Charms

Charms, a type of spell that alters properties of a thing, can be some of the most powerful spells in existence. The Fidelius Charm, for example, can completely hide a person or a place in such a way that no one can find them unless given the Secret. Memory Charms can be so strong as to remove a person’s memory or damage their mind permanently.

Duelists

Many charms have been weaponized for magical combat. A wizard’s duel is a formal practice in wizarding culture in which wizards or witches faced each other and, at the count of three, attempted to disarm, stun, injure, defeat, or kill each other in order to force submission. A duelist is a master of this art, competing in organized, refereed, and non-lethal duels to test and hone their skills.

Enchanters

Other wizards try their hand at enchantments, a nearly permanent charm placed on an inanimate object. These bewitched objects can range from handy (like a self-stirring coffee mug), to complex (like a top-tier racing broom), to bizarre (like a book acting like a rabid version of its subject matter). An enchanted or bewitched object can be powerful in the hands of the right wizard.

School of Magic Spells

Spell LevelSpell
2ndmuffliato
4thcapacious extremis
5thobliviate, piertotum locomotor

Subclass Features

Bewitching Studies (1st Level)

Choose one of the following features:

Called Shot. You’ve honed your aim to be able to strike very specifically with your dueling Charms. When casting a Charm, you can target specific items or body parts, as well as restrict the effects of the charm to only that specific item or body part.

Protective Enchantments. Any charm spell you cast that affects an area (cube, line, sphere, or cone) has its area’s size doubled.

Advanced Charmswork (6th Level)

Choose one of the following features:

Target Practice. Your steady hand and hours of practice have given you an edge. Whenever you add your spellcasting ability modifier to a spell attack roll, add half your Dexterity modifier (rounded up) as a bonus as well.

Professional Charmer. You’ve learned to weave your enchantments throughout objects. If you cast a single target Charm with a duration longer than Instantaneous on an individual object, the effects have a permanent duration, if desired, until dispelled by you. This feature does not remove Concentration or Dedication requirements.

Unique Talents (10th Level)

Choose one of the following features:

Muggle Dueling. You’ve trained in non-magical dueling as a last-ditch effort. Add your proficiency bonus to your damage rolls for unarmed strikes and to any Strength checks involved with grappling or disarming a wizard.

Obliviator. Instead of simply erasing memories, when you cast obliviate, you can choose to implant very detailed false memories. These memories are undetectable by the target of the spell, but if others examine the target’s memories (through Legilimency or a Pensieve), they might be able to detect that they’re false.

Refined Techniques (14th Level)

Choose one of the following features:

Wand and Shield. You’ve uncovered an ancient dueling style, allowing both offense and defense at the same time. When you cast protego or protego maxima, you can transition the spell’s casting to your off-hand, freeing up your wand to cast other spells. The spell’s dedication now expends a bonus action instead of an action, and you are able to cast and maintain another concentration or dedication spell with your wand. Any factor that affects maintaining concentration is applied individually to each effect (e.g. upon taking damage make a Constitution saving throw for each spell).

A Duty to Protect. When you cast piertotum locomotor, concentration is no longer required, twice as many objects can be animated, and the duration is extended to 1 hour.

Pinnacle of Casting (18th Level)

Choose one of the following features:

Lightning-Fast Wand. You’ve honed your skills in the dueling ring to be able to cast spells twice as fast as the average wizard. If you don’t already have it, Quickened Spell is added to your metamagic options and does not count towards your metamagic count. When you use the Quickened Spell metamagic to cast a spell as a bonus action, you are able to cast any spell as your action and the normal bonus action spellcasting rules do not apply.

Secret-Keeper. You add the fidelius mysteria celare spell to your list of known spells. It does not count against your number of spells known, and cannot be forgotten to learn another spell.


Jinxes, Hexes, and Curses

Formally referred to as Dark charms, jinxes, hexes and curses are often associated with the Dark Arts because they inflict malicious effects on the target. While jinxes are mostly irritating and hexes are a little worse or more painful, curses are the worst kind of Dark magic. All three Unforgivables are classified as curses, and the average civilian wizard could go their whole life without casting a serious curse.

Aurors

Curses are mainstays in the arsenals of Aurors, highly-trained specialist officers tasked with upholding the law and protecting their magical communities from large-scale threats. To be successful, an Auror must be capable across a variety of skills, like curses, counter-spells, transfiguration, poisons, antidotes, concealment, disguise, and tracking.

Curse-Breakers

On the other end of the spectrum, a curse-breaker removes, counters or breaks curses placed on objects or places for a living. Whilst curse-breakers could work for the Ministry of Magic, the term is also used to denote a number of adventurous bankers employed by Gringotts Wizarding Bank, tasked with disabling and countering curses in ancient tombs or historical sites to bring back gold and treasure.

School of Magic Spells

Spell LevelSpell
3rdlanglock
4thsectumsempra
5thnullum effugium, omnifracto

Subclass Features

Practical Studies (1st Level)

Choose one of the following features:

Auror Training. You’ve already started practicing the required skills to become an Auror. You learn one common potion recipe and gain proficiency in two of the following: Investigation, Potion-Making, Stealth, Survival.

Curse-Breaking. Your curiosity in taking apart spells and enchantments has found an outlet. Gain a set of Curse-breakers’ Tools and gain proficiency in Curse-breakers’ Tools.

Combat-Ready (6th Level)

Choose one of the following features:

Forceful Magic. You cast every spell as if it were life-or-death. When you cast a spell that deals damage, add 1d6 to one damage roll.

Magical Adrenaline. Your magic invigorates you in times of dire need. As a bonus action, you can spend one hit die to recover hit points as you normally would after a short rest, equal to hit die + Constitution modifier. You have a number of uses equal to your proficiency bonus, and all uses are restored after a long rest.

Specialized Skills (10th Level)

Choose one of the following features:

Dark Traces. You’ve learned the patterns and styles of Dark magic. You have advantage on any Investigation, Insight, or Perception roll that is involved with detecting Dark magic or a Dark wizard.

Ward-Breaker. Curse-Breaking required. It is impossible for anyone to magically detect the act of you successfully breaking a curse, removing an enchantment, or taking down a ward. If someone sees you curse-breaking or is actively looking for the removed magic, they will notice the magic’s absence. If a spell is designed to notify the caster in some way, it no longer works and the caster will not be notified.

Cursemaster (14th Level)

Choose one of the following features:

Dark Duelist. Your experience fighting Dark wizards has taught you how to use their own techniques against them. You have advantage on any saving throws made against Dark spells, and any Dark spells you cast are automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.

Defensive Arts. You’ve learned how to block the most dangerous of spells. Defensive spells are automatically cast two levels higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.

Legendary (18th Level)

Choose one of the following features:

Auror Alert. As a prominent combatant of Dark magic, you have connections in the Department of Magical Law Enforcement. You can call in a two-man auror team to apparate in on your location. You can’t use this feature again until you finish a long rest.

Unravelling Magic. Automatically succeed whenever casting finite incantatem.

Fractured Soul. Your pursuit of Dark magic has uncovered the writings of Herpo the Foul. You can create a Horcrux by performing the Horcrux Ritual, committing murder, and selecting a target to become the Horcrux. Only one Horcrux may exist at one time.


Transfiguration

Transfiguration is a branch of magic that focuses on the alteration of the form or appearance of an object, via the manipulation of the object’s molecular structure. Transfiguration is regarded as “very hard work” and is “more scientific” than any other form of magic, i.e. the practicing witch or wizard has to get it exactly right for the transfiguration to be successful.

Animagi

The most legendary practitioner of transfiguration is an Animagus, a witch or wizard who can self-transfigure into an animal at will. It takes skill, practice, and patience for wizards and witches to become Animagi. The process is long and arduous, and has the potential to backfire and cause the transformation to go horribly wrong. As a result, there are very few Animagi, and the power they possess requires registration with the Ministry of Magic.

Alchemists

A far less known application of transfiguration is Alchemy, the branch of magic and an ancient science concerned with the study of the structure, composition, and magical properties of the four basic elements (earth, air, fire, and water), as well as the transmutation of substances. Intimately connected with potion-making, chemistry and transfiguration, there are many who hold it to be the most difficult magic.

School of Magic Spells

Spell LevelSpell
2ndorbis, reparifarge
3rdignis laqueis
4thlapifors

Subclass Features

Scientific Studies (1st Level)

Choose one of the following features:

Anatomy Textbook. Your knowledge of the inner workings of a creature make your transfigurations easier. If a Transfiguration spell must be cast at a higher level to involve a living creature, you can involve a living creature and consume a spell slot one level lower than what’s required.

Intuitive Conversion. Conceptualizing a transfiguration just comes easily to you. When you cast vera verto, it automatically affects targets one size larger than specified by the spell slot level.

Transfiguration Prodigy (6th Level)

Choose one of the following features:

Animagus Transformation. You can use your action to magically assume the shape of your animagus form (see Your Animagus Form below). You can use this feature twice. You regain expended uses when you finish a short or long rest.

Elementalist. Your study of Alchemy has given you insights in the nature of elements. Any spell that involves only fire, water, earth, or air is automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.

Precise Control (10th Level)

Choose one of the following features:

Partial Transfiguration. Your understanding of magical theory has enabled you to compartmentalize your magic. Any transfiguration spell can be intentionally cast as a partial transfiguration, converting only the desired portion of the target. All the same capabilities and restrictions of casting those spells at higher levels apply.

Molding the Elements. You’ve learned to bend the elements to your will. Any spell that involves only fire, water, earth, or air can be cast in a different shape than the original spell intended. The new shape cannot exceed the approximate area or volume of the original spell.

Magically Reinforced (14th Level)

Choose one of the following features:

Durable Constructs. You imbue your constructs of creatures with a more potent magic. Your transfigured or conjured living constructs gain additional hit points equal to your level and deal an additional 1d6 of damage.

Fortified Structures. You’ve learned to make magical objects stronger than the real thing. Your transfigured or conjured objects have twice as many hit points before breaking, and can support three times as much weight as their mundane equivalents.

Molecular Manipulator (18th Level)

Choose one of the following features:

Apex Predator. Animagus Transformation required. You’ve achieved complete mastery over the mystical art of animagus transformations. You can transform on your turn as a bonus action, instead of an action. Additionally, you can select two additional creatures as your animagus shapes, and you can choose to keep these shapes hidden from the Ministry of Magic. You may also choose to use any of these animals as your corporeal patronus.

True Alchemist. Your lifelong study of Flamel’s and Dumbledore’s writings has finally come to fruition. You can create a Philosopher’s Stone, turning any metal into gold and producing the Elixir of Life. You cannot die of natural causes, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year. Only one Philosopher’s Stone may exist at one time.

Your Animagus Form

You can stay in animagus form for a number of hours equal to half your transfiguration level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and intelligence, wisdom, and charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, use the higher bonus.
  • When you transform, you assume the beast’s hit points and hit dice. When you revert, you return to the hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You can’t cast spells, and the actions you can take are dependent on your beast form’s physical capabilities. Transforming doesn’t break your concentration or prevent actions that are part of an already-cast spell, but Dedication spells end upon transforming.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  • Your equipment merges into your new form and has no effect until you leave the form.

When you gain the Animagus Transformation feature, you must decide between the two types of forms: Combat form or Evasion form. This is a permanent, one-time choice and will determine the stats and abilities of your animagus form.

Combat Form

A Combat animagus form is a large or powerful predator that can hold its own against dangerous creatures. It is both sturdy and capable of fighting back with lethal force.

Your form must be classified into one of two categories: Land or Water. If your chosen animal breathes and lives underwater, it must be Water. Otherwise, it will be Land, an air-breathing animal that lives on land and is incapable of flight.

Combat forms can be one of two sizes: Medium or Large. Your form’s size should be determined by the creature’s actual size; for instance, all dogs would be Medium, not Large. You need your HM’s approval to choose a Large-sized animagus form.

Combat Animagus Stats:

  • Armor Class: 12 + Proficiency Bonus
  • Hit Points: 15 + (15 x Proficiency Bonus)
  • Speed: 30 ft. (Land), swim 30 ft. (Water)
  • STR 18 (+4), DEX 14 (+2), CON 16 (+3)
  • Skills: Intimidation, Perception
  • Senses: darkvision 60 ft. (Land), blindsight 60 ft. (Water)

Combat Form Traits:

  • Blood Frenzy (Water Only): Advantage on melee attacks against creatures missing hit points
  • Keen Smell (Land Only): Advantage on Perception checks relying on smell
  • Pack Tactics (Land Only): Advantage on attacks if ally is within 5 ft. of target

Maul Attack: +[2 + PB] to hit, reach 5 ft., [half PB]d10 + [2 x PB] piercing damage

Evasion Form

An Evasion animagus form is a small and discreet animal that would not typically attract a lot of attention. It is likely prey in the natural world, surviving by being quiet, mobile and alert.

Your form must be classified as Land, Water, or Air based on the animal’s capabilities.

Evasion forms can be Tiny, Small, or Medium sized.

Evasion Animagus Stats:

  • Armor Class: 10 + Proficiency Bonus
  • Hit Points: (10 x PB) - 20 (Air), (15 x PB) - 30 (Land/Water)
  • Speed: 5 ft., fly 60 ft. (Air) / 40 ft. (Land) / swim 30 ft. (Water)
  • STR 10 (+0), DEX 16 (+3), CON 8 (-1)
  • Skills: Investigation, Perception, Sleight of Hand, Stealth

Evasion Form Traits:

  • Cunning Action: Dash, Disengage, or Hide as bonus action
  • Keen Senses (Air/Land): Advantage on Perception checks relying on sight, hearing, or smell
  • Water Breathing (Water Only): Can only breathe underwater

Rake Attack: +[PB - 3] to hit, reach 5 ft., [1 + PB] slashing damage

Choosing an Animal

Your animagus form is the same animal as your corporeal patronus. Choose your animagus form from the animals listed in Appendix B: Patronus Rolling Tables. Your animagus form cannot be a magical beast.


Healing

Healing magic is devoted to improving the physical and mental condition. With many different spells and potions, healing magic requires a wizard to be well-versed in magical conditions and their different remedies.

Healers

A healer is the wizarding world equivalent of a Muggle doctor. They tend to the sick and injured, often finding employment in St Mungo’s Hospital for Magical Maladies and Injuries, England’s primary wizarding hospital. Healers may find themselves facing artifact accidents, Dark creature bites, magical diseases, potion poisoning, or spell damage.

Mediwizards

A mediwizard takes a much more active role in preserving life; if a healer is a doctor, then a mediwizard is a first responder. Mediwitches travel with research expeditions, watch over professional Quidditch, accompany monster hunters, and dive into war to save lives.

School of Magic Spells

Spell LevelSpell
Cantripanapneo
3rdintus sunt
6thprotego totalum, vulnera sanentur

Subclass Features

Medical Studies (1st Level)

Choose one of the following features:

Natural Remedies. Your interest in healing has led you to study potions and poultices. You learn the recipe for star grass salve and gain proficiency in one of the following skills: Herbology, Medicine, Potion-Making.

Unshakable Nerves. Your study of injuries and magical diseases have given you a strong stomach and iron will. You have advantage on saving throws against being frightened.

Dedicated Protector (6th Level)

Choose one of the following features:

Accelerated Recovery. Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Durable Shielding. Your shield spells are more effective. Whenever you use a defensive spell of 1st level or higher that improves a creature’s AC or grants temporary hit points, the creature gains additional temporary hit points equal to 2 + the spell’s level, which last the duration of the spell’s effect.

Moral Support (10th Level)

Choose one of the following features:

Phoenix Song. You have a soothing presence. You gain proficiency in Persuasion and advantage on Charisma checks to ease someone’s pain or help them maintain composure.

Empathic Bond. You feel others’ pain deeply, which gives insight into their suffering. When you cast a Healing spell on another creature, they gain additional hit points and you lose hit points equal to your proficiency bonus, unless their hit points are fully restored by the Healing spell or unless this effect would reduce your hit points to 0.

Combat Medic (14th Level)

Choose one of the following features:

Extended Assistance. You’ve pushed the limits of your healing magic to save lives on the front lines. All of your Healing spells’ ranges are doubled. If a Healing spell has a range of touch, its new range is 60 feet.

A Saving-People Thing. You will throw yourself in the line of fire to protect others. If a creature you can see within 10 feet of you is targeted by a spell or attack, you can use your reaction to cast protego and leap in front of that creature, becoming the new target of the attack.

Savior (18th Level)

Choose one of the following features:

Phoenix Tears. Your saint-like devotion to others and bravery in the face of danger has earned the respect of phoenixes. If you spend 8 hours reaching out with your magic, a phoenix will appear in a flash of fire and shed tears into a vial for you. Phoenix tears remove all curses, diseases, and poisons affecting a creature. Also, the creature regains all its hit points. A phoenix will only appear and fill a vial with tears when you do not have any other tears.

Healing Pulse. Your healing and defensive magic have intertwined, energizing nearby allies. Whenever you cast a defensive spell, each non-hostile creature within 30 feet of you (including you) is healed a number of hit points equal to half its level.


Divination

Divination is an unusual branch of magic involving gathering insights into past, present and future events. It is an inexact science, requiring interpretation of tea leaves and omens. Some believe true divination involves meditation and a belief of non-self to access the Inner Eye, while Centaurs have a unique way of practicing divination by observing the movement of planets, moons, and stars.

Seers

Naturally gifted in divination, a seer is a wizard or witch who can see into the future with their Inner Eye. While some seers unknowingly utter prophecies about strangers, other seers will glimpse their own futures. Albus Dumbledore believed that seeing into the future is incredibly difficult, because the complexity of every action and its consequences.

Legilimens

Legilimency is a far more tangible ability, navigating through the many layers of a person’s mind and correctly interpreting one’s findings. To perform Legilimency, a wizard must know where to look in someone’s mind, and requires eye contact to do so. Highly skilled Legilimens can perform the same feat non-verbally, which requires even more concentration.

School of Magic Spells

Spell LevelSpell
2ndhomenum revelio
4thspecialis revelio
5thlegilimens

Subclass Features

Unexplained Senses (1st Level)

Choose one of the following features:

Glimpsing the Future. Sometimes, you get a premonition that you can’t explain. Your HM will describe situations that have the potential to be dangerous without knowing the specifics. Additionally, you can never be surprised while conscious.

Mind-Reading. You’ve begun your studies of Legilimency. Legilimens is automatically added to your list of known spells. It does not count against your total number of spells known, and cannot be forgotten to learn another spell.

Divination Skills (6th Level)

Choose one of the following features:

Crystal Ball. You can see actual visions of the future when you peer into an orb, but the images may be difficult to interpret. Your HM provides you a special orb, and if you spend one minute concentrating on the orb, your HM will describe in vague terms or imagery what the next hour could look like.

Improved Legilimency. As your skill with Legilimency grows, you can read the surface-level thoughts of most people with ease. When you cast legilimens, the target is unaware of the intrusion into their mind.

Omens and Portents (10th Level)

Choose one of the following features:

Improved Premonitions. Your premonitions have gotten stronger, and you sometimes have dreams that show you a glimpse of the future. Whenever you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Improved Mind-Reading. You can see surface thoughts with nothing more than a glance. You can use an action to cast legilimens targeting one humanoid you can see within 60 feet. That creature does not receive a saving throw against this use of Legilimency, but you may only obtain their surface thoughts.

Omens and Portents (14th Level)

Choose one of the following features:

The Third Eye. You can see things hidden from most mortals. You gain truesight, the ability to see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all out to a range of 120 feet.

Total Legilimency. Improved Legilimency required. Once you get into a target’s head, you know its deepest secrets. When you cast legilimens, you may choose to cast it at a higher level (consuming the appropriate spell slot). If the target fails their saving throw, you can delve deeper into their memories.

Undeniable Power (18th Level)

Choose one of the following features:

Prophecy. Once in your lifetime, you can utter a prophecy about a future event. The exact wording of the prophecy is selected by your HM and is subject to interpretation. The event will then come to pass, unless something is done to prevent it.

Total Recall. Improved Mind-Reading required. You’ve achieved complete mastery over the mind arts. You can uncover thoughts hidden in the deepest of minds and implant suggestions in the shallowest of souls. When you cast legilimens or imperius, you can do so non-verbally and without eye contact. Your range is the distance in which you can see your target and is not limited by eye contact.


Magizoology

Magizoology is the study of magical creatures in the wizarding world. Magizoologists study and observe magical creatures in their natural habitats, sometimes living with them and documenting their behavior. Newt Scamander is one of the most famous magizoologists, having traveled the world to document many different magical creatures.

Beast Tamers

Some magizoologists specialize in taming and caring for magical beasts. These beast tamers form bonds with creatures that most wizards would consider too dangerous to approach. They learn to communicate with and train these beasts, sometimes keeping them as companions.

Dark Creature Hunters

Other magizoologists focus on the study and hunting of dark creatures like werewolves, vampires, and dementors. These hunters are experts in the weaknesses and behaviors of such creatures, making them invaluable in protecting the wizarding world from these threats.

School of Magic Spells

Spell LevelSpell
1stfire-making spell
2ndserpensortia
3rdriddikulus
4thdraconifors

Subclass Features

Field Studies (1st Level)

Choose one of the following features:

Beast Bond. You’ve formed a special connection with magical creatures. You have advantage on Animal Handling checks when dealing with magical beasts, and you can communicate simple ideas to beasts that have an Intelligence of 4 or lower.

Monster Hunter Training. You’ve studied the weaknesses of dark creatures. You gain proficiency in Survival and have advantage on Intelligence checks to recall information about magical creatures.

Creature Companion (6th Level)

Choose one of the following features:

Loyal Beast. You’ve tamed a magical beast that serves as your companion. Choose a beast with a challenge rating of 1/4 or lower. The beast obeys your commands and acts on your initiative. As an action, you can command it to take the Attack, Dash, Disengage, Dodge, or Help action.

Hunter’s Instincts. You’ve developed instincts that help you track and combat dangerous creatures. You deal an extra 1d6 damage to any creature with the “dark” or “beast” type.

Advanced Studies (10th Level)

Choose one of the following features:

Improved Bond. Your beast companion grows stronger. It gains hit points equal to your level, and its attacks count as magical for the purpose of overcoming resistance.

Expert Hunter. Your knowledge of creatures gives you an edge in combat. When you hit a creature with an attack, you can use your bonus action to study it. For the next minute, you have advantage on attack rolls against that creature.

Master Magizoologist (14th Level)

Choose one of the following features:

Alpha Beast. Your beast companion becomes a formidable ally. It gains an additional attack when it takes the Attack action, and you can command it to attack as a bonus action.

Creature Slayer. You know exactly where to strike. Once per turn, when you hit a creature with an attack, you deal an additional 2d6 damage.

Legendary Status (18th Level)

Choose one of the following features:

Phoenix Bond. You’ve earned the trust of a phoenix, the most majestic of magical creatures. A phoenix becomes your companion, able to carry you in flight and heal you with its tears once per long rest.

Master Hunter. You’ve become legendary among creature hunters. You gain resistance to damage from all magical beasts and dark creatures, and your attacks against such creatures are made with advantage.