Required Reading
Mascots
![](https://www.dndbeyond.com/avatars/thumbnails/22135/778/400/392/637743395538163546.png)
Description
Often referred to as a “living expression,” an art elemental is an aspect of creativity and emotion given physical form—making it the perfect mascot for Prismari College.
To create an art elemental mascot, a mage draws power from a blend of all the natural elements, extracting their vibrant colors to craft a swirling outer shell before imbuing its core with a planar spirit. As creatures of both precise elemental study and rebellious expression, art elementals can both wreak elemental destruction and emotionally captivate the creatures around them.
Art Elemental Mascot
Small Elemental, Typically Neutral
- Armor Class 11
- Hit Points 18(4d6 + 4)
- Speed 30ft.
STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) 8 (-1) 11 (+0) 15 (+2)
- Skills Performance +4
- Damage Resistances cold, fire
- Damage Immunities poison
- Condition Immunities poisoned
- Senses Passive Perception 10
- Languages understands the language of its creator but can't speak
- Challenge 1/4 (50 XP) Proficiency Bonus +2
Death Burst. When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Actions
Joyful Flare. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) fire damage.
Melancholic Bolt. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 6 (2d4 + 1) cold damage.
Captivating Artistry (1/Day). The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
![](https://i.imgur.com/FRiMxfP.png)
Description
To an untrained eye, a fractal mascot looks like a creature made from facets of hard light. But arithmancers know that these fractals are actually living equations: artificial life forms created by extrapolating magic from the mathematical patterns in nature.
Because of their arithmetic basis, fractal mascots can alter both their size and density. Quandrix College has adopted the fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons.
Fractal Mascot
Small Construct, Typically Neutral
- Armor Class 12
- Hit Points 27(6d6 + 6)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 5 (-3)
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Languages understands the language of its creator but can't speak
- Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Quantum Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) force damage, or 6 (2d4 + 1) force damage if the fractal is Medium or bigger.
Bonus Actions
Augment. The fractal’s size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks, and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action.
![](https://www.dndbeyond.com/avatars/thumbnails/22135/803/400/443/637743395572956414.png)
Description
Squelching slightly as they wriggle through the air, inklings serve as the mascots for Silverquill College. These living blobs of shadowy ink are often summoned by professors who require assistance in their writing workshops—the inklings provide endless ink—or by lonely students hoping for company as they study. However, inklings can just as readily support mages in combat, disrupting opponents’ sight.
Inkling Mascot
Tiny Ooze, Typically neutral
- Armor Class 13
- Hit Points 18(4d4 + 8)
- Speed 10ft., fly 30ft (hover)
STR DEX CON INT WIS CHA 10(+0) 16 (+3) 14 (+2) 6 (-2) 7 (-2) 11 (+0)
- Skills Stealth +5
- Damage Immunities psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, prone
- Senses blindsigh 60ft., passive Perception 8
- Languages understands the languages of its creator but can't speak
- Challenge 1/4 (50 XP) Proficiency Bonus +2
Amorphous. The inkling can move through a space as narrow as 1 inch wide without squeezing.
Actions
Blot. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) psychic damage.
Ink Spray (1/Day). The inkling sprays viscous ink at one creature within 15 feet of itself. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the inkling’s next turn.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the inkling takes the Hide action.
![](https://www.dndbeyond.com/avatars/thumbnails/22135/818/400/444/637743395590398090.png)
Description
Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them convenient fuel sources for the magic of Witherbloom mages. As such, many Witherbloom students have adopted pests from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college.
Pest Mascot
Tiny Monstrosity, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 122(4d4 + 12)
- Speed 30ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 17 (+3) 5 (-3) 13 (+1) 4 (-3)
- Skills Perception +3
- Senses darkvision 60ft., passive Perception 14
- Languages none
- Challenge 1/4 (50 XP) Proficiency Bonus +2
Regeneration. The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn’t function at the start of the pest’s next turn.
Spiny Hide. At the start of each of its turns, the pest deals 2 (1d4) piercing damage to any creature grappling it or that it is grappling.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
![](https://media.dndbeyond.com/compendium-images/sacoc/zBbqVwSoOPBn2DCM/07-032.spirit-statue-mascot.png)
Description
To enhance their studies of the past, Lorehold students often call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to assist the living.
Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial tacticians. Regardless, their appearance is so common around the Lorehold campus that they have become the college’s mascots.
Spirit Statue Mascot
Medium Construct, Any Alignment
- Armor Class 14 (natural armor)
- Hit Points 26(4d8 +8)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 12 (+1) 13 (+1) 8 (-1)
- Skills Arcana +5, History +5, Perception +3
- Senses passive Perception 13
- Languages any languages it knew in life
- Challenge 1/4 (50 XP) Proficiency Bonus +2
Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4 and add the number rolled to one ability check of its choice, immediately after rolling the d20.
Strixhaven Mascot Feat
Prerequisite: 4th Level, Strixhaven Initiate Feat
You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:
- You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate 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.
Find Familiar (Strixhaven)
1st-level conjuration (ritual)
- Casting Time: 1 hour
- Range: 10 feet
- Target: An unoccupied space within range
- Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
You gain the service of a Strixhaven Mascot familiar. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form. You can't have more than one familiar at a time.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack (except as above), but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Strixhaven Spell Descriptions
As a Strixhaven student, you gain the singular privilege of unlocking access to the following additional spells, should your class/feat allow it;
Strixhaven Spells
Level | Spell | School | Class |
---|---|---|---|
1st | Silvery Barbs | Enchantment | Bard |
2nd | Borrowed Knowledge | Divination | Bard, Cleric, Warlock, Wizard |
2nd | Kinetic Jaunt | Transmutation | Artificer, Bard, Sorcerer, Wizard |
2nd | Vortex Warp | Conjuration | Artificer, Sorcerer, Wizard |
2nd | Wither & Bloom | Necromancy | Druid, Sorcerer, Wizard |
Silvery Barbs
2nd-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.
Borrowed Knowledge
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a book worth at least 25gp)
- 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:
- 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.
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.
Magic Items Brochure
Item | Rarity | Cost |
---|---|---|
Bottle of Boundless Coffee | Common | 100 gp |
Cuddly Strixhaven Mascot | Common | 100 gp |
Lorehold Primer | Uncommon | 300 gp |
Prismari Primer | Uncommon | 300 gp |
Quandrix Primer | Uncommon | 300 gp |
Silverquill Primer | Uncommon | 300 gp |
Spell Scroll (1st-Level Spell; DMG) | Common | 50 gp |
Strixhaven Pennant | Common | 100 gp |
Weapon, +1 (DMG) | Uncommon | 300 gp |
Witherbloom Primer | Uncommon | 300 gp |
Magic Item Descriptions
These items are available at various locations throughout campus.
Bottle of Boundless Coffee
Wondrous Item, Common
This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won’t accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.
Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
Cuddly Strixhaven Mascot
Wondrous Item, Common
Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.
This toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can’t use the toy in this way again until you finish a long rest.
Lorehold Primer
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
The Lorehold Primer is a magic textbook created at Strixhaven’s Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or an Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Prismari Primer
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
The Prismari Primer is a magic textbook created at Strixhaven’s Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity (Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Quandrix Primer
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
The Quandrix Primer is a magic textbook created at Strixhaven’s Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Silverquill Primer
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
The Silverquill Primer is a magic textbook created at Strixhaven’s Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Witherbloom Primer
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
The Witherbloom Primer is a magic textbook created at Strixhaven’s Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Strixhaven Pennant
Wondrous Item, Common
This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Extracurriculars
Students can join any of the following Extracurriculars;
Dead Languages Society
Skills: Athletics, History
These linguistics lovers take advantage of Strixhaven’s deep repository of tomes written in ancient and near-extinct languages, teaching themselves these tongues and often translating their favorite works.
Distinguished Society of Fine Artists
Skills: Performance or Sleight of Hand
These painters, sculptors, printmakers, and mosaic artists gather to create fine works and to discuss the latest techniques and trends in the world of art.
Dragonchess Club
Skills: Deception, Investigation
These experts in the game of dragonchess discuss the latest in strategy, compete against one another, and test out homemade variations of game rules.
Dragonsguard Historical Society
Skills: Arcana, History
These historians are fascinated by all time periods, and they regularly meet to discuss, debate, and deep dive into members’ favorite topics.
Fantastical Horticulture Club
Skills: Nature, Survival
These green-thumbed experts love mixing magic and gardening to create new strains of vegetation, many of which they cultivate on campus.
Future Entrepreneurs of Strixhaven
Skills: Insight, Persuasion
These enterprising students discuss business theories. They often create small start-ups to sell wares and services appealing to students. The funds they generate fuel the club’s activities.
Intramural Gymnastics Club
Skills: Acrobatics, Performance
These graceful gymnasts work to hone their craft, and they compete against each other in dazzling floor routines.
Intramural Silkball Club
Skills: Athletics, Intimidation
These hardy athletes train together and compete in the rough-and-tumble Strixhaven game of silkball, which is played in muddy fields with balls made of spider silk.
Intramural Water-Dancing Club
Skills: Athletics, Performance
These swimming enthusiasts combine their athletic skills with the finesse of artists as they choreograph water dances to the latest popular songs.
Live-Action Roleplaying Guild
Skills: Animal Handling, Performance
These storytelling enthusiasts engage in a mix of strategy and playacting—often involving mascots—when they enact fantastical narratives that they resolve with special rules.
Mage Tower Cheer Squad
Skills: Perception, Persuasion
With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire pride in the official Strixhaven University Mage Tower teams.
Playactors Drama Guild
Skills: Arcana, Deception
These actors work together to create productions of brilliant stagecraft, often involving new spins on old classics as well as displays of magic and music.
Strixhaven Iron-Lifters Society
Skills: Athletics, Medicine
These bodybuilders support each other in developing strong muscles and even stronger friendships.
Strixhaven Show Band Association
Skills: Sleight of Hand, Performance
These music enthusiasts play instruments such as hurdy-gurdies, bagpipes, flutes, and drums, and they regularly perform rousing concerts.
Strixhaven Star
Skills: Investigation, Insight
These truth seekers and wordsmiths report on campus news, regularly interviewing important figures and producing the monthly Strixhaven Star newspaper, which is distributed across the campus.
Student-Mages of Faith
Skills: Insight, Religion
These pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.
Current Vacancies
Students can find work at the places below. A number of possible positions are noted for each place. All positions pay 5g per week
Biblioplex
Jobs: Book clerk, book shelver, café worker, cleanup crew member, garden tender, store worker
Bow’s End Tavern
Jobs: Assistant manager, cleanup crew member, cook, host, server
Campus Grounds
Jobs: Graffiti eraser, lawn manicurist, litter retriever, sidewalk sweeper, statuary repairer, trash collector
Campus Magic Labs
Jobs: Cleanup crew member, specimen preparer, volunteer lab partner
Dormitories
Jobs: Cleanup crew member, events assistant, front-desk worker, resident assistant
Firejolt Café
Jobs: Barista, cashier, cleanup crew member, server
Intramural Fields
Jobs: Cleanup crew member, crowd manager, equipment assistant, groundskeeper, referee
Strixhaven Performing Arts Society
Jobs: Cleanup crew member, general assistant, refreshments expert, stagehand, ticket taker, usher
Strixhaven Stadium
Jobs: Cleanup crew member, entertainment assistant, equipment assistant, groundskeeper, refreshments expert, ticket taker, usher
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