I am looking at starting a strixhaven adventure. I will include much of the information about Strixhaven and what to expect.
A magical world boasts many places where students can study magic and many sages who take eager learners under their wings. But being accepted to Strixhaven University is a special honor, the dream of many young students. Strixhaven is a place of enlightenment and learning, and both its graduates and its delegates are typically welcomed and respected wherever they go.
Founded seven centuries ago by five ancient dragons, Strixhaven is the premier institution of magical learning, drawing promising young mages from all over. Each equipped with its own campus and faculty, Strixhaven’s five colleges cover a vast array of academic and magical specialties.
As a Strixhaven student, you start with a well-rounded education in a rigorous first-year program. In your second year, you choose your preferred specialty at one of the five colleges. You can also partake in a vibrant campus life, with plenty of clubs and other activities. You might even play on one of Strixhaven’s prestigious Mage Tower teams and bask in the adoration of cheering crowds!
Colleges of Strixhaven
College
Description
Lorehold
Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy.
Prismari
Uses the elements to practice the arts. Also called the College of Elemental Arts.
Quandrix
Focuses on the mathematics of nature. Also called the College of Numeromancy.
Silverquill
Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence.
Witherbloom
Harnesses the forces of life and death. Also called the College of Essence Studies.
Strixhaven Is a University
Even as they get caught up in the adventures, the characters have to continue going to class, doing homework, and studying for exams.
The characters are also subject to the authority of the university’s faculty and staff members. Circumstances will at times cause player characters to defy faculty authority—and even deans—during their adventures, and the threat of detention or even expulsion might hang over their head.
Finally, student characters are part of a school community. They live in university housing, eat in dining halls, and spend the majority of their time on campus. They eat, sleep, study, socialize, and adventure as part of a community of students, faculty, and staff. The school is like a town, where a relatively small cast of characters can play significant roles over the course of the campaign.
It’s an Academy of Mages
Study at Strixhaven isn’t about learning to be a wizard but about learning to be a historian, an artist, an orator, a scientist, or some other profession—while using magic to enhance one’s studies. The university’s understanding of magic is expansive. Characters of any class can study at Strixhaven, whether they’re full-fledged spellcasters like wizards, clerics, and druids; they manage a spell or two thanks to a subclass or feat; or they manifest magical abilities that aren’t even spells. (For example, a barbarian who follows the Path of the Ancestral Guardian, described in Xanathar’s Guide to Everything, can excel in studying history at Lorehold College by virtue of their connection to an ancestral spirit.)
Magic is everywhere on campus. The campus culture encourages finding magical solutions to the most mundane problems, and if characters need access to a spell they can’t cast, they have a strong chance of finding someone who can cast it.
It’s Cosmopolitan
Strixhaven draws students and faculty from across the world and from other realms in the multiverse. The university’s students and faculty are united by a desire to learn and include humans, elves, dwarves, owlin , orcs, trolls, vampires, and studious folk of many other origins.
In practical terms, for player characters, you can use the rules found in any D&D book to select a character’s race, if the DM approves. For nonplayer characters, you’re as likely to meet a pixie, a dryad, a giant, a treant, or another fantastical creature on campus as you are to meet a Humanoid. The faculty members include genasi, tritons, and even a bipedal brown bear.
To the faculty and students of Strixhaven, it is unremarkable to meet someone who hails from a far-off land, since almost everyone on campus is from somewhere else. Strixhaven has a place for anyone who is dedicated to magic-enhanced study.
STRIXHAVEN UNIVERSITY, WITH THE (CENTER) BIBLIOPLEX SURROUNDED BY (TOP) SILVERQUILL AND (GOING CLOCKWISE) QUANDRIX, WITHERBLOOM, PRISMARI, AND LOREHOLD
If you are interested in a college adventure (and maybe more then that) please create a character and pick which college they would like to become a part of. Please remember that while they don't have to be a spell caster, there should be some reason why they want to attend that college at Strixhaven. I will be accepting applications until December 11th.
Sample Application:
Name: Urugon Bixly
Race: Fairy
Class: Druid
College to Join: Prismari
Reason for wanting to join College: My family has been in charge of painting for the high queen and I wish to continue that tradition.
You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age.
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.
Building a Lorehold Character
Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common.
Suggested Characteristics. Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character.
Lorehold Personality Traits
d6
Personality Trait
1
I thrive on esoteric lore. The more obscure the historical references I can include in everyday conversation, the better.
2
By searching for these lost artifacts, I hope to find who I really am along the way.
3
I can barely go a minute without talking about my research. I have so much knowledge in my head, and it needs to be let out somewhere!
4
The spirits of the dead are so much more interesting to talk with than living classmates.
5
I can speak eloquently about the historical ramifications of an ancient war. But ask me to add two-digit numbers together, and I’m a mess.
6
In the end, it’s all just entropy. Everything falls apart someday.
Lorehold Trinkets. When you make your character, you may roll once on the Lorehold Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Lorehold Trinkets
d6
Trinket
1
A map made of concentric circles that can be rotated around the page
2
A puzzle box bedecked with amber
3
A dented brass compass with a red needle
4
The head of a broken statue that houses the consciousness of a snarky sage
5
A sheet of parchment embossed with tactile lettering, glowing red
6
A broken dagger with a wavy blade and a serpentine hilt
Prismari Student
You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
Tool Proficiencies: One type of musical instrument or artisan’s tools
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, a set of artisan’s tools or a musical instrument (one of your choice), a school uniform, and a pouch containing 10 gp
Feature: Prismari Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Prismari within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.
Building a Prismari Character
Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of Evocation or Transmutation are also well represented. Clerics aren’t very common in this school, but some with the Tempest domain end up here.
Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the athleticism of Prismari performance.
Suggested Characteristics. Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.
Prismari Personality Traits
d6
Personality Trait
1
I’m the life of the party, and I expect everyone’s attention when I walk into a room.
2
Two weeks ago, I was enthralled with my latest project. Now, I think it’s garbage and deserves to be destroyed.
3
I believe everyone has the ability to express their truest selves through art, and I’m happy to quietly push them in the right direction.
4
Everyone is a critic, and I work to win them all over.
5
I’m beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore.
6
Instead of confronting my negative emotions, I channel them into explosive artistic displays.
Prismari Trinkets. When you make your character, you may roll once on the Prismari Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Prismari Trinkets
d6
Trinket
1
A pair of rose-tinted glasses with glittery frames
2
A stoppered glass bottle that, when opened, plays a brassy orchestral piece
3
A quartet of hovering water motes in a vial
4
A bandolier of watercolor paints
5
A tiara capped with a crystal that crackles with harmless lightning
6
An iridescent quill
Quandrix Student
In preparation to become a student of Quandrix College, you have spent years working through the college’s math problems for prospective students. Your interests concentrate on the mathematical principles and patterns found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract studies of metaphysics, arcana, or logic.
Equipment: A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform, and a pouch containing 15 gp
Feature: Quandrix Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Quandrix within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.
Building a Quandrix Character
Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of Abjuration, Illusion, or Transmutation) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the Knowledge or Nature domains, study in Quandrix as well.
Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.
Suggested Characteristics. With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.
Quandrix Personality Traits
d6
Personality Trait
1
When I find a subject I’m interested in, I won’t stop studying until I know everything about it. It keeps me up at night.
2
I hope this all makes sense to me one day. Until then, I’m going to keep faking it.
3
Equations and patterns come naturally to my mind. I wish friendship came just as easily.
4
I believe I’m always the smartest person in the room. And I’ll prove it, even if no one asks me to.
5
If these classes have taught me anything, it’s that reality is a lie, and nothing matters. So why bother?
6
Before I graduate, I want to achieve something mathematically impossible. I must leave a legacy!
Quandrix Trinkets. When you make your character, you may roll once on the Quandrix Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Quandrix Trinkets
d6
Trinket
1
A small succulent in a dodecahedral clay pot
2
A blue knit hat that looks a bit like a bottle folding in on itself
3
A model hypercube carved from green crystal, showcasing the fourth dimension
4
A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor
5
A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture
6
A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife
Silverquill Student
You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits.
Equipment: A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp
Feature: Silverquill Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Silverquill within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells’ verbal components—even amid the crash of lightning or a fiery eruption.
Building a Silverquill Character
Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill.
A number of both paladins and rogues attend Silverquill College as well, highlighting the diversity of the student body.
Suggested Characteristics. With the college’s intense standards looming over them, Silverquill students range from cocky and cutthroat to overwhelmed perfectionists. The Silverquill Personality Traits table suggests a variety of traits you might adopt for your character.
Silverquill Personality Traits
d6
Personality Trait
1
I’ll say whatever I need to in order to maintain my high social status.
2
I prefer saying the blunt truth over a pretty lie, and I don’t particularly care whose feelings I hurt.
3
I believe that uplifting my peers is the best way to succeed.
4
I’ve mastered the art of using humor as a defense, and I always have a charming joke ready.
5
I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.
6
No one knows about the all-nighters I’ve pulled to keep my magic looking effortless, and I’m going to keep it that way.
Silverquill Trinkets. When you make your character, you may roll once on the Silverquill Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Silverquill Trinkets
d6
Trinket
1
A black leather notebook filled with half-finished poems
2
A set of flashcards detailing different colloquialisms and their meanings
3
A canteen that makes any liquid drunk from it taste sweet
4
A forged permission slip granting access to the special archives of Strixhaven’s libraries
5
A stylish silver pin that references a famous series of novels about warlocks
6
A stack of small pieces of parchment, each enchanted to stick to whatever surface it’s pressed against and peel off easily
Witherbloom Student
You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College.
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Witherbloom within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects.
Building a Witherbloom Character
Druids and warlocks make up most of Witherbloom’s student body. A few wizards (mostly those who study the School of Necromancy) and clerics (including those with the Divine Domains of Life or Nature) also find their home in Witherbloom.
A number of rangers and barbarians study at Witherbloom as well, and some rogues learn how to create and use poisons during their studies at this college.
Suggested Characteristics. Students of Witherbloom College are equally likely to be found picking herbs for a healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character.
Witherbloom Personality Traits
d6
Personality Trait
1
I love brewing up a new recipe, even if some might be repulsed by my choice of ingredients. Or the final product. Or both.
2
My fashion sense is like my garden: withered, black, and weird.
3
I’m going to befriend every single monster in this swamp if it’s the last thing I do.
4
Everything in this world dies eventually. The question is, what will you do with the time you have left?
5
I know we just met, but when you die, may I have your bones? For research.
6
Don’t interrupt me; I’m brooding.
Witherbloom Trinkets. When you make your character, you may roll once on the Witherbloom Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Witherbloom Trinkets
d6
Trinket
1
A black bird-shaped mask, trimmed with glowing green thread
2
A set of rabbit bones
3
A pair of thick knee-high waders, stained with muck and moss
4
A slimy green tentacle, which occasionally wriggles
5
A notebook containing waterproof paper
6
A necklace of five small vials, each filled with luminescent white liquid
This section introduces feats that give your character benefits associated with the colleges of Strixhaven. These feats are available to you whenever you normally choose a feat, and they follow the feat rules in the Player’s Handbook.
Feat Descriptions
These feats are presented in alphabetical order.
Strixhaven Initiate
You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven’s colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.
If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
Spells
Created at Strixhaven, the spells presented in this section are available to the backgrounds offered in this chapter. The spells also appear on the class spell lists indicated in the Spells table below.
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don’t provoke opportunity attacks.
You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Components: V, S, M (a withered vine twisted into a loop)
Duration: Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Reason for wanting to join College: Ulucan had heard tales of distant worlds and the many achievements through the magic through technology and magic. This intrest was born from the inability to speak, and the many complications that came with it. Though her family and friends she has accumulated over the years have learned to love her despite this, she couldn't escape the thought of others in a simmilar predicament, and didn't have the patience or trust from/in others to help. The Quandrix college of strixhaven could give her the tools necessary to discover, and may even create some tools that she could share with others.
Reason for wanting to join Witherbloom College: I am constantly in the garden or the nearby forest rooting around looking for spores and fungus and how they interact with the world around them. I’ve documented ever species and cataloged them accordingly. I’ve had my Witherbloom poster in my room since I could read. I’ve read ever one of the published papers that the Witherbloom professors every published. I once had a pest mascot for a pet, unbeknownst to my parents. When they found out they told me to throw it away. I said NEVER! They relented; of course. I know that if I can attend Witherbloom I will discover the next great fungus, the likes the world has never seen!
Reason to join Prismari: Kashi, a overly talkative Harengon with highly animated ears, is a painter, and a dancer at his core. Being the son of Prismari graduates, and notable painters, and dancers it has been his driving force in life. Nothing compares to seeing a sunset, other then painting it in such a way as to bring out the nuances of its true perfection. How do you do that? What really makes a piece of art come alive? When you add magic to it! That is what Kashi wants to learn. How to mix magic into a painting to make it better then reality. How to add magic to a dance to express it in such away that the audience can feel your pain, you joy, the crush you have on that girl from the town down river. Thats true art! To learn that is why Kashi wants to join Prismari!
College: Either Silverquill or Prismari. Probably Silverquill but taking a lot of overlap classes and hanging out with the Prismari kids.
Reason: Marius grew up in the theater. Both of his parents were thespians, and he came to love it as he grew as well. Most of his closest friends are part of his theatre family, and he always wanted to go into it. He was born with unpredictable fey magic suffusing his being, occasionally erupting forth, so he knew he had to get training to control it. During high school, he was part of Thespian Troupe #0831, and was an actor in several productions and a stage manager in a few. He has never sought the spotlight, but will accept it if put into a lead position. When he applied and was admitted to Strixhaven, he sort of accidentally blew up his room in excitement. He is still unsure as to whether to go into Prismari or Silverquill, but is leaning towards the second. Both have much to teach him in the way of the thespian, and he looks forward to new friends, productions, and adventures!
(I have a little more backstory, and know exactly how the personality is going to play out. If anyone needs a friend, call Marius. Although you will inevitably end up working in the theater somehow. Party-wise, he is mostly a support character, though wild magic will do its thing sometimes. Thanks for the consideration!)
Reason to go to college: The Artoligan potion house is well known, having been the premier potions house for hundreds of years. Coming from a storied past of other alchemists, Eurtan grew up learning how to help her family around the store. She wants to go to college to learn more to help her family, and to get away from them for a bit and to discover herself.
Class: Cleric (Either Knowledge or Arcana, havent decided)
College to Join: Lorehold
Reason for wanting to join College: An Orphan raised by archivists, Elra was curious about everything. Staying up late in the night to read books and constantly peppering the archivists and acolytes with questions about the most random things. Elra wants to study the histories of the gods and their interactions with the world and beyond.
Reason for wanting to join College: After completing their tour in the war to the south, Alfa Five, A5 or Alph for short, wanted to learn more about the magical energies he was created to channel as one of the field cannons. He was adept at thinking through probabilities and permutations of situations and then making the best decisions based on often incomplete or insufficient data, and so the college of Numeromancy had a certain appeal to the young warforged.
Growing up in a half-orc clan in the forest was a harsh life and Mendax was always shunned for his inability to kill any living being. Mendax wanted to spend his time learning more about other cultures and how to make everlasting friendships rather than how to swing a club. Mendax realised that he had the mind for magic when he found a spell book in his clan, which was raided from a human village by some of the other members and thrown in the “junk” pile. Mendax has left his clan and has spent his time writing poetry about the people and places that he has seen on his journeys. He wants to join the Silverquill college in hopes to discover more literature and to learn alternative ways to solving conflicts without resulting to murder.
Reason for Joining the College: Valamir is the child of two students that both graduated from the Lorehold college. After school they began their careers as archeologists, traveling to ancient ruins all over the land. Years later they would have twins, Valamir and his fraternal twin Norcan. Both of the boys were raised going on the expeditions their parents joined being taught everything possible about the past civilizations of the world. On one of the expeditions Valamir's father found a strange looking spear that looked to be in perfect condition despite being found in the crumbled remains of a long destroyed ruin. While it was srt to the side for later research Valamir felt something strange calling him to the spear, messing about with it due to the curiosity instilled in him by his parents. As soon as he touched it he felt a voice in his head thst promised him secrets and power in exchange for being used once more. Be it either the foolishness of youth or an insatiable thirst for knowledge, Valamir made the deal and thus a pact was struck. The spear was bound to him and would occasionally give him knowledge. Wanting to learn more about the spear and to expand his own knowledge once he was old enough and with the great approval of his parents, Valamir joined the college along with his brother.
Reason for wanting to join College: Myala learned to fight with sword and shield from a very young age. She has always had a little model hypercube carved from crystal but is not quite sure where it came from. Having a keen interest in learning however, she did everything she could to learn more about this strange item. Her curiosity combined with a natural ability to understand equations and patterns, led her to learning about the arcane. With only limited guidance, she learned a handful of wizard spells. Myala has devoted whatever spare time she could to studying everything she could find about Numeromancy, as she has become quite fascinated. Coming to Strixhaven and joining the Quandrix college would be a dream come true for her. She also hopes it will lead her to learning to be an Eldritch Knight down the road.
Reason for wanting to join College: Aelyn grew up at the Silversong Tavern on the edge of a forest known to be a gateway to the Feywild. Even as a young boy he had a strong connection to the fey visiting the forest and quickly found that he had a talent for the arts of word and song, learning from not only the fey but the bards that visited the tavern. As he grew older he decided to travel the world and fate eventually took him to the doorsteps of Strixhaven where he found a new home in the Silverquill College, now eager to entertain his friends and to show the world that the pen actually is mightier than the sword. He is not quite as studious as many of the other students, but he is very whimsical and certainly has a talent for getting himself into trouble and, mostly, talking himself out of it again.
Haloom has always been a wanderer. If he were to find a new variant of fungus, he would spend months searching it out, and cataloging it in his journal. He followed every new and interesting thing he could find in nature. His thirst for knowledge seems unquenchable. He could never find enough literature to study, creators to question, or samples to test. That is, until he stumbled upon a cadre of students on holiday. After hearing of the wondrous things their school had to offer, he has now made it his life goal to attend this college!
I am looking at starting a strixhaven adventure. I will include much of the information about Strixhaven and what to expect.
A magical world boasts many places where students can study magic and many sages who take eager learners under their wings. But being accepted to Strixhaven University is a special honor, the dream of many young students. Strixhaven is a place of enlightenment and learning, and both its graduates and its delegates are typically welcomed and respected wherever they go.
Founded seven centuries ago by five ancient dragons, Strixhaven is the premier institution of magical learning, drawing promising young mages from all over. Each equipped with its own campus and faculty, Strixhaven’s five colleges cover a vast array of academic and magical specialties.
As a Strixhaven student, you start with a well-rounded education in a rigorous first-year program. In your second year, you choose your preferred specialty at one of the five colleges. You can also partake in a vibrant campus life, with plenty of clubs and other activities. You might even play on one of Strixhaven’s prestigious Mage Tower teams and bask in the adoration of cheering crowds!
Strixhaven Is a University
Even as they get caught up in the adventures, the characters have to continue going to class, doing homework, and studying for exams.
The characters are also subject to the authority of the university’s faculty and staff members. Circumstances will at times cause player characters to defy faculty authority—and even deans—during their adventures, and the threat of detention or even expulsion might hang over their head.
Finally, student characters are part of a school community. They live in university housing, eat in dining halls, and spend the majority of their time on campus. They eat, sleep, study, socialize, and adventure as part of a community of students, faculty, and staff. The school is like a town, where a relatively small cast of characters can play significant roles over the course of the campaign.
It’s an Academy of Mages
Study at Strixhaven isn’t about learning to be a wizard but about learning to be a historian, an artist, an orator, a scientist, or some other profession—while using magic to enhance one’s studies. The university’s understanding of magic is expansive. Characters of any class can study at Strixhaven, whether they’re full-fledged spellcasters like wizards, clerics, and druids; they manage a spell or two thanks to a subclass or feat; or they manifest magical abilities that aren’t even spells. (For example, a barbarian who follows the Path of the Ancestral Guardian, described in Xanathar’s Guide to Everything, can excel in studying history at Lorehold College by virtue of their connection to an ancestral spirit.)
Magic is everywhere on campus. The campus culture encourages finding magical solutions to the most mundane problems, and if characters need access to a spell they can’t cast, they have a strong chance of finding someone who can cast it.
It’s Cosmopolitan
Strixhaven draws students and faculty from across the world and from other realms in the multiverse. The university’s students and faculty are united by a desire to learn and include humans, elves, dwarves, owlin , orcs, trolls, vampires, and studious folk of many other origins.
In practical terms, for player characters, you can use the rules found in any D&D book to select a character’s race, if the DM approves. For nonplayer characters, you’re as likely to meet a pixie, a dryad, a giant, a treant, or another fantastical creature on campus as you are to meet a Humanoid. The faculty members include genasi, tritons, and even a bipedal brown bear.
To the faculty and students of Strixhaven, it is unremarkable to meet someone who hails from a far-off land, since almost everyone on campus is from somewhere else. Strixhaven has a place for anyone who is dedicated to magic-enhanced study.
STRIXHAVEN UNIVERSITY, WITH THE (CENTER) BIBLIOPLEX SURROUNDED BY (TOP) SILVERQUILL
AND (GOING CLOCKWISE) QUANDRIX, WITHERBLOOM, PRISMARI, AND LOREHOLD
If you are interested in a college adventure (and maybe more then that) please create a character and pick which college they would like to become a part of. Please remember that while they don't have to be a spell caster, there should be some reason why they want to attend that college at Strixhaven. I will be accepting applications until December 11th.
Sample Application:
Name: Urugon Bixly
Race: Fairy
Class: Druid
College to Join: Prismari
Reason for wanting to join College: My family has been in charge of painting for the high queen and I wish to continue that tradition.
Lorehold Student
You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age.
Skill Proficiencies: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Feature: Lorehold Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.
Building a Lorehold Character
Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common.
For a more unusual take on a Lorehold student, you could consider playing a barbarian with a primal connection to the past (perhaps adopting the Path of the Ancestral Guardian from Xanathar’s Guide to Everything) or a paladin whose Oath of the Ancients gives a concrete link to history.
Suggested Characteristics. Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character.
Lorehold Trinkets. When you make your character, you may roll once on the Lorehold Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Prismari Student
You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: One type of musical instrument or artisan’s tools
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, a set of artisan’s tools or a musical instrument (one of your choice), a school uniform, and a pouch containing 10 gp
Feature: Prismari Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Prismari within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.
Building a Prismari Character
Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of Evocation or Transmutation are also well represented. Clerics aren’t very common in this school, but some with the Tempest domain end up here.
Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the athleticism of Prismari performance.
Suggested Characteristics. Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.
Prismari Trinkets. When you make your character, you may roll once on the Prismari Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Quandrix Student
In preparation to become a student of Quandrix College, you have spent years working through the college’s math problems for prospective students. Your interests concentrate on the mathematical principles and patterns found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract studies of metaphysics, arcana, or logic.
Skill Proficiencies: Arcana, Nature
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform, and a pouch containing 15 gp
Feature: Quandrix Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Quandrix within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.
Building a Quandrix Character
Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of Abjuration, Illusion, or Transmutation) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the Knowledge or Nature domains, study in Quandrix as well.
Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.
Suggested Characteristics. With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.
Quandrix Trinkets. When you make your character, you may roll once on the Quandrix Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Silverquill Student
You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits.
Skill Proficiencies: Intimidation, Persuasion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp
Feature: Silverquill Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Silverquill within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells’ verbal components—even amid the crash of lightning or a fiery eruption.
Building a Silverquill Character
Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill.
A number of both paladins and rogues attend Silverquill College as well, highlighting the diversity of the student body.
Suggested Characteristics. With the college’s intense standards looming over them, Silverquill students range from cocky and cutthroat to overwhelmed perfectionists. The Silverquill Personality Traits table suggests a variety of traits you might adopt for your character.
Silverquill Trinkets. When you make your character, you may roll once on the Silverquill Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Witherbloom Student
You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an herbalism kit, a school uniform, and a pouch containing 15 gp
Feature: Witherbloom Initiate
You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Witherbloom within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects.
Building a Witherbloom Character
Druids and warlocks make up most of Witherbloom’s student body. A few wizards (mostly those who study the School of Necromancy) and clerics (including those with the Divine Domains of Life or Nature) also find their home in Witherbloom.
A number of rangers and barbarians study at Witherbloom as well, and some rogues learn how to create and use poisons during their studies at this college.
Suggested Characteristics. Students of Witherbloom College are equally likely to be found picking herbs for a healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character.
Witherbloom Trinkets. When you make your character, you may roll once on the Witherbloom Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Feats
This section introduces feats that give your character benefits associated with the colleges of Strixhaven. These feats are available to you whenever you normally choose a feat, and they follow the feat rules in the Player’s Handbook.
Feat Descriptions
These feats are presented in alphabetical order.
Strixhaven Initiate
You have studied some magical theory and have learned a few spells associated with Strixhaven University.
Choose one of Strixhaven’s colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Strixhaven Mascot
Prerequisite: 4th Level, Strixhaven Initiate Feat
You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:
Spells
Created at Strixhaven, the spells presented in this section are available to the backgrounds offered in this chapter. The spells also appear on the class spell lists indicated in the Spells table below.
*The artificer class appears in Tasha’s Cauldron of Everything and Eberron: Rising from the Last War.
Spell Descriptions
These spells are presented in alphabetical order.
Borrowed Knowledge
2nd-Level Divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a book worth at least 25 gp)
Duration: 1 hour
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Kinetic Jaunt
2nd-Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
Silvery Barbs
1st-Level Enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Vortex Warp
2nd-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Wither and Bloom
2nd-Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a withered vine twisted into a loop)
Duration: Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Name: Ulucan
Race: Human
Class: Wizard
College to Join: Quandrix
Reason for wanting to join College: Ulucan had heard tales of distant worlds and the many achievements through the magic through technology and magic. This intrest was born from the inability to speak, and the many complications that came with it. Though her family and friends she has accumulated over the years have learned to love her despite this, she couldn't escape the thought of others in a simmilar predicament, and didn't have the patience or trust from/in others to help. The Quandrix college of strixhaven could give her the tools necessary to discover, and may even create some tools that she could share with others.
Very Cool! Thanks for pulling this together
Name: Finneas Jetter
Race: Ownlin
Class: Druid
College to Join: Witherbloom
Reason for wanting to join Witherbloom College: I am constantly in the garden or the nearby forest rooting around looking for spores and fungus and how they interact with the world around them. I’ve documented ever species and cataloged them accordingly. I’ve had my Witherbloom poster in my room since I could read. I’ve read ever one of the published papers that the Witherbloom professors every published. I once had a pest mascot for a pet, unbeknownst to my parents. When they found out they told me to throw it away. I said NEVER! They relented; of course. I know that if I can attend Witherbloom I will discover the next great fungus, the likes the world has never seen!
Link to Character: https://ddb.ac/characters/63604493/vDyQrq
D&D since 1984
Name: Kashi
Race: Harengon
Class: Bard (college of sword at level 3)
College to join: Prismari
Reason to join Prismari: Kashi, a overly talkative Harengon with highly animated ears, is a painter, and a dancer at his core. Being the son of Prismari graduates, and notable painters, and dancers it has been his driving force in life. Nothing compares to seeing a sunset, other then painting it in such a way as to bring out the nuances of its true perfection. How do you do that? What really makes a piece of art come alive? When you add magic to it! That is what Kashi wants to learn. How to mix magic into a painting to make it better then reality. How to add magic to a dance to express it in such away that the audience can feel your pain, you joy, the crush you have on that girl from the town down river. Thats true art! To learn that is why Kashi wants to join Prismari!
https://ddb.ac/characters/63610127/sYIIBN
Name: Marius Stargem
Race: Half-Elf
Class: Wild Magic Sorc (Planning bard dip)
College: Either Silverquill or Prismari. Probably Silverquill but taking a lot of overlap classes and hanging out with the Prismari kids.
Reason: Marius grew up in the theater. Both of his parents were thespians, and he came to love it as he grew as well. Most of his closest friends are part of his theatre family, and he always wanted to go into it. He was born with unpredictable fey magic suffusing his being, occasionally erupting forth, so he knew he had to get training to control it. During high school, he was part of Thespian Troupe #0831, and was an actor in several productions and a stage manager in a few. He has never sought the spotlight, but will accept it if put into a lead position. When he applied and was admitted to Strixhaven, he sort of accidentally blew up his room in excitement. He is still unsure as to whether to go into Prismari or Silverquill, but is leaning towards the second. Both have much to teach him in the way of the thespian, and he looks forward to new friends, productions, and adventures!
(I have a little more backstory, and know exactly how the personality is going to play out. If anyone needs a friend, call Marius. Although you will inevitably end up working in the theater somehow. Party-wise, he is mostly a support character, though wild magic will do its thing sometimes. Thanks for the consideration!)
Name: Erutan Artoligan
Race: Human
Class: Artificer (Alchemist)
College to Join: Witherbloom
Reason to go to college: The Artoligan potion house is well known, having been the premier potions house for hundreds of years. Coming from a storied past of other alchemists, Eurtan grew up learning how to help her family around the store. She wants to go to college to learn more to help her family, and to get away from them for a bit and to discover herself.
Name: Elra Skylash
Race: Human
Class: Cleric (Either Knowledge or Arcana, havent decided)
College to Join: Lorehold
Reason for wanting to join College: An Orphan raised by archivists, Elra was curious about everything. Staying up late in the night to read books and constantly peppering the archivists and acolytes with questions about the most random things. Elra wants to study the histories of the gods and their interactions with the world and beyond.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Name: Alfa Five
Race: Warforged
Class: Wizard
College to Join: Quandrix
Reason for wanting to join College: After completing their tour in the war to the south, Alfa Five, A5 or Alph for short, wanted to learn more about the magical energies he was created to channel as one of the field cannons. He was adept at thinking through probabilities and permutations of situations and then making the best decisions based on often incomplete or insufficient data, and so the college of Numeromancy had a certain appeal to the young warforged.
https://ddb.ac/characters/62201785/GxDF3t
Love God. Love Others. Any Questions?
Name: Mendax Malleus
Race: Half-orc
Class: Wizard
College to join: Silverquill
Growing up in a half-orc clan in the forest was a harsh life and Mendax was always shunned for his inability to kill any living being. Mendax wanted to spend his time learning more about other cultures and how to make everlasting friendships rather than how to swing a club. Mendax realised that he had the mind for magic when he found a spell book in his clan, which was raided from a human village by some of the other members and thrown in the “junk” pile. Mendax has left his clan and has spent his time writing poetry about the people and places that he has seen on his journeys. He wants to join the Silverquill college in hopes to discover more literature and to learn alternative ways to solving conflicts without resulting to murder.
Name: Valamir
Race: Tielfling
Class: Warlock (Hexblade)
College to Join: Lorehold
Reason for Joining the College: Valamir is the child of two students that both graduated from the Lorehold college. After school they began their careers as archeologists, traveling to ancient ruins all over the land. Years later they would have twins, Valamir and his fraternal twin Norcan. Both of the boys were raised going on the expeditions their parents joined being taught everything possible about the past civilizations of the world. On one of the expeditions Valamir's father found a strange looking spear that looked to be in perfect condition despite being found in the crumbled remains of a long destroyed ruin. While it was srt to the side for later research Valamir felt something strange calling him to the spear, messing about with it due to the curiosity instilled in him by his parents. As soon as he touched it he felt a voice in his head thst promised him secrets and power in exchange for being used once more. Be it either the foolishness of youth or an insatiable thirst for knowledge, Valamir made the deal and thus a pact was struck. The spear was bound to him and would occasionally give him knowledge. Wanting to learn more about the spear and to expand his own knowledge once he was old enough and with the great approval of his parents, Valamir joined the college along with his brother.
Name: Myala Natogoro
Race: Human (variant)
Class: Fighter
College to Join: Quandrix
Reason for wanting to join College: Myala learned to fight with sword and shield from a very young age. She has always had a little model hypercube carved from crystal but is not quite sure where it came from. Having a keen interest in learning however, she did everything she could to learn more about this strange item. Her curiosity combined with a natural ability to understand equations and patterns, led her to learning about the arcane. With only limited guidance, she learned a handful of wizard spells. Myala has devoted whatever spare time she could to studying everything she could find about Numeromancy, as she has become quite fascinated. Coming to Strixhaven and joining the Quandrix college would be a dream come true for her. She also hopes it will lead her to learning to be an Eldritch Knight down the road.
Character Portrait:
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Name: Aelyn Silversong
Race: Human (variant)
Class: Bard
College to Join: Silverquill
Reason for wanting to join College: Aelyn grew up at the Silversong Tavern on the edge of a forest known to be a gateway to the Feywild. Even as a young boy he had a strong connection to the fey visiting the forest and quickly found that he had a talent for the arts of word and song, learning from not only the fey but the bards that visited the tavern. As he grew older he decided to travel the world and fate eventually took him to the doorsteps of Strixhaven where he found a new home in the Silverquill College, now eager to entertain his friends and to show the world that the pen actually is mightier than the sword. He is not quite as studious as many of the other students, but he is very whimsical and certainly has a talent for getting himself into trouble and, mostly, talking himself out of it again.
Name: Haloom
Race: loxodon
Class: druid
College to Join: Witherbloom
Reason for wanting to join College:
Haloom has always been a wanderer. If he were to find a new variant of fungus, he would spend months searching it out, and cataloging it in his journal. He followed every new and interesting thing he could find in nature. His thirst for knowledge seems unquenchable. He could never find enough literature to study, creators to question, or samples to test. That is, until he stumbled upon a cadre of students on holiday. After hearing of the wondrous things their school had to offer, he has now made it his life goal to attend this college!
Thank you everyone. I will be working on making final decisions today and tomorrow.
This week has been crazy so please give me a little more time to get everything set up.
no worries :-)
D&D since 1984
Np, thanks for letting us know. I was worried I missed something.