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==D&D Content== Naturally, Strixhaven was chosen to go the same route as [[Ravnica]] and [[Theros]] by becoming a setting for [[Dungeons & Dragons 5th Edition]], with ''Strixhaven: A Curriculum of Chaos''' hitting shelves on November 19 2021. {{D&D-Settings}} ===Strixhaven: A Curriculum of Chaos=== ===Unearthed Arcana=== In June 2021, a preview of the book was launched with the [[Unearthed Arcana]] "Mages of Strixhaven", which introduced five new subclasses representing the five magical colleges. These introduced an entirely new mechanic to 5e; a subclass that can be taken by ''several'' core classes, and where rather than having a level-based fixed gain of subclass features, outside of the two 1st level features associated with each subclass, the player gets to choose one subclass feature when they hit a "gain a subclass feature" level in the appropriate core class, so long as that subclass feature is gated behind an equal or lower level. Any subclass feature that grants bonus spells has the clause that each such spell counts as a class spell, but doesn't count against the character's number of spells known. This means Warlocks can '''finally''' get in on that Bonus Spell bandwagon (which Sorcerers already boarded in Tasha's Cauldron) and gain some much-needed versatility! On the other hand, it represents a massive power boost for many of the other classes who aren't wizards (who have tremendous spell versatility already), druids (who could've got domain spells from many of their other subclass options anyway), or sorcerers (who had severe spell-availability options and desperately needed the new onrush of domain spell-equivalents most of their modern incarnations had). Warlocks and bards both get a bit more out of it. However, warlocks have it really ''weird'', since one of their subclasses has a feature that can be recharged by spending spell slots: good for ''literally every other caster in the game'' but not them! Also, in general, many of the subclasses have severe balance issues, from the Sage Companion breaking bounded accuracy on Intelligence checks (yes, ''guidance'' did that in more limited fashion from day one, but this one’s for free with no time limit and the two stack), to Witherbloom's brewable poison not only being comically underpowered but potentially only applying to a single piece of ammunition (the other two out of three options are good), to the Silverquill mage getting to not only turn a ''fireball'' (or any other damage spell) into one of two harder-to-resist damage types but plop a powerful secondary effect on it that goes through even if they save, charming or frightening whole rooms (and paradoxically giving elves and elf-derivatives advantage on said save that does nothing to stop said charm, or halflings and halfling-derivatives the same for frighten). And some of the choices for which classes get which subclasses are weird in terms of flavor or mechanics; the most artistically flavored subclass, the Prismari, isn't for bards because it focuses so heavily on elemental damage and bards don't get much, while the Quandrix, which is actually fairly druid-friendly in both the lore and the card game, doesn't let druids in for ''no'' obvious mechanical reason. Also, with Witherbloom having a 5th level spell, Greater Restoration, given to the subclass at 7th level (Where a players best spell slot is a 4th level), it doesn't really help with making one feel that the UA was given that much love and attention. Overall, somehow, both an overambitious failure ''and'' undercooked and underbaked. How?! That's like being on fire ''underwater''! There is ''some'' good news, though, which is that for once in 5e's life, WotC actually ''listened'' to fans when they warned them that their mechanics were garbage—in the official release of the Strixhaven splatbook, these unbelievably horrible subclasses have been scrapped entirely! Instead they're replaced them with a (confusing and cumbersome but overall way less broken) series of interlocking backgrounds and feats, similar to the guilds of [[Ravnica]] [[splatbook]], which recreate the ''idea'' of subclasses that can be taken by multiple classes without forcing the square peg of that mechanic into the round hole of 5e's greater functioning. But for posterity's sake, here's the UA mess. The '''Mage of Lorehold''' can be taken by a [[Bard]], [[Warlock]] or [[Wizard]]. Its available subclass features are: * Lorehold Spells: 1st level. Gain Sacred Flame and Comprehend Languages cantrips and these spells: :::3rd knock, locate object :::5th speak with dead, spirit guardians :::7th arcane eye, stone shape :::9th destructive wave, legend lore * Ancient Companion: 1st level. After completing a short or long rest, you can create an animated statue companion in one of three flavors; Sage, Warrior or Healer. * Lessons of the Past: 6th level. Your Ancient Companion gains a new bonus trait depending on which mode you activate it in. * War Echoes: 10th level. Once per turn, after a creature you can see is hit by a successful attack roll, you can force the target to make a Wisdom save vs. your Spell DC or gain Vulnerability to a damage type inflicted by the attack until the end of its next turn - yes, this vulnerability applies to the triggering attack. You can use this power Proficiency Bonus times, and it recharges on a long rest. * History's Whims: 14th level. As a bonus action, invoke the powers of chronal chaos for 1 minute. Each turn, choose one of three benefits; Luck (+d6 to saves vs. damage), Resistance (Resist Bludgeoning/Piercing/Slashing), or Swiftness (+15ft speed, ignore opportunity attacks). You can't benefit from the same benefit two turns in a row. Once used, you can't use History's Whims again until you either complete a long rest or spend a 4th level or higher spell slot. The '''Mage of Prismari''' can be taken by a [[Druid]], [[Sorcerer (Dungeons & Dragons)|Sorcerer]] or [[Wizard]]. Its available subclass features are: * Creative Skills: 1st level. Gain 2 skills from this list; Acrobatics, Athletics, Nature, or Performance. * Kinetic Artistry: 1st level. As a bonus action, you can Dash and apply either the Boreal Sweep (walk on water, creatures within 5ft must Strength save vs. your Spell DC or be knocked prone), Scorching Whirl (creatures within 5ft must Dexterity save vs. your Spell DC or take 1d4 + your spellcasting modifier Fire damage) or Thunderlight Jaunt (you can move through enemy spaces, and ignore opportunity attacks). You can use this power Proficiency Bonus times, and it recharges on a long rest. * Favored Medium: 6th level. Whenever you finish a long rest, you gain Resistance to your choice of Cold, Fire or Lightning. Until your next long rest, whenever you use a spell slot to cast a spell that deals that damage type, you emit a 5ft aura until the end of your next nation that grants any creatures you choose Resistance to that same damage type. * Focused Expression: 10th level. You gain a bonus whenever you activate Favored Medium, which can be activated whenever you deal damage to a target and only hits one specific target of your choice. If you pick Cold, the target takes +1d6 Cold damage and must Con save vs. your Spell DC or lose -10ft speed until the end of its next turn. If you pick Fire, the target takes +1d6 Fire damage and an ally within 30ft gains 1d6 temporary HP. If you pick Lightning, the target takes +1d6 Lightning damage and must Dex save vs. your Spell DC or be unable to use Reactions until the end of its next turn. * Impeccable Physicality: 14th level. You gain Proficiency in Dexterity saves, unless you already have it, and when making a Dex save, treat all results of 9 or less as a 10. The '''Mage of Quandrix''' can be taken by a [[Sorcerer (Dungeons & Dragons)|Sorcerer]] or [[Wizard]]. Its available subclass features are: * Quandrix Spells: 1st level. Gain Guidance, Guiding Bolt, and the following spells; :::3rd enlarge/reduce, spike growth :::5th aura of vitality, haste :::7th control water, freedom of movement :::9th circle of power, passwall * Functions of Probability: 1st level. Whenever you cast a spell using a spell slot, you can choose to target either that same creature or another creature within 30ft, which could be yourself, and invoke either Diminishing Function (target must Wis save vs. your Spell DC or subtract -1d6 from the next attack roll it makes before the end of its next turn) or Supplemental Function (target can add +1d6 to its next attack roll or saving throw). * Velocity Shift: 6th level. When a visible creature starts its turn or moves within 30 feet of you, you can spend a reaction to teleport that creature to any point you like within 30 feet - unwilling targets can resist with a successful Cha save vs. your Spell DC. You can use this power Proficiency Bonus times, and it recharges on a long rest. * Null Equation: 10th level. Once per turn, after damaging a creature, you can force it to make a Con save vs. your Spell DC or suffer Disadvantage on Str and Dex saves as well as half damage with weapon attacks until the start of your next turn. You can use this power Proficiency Bonus times, and it recharges on a long rest. * Quantum Tunneling: 14th level. You gain Resistance to Bludgeoning/Piercing/Slashing Damage and the Incorporeal Movement trait - you can move through objects and other creatures as if they were difficult terrain, but take 1d10 damage for every 5ft you move through them, and if you end your turn inside one, you are shunted into the nearest unoccupied space you last occupied. The '''Mage of Silverquill''' can be taken by a [[Bard]], [[Sorcerer (Dungeons & Dragons)|Sorcerer]] or [[Wizard]]. Its available subclass features are: * Eloquent Appearance: 1st level. You gain either Sacred Flame or Vicious Mockery, as well as 2 skills from this list; Deception, Intimidation, Performance, Persuasion, or Insight. * Silvery Barbs: 1st level. Immediately after a creature you can see within 60 feet of you succeeds on an attack roll, an ability check, or a saving throw, you can use your reaction to demoralize the creature. Unless the creature is immune to being charmed, it rerolls the d20 and must use the lower roll. If the attack roll, ability check, or saving throw then fails, you can choose a different creature you can see within 60 feet of you (you can choose yourself). That creature is empowered, and can reroll one attack roll, ability check, or saving throw it makes within 1 minute and use the higher result. A creature can be empowered by only one use of this feature at a time. You can use this power Proficiency Bonus times, and it recharges on a long rest. * Inky Shroud: 6th level. You gain Darkness as a bonus spell, and can cast it without using a spell slot 1/day, whereupon it gains these bonus traits; you can see through it as if it wasn't there, and if a creature starts its turn both in the darkness and in your line of sight, it takes 2d10 Psychic damage. * Infusion of Eloquence: 10th level. When you cast a spell that deals damage, you can change the spell to either do Psychic damage and Frighten the target until the end of your next turn or to do Radiant damage and Charm the target until the end of your next turn. In both cases, you are the fixation of the Fear/Charm effect. You can use this power Proficiency Bonus times, and it recharges on a long rest. * Word of Power: 14th level. You gain the powers of Deadly Despair (when a creature under Silvery Barbs fails its roll, you can instead give the target Vulnerability to one damage type until the end of your next choice) and Selfless Invocation (if a creature takes damage in 60 feet, you can use your Reaction to grant them Resistance to that damage, at the price of taking Psychic damage equal to the damage they suffer). The '''Mage of Witherbloom''' can be taken by a [[Druid]] or [[Warlock]]. Its available subclass features are: * Witherbloom Spells: 1st level. Gain Spare the Dying, Cure Wounds, Inflict Wounds, and the following bonus spells: :::3rd lesser restoration, ray of enfeeblement :::5th revivify, vampiric touch :::7th blight, greater restoration :::9th antilife shell, mass cure wounds * Essence Tap: 1st level. As a bonus action, invoke the powers of either Overgrowth or Withering Strike for 1 minute. Invoking Overgrowth lets you spend 1 Hit Dice as a bonus action at the start of each subsequent turn to gain result + spellcasting modifier HP. Invoking Withering Strike allows you to change the damage type of your attacks to Necrotic and ignore Necrotic Resistance. You can use this power Proficiency Bonus times, and it recharges on a long rest. * Witherbloom Brew: 6th level. Gain Proficiency with Herbalism Kits. After completing a long rest, you produce a number of Brews equal to your proficiency bonus; these Brews are magical potions that come in one of three flavors and retain their powers for 24 hours. You get to choose which flavor each individual Brew is. Fortifying Brews grant Resistance to either Cold, Fire, Necrotic, Poison or Radiant damage. Quickening Brews heal 2d6 damage as well as 1 disease (if any) and allow the drinker to end the Charmed, Frightened, Paralyzed, Poisoned or Stunned effect. Toxifying Brews can be applied to a simple or martial weapon and remain potent for 1 hour; the first successful hit in that time inflicts +2d6 Poison damage and forces the target to Con save vs. your Spell DC or be Poisoned for 1 minute. * Witherbloom Adept: 10th level. Once per turn when you deal necrotic damage or restore hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus. * Withering Vortex: 14th level. When you cast a spell using a spell slot that deals necrotic damage to any number of creatures that aren’t Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained You can use this power Proficiency Bonus times, and it recharges on a long rest. {{Template:MTG-Settings}}
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