```metadata title: TheSnarlingTruth - Character Creation description: >- Strixhaven: The Snarling Truth companion Character Creation guide for Year One. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` # The Snarling Truth - Character Creation {{wide ### choosing a plane Strixhaven is the premier Wizarding school in the Multiverse, which means that the biggest determining factor of your race, background, etc… will be what Plane you are coming from. Any plane in the “Magic, The Gathering” or “Dungeon & Dragons” worlds is acceptable. Or you can work with your DM to create a different plane that fits the vibe you are wanting. The key things to consider when choosing a plane are as follows. #### plane factors {{width:10px}} **What is the culture of your plane?** Is it orderly, is it strict, is peaceful, is it chaotic? What values from that plane then carry through into your character and backstory? **What is the Magic of your plane like?** Does magic come from the earth, does it flow between people, is magic mainly divine, is magic heavily restricted by some governing force, is magic plentiful or rare? How does this factor into what magic your character starts with and why they want to go to a school for Magic? **What family, friends or community do you have on your plane?** Do you have a conventional family? Do you have friends who love you? Do you have no one? Do you not feel like you have no home? Do you want to learn magic to support the people you love? **How do you come to be at Strixhaven?** All of these factors come into play, when it comes to how you come to Strixhaven and where you go during school breaks. There are three conventional ways to end up at Strixhaven and they are closely tied to what Class of Plane you come from. Read the below section about Classes of Planes and Plane Extraction to help define your plane. #### Classes of planes | | || |:-------|:------|:-----| | Class 1: Accelerant Plane {{width:100px}} | Includes planes that have a stable governing system and are supportive of magic and advanced enough for inter-planar communication. | | Class 2: Developing Plane {{width:100px}} | Includes planes that are supportive of magic but not advanced enough for inter-planar communication. | | Class 3: Mundane Plane {{width:100px}} | Includes planes that are not strong in magic and thus are more mundane. They rarely have magical talent and thus they do not have access to inter-planar communication. | | Class 4: Restricted Plane {{width:100px}} | These planes are deemed too dangerous for civilized entanglement. This is either because of constant war, chaotic magical or technological entities or disastrous natural phenomena that make visiting them a risk unto itself. | #### plane extraction methods (how you apply to school) {{width:10px}} **1: You apply to the school through a standard form and are accepted** - This is most likely on the Strixhaven home plane of Arctavios and on Class 1 planes as they would have eans to hear about other planes. **2: You are referred to the school through another entity** - This is similarly applicable to Arctavios planar locals and Class 1 plane students, as its more likely for them to come into contact with a friend of the school. **3: You have been singled out by a prophetic event and extracted by a Strixhaven Affiliated Entity** - This is the most common in method on Class 3 and Class 4 planes, as they are either too dangerous for other methods, or too boring to even be noticed except through an act of prophecy. In these cases, it is typical for a particularly adventurous Strixhaven Professor or Alumni to visit the plane, find the target and extract them to a holding area. They are then able to give them a pitch of the school and its potential for the student to decide on going. This is the most rare form of application to Strixhaven, but it does happen. : #### Choosing a class This is a Wizarding School Campaign and thus it is important that whatever Class you choose be able to cast Magic and Learn Spells. Given this the class options are limited to only classes which can cast spells at base level. **Allowed Classes:** Bard, Cleric, Druid, Paladin, Druid, Ranger, Sorcerer, Warlock, Wizard, Artificer **Exceptions:** Eldritch Knight or Arcane Trickster Rogue are ONLY allowed if the player takes a Magic Initiate or Strixhaven Initiate Feat at level 1. #### Additional character creation Fill out Strixhaven Application elsewhere in this Player’s Guide… Fill out the Curriculum for your First Year at Strixhaven following the First Year Course Listing in this Player’s Guide… :: *Note: Any other un-specified options will have to be discussed with your DM at character creation.* }} {{pageNumber 1}} {{footnote Introduction | Strixhaven: The Snarling Truth}} \page {{wide # Strixhaven Enrollment Application : #### Name :: #### Class :: #### Age :: #### Home Planar Address {Plane - City/State/Province} ::: #### History of Magical Usage :::::::::: #### What kind of magic are you interested in learning :::::::::: #### Why do you want to learn about magic ::::::::::: #### Financial assistance request :::::::: #### Special accomodations request }} {{pageNumber 3}} {{footnote Strixhaven Application | Strixhaven: The Snarling Truth}} \page {{wide ## Choosing a Curriculum {{width:10px}} **Taking a Standard Curriculum:** A standard curriculum at Strixhaven for Year One includes 4 course. This includes the Required Enrichment Elective (which is different each year), then at least one Fundamentals Course and at least one School of Magic Course, after these required Courses you can take any Course from any Section for your Free Elective Slot including anything from the specific Free Election Courses section in the Course Listing below. You are allowed to take more than 4 courses if you wish, however it will become more difficult to do other activities at school and to balance your studies. **If you take 5 courses instead of 4:** Either you cannot have a Job or Extracurricular or you get disadvantage on one of your courses each Test Phase. **If you take 6 courses instead of 4:** You have disadvantage on a course each Test Phase and then, you either cannot have a Job or Extracurricular Activity or you get disadvantage on an additional course each Test Phase. **Course and Job/Extracurricular Limits:** The limit in combination of courses and Job/Extracurriculars a student can take is 6. ::: ## First Year Course Listing ***Note on Work Structure:*** *Each course section has a Work Structure notation below its description. This determines the cadence of Assignments or Tests that need to be passed during the Test Section of each year to determine the total grade at the end of the year. There are four Test Sections each year and all classes will require either an Assignment or a Test each Test Section, which is denoted by either an A or a T.* #### required enrichment elective **Magical Physiologies 199 (Verelda):** Explores anatomy, abilities and dispositions of monsters commonly encountered in the wild while adventuring. Work Structure (T/T/T/T) ::: #### fundamentals courses All these are fundamental 101 courses that can be taken to gain proficiency in a skill. Work Structure (A/A/A/T) : **Movement and Rhythm 101 (Blackpick):** This can give you Proficiency in Acrobatics, Performance, Athletics or Stealth. : **Acting and Improv 103 (Arkin):** This can give you Proficiency in Performance, Deception, Persuasion or Intimidation. : **World Religions 105 (Osgir):** This can give you Proficiency in History, Religion, Arcana or Insight. : **Natural Magic 107 (Lisette):** This can give you Proficiency in Medicine, Survival, Nature, Perception or Investigation. : **Physical Mathematics 109 (Ruxa):** This can give you Proficiency in Insight, Nature, Arcana or Investigation. : **Script and Syntax 111 (Brenneth):** This can give you Proficiency in Arcana, Persuasion, Insight or Investigation. : **Practical Casting 113 (Fain):** This can give you Proficiency in Athletics, Acrobatics, Sleight of Hand or Perception. ::: #### school of magic courses These are classes that give you the basics of a school of magic. These give you additional spells for your spellbook. Work Structure (A/T/A/T) : **Abjuration 102 (Nils):** How to use and create abjuration magic. You gain 1 abjuration cantrip and one abjuration spell of your highest slot or lower. : **Alteration 104 (Veyran):** How to use and create alteration magic. You gain 1 alteration cantrip and one alteration spell of your highest slot or lower. : }} {{pageNumber 4}} {{footnote Curriculum Choices: Year 1 | Strixhaven: The Snarling Truth}} \page {{wide **Divination 108 (Plargg):** How to use and create divination magic. You gain 1 divination cantrip and one divination spell of your highest slot or lower. : **Enchantment 110 (Losheel):** How to use and create enchantment magic. You gain 1 enchantment cantrip and one enchantment spell of your highest slot or lower. : **Illusion 112 (Embrose):** How to use and create Illusion magic. You gain 1 Illusion cantrip and one Illsion spell of your highest slot or lower. : **Invocation 114 (Nassari):** How to use and create Invocation magic. You gain 1 Invocation cantrip and one Invocation spell of your highest slot or lower. : **Necromancy 115 (Valentin):** How to use and create Necromantic magic. You gain 1 Necromancy cantrip and one Necromancy spell of your highest ::: #### free elective courses For you free elective slot in your curriculum you could take an additional Fundamentals Course, School of Magic Course or an Elective Course from the options below. :: #### skills training courses These are craft skills classes which grant proficiencies and basic benefits for using tools or learning new skill or feats. Work Structure (A/A/A/T) : **The Skeleton Key 120 (Fain):** You gain proficiency in Thieves Tools and can craft them yourself given a short rest and 5 gold in materials. : **Alchemy: Poisonous Tinctures 121 (Willowdusk):** You gain the Poisoner feat from the source book Tasha’s Cauldron of Everything, and have the ability to create a Poisoner’s Kit given an hour and wither 10 gold or a successful DC 15 Nature check in a wild area. : **Alchemy: Natural Wound Tending 121 (Willowdusk):** You gain the Healer feat from the Player’s Handbook (5th Edition 2014), and have the ability to create a Healer’s Kit given an hour and wither 10 gold or a successful DC 15 Nature check in a wild area. : **Cooking 122 (Gyome):** You gain the Chef feat from the source book Tasha’s Cauldron of Everything. : **Master of Disguise 123 (Shakespell):** You gain proficiency in Disguise Kit and gain the Actor feat from the Player’s Handbook (5th Edition 2014). : **Musical Masteries 124 (Zaffai):** You gain proficiency in any single instrument of your choosing and have double proficiency in Performance when playing it. : **Martial Weapons Through the Ages 125 (Janes):** You may choose to be proficient in a weapon type and unlock its Mastery Ability (5th Edition 2024). : **Painting with the Storm 126 (Gongh):** You gain the Elemental Adept feat and may choose an additional cantrip with the same elemental damage as the option you chose for the feat. : **The Perfect Stroke 127 (Node):** You gain the Spell Sniper feat from the Player’s Handbook (Fifth Edition 2014). : **Leprechauns and Luck Conjuration 128 (Keyhart):** You gain the Lucky feat from the Player’s Handbook (Fifth Edition 2014). : **Famous Generals from the Last Age 129 (Boren):** You gain the War Caster feat from the Player’s Handbook (Fifth Edition 2014) and may gain a spell that targets only 1 creature (at base level) and has a casting time of 1 action. ::: }} {{pageNumber 5}} {{footnote Curriculum Choices: Year 1 | Strixhaven: The Snarling Truth}} \page {{wide #### Foreign Language You may choose to take a foreign language through these courses. Work Structure (A/A/A/T) : **Dwarvish 130 (Ghostforge):** All language courses simply teach you the language and nothing more. : **Elvish 131 (Ivyquen):** All language courses simply teach you the language and nothing more. : **Gnomish 132 (Rosenberge):** All language courses simply teach you the language and nothing more. : **Orcish 133 (Plargg):** All language courses simply teach you the language and nothing more. : **Celestial 134 (Democreet):** All language courses simply teach you the language and nothing more. : **Infernal 135 (Macjobbs):** All language courses simply teach you the language and nothing more. : **Primordial 136 (Mistcoiler):** All language courses simply teach you the language and nothing more. : **Sylvan 137 (Willowdusk):** All language courses simply teach you the language and nothing more. : **Draconic 138 (Zodian):** All language courses simply teach you the language and nothing more. : **Deep Speech 139 (Osgir):** All language courses simply teach you the language and nothing more. }} {{pageNumber 6}} {{footnote Curriculum Choices: Year 1 | Strixhaven: The Snarling Truth}}