
1.1 Variant Rules
- 01.01 Variant Rules - Overview
- 01.02 Differences from 5e
- 01.02.1 Skills
- 01.03 Predetermined 'Race' (Hufflepuff)
- 01.04 Predetermined 'Class' (Sorcerer)
- 01.05 Schools of Magic - Overview
- 01.05.1 Schools of Magic - Charms
- 01.05.2 Schools of Magic - Jinxes, Hexes & Curses
- 01.05.3 Schools of Magic - Divination
- 01.05.4 Schools of Magic - Transfiguration
- 01.05.5 Schools of Magic - Healing
- 01.05.6 Schools of Magic - Magizoology
- 01.06 The Wand Chooses the Wizard
- 01.06.1 Backgrounds - Overview
- 01.06.1.1 Background - Artist
- 01.06.1.10 Background - Troublemaker
- 01.06.1.2 Background - Bookworm
- 01.06.1.3 Background - Dreamer
- 01.06.1.4 Background - Groundskeeper
- 01.06.1.5 Background - Klutz
- 01.06.1.6 Background - Potioneer
- 01.06.1.7 Background - Protector
- 01.06.1.8 Background - Quidditch Fan
- 01.06.1.9 Background - Socialite
- 01.06.2 Wand Advancement
- 01.07 Upbringing
- 01.08 Magical Pets
- 01.09 Wizarding Feats
- 01.10 Spellcasting
- 01.10.1 Learning new spells
- 01.10.2 Legilimens & Occlumens
- 01.10.3 Apparition
- 01.11 Potion-making
- 01.12 Dark Magic Corruption
- 01.13 Downtime Mechanics
- 01.14 House Points
2.1 House Rules
- 02.02 Cinematic Advantage
- 02.03 Potions as a Bonus Action OR Full Action
- 02.04 Inspiration permits reroll
- 02.05 Initiative Tie Breaker
- 02.06 Option to decrease initiative roll
- 02.07 Learning a New Proficiency
- 02.08 Critical Hits
- 02.09 Critical Fails
- 02.10 Long rests only in a place of safety
- 02.11 No more than 2 short rests per day
- 02.99 Loyalty (NPCs)
Not (yet) Adopted
- 02.99 Loyalty (NPCs)
- Critical Fumbles
- Further proposals will appear here