Benefits of Study by Year
OVERVIEW OF ZAUBEREYE HOUSES
Akademie der Zaubereye is divided into the following three houses:
- Quetzalot – “Guardians of order”: The head of house Quetzalot is Professor Godiva Gladstone.
- Otterpelt – “Preservers of the wild”: The head of house Otterpelt is Professor Osmond Oakley.
- Mockinel – “Admirers of mischief and treasure”: The head of house Mockinel is Professor Mahmoud Mousavi
ZAUBEREYE CURRICULUM
Core Classes:
- History (1st – 3rd Core Class/4th – 7th Elective)
- Herbology (1st – 4th Core Class /5th Elective/6th -7th by invitation)
- Conjuration (1st – 5th Core Class / 6th -7th by invitation)
- Defense against the Dark Arts (1st – 5th Core Class/ 6th -7th by invitation)
- Potions (1st – 5th Core Class / 6th -7th by invitation)
- Transmutation (1st – 5th Core Class / 6th -7th by invitation)
- Occult Healing (2nd – 3rd Core Class / 4th -5th Elective/6th-7th by invitation)
- Magical Creatures (3rd – 4th Core Class / 5th -7th Elective )
- Divination (4th Core Class, 5th Elective / 6th -7th by invitation)
- Languages (1st – 7th Elective)
- Nortland Studies (1st – 7th Elective but required to join the Capture the Village team)
- Mythical Movement (4th – 5th Elective / 6th -7th by invitation)
- Enchantment (4th – 5th Elective / 6th -7th by invitation)
- Illusion (4th – 5th Elective / 6th -7th by invitation)
- Psionics (4th – 5th Elective / 6th -7th by invitation)
- Enchanting (4th – 5th Elective / 6th -7th by invitation)
- Arcane Creations (6th – 7th Elective)
- Artificer Club
- Cryptic Cuisine Club
- Dueling Club/Team (Hexes and Jinxes)
- Flying Club/Team
- Mockinel Club
- Shape Shifting Club
- Supernatural Symphony
- Wizard Rodeo Club/Team
BENEFITS OF STUDY
Classes:
History
History
- 1st year - Gain skill in Investigation
- 2nd year - Gain skill in History
- 4th year - Roll for skill in Arcana (DC 11)
- 5th year - Roll for expertise in Investigation (DC 15)
- 6th year - Roll for expertise in History (DC 15)
- 7th year - Roll for expertise in Arcana (DC 15)
- 1st year - Gain skill in Nature or Perception
- 5th year - Roll for skill with Nature or Perception (DC 11)
- 6th year - Roll for expertise with Nature or Perception skill (DC 15)
- 7th year - Roll for one point of Wisdom (DC 15)
- 1st year - Gain skill with Potion Making tools
- 6th year - Learn to invent potions of a level you can master
- 7th year - Learn to invent potions of one level higher than you can master
- 3rd year - Roll for skill with Medicine (DC 11)
- 6th year - Roll for skill with Medicine with advantage (DC 11) or roll for expertise with Medicine skill (DC 15)
- 3rd year - Gain an animal familiar
- 4th year - Roll for skill with Animal Handling (DC 11 – Roll with advantage if a member of House Otterpelt)
- 5th year - Roll for skill with Animal Handling (DC11) OR roll for expertise in Animal Handling (DC 15)
- Gain one language each year (including Theives Cant, Druidic, and others)
- 1st year - Learn to use two weapons of choice and gain the Athletics skill
- 2nd year - Learn the survival skill
- 3rd year - Learn to use light armor and a shield
- 4th year - Gain one point in STR and roll for expertise in Athletics or Survival (DC 15)
- 5th year - Learn to use medium armor and gain one point in Strength
- 6th year - Learn one fighting style of your choice
- 7th years - Gain the tough feat
- 4th year - Roll for skill in Insight or Persuasion (DC 11)
- 7th year - Roll for skill in Insight or Persuasion (DC 11)
- 4th year - Learn Enchanting skill & learn to produce common enchantments (roll with advantage when creating)
- 5th year - Learn to make uncommon enchantments (roll with advantage when creating)
- 6th year - Learn to make rare enchantments (roll with advantage when creating)
- 7th year - Learn to make very rare enchantments (roll with advantage when creating) and roll for expertise in enchanting (DC 15)
- 6th year - Learn to create new spells of a level you can master
- 7th year - Learn to create spells of one level higher than you can master
- 1st year - Gain skill with Artificer Tools
- 2nd year - Gain Sleight of Hand Skill
- 3rd year - Gain the “Magical Tinkering” ability
- 4th year - Roll for Expertise with Artificer Tools (DC 15) OR roll for Sleight of Hand (DC 11)
- 5th year - Gain one point in Dexterity or Intelligence
- 6th year - Gain one point in Dexterity or Intelligence
- 7th year - Learn how to make a lesser Iron Golem (CR: 10)
- 1st year - Gain skill with cooking tools and gain on point of Constitution
- 2nd year - Gain the “Chef” Feat (make food for 4 people recover HP 1d4)
- 3rd year - Gain one point of Constitution
- 4th year - Food increase health 3d4
- 5th year - Learn to make magical sweets (healing potions) that provide temporary HP
- 6th year - Gain one point of Constitution
- 7th years - Learn to make magical sweets (greater healing potions) that provide temporary HP
- 1st year - Master “Lesser Counterspell” and the “pimple jinx”.
- 2nd year - Master “compelled duel” and two 1st level Hex/Jinx spells of your choice (Hideous laughter, Jelly leg jinx, Hex, or Blinding flash with thunder)
- 3rd year - Gain + 1 to your AC
- 4th year - Master “Expeliarmus”, “Petrificus Totalus”, and “Stupefy”.
- 5th year - Gain the performance skill
- 6th year - Master two 3rd level Hex/Jinx spells
- 7th year - Learn 4 x Evocation (destruction) spells of choice
- 1st year - Learn the broom flying skill AND the Feather Fall spell
- 2nd year - Gain one point in Dexterity
- 3rd year - Gain a second point of Dexterity.
- 4th year - Roll for expertise in broom flying (DC 11)
- 5th year - Gain skill in acrobatics and make STR saving throws with advantage while flying on a broom.
- 6th year - Gain “Evasion” ability when flying a broom
- 7th year - Enemies may not take opportunity attacks against you while you are flying on a broom
- 1st year - Gain skill with Thieves Tools, Learn Thieves Cant
- 2nd year - Gain Stealth skill AND learn to use a Disguise Kit and a Forgery kit.
- 3rd year - Learn Sneak Attack (1d6)
- 4th year - roll for expertise in Thieves Tools, Stealth, Deception, OR intimidation (DC 11)
- 5th year - Gain one point in Dexterity
- 6th year - Sneak Attack Improvement (2d6)
- 7th year - Learn Uncanny Dodge
- 1st year - Learn to shapeshift into 1 animal CR 0-1/8
- 2nd year - Learn to shapeshift into any non-flying/swimming animal CR 0-1/8
- 3rd year - Learn to shapeshift into any non-flying/swimming animal CR 0-1/4
- 4th year - Learn to shapeshift into any non-flying animal CR 0-1/2
- 5th year - Learn to shapeshift into any non-flying animal CR 1
- 6th year - Learn to shapeshift into any flying or swimming animal up to CR 1
- 7th year - Learn to shapeshift into any animal up to CR 2
- 1st year - Learn three instruments of choice and learn to use them as a spellcasting focus.
- 2 year - Gain the performance and persuasion skills
- 3rd year - Gain one point to Charisma and gain d6 “bardic inspiration” die equal to your charisma modifier.
- 4th year - Learn “Song of rest” (short rest/ performance 1d6 HP)
- 5th year - roll for expertise with performance or persuasion (DC 11)
- 6th year - Increase bardic inspiration die to d8s and gain the cutting words ability
- 7th year - Roll for expertise in a second Symphony skill (DC 11) OR roll for Reliable talent with your Expertise skill (DC 11) OR improve your “bardic inspiration” die to d10s.
- 1st year - Gain the Animal Handling skill & Learn to ride land-based animals/creatures and gain the mounted combatant feat.
- 2nd year - Learn to tame/ride beasts - you may train and keep one animal companion (CR: 0-½)
- 3rd year - Learn to tame/ride swimming animals/creatures/one companion (CR: 1)
- 4th year - Learn to tame/ride non-evil magical creatures/one companion (CR: 2)
- 5th year - Learn to tame/ride flying non-evil beast or magical creatures/ one companion (CR: 3)
- 6th year - Gain expertise with the Animal Handling skill & Learn to tame/ride non-evil magical creatures/one companion (CR: 4)
- 7th year - Learn to tame non-evil beasts and magical creatures/one companion (CR: 5)
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