (Human Druid), Neutral Good

Actions

Armor Class 11 Hit Points 21 (6d8 – 6) Speed 30 ft., swim 20 ft. STR 12 (+1)

DEX 13 (+1)

Multiattack. Larine makes two Exponential Lash attacks. CON 8 (–1)

INT 10 (+0)

Skills Athletics +3, Performance +2 Senses passive Perception 10 Languages Common, Primordial, Sylvan Challenge 1/4 (50 XP)

WIS 12 (+1)

CHA 11 (+0)

Proficiency Bonus +2

Excited to Be Here. Larine has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Larine casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and Larine can cause one creature she can see with 30 feet of the target to take 9 (2d6 + 2) force damage. Bond Boon: Geometrical Anomaly (1/Day). Colorful geometric shapes and fractal patterns form in the air around a creature, masking their precise location. Larine targets a creature within 60 feet with whom she shares a bond boon. The creature is invisible until the end of Larine’s next turn, or until the creature makes an attack or casts a spell. In addition, the creature has a +4 bonus to AC and it takes no damage from magic missile. Spellcasting. Larine casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: mage hand, ray of frost 1/day each: enlarge/reduce, mage armor

At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Larine fails a saving throw, she can reroll the d20. She must use the new roll.

STUDENTS OF STRIXHAVEN

15

Y EAR T HREE O NWARDS

M ELWYTHORNE

L ARINE A RNEZA

Q UICK N OTES

Medium Humanoid (Human Druid), Neutral Good Armor Class 11 (14 with mage armor) Hit Points 28 (8d8 – 8) Speed 30 ft., swim 20 ft. STR 14 (+2)

DEX 15 (+2)

CON 8 (–1)

INT 11 (+0)

WIS 17 (+3)

CHA 14 (+2)

Saving Throws Wis +5, Cha +4 Skills Athletics +4, Arcana +4, Investigation +4, Nature +2, Performance +4 Senses passive Perception 13 Languages Common, Primordial, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2

ON

M ELWYTHORNE

Pronouns. He/Him College. Witherbloom (Years Two - Four) Extracurriculars. Intramural Silkball Club, StudentMages of Faith Job. None Bond Boon. Melwythorne’s spirituality centers you. You can calm even the most frazzled of your peers and, if necessary, extract information as needed. Bond Bane. Members of the silkball club and the Student-Mages of Faith refuse to acknowledge your presence.

Y EAR O NE

M ELWYTHORNE Actions Multiattack. Larine makes two Exponential Lash attacks. Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force damage, and Larine can cause one creature she can see with 30 feet of the target to take 10 (2d6 + 3) force damage.

Medium Fey (Dryad Druid), Neutral Good Armor Class 9 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 12 (+1)

DEX 8 (–1)

CON 13 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 11 (+0)

Bond Boon: Geometrical Anomaly (3/Day). Colorful geometric shapes and fractal patterns form in the air around a creature, masking their precise location. Larine targets a creature within 60 feet with whom she shares a bond boon. The creature is invisible until the end of Larine’s next turn, or until the creature makes an attack or casts a spell. In addition, both Larine and the creature have a +4 bonus to AC and both creatures take no damage from magic missile.

Skills Athletics +3, Insight +3, Intimidation +2, Religion +2 Senses passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2

Spellcasting. Larine casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

Magic Resistance. Melwythorne has advantage on saving throws against spells and other magical effects.

At will: mage hand, ray of frost 1/day each: dimension door, enlarge/reduce, mage armor, plant growth

Speak with Beasts and Plants. Melwythorne can communicate with beasts and plants as if they and Melwythorne shared a language.

Bonus Actions

Actions

Vortex Calculus (Recharges 4-6). Larine teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself. Immediately after Larine teleports, each creature within 20 feet of the space she left must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn’t moved.

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Excited to Be Here. Melwythorne has advantage on initiative rolls.

Spellcasting. Melwythorne casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11): At will: druidcraft, mage hand, prestidigitation 1/day each: detect magic, entangle, shillelagh

Reactions Beginner’s Luck (2/Day). When Melwythorne fails a saving throw, it can reroll the d20. It must use the new roll.

16

STUDENTS OF STRIXHAVEN

Y EAR T WO

Y EAR T HREE O NWARDS

M ELWYTHORNE

M ELWYTHORNE

Medium Fey (Dryad Druid), Neutral Good

Medium Fey (Dryad Druid), Neutral Good

Armor Class 11 (leather armor) Hit Points 44 (8d8 + 8) Speed 30 ft.

Armor Class 10 (13 with Vociferous Form ) Hit Points 66 (12d8 + 12) Speed 30 ft.

STR 14 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 11 (+0)

WIS 15 (+2)

CHA 12 (+1)

Saving Throws Con +3, Wis +4 Skills Athletics +4, Insight +4, Intimidation +3, Nature +2, Religion +2 Senses passive Perception 12 Languages Celestial, Common, Druidic, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Magic Resistance. Melwythorne has advantage on saving throws against spells and other magical effects. Regeneration. As long as Melwythorne has at least 1 hit point remaining, Melwythorne regains 5 hit points at the start of his turn. Speak with Beasts and Plants. Melwythorne can communicate with beasts and plants as if they and Melwythorne shared a language. Verdant Talisman. At the end of a 10-minute ritual, Melwythorne can touch one willing creature (including himself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Melwythorne conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, Melwythorne can pull it up to 10 feet closer to himself. Spellcasting. Melwythorne casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft, mage hand, spare the dying 1/day each: entangle, pass without trace, shillelagh

Bonus Actions Bond Boon: Balm of Shared Consciousness (1/Day). Melwythorne chooses another creature within 120 feet with whom he shares a bond boon. The target regains 1d6 hit points and also gains 1 temporary hit point.

Reactions Wither Burst. When Melwythorne sees a creature within 30 feet of himself drop to 0 hit points, Melwythorne channels the expended life essence and targets another creature he can see within 30 feet of himself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

STR 14 (+2)

DEX 11 (+0)

CON 13 (+1)

INT 11 (+0)

WIS 17 (+3)

CHA 14 (+2)

Saving Throws Con +3, Wis +5 Skills Athletics +4, Insight +7, Intimidation +4, Nature +2, Religion +2 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages Celestial, Common, Druidic, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Resistance. Melwythorne has advantage on saving throws against spells and other magical effects. Regeneration. As long as Melwythorne has at least 1 hit point remaining, Melwythorne regains 5 hit points at the start of his turn. Speak with Beasts and Plants. Melwythorne can communicate with beasts and plants as if they and Melwythorne shared a language. Verdant Talisman. At the end of a 10-minute ritual, Melwythorne can touch one willing creature (including himself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Melwythorne conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions Briar Vine. Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, Melwythorne can pull it up to 10 feet closer to himself. Spellcasting. Melwythorne casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, mage hand, shillelagh, spare the dying 1/day each: death ward, entangle, pass without trace

Bonus Actions Bond Boon: Balm of Shared Consciousness (3/Day). Melwythorne chooses another creature within 120 feet with whom he shares a bond boon. The target regains 2d6 hit points and also gains 2 temporary hit points. Vociferous Form (1/Day). Melwythorne transforms into an avatar of plants and shadow. While in this form, Melwythorne adds his Charisma modifier to his AC if he isn’t wearing armor or wielding a shield, and he has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until Melwythorne is reduced to 0 hit points.

Reactions Wither Burst. When Melwythorne sees a creature within 30 feet of himself drop to 0 hit points, Melwythorne channels the expended life essence and targets another creature he can see within 30 feet of himself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

STUDENTS OF STRIXHAVEN

17

M INA L EE Q UICK N OTES

Y EAR T WO O NWARDS ON

M INA

Pronouns. She/Her College. Silverquill Extracurriculars. Strixhaven Star Job. Firejolt Café server Bond Boon. Mina loves sharing her vast repository of knowledge with you. If you seek obscure information that’s not secret, Mina researches it and reports her findings within a week. Bond Bane. Firejolt Café never has the ingredients in stock for the beverages you initially order, even if it’s a common drink.

Y EAR O NE

M INA L EE Medium Humanoid (Human Wizard), Lawful Good Armor Class 13 (16 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 10 (+0)

DEX 17 (+3)

CON 12 (+1)

INT 17 (+3)

WIS 11 (+0)

CHA 12 (+1)

Saving Throws Int +4, Wis +2 Skills Deception +3, Investigation +5, Insight +2, Performance +3, Persuasion +5 Senses passive Perception 10 Languages Common, Infernal, Undercommon Challenge 4 (1,100 XP) Proficiency Bonus +2

M INA L EE Medium Humanoid (Human Wizard), Lawful Good

Actions

Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 10 (+0)

DEX 15 (+2)

CON 12 (+1)

Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage. INT 15 (+2)

WIS 11 (+0)

CHA 12 (+1)

Saving Throws Int +4, Wis +2 Skills Deception +3, Investigation +4, Insight +2, Performance +3, Persuasion +5 Senses passive Perception 10 Languages Common, Infernal, Undercommon Challenge 1 (200 XP) Proficiency Bonus +2

Actions Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage. Spellcasting. Mina casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: dancing lights, friends 1/day each: command, mage armor

Bonus Actions Bond Boon: Elocution Lessons (1/Day). Mina chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. The next time that creature would cast a spell before the end of Mina’s next turn, it can choose to change the damage type of the spell to psychic damage.

Reactions Rousing Verse. When a creature Mina can see within 30 feet of her fails a saving throw, Mina magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.

18

STUDENTS OF STRIXHAVEN

Spellcasting. Mina casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: dancing lights, friends 1/day each: command, confusion, mage armor, tongues

Bonus Actions Bond Boon: Elocution Lessons (2/Day). Mina chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. The next time that creature would cast a spell before the end of Mina’s next turn, it can choose to change the damage type of the spell to psychic damage. Demotivate (2/Day). Mina hurls magical insults at one creature she can see within 30 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or become frightened of Mina for 1 minute. While frightened in this way, the target can’t take reactions, its speed is halved, and any hit Mina scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions Rousing Verse. When a creature Mina can see within 30 feet of her fails a saving throw, Mina magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result. Investigative Mind (1/Day). When a creature hits Mina with an attack, she may magically mark a creature for 1 minute. Once per turn for the duration, she can deal an extra 1d6 psychic damage to the marked creature if she hits it with an Ink Blade attack.

N ORA A NN W U Q UICK N OTES

ON

Y EAR T WO O NWARDS N ORA

Pronouns. She/Her College. Prismari Extracurriculars. Distinguished Society of Fine Artists Job. Dormitories resident assistant Bond Boon. The faculty’s respect for Nora extends to you. You can expect straightforward answers when you ask a faculty member for basic information. Bond Bane. Few faculty care to help you with basic requests.

Y EAR O NE

N ORA A NN W U

N ORA A NN W U Medium Humanoid (Human Bard), Neutral Good Armor Class 13 (16 with mage armor) Hit Points 66 (12d8 + 12) Speed 35 ft. STR 10 (+0)

DEX 16 (+3)

CON 12 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 17 (+3)

Saving Throws Dex +5, Cha +5 Skills Acrobatics +5, Athletics +2, Performance +7, Sleight of Hand +5 Senses passive Perception 11 Languages Common, Gnomish, Halfling Challenge 3 (700 XP) Proficiency Bonus +2 Evasion. If Nora is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Nora instead takes no damage if she succeeds on the saving throw and only half damage if she fails, provided she isn’t incapacitated.

Medium Humanoid (Human Bard), Neutral Good Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 35 ft.

Actions STR 10 (+0)

DEX 15 (+2)

CON 12 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 15 (+2)

Saving Throws Dex +4, Cha +4 Skills Acrobatics +4, Athletics +2, Performance +6, Sleight of Hand +4 Senses passive Perception 11 Languages Common, Gnomish, Halfling Challenge 1/2 (100 XP) Proficiency Bonus +2

Actions Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (Nora’s choice).

Multiattack. Nora makes two Elemental Strike attacks. Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d6 + 3) fire or cold damage (Nora’s choice). Showstopper (1/Day). Nora shines with elemental magic, targeting one creature she can see within 60 feet of herself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 28 (8d6) fire or cold damage (Nora’s choice) and is stunned until the start of Nora’s next turn. On a successful save, the target takes half as much damage and isn’t stunned. Spellcasting. Nora casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

Spellcasting. Nora casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: minor illusion 2/day each: gust of wind, silent image 1/day each: mage armor, water walk

At will: minor illusion 1/day each: gust of wind, mage armor, silent image

Bonus Actions

Bonus Actions Bond Boon: Supportive Words (1/Day). Nora chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. That creature gains 1d6 temporary hit points and can immediately move up to 15 feet without provoking opportunity attacks. Surge of Artistry (Recharge 4-6). Nora moves up to her speed, surrounding herself with elemental magic as she moves. Until the end of her turn, Nora can move through the space of other creatures. The first time Nora enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If Nora ends her turn in another creature’s space, Nora takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Bond Boon: Supportive Words (3/Day). Nora chooses another creature within 60 feet who can hear her and with whom she shares a bond boon. That creature gains 1d6 temporary hit points and can immediately move up to 15 feet without provoking opportunity attacks. Surge of Artistry (Recharge 4-6). Nora moves up to her speed, surrounding herself with elemental magic as she moves. Until the end of her turn, Nora can move through the space of other creatures. The first time Nora enters a creature’s space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If Nora ends her turn in another creature’s space, Nora takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

STUDENTS OF STRIXHAVEN

19

Q UENTILLIUS A NTIPHIUN M ELENTOR III Q UICK N OTES

ON

Y EAR T WO

Q UENTILLIUS A. M ELENTOR III

Q UENTILLIUS

Pronouns. He/Him College. Prismari (Years Two - Four) Extracurriculars. Dead Languages Society, Playactors Drama Guild Job. None Bond Boon. You have adopted Quentillius’s authoritative voice, and in dire situations, your peers obey you when you issue commands. Bond Bane. Whenever you perform as part of a production, a small crowd shows up and boos you specifically.

Y EAR O NE

Q UENTILLIUS A. M ELENTOR III Armor Class 11 Hit Points 21 (6d8 – 6) Speed 30 ft. DEX 13 (+1)

STR 14 (+2)

DEX 15 (+2)

CON 8 (–1)

INT 12 (+1)

WIS 11 (+0)

CHA 15 (+2)

Saving Throws Dex +4, Cha +4 Skills Acrobatics +4, Arcana +3, Athletics +6, Deception +4, History +3, Performance +4 Senses passive Perception 10 Languages Common, Draconic, Elvish, Loross Challenge 1/2 (100 XP) Proficiency Bonus +2

Actions CON 8 (–1)

INT 11 (+0)

WIS 10 (+0)

CHA 12 (+1)

Skills Arcana +2, Athletics +3, Deception +3, History +2 Senses passive Perception 10 Languages Common, Draconic, Elvish, Loross Challenge 1/4 (50 XP) Proficiency Bonus +2 Excited to Be Here. Quentillius has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Quentillius casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Quentillius fails a saving throw, he can reroll the d20. He must use the new roll.

20

Armor Class 12 (15 with mage armor) Hit Points 28 (8d8 – 8) Speed 35 ft.

Boon Bond: Critic’s Regard. Quentillius has advantage on Wisdom (Perception) checks to spot hidden creatures. Creatures within 60 feet of Quentillius with whom he shares a boon bond also have advantage on Wisdom (Perception) checks to spot hidden creatures.

Medium Humanoid (Human Bard), Neutral

STR 12 (+1)

Medium Humanoid (Human Bard), Neutral

STUDENTS OF STRIXHAVEN

Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (Quentillius’s choice). Spellcasting. Quentillius casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: minor illusion 1/day each: gust of wind, mage armor, silent image

Bonus Actions Surge of Artistry (Recharge 4-6). Quentillius moves up to his speed, surrounding himself with elemental magic as he moves. Until the end of his turn, Quentillius can move through the space of other creatures. The first time Quentillius enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If Quentillius ends his turn in another creature’s space, Quentillius takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

R OSIMYFFENBIP “R OSIE ” W UZFEDDLIMS

Y EAR T HREE O NWARDS

Q UENTILLIUS A. M ELENTOR III

Q UICK N OTES

Medium Humanoid (Human Bard), Neutral Armor Class 13 (16 with mage armor) Hit Points 42 (12d8 – 12) Speed 35 ft. STR 14 (+2)

DEX 16 (+3)

CON 8 (–1)

INT 13 (+1)

WIS 11 (+0)

CHA 17 (+3)

Saving Throws Dex +5, Cha +5 Skills Acrobatics +5, Arcana +3, Athletics +6, Deception +5, History +3, Performance +7 Senses passive Perception 10 Languages Common, Draconic, Elvish, Loross Challenge 2 (450 XP) Proficiency Bonus +2 Evasion. If Quentillius is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Quentillius instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn’t incapacitated. Boon Bond: Critic’s Regard. Quentillius has advantage on Wisdom (Perception) checks to spot hidden creatures. Creatures within 120 feet of Quentillius with whom he shares a boon bond also have advantage on Wisdom (Perception) checks to spot hidden creatures.

Actions Multiattack. Quentillius makes two Elemental Strike attacks. Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d6 + 3) fire or cold damage (Quentillius’s choice). Showstopper (1/Day). Quentillius shines with elemental magic, targeting one creature he can see within 60 feet of himself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 28 (8d6) fire or cold damage (Quentillius’s choice) and is stunned until the start of Quentillius’s next turn. On a successful save, the target takes half as much damage and isn’t stunned. Spellcasting. Quentillius casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion 2/day each: gust of wind, silent image 1/day each: mage armor, water walk

Bonus Actions Surge of Artistry (Recharge 4-6). Quentillius moves up to his speed, surrounding himself with elemental magic as he moves. Until the end of his turn, Quentillius can move through the space of other creatures. The first time Quentillius enters a creature’s space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If Quentillius ends his turn in another creature’s space, Quentillius takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

ON

R OSIE

Pronouns. She/Her College. Lorehold (Years Two - Four) Extracurriculars. Live-Action Roleplaying Guild Job. Intramural Fields referee Bond Boon. Rosie’s energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time. Bond Bane. Whenever you participate in sports on campus (except for big events, such as the Battle of Strixhaven), fouls are constantly called on you.

Y EAR O NE

“R OSIE ” W UZFEDDLIMS Small Humanoid (Gnome Sorcerer), Chaotic Good Armor Class 11 Hit Points 31 (7d6 + 7) Speed 35 ft. STR 8 (–1)

DEX 13 (+1)

CON 12 (+1)

INT 11 (+0)

WIS 10 (+0)

CHA 12 (+1)

Skills Animal Handling +2, Performance +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant, Gnomish Challenge 1/4 (50 XP) Proficiency Bonus +2 Excited to Be Here. Rosie has advantage on initiative rolls. Gnomish Cunning. Rosie has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Rosie casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Rosie fails a saving throw, she can reroll the d20. She must use the new roll.

STUDENTS OF STRIXHAVEN

21

Y EAR T WO

Y EAR T HREE O NWARDS

“R OSIE ” W UZFEDDLIMS

“R OSIE ” W UZFEDDLIMS

Small Humanoid (Gnome Sorcerer), Chaotic Good

Small Humanoid (Gnome Sorcerer), Chaotic Good

Armor Class 12 (15 with mage armor) Hit Points 31 (7d6 + 7) Speed 35 ft.

Armor Class 13 (16 with mage armor) Hit Points 58 (13d6 + 13) Speed 40 ft.

STR 10 (+0)

DEX 15 (+2)

CON 12 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 15 (+2)

STR 10 (+0)

DEX 17 (+3)

CON 12 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 17 (+3)

Saving Throws Con +3, Cha +4 Skills Animal Handling +2, History +3, Insight +2, Investigation +3, Performance +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant, Gnomish Challenge 1 (200 XP) Proficiency Bonus +2

Saving Throws Con +3, Cha +5 Skills Animal Handling +2, History +3, Insight +2, Investigation +5, Performance +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant, Gnomish Challenge 3 (700 XP) Proficiency Bonus +2

Bond Boon: Contagious Energy. A creature within 120 feet of Rosie with whom she shares a bond boon increases its movement speed by 5 feet.

Bond Boon: Contagious Energy. A creature within 120 feet of Rosie with whom she shares a bond boon increases its movement speed by 10 feet.

Gnomish Cunning. Rosie has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Gnomish Cunning. Rosie has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Actions

Actions

Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage.

Multiattack. Rosie makes two Scroll Bash attacks.

Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature Rosie can see within 90 feet. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. Rosie casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: guidance, light 1/day each: comprehend languages, locate object, mage armor

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Rosie misses a target with an attack roll, Rosie magically enables the attacker to reroll the attack roll. It must use the new roll.

Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 5-6). Thundering golden energy erupts around a creature Rosie can see within 90 feet. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. Rosie casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: guidance, light 2/day each: comprehend languages, locate object 1/day each: mage armor, speak with dead, stone shape

Bonus Actions Chronal Break (1/Day). Rosie chooses a point within 30 feet of herself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of Rosie’s next turn.

Reactions Learn from the Past (2/Day). When another creature within 60 feet of Rosie misses a target with an attack roll, Rosie magically enables the attacker to reroll the attack roll. It must use the new roll.

22

STUDENTS OF STRIXHAVEN

R UBINA L ARKINGDALE Q UICK N OTES

ON

Y EAR T WO

R UBINA

Pronouns. She/Her College. Silverquill (Years Two - Four) Extracurriculars. Playactors Drama Guild, Strixhaven Show Band Association Job. None Bond Boon. Rubina’s gravitas has rubbed off, and you can easily command an entire room’s attention. They hear your words favorably if you wish. Bond Bane. Whenever any band performs in public, its members stop and shake their heads in disapproval when they see you.

Y EAR O NE

R UBINA L ARKINGDALE Medium Humanoid (Human Cleric), Lawful Neutral Armor Class 12 (15 with mage armor) Hit Points 28 (8d8 – 8) Speed 30 ft. STR 14 (+2)

DEX 15 (+2)

CON 8 (–1)

INT 11 (+0)

WIS 14 (+2)

CHA 13 (+1)

Saving Throws Wis +4, Cha +3 Skills Arcana +2, Deception +5, Performance +5, Persuasion +3, Sleight of Hand +4 Senses passive Perception 12 Languages Common, Dwarvish, Goblin Challenge 1/2 (100 XP) Proficiency Bonus +2

R UBINA L ARKINGDALE Bond Boon: Measured Gravitas. Rubina has advantage on saving throws against being charmed. While a creature with whom Rubina shares a bond boon can see Rubina, it ignores the effects of being charmed.

Medium Humanoid (Human Cleric), Lawful Neutral Armor Class 11 Hit Points 21 (6d8 – 6) Speed 30 ft.

Actions STR 12 (+1)

DEX 13 (+1)

CON 8 (–1)

INT 10 (+0)

WIS 11 (+0)

CHA 12 (+1)

Skills Arcana +2, Deception +3, Performance +3, Sleight of Hand +3 Senses passive Perception 10 Languages Common, Dwarvish, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2

Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage. Spellcasting. Rubina casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: dancing lights, friends 1/day each: command, mage armor

Excited to Be Here. Rubina has advantage on initiative rolls.

Reactions Actions Magic Flare. Melee or Ranged Spell Attack: +2 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d12) force damage. Spellcasting. Rubina casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 10):

Rousing Verse. When a creature Rubina can see within 30 feet of her fails a saving throw, Rubina magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.

At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Rubina fails a saving throw, she can reroll the d20. She must use the new roll.

STUDENTS OF STRIXHAVEN

23

Y EAR T HREE O NWARDS

S HUVADRI G LINTMANTLE

R UBINA L ARKINGDALE

Q UICK N OTES

Medium Humanoid (Human Cleric), Lawful Neutral Armor Class 13 (16 with mage armor) Hit Points 42 (12d8 – 12) Speed 30 ft. STR 14 (+2)

DEX 17 (+3)

CON 8 (–1)

INT 11 (+0)

WIS 16 (+3)

CHA 13 (+1)

Saving Throws Dex +5, Wis +5, Cha +3 Skills Arcana +2, Deception +5, Performance +5, Persuasion +3, Sleight of Hand +5 Senses passive Perception 13 Languages Common, Dwarvish, Goblin Challenge 3 (700 XP) Proficiency Bonus +2

ON

S HUVADRI

Pronouns. She/Her College. Silverquill (Years Two - Four) Extracurriculars. Student-Mages of Faith Job. Campus Grounds graffiti eraser Bond Boon. If you quickly need the help of your peers, they drop everything to assist you as a favor to Shuvadri. Bond Bane. Graffiti making rude allusions to you keeps appearing on campus, and it takes days to get cleaned.

Y EAR O NE

S HUVADRI G LINTMANTLE Medium Humanoid (Owlin Cleric), Lawful Good

Bond Boon: Measured Gravitas. Rubina has advantage on saving throws against being charmed. While a creature with whom Rubina shares a bond boon can see Rubina, it ignores the effects of being charmed.

Actions Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage.

24

Armor Class 9 Hit Points 33 (6d8 + 6) Speed 30 ft., fly 30 ft. STR 12 (+1)

DEX 8 (–1)

CON 13 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 10 (+0)

Spellcasting. Rubina casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

Skills Insight +3, Religion +2, Stealth +1 Senses darkvision 120 ft., passive Perception 11 Languages Aarakocra, Celestial, Common Challenge 1/4 (50 XP) Proficiency Bonus +2

At will: dancing lights, friends 1/day each: bless, command, mage armor, tongues

Excited to Be Here. Shuvadri has advantage on initiative rolls.

Bonus Actions

Actions

Rubina hurls magical insults at one creature she can see within 30 feet of herself. The target must succeed on a DC 13 Wisdom saving throw or become frightened of Rubina for 1 minute. While frightened in this way, the target can’t take reactions, its speed is halved, and any hit Rubina scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Reactions

Reactions

Rousing Verse. When a creature Rubina can see within 30 feet of her fails a saving throw, Rubina magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.

Beginner’s Luck (2/Day). When Shuvadri fails a saving throw, he can reroll the d20. He must use the new roll.

STUDENTS OF STRIXHAVEN

Spellcasting. Shuvadri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Y EAR T WO

Y EAR T HREE O NWARDS

S HUVADRI G LINTMANTLE

S HUVADRI G LINTMANTLE

Medium Humanoid (Owlin Cleric), Lawful Good

Medium Humanoid (Owlin Cleric), Lawful Good

Armor Class 10 (13 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft., fly 30 ft.

Armor Class 11 (14 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft., fly 30 ft.

STR 14 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 12 (+1)

WIS 15 (+2)

CHA 11 (+0)

STR 14 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 12 (+1)

WIS 17 (+3)

CHA 11 (+0)

Saving Throws Wis +4, Cha +2 Skills Deception +2, Insight +4, Performance +2, Persuasion +2, Religion +3, Stealth +2 Senses darkvision 120 ft., passive Perception 12 Languages Aarakocra, Celestial, Common Challenge 1/2 (100 XP) Proficiency Bonus +2

Saving Throws Dex +3, Wis +5, Cha +2 Skills Deception +2, Insight +5, Performance +2, Persuasion +2, Religion +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages Aarakocra, Celestial, Common Challenge 3 (700 XP) Proficiency Bonus +2

Bond Boon: Centering Presence. Creatures within 30 feet of Shuvadri with whom she shares a bond boon have advantage on Wisdom saving throws.

Bond Boon: Centering Presence. Creatures within 30 feet of Shuvadri with whom she shares a bond boon have advantage on Wisdom and Charisma-based saving throws.

Actions

Actions

Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage.

Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage.

Spellcasting. Shuvadri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

Spellcasting. Shuvadri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: dancing lights, friends 1/day each: command, mage armor

At will: dancing lights, friends 1/day each: aid, command, mage armor, tongues

Reactions

Bonus Actions

Rousing Verse. When a creature Shuvadri can see within 30 feet of her fails a saving throw, Shuvadri magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.

Admonish (1/Day). Shuvadri hurls magical critique at one creature she can see within 30 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or become incapacitated for 1 minute. While incapacitated in this way, any hit Shuvadri scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions Rousing Verse. When a creature Shuvadri can see within 30 feet of her fails a saving throw, Shuvadri magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.

STUDENTS OF STRIXHAVEN

25

T ILANA K APULE

Y EAR T WO

Q UICK N OTES

T ILANA K APULE

ON

T ILANA

Pronouns. She/Her College. Quandrix (Years Two - Four) Extracurriculars. Dragonchess Club, Intramural Silkball Club Job. None Bond Boon. Tilana loves helping analyze problems. When you go to her for advice, she suggests a helpful solution that you hadnt considered. Bond Bane. The faculty don’t trust you or help you much, for rumor has it that Tilana has found you wanting.

Y EAR O NE

Medium Humanoid (Human Wizard), Neutral Good Armor Class 11 (14 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 10 (+0)

DEX 12 (+1)

CON 13 (+1)

INT 15 (+2)

WIS 14 (+2)

CHA 11 (+0)

Saving Throws Int +4, Wis +4 Skills Athletics +2, Arcana +4, Deception +2, Intimidation +2, Investigation +6, Nature +4 Senses passive Perception 12 Languages Common, Draconic, Sphinx Challenge 2 (450 XP) Proficiency Bonus +2

T ILANA K APULE Inscrutable. Tilana is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain Tilana’s intentions or sincerity have disadvantage.

Medium Humanoid (Human Wizard), Neutral Good Armor Class 11 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 8 (–1)

DEX 12 (+1)

CON 13 (+1)

INT 12 (+1)

WIS 11 (+0)

CHA 10 (+0)

Actions

Skills Athletics +1, Deception +2, Intimidation +2, Investigation +3 Senses passive Perception 10 Languages Common, Draconic, Sphinx Challenge 1/4 (50 XP) Proficiency Bonus +2

Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and Tilana can cause one creature she can see with 30 feet of the target to take 9 (2d6 + 2) force damage.

Excited to Be Here. Tilana has advantage on initiative rolls.

Spellcasting. Tilana casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):

Actions

At will: guidance, mage hand 1/day each: enlarge/reduce, mage armor

Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. Tilana casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Tilana fails a saving throw, she can reroll the d20. She must use the new roll.

26

Bond Boon: Judge’s Counsel. Any creature within 30 feet of Tilana and with whom she shares a bond boon gains Tilana’s Inscrutable trait.

STUDENTS OF STRIXHAVEN

Y EAR T HREE O NWARDS

U RZMAKTOK G ROJSH

T ILANA K APULE

Q UICK N OTES

Medium Humanoid (Human Wizard), Neutral Good Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 10 (+0)

DEX 14 (+2)

CON 13 (+1)

INT 17 (+3)

WIS 14 (+2)

CHA 11 (+0)

Saving Throws Int +5, Wis +4 Skills Athletics +2, Arcana +5, Deception +2, Intimidation +2, Investigation +7, Nature +5 Senses passive Perception 12 Languages Common, Draconic, Sphinx Challenge 3 (700 XP) Proficiency Bonus +2

ON

U RZMAKTOK

Pronouns. He/His College. Witherbloom Extracurriculars. Fantastical Horticulture Club Job. Campus Magic Labs specimen preparer Bond Boon. No matter the subject, you can always find a partner to study with, whether it’s Urzmaktok or a classmate doing him a favor. Bond Bane. No one on campus who isn’t another player character will study with you. If you ask, most shrug decline, saying you’ll probably fail.

Y EAR O NE

U RZMAKTOK G ROJSH Medium Humanoid (Orc Wizard), Neutral

Inscrutable. Tilana is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain Tilana’s intentions or sincerity have disadvantage. Bond Boon: Judge’s Counsel. Any creature within 60 feet of Tilana and with whom she shares a bond boon gains Tilana’s Inscrutable trait.

Actions Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force damage, and Tilana can cause one creature she can see with 30 feet of the target to take 10 (2d6 + 3) force damage. Spellcasting. Tilana casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: guidance, mage hand 1/day each: dimension door, enlarge/reduce, mage armor, plant growth

Armor Class 13 (leather armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 10 (+0)

DEX 15 (+2)

CON 13 (+1)

INT 15 (+2)

WIS 12 (+1)

CHA 11 (+0)

Saving Throws Int +4, Wis +3 Skills Medicine +3, Nature +6, Perception +5, Survival +3 Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Orc Challenge 2 (450 XP) Proficiency Bonus +2 Regeneration. As long as Urzmaktok has at least 1 hit point remaining, Urzmaktok regains 5 hit points at the start of his turn. Verdant Talisman. At the end of a 10-minute ritual, Urzmaktok can touch one willing creature (including himself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Urzmaktok conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, Urzmaktok can pull it up to 10 feet closer to herself. Spellcasting. Urzmaktok casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: druidcraft, spare the dying 1/day: pass without trace

Bonus Actions Bond Boon: Study Buddy (1/Day). Urzmaktok chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. Whenever that creature fails a Constitution saving throw to maintain its Concentration, it can reroll the Constitution saving throw. It must use the new roll. Aggressive. Urzmaktok can move up to his speed toward a hostile creature that he can see.

Reactions Wither Burst. When Urzmaktok sees a creature within 30 feet of himself drop to 0 hit points, Urzmaktok channels the expended life essence and targets another creature he can see within 30 feet of himself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

STUDENTS OF STRIXHAVEN

27

Y EAR T WO O NWARDS

Z ANTHER B OWEN

U RZMAKTOK G ROJSH

Q UICK N OTES

Medium Humanoid (Orc Wizard), Neutral Armor Class 13 (16 with Vociferous Form) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 10 (+0)

DEX 16 (+3)

CON 13 (+1)

INT 17 (+3)

WIS 14 (+2)

CHA 11 (+0)

Saving Throws Int +5, Wis +4 Skills Medicine +6, Nature +7, Perception +6, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic, Orc Challenge 4 (1,100 XP) Proficiency Bonus +2

ON

Z ANTHER

Pronouns. He/Him College. Prismari (Years Two - Four) Extracurriculars. Intramural Gymnastics Club, Mage Tower Cheer Squad Job. None Bond Boon. You enjoy a high social rank as a result of your association with Zanther. Most of your peers fall all over themselves to do you favors. Bond Bane. No one on campus invites you to parties or events, although your friends receive invitations.

Y EAR O NE

Z ANTHER B OWEN Medium Humanoid (Genasi Sorcerer), Chaotic Good

Regeneration. As long as Urzmaktok has at least 1 hit point remaining, Urzmaktok regains 5 hit points at the start of his turn. Verdant Talisman. At the end of a 10-minute ritual, Urzmaktok can touch one willing creature (including himself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until Urzmaktok conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions Briar Vine. Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, Urzmaktok can pull it up to 10 feet closer to herself. Spellcasting. Urzmaktok casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: druidcraft, spare the dying 1/day each: death ward, pass without trace, speak with plants

Bonus Actions Bond Boon: Study Buddy (3/Day). Urzmaktok chooses another creature within 60 feet who can hear him and with whom he shares a bond boon. Whenever that creature fails a Constitution saving throw to maintain its Concentration, it can reroll the Constitution saving throw. It must use the new roll. Aggressive. Urzmaktok can move up to his speed toward a hostile creature that he can see.

Reactions Vociferous Form (1/Day). Urzmaktok transforms into an avatar of plants and shadow. While in this form, Urzmaktok adds his Intelligence modifier to his AC if he isn’t wearing armor or wielding a shield, and he has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until Urzmaktok is reduced to 0 hit points. Wither Burst. When Urzmaktok sees a creature within 30 feet of himself drop to 0 hit points, Urzmaktok channels the expended life essence and targets another creature he can see within 30 feet of himself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

28

STUDENTS OF STRIXHAVEN

Armor Class 11 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 8 (–1)

DEX 13 (+1)

CON 12 (+1)

INT 10 (+0)

WIS 11 (+0)

CHA 12 (+1)

Skills Acrobatics +3, Perception +2, Performance +3, Persuasion +3 Damage Resistances fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Halfling, Primordial Challenge 1/2 (100 XP) Proficiency Bonus +2 Excited to Be Here. Zanther has advantage on initiative rolls.

Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Burning Hands (1/Day). As Zanther holds his hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from his outstretched fingertips. Each creature in a 15-foot cone must make a DC 11 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Spellcasting. Zanther casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: mage hand, prestidigitation, produce flame 1/day: detect magic

Reactions Beginner’s Luck (2/Day). When Zanther fails a saving throw, he can reroll the d20. He must use the new roll.

Y EAR T WO

Y EAR T HREE O NWARDS

Z ANTHER B OWEN

Z ANTHER B OWEN

Medium Humanoid (Genasi Sorcerer), Chaotic Good

Medium Humanoid (Genasi Sorcerer), Chaotic Good

Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 35 ft.

Armor Class 13 (16 with mage armor) Hit Points 66 (12d8 + 12) Speed 35 ft.

STR 10 (+0)

DEX 15 (+2)

CON 12 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 15 (+2)

Saving Throws Dex +4, Cha +4 Skills Acrobatics +6, Athletics +2, Perception +3, Performance +6, Persuasion +4 Damage Resistances fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Halfling, Primordial Challenge 1/2 (100 XP) Proficiency Bonus +2

Actions Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (Zanther’s choice). Burning Hands (1/Day). As Zanther holds his hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from his outstretched fingertips. Each creature in a 15-foot cone must make a DC 12 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Spellcasting. Zanther casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: minor illusion, produce flame 1/day each: gust of wind, mage armor, silent image

Bonus Actions Surge of Artistry (Recharge 4-6). Zanther moves up to his speed, surrounding himself with elemental magic as he moves. Until the end of his turn, Zanther can move through the space of other creatures. The first time Zanther enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If Zanther ends his turn in another creature’s space, Zanther takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Reactions Bond Boon: You Can Do It! (1/Day). When a creature Zanther can see within 30 feet of him and with whom he shares a bond boon misses with an attack, Zanther can use his reaction to allow the creature to roll a d10 and add it to the attack roll.

STR 10 (+0)

DEX 16 (+3)

CON 12 (+1)

INT 11 (+0)

WIS 13 (+1)

CHA 17 (+3)

Saving Throws Dex +5, Cha +5 Skills Acrobatics +7, Athletics +2, Perception +3, Performance +7, Persuasion +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Halfling, Primordial Challenge 3 (700 XP) Proficiency Bonus +2 Evasion. If Zanther is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zanther instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn’t incapacitated.

Actions Multiattack. Zanther makes two Elemental Strike attacks. Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d6 + 3) fire or cold damage (Zanther’s choice). Showstopper (1/Day). Zanther shines with elemental magic, targeting one creature he can see within 60 feet of himself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 28 (8d6) fire or cold damage (Zanther’s choice) and is stunned until the start of Zanther’s next turn. On a successful save, the target takes half as much damage and isn’t stunned. Burning Hands (1/Day). As Zanther holds his hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from his outstretched fingertips. Each creature in a 15-foot cone must make a DC 12 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Spellcasting. Zanther casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion, produce flame 2/day each: gust of wind, silent image 1/day each: mage armor, water walk

Bonus Actions Surge of Artistry (Recharge 4-6). Zanther moves up to his speed, surrounding himself with elemental magic as he moves. Until the end of his turn, Zanther can move through the space of other creatures. The first time Zanther enters a creature’s space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If Zanther ends his turn in another creature’s space, Zanther takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Reactions Bond Boon: You Can Do It! (3/Day). When a creature Zanther can see within 30 feet of him and with whom he shares a bond boon misses with an attack, Zanther can use his reaction to allow the creature to roll a d10 and add it to the attack roll.

STUDENTS OF STRIXHAVEN

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