
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 |

Squib
Squibs are born to magical parents but lack innate magical ability, sharpening their intellect and practical skills instead. They are keen observers and versatile adapters, proficient in practical skills and tools, with a unique sensitivity to magical phenomena despite their non-magical nature.

Ghost
Ghosts are ethereal beings tethered to the mortal realm by unresolved emotions or unfinished business. They appear as shimmering, translucent figures capable of flight and passing through objects, possessing subtle spectral abilities like causing chills or whispers, but are vulnerable to spirit-binding magic and intense sensory disruptions.

Goblin
Goblins are a magical race of shrewd, short humanoids. They get +2 Intelligence, +1 Dexterity. Small size, 25ft speed. Artisan's Acumen: Proficient with one artisan's tool. Gringotts' Legacy: Advantage on Investigation checks for traps/secrets. Wandless Affinity: Can cast Mending or Light cantrip (Int-based). Often distrusted, they possess a fierce independence. They speak Common and Gobbledegook. They are inherently mistrustful of anyone who uses a wand, especially Wizards.

Half-Veela
Half-Veela are a magical race with captivating beauty and a fiery spirit the result of a union between Wizard and Veela. They get +2 Charisma, +1 Dexterity. Medium size, 30ft speed. Veela Allure: Advantage on Charisma (Persuasion) checks. Innate Charm: Can cast Friends cantrip. Fiery Temper: When gravely insulted, can impose disadvantage on one creature's next attack roll against them (once per long rest). They speak Common and one other language. Use wand as arcane foci.
Half-Giant
Half-Giants are a magical race born from wizard-giant pairings. They get +2 Strength, +1 Constitution. Large size (or Medium), 30ft speed. Powerful Build: Count as one size larger for carrying/lifting. Resilient: Advantage on saving throws vs. disease/poison. Thick Skin: Natural armor equivalent to light armor. Often ostracized but fiercely loyal. They speak Common and understand Giant. They use a wand as an arcane foci (+1 to attack rolls with wand)
Centaur
Centaurs are a magical race of intelligent, horse-bodied humanoids. They get +2 Strength, +1 Wisdom. Large size, 40ft speed. Natural Weaponry: Hooves (1d6 bludgeoning). Forest Dweller: Proficient in Survival and Perception. They possess Divination Sense: Can cast Druidcraft and gain advantage on Wisdom (Insight) checks to predict weather or significant natural events. They speak Centaur and understand Common. Often isolated and distrustful of Wizards.
House-Elf
House-Elves are a small, subservient magical race, bound to magical families through slavery. They get +2 Dexterity, +1 Wisdom. Small size, 25ft speed. Innate Magic: Know two cantrips (Wisdom-based). House Bond: Advantage on saves vs. being forced to act against their master's orders, but disadvantage if ordered to. Servile Nature: Proficient in Stealth and Performance (if serving), or Investigation (if free). They understand Common but rarely speak aloud.

Wizard
Wizards are a distinct D&D race with innate magic. They get +2 Intelligence, +1 to Wisdom or Charisma. They mature like humans but live longer. All are Medium size with 30ft speed. They have Innate Magic (a cantrip), Wand Affinity (+1 to spell attacks with wands), and Magical Sensitivity (advantage on magic investigation). Choose your Heritage: Muggle-Born: Gain proficiency in History, Insight, or Perception. Pure-Blood: Gain proficiency in Arcana. Half-Blood: Gain proficiency in one