
Following the Second Wizarding War and the Battle at Hogwarts, return to the magical world that enchanted a generation. Not all of Voldemort's Supporters have been caught. A new movement of Pure Blood Supremacy is attempting to pick up where the Dark Lord left off. Will you join them, or stand and fight for the good of all Magical Kind? Headmistress McGonagall awaits your return owl.
Played | 44 times |
Cloned | 7 times |
Created | 26 days ago |
Last Updated | 10 days ago |
Visibility | Public |

Charm Weaver
The Charm Weaver is a master of magical craftsmanship, infusing mundane objects with extraordinary enchantments to create permanent magical items. They excel in precise, deliberate magic using artisan tools and inventive problem-solving, relying on Intelligence for their spellcasting and Dexterity and Constitution for manipulating intricate components and enduring magical hazards.

Sworn Weaver
Sworn Weavers are bound by sacred oaths that weave potent magic into their very essence, granting them unique powers tied to their unbreakable bonds rather than traditional study or training.

Astromancer
Astromancers are diviners who interpret the movements of celestial bodies to predict the future and understand cosmic events, drawing on the ancient art of the cosmos. They harness starry wisdom to guide their magic and insight. They are wandless magic users who use divination, healing, and nature magic.

Proctor
The Proctor is a master of keen observation and enforcement, excelling in uncovering hidden truths and maintaining order through sharp senses and practical skills rather than magic. They specialize in investigation, subtle traps, and relentless pursuit of justice.

Dread Caster
Dark Arts Adepts are shadowy spellcasters who master forbidden magic to manipulate minds, inflict curses, and wield necrotic energies. They use Charisma as their spellcasting ability and specialize in dark rituals and psychological torment or cursed weaponry, depending on their chosen tradition.

Historian
The Historian is a master of forgotten lore and ancient magic, excelling in research, deciphering ancient texts, and uncovering secrets. They support their party by providing crucial historical insights, solving puzzles, and using minor utility magic to aid exploration and investigation. Historians have advantage when deciphering languages, ancient runes, and making history checks.

Magibotanist
The Magibotanist is a scholar and practitioner of magical flora, wielding plant-based magic to cultivate rare ingredients, craft botanical remedies, and manipulate plant life for support, utility, and combat. They excel in accelerating plant growth, identifying magical plants, animating vines, and gaining minor magical boosts in vegetated areas. Magibotanists have the innate ability to talk to plants, and they also yield higher quality ingredients from plants.

Curse-Breaker
A specialist in detecting, neutralizing, and reversing dark magic, the Curse-Breaker excels at exploring cursed sites, disarming magical traps, and combating dark magic users. They wield knowledge of ancient runes and counter-curses, with limited offensive power against dark creatures, but risk subtle corruption or attracting dark forces due to their exposure. They gain +1d4 to any saving throw against a curse, jinx, or hex.

Healer
A dedicated healer specializing in restorative magic, healing charms, diagnostic spells, and counter-curses, essential for sustaining allies through perilous adventures. Aligned with Hufflepuff's values, they embody loyalty, patience, and hard work in their unwavering support role.

Seer
A mystical diviner gifted with foresight, the Seer glimpses into past, present, and future to provide strategic insight, though their visions may be cryptic or unreliable. They wield powers of premonition, scrying, omen interpretation, and limited astral projection, embodying the wisdom and intellect of Ravenclaw.

Magizoologist
A guardian bonded with magical creatures, the Beast Master excels in empathy, communication, and control of magical beasts, often fighting alongside a summoned companion or using deep knowledge to calm and outwit dangerous creatures. They gain proficiency in Animal Handling and gain advantage on any ability check when interacting with an animal or magical creature or monster.

Enchanter
Masters fo wand work. Charmer is a master of enchantments and mind-affecting magic, excelling in utility spells, social manipulation, and subtle influence to disarm foes, inspire allies, and navigate tricky situations without violence. They specialize in charms, compulsion, confusion, and protective enchantment. Enchanters gain proficiency in persuasion and additional +1 to their charisma modifier.

Potioneer
Potioneers are masters of magical brews and alchemical concoctions, specializing in crafting potions that provide healing, buffs, debuffs, and tactical advantages. They possess deep knowledge of rare ingredients and antidotes, supporting their allies from the sidelines with strategic preparations rather than direct combat. Potioneers gain resistance to Poison and Acid damage.

Duelist
A master of offensive and defensive spellcasting, the Duellist excels in quick, precise combat magic, unleashing powerful jinxes and curses while expertly shielding themselves and countering enemy spells. Combining the agility and tactical prowess of a fighter or rogue with the arcane power of a wand, they thrive in fast-paced magical duels. Duelists gain an additional action during combat at 3rd level

Transfigurist
A master of transformation and control, the Transfigurist manipulates the form and essence of objects and creatures, conjuring, vanishing, and reshaping reality to solve problems creatively. They wield transformation spells, conjuration, vanishing magic, and limited shapeshifting. Transfigurists become an animagus at 3rd level, they can transform into an animal (must be chosen at 3rd level) without expending a spell slot.