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Benefits of Study by Year

OVERVIEW OF ZAUBEREYE HOUSES
Akademie der Zaubereye is divided into the following three houses:
  1. Quetzalot – “Guardians of order”: The head of house Quetzalot is Professor Godiva Gladstone.
  2. Otterpelt – “Preservers of the wild”: The head of house Otterpelt is Professor Osmond Oakley.
  3. Mockinel – “Admirers of mischief and treasure”: The head of house Mockinel is Professor Mahmoud Mousavi
ZAUBEREYE CURRICULUM
Core Classes:  
  1. History (1st – 3rd Core Class/4th – 7th Elective)
  2. Herbology (1st – 4th Core Class /5th Elective/6th -7th by invitation)
  3. Conjuration (1st – 5th Core Class / 6th -7th by invitation)
  4. Defense against the Dark Arts (1st – 5th Core Class/ 6th -7th by invitation)
  5. Potions (1st – 5th Core Class / 6th -7th by invitation)
  6. Transmutation (1st – 5th Core Class / 6th -7th by invitation)
  7. Occult Healing (2nd – 3rd Core Class / 4th -5th Elective/6th-7th by invitation)
  8. Magical Creatures (3rd – 4th Core Class / 5th -7th Elective )
  9. Divination (4th Core Class, 5th Elective / 6th -7th by invitation)
  Electives:  
  1. Languages (1st – 7th Elective)
  2. Nortland Studies (1st – 7th Elective but required to join the Capture the Village team)
  3. Mythical Movement (4th – 5th Elective / 6th -7th by invitation)
  4. Enchantment (4th – 5th Elective / 6th -7th by invitation)
  5. Illusion (4th – 5th Elective / 6th -7th by invitation)
  6. Psionics (4th – 5th Elective / 6th -7th by invitation)
  7. Enchanting (4th – 5th Elective / 6th -7th by invitation)
  8. Arcane Creations (6th – 7th Elective)
  Clubs:  
  1. Artificer Club
  2. Cryptic Cuisine Club
  3. Dueling Club/Team (Hexes and Jinxes)
  4. Flying Club/Team
  5. Mockinel Club
  6. Shape Shifting Club
  7. Supernatural Symphony
  8. Wizard Rodeo Club/Team
BENEFITS OF STUDY
Classes:
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)
  Herbology
  • 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)
Potions
  • 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
Occult Healing
  • 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)
Magical Creatures
  • 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)
Languages
  • Gain one language each year (including Theives Cant, Druidic, and others)
Nortland Studies
  • 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
Enchantment
  • 4th year - Roll for skill in Insight or Persuasion (DC 11)
  • 7th year - Roll for skill in Insight or Persuasion (DC 11)
Enchanting
  • 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)
Arcane Creations
  • 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
Clubs:   Artificer Club
  • 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)
Cryptic Cuisine Club
  • 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
Dueling Club
  • 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
Flying Club
  • 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
Mockinel Club
  • 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
Shape Shifting Club
  • 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
Supernatural Symphony
  • 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.
Wizard Rodeo Club
  • 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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