Harry Potter D&D 5e Class

Harry Potter Dungeons and Dragons Guide

By Dean D.

Intro/Overview

I’ve always been a huge fan of Harry Potter and have always had a relatively large well of information in regards to the series. Recently me and some friends began a 5e campaign and I decided to take on the task of creating a harry potter type class to go along with any Harry Potter type campaigns one might come up with. Keep in mind I’m a relatively new D&D player and intend this to really only work with 5e. I’m going to try and break it up into sections but I'm afraid that this might become somewhat of a compendium so I’ll try and keep tabs on the side as well.

Why I dont think the wizard/sorcerer classes would work for this type of campaign.

  1. The spells: Unfortunately a great deal of the spells in D&D are focused around damage. Which is just not the case in the universe of HP. Not to mention there are already spells that we know and love from the HP universe. While some spells in HP are intended to cause damage, the majority of them are based around incapacitation. (I have thought about an evil playthrough for a HP campaign but that will have to come later, for now I want to focus on being a good guy/Auror/Well Wisher.)

  2. The Spell Casting: The spell casting in D&D is based around spell slots, which is great because it disallows the casters to just spam fireball at every corner. However, that's not the case in HP. In HP, the casters seem to fire at will as if each of their spells are a cantrip. It’s also not just about spamming spells, or general limitless casting. In the HP universe witches and wizards have to work together and use their spells creatively. To promote this, I’ve made a great deal of the spells require concentration. This promotes teamwork and stops a player from being the only one in a party that can fight. 

Other than that I haven't really run into many problems with combat/RP.

Creating a HP class

This has by far been the trickiest part, but I think I have a decent setup that can go along with any story you choose.

The HP class is still going to use a mostly standard character sheet with Int, Wis, Cha, Str, Dex, and Const as the main attributes. Along with that, proficiencies are going to remain the same and will increase at the regular intervals. Skills will also remain the same so nothing new there. The main differences we will see in this is spell casting and traits of the class as you level up. These will be outlined in the actual class features section, but first we need to talk about spell leveling.

In the HP class, instead of gaining new spell slots at different levels, instead you gain points to spend on spells. Each point you put into a spell increases its power. This was based on the many times our Heros at Hogwarts had to learn a spell and obviously had to practice it before they could master it (see ‘Accio’ and Harry’s attempts to learn it before the Dragon portion of the Triwizard Cup). I think a good start is that each character gets 4 points at level one to spend on any spell learned of the first level. 

The next big change is specialties in categories of magic. Much like a wizard who chooses an arcane tradition at level two, a HP class wizard will choose a specialty in one of the following. The caster will gain proficiency in that school of magic and any other bonuses that come along with the class.

Transfiguration: Transfiguration magic focuses on the changing of form. Whether that be morphing one object into another, or turning your aunt into a giant balloon. 

Primary Influencer: Wisdom

Charms: Charms magic focuses on adding or changing specific qualities of existing objects or creatures. This might be changing a locked door to unlocked, or creating a large 3 room tent out of a small lean-to without changing the tents original size! 

Primary Influencer: Intelligence 

Defense Against the Dark Arts: Much like the title suggests, these spells teach you how to defend yourself against foes. Taken hostage and locked in a stone cell? Blow it up! Buncha pixies flyin’ round and hanging your friends on chandeliers? Freeze them all in their tracks!

Primary Influencer: Strength

Primary Influencer:

Primary Influencer is basically your spellcasting modifier. Spells under each category of the spell list have the respective primary influencer. 

Ex. If I’m casting a transfiguration spell that includes a to-hit roll and I am a transfiguration wizard, I add my Wis modifier and my proficiency bonus to the roll because that is my chosen class of spells. However if I am a transfiguration wizard and cast a charms spell I would use the Int modifier for that spell but would add NO proficiency bonus to the roll, as that is not my chosen field of study. 

Spells

For a complete list of spells created for use in this campaign Click HERE.

Short disclaimer:

I understand that these spells might be way too op for a normal campaign, so I have no intention of anyone using this class along a regular 5e campaign. That being said, do whatever you want, I’m not your mom.

P.S. I know that some of these spells aren’t technically cannon. Some were pulled from the video games to fill holes here and there. Also, many of these spells aren’t depicted doing what I say they can do in the cannon series. Get over it. J.K. Rowling was very meticulous in choosing the latin behind each of the spells, and based on the etymology of the latin used for each spell, I may have taken a few liberties to make them more or less powerful within the confines of the literal meaning. 

E.x. Vera Verto is only depicted turning an animal into a goblet in the series, however the etymology of the spell means to ‘truly exchange’. This isn’t limited to just cups so I gave the spell extra properties based on what it might mean to truly exchange. If you have any better ideas, please share with the world.

Creating a Harry Potter class Wizard.

As a HP class wizard, you gain the following Class Features

Hit Points

Hit Dice: 1d6 per wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 + your Constitution modifier per wizard level after 1st

Starting Equipment (if starting at school)

Feel free to change this up if you're starting outside of school.

Armor:  None

Weapons: A Wand

Other: 1 set of robes, 1 set of clothes (any), 1 standard size two pewter cauldron, 1 set of glass or crystal phials, 1 telescope, 1 set of brass scales, 1 set of quill and ink

Optional: Characters may also choose to bring an Owl, a Cat, or a Toad

Table: Witch or Wizard

Level

Proficiency Bonus

Features

Spells Ready

Spell Points Given

Spell Level Allowed

1st

2

Spell Casting

4

4

1st

2nd

2

Specialty

3rd

2

2

4th

2

Ability Score Improvement

5th

3

8

2

2nd

6th

3

Speciality Feature

7th

3

2

8th

3

Ability Score Improvement

9th

4

2

3rd

10th

4

Speciality Feature

12

11th

4

2

12th

4

Ability Score Improvement

13th

5

2

4th

14th

5

Speciality Feature

15th

5

16

2

16th

5

Ability Score Improvement

17th

6

2

5th

18th

6

Specialty Mastery

19th

6

2

20th

6

Master Wizard

20

2

Spell Casting

You were born a witch or wizard and it runs in your blood. You gain the ability to cast spells! 

Spell Points

At the first level you gain 4 points to spend on any 1st level spells. As you adventure and gain levels, you earn more points to spend on more spells! (Spells that begin at the second level or higher and have no prior levels only cost one Spell Point. Ex. ‘Duro’ can be learned as a second level spell at the expense of 1 Spell Point, because it has no previous forms. On the other hand, ‘Oppugno’ can be learned as a second level spell but at the cost of 2 spell points as it also has a 1st level form.)

Spells Readied 

At the first level you are allowed 4 spells to ready for combat. During a long rest you are able to change which four spells you have ready, but keep in mind, you can only prepare spells in which you have spent spell points on. Spells that are rituals don't need to be prepared before use.

Spell Casting Numbers

Spell Save DC: 

8 + The Spell class’ Primary Influencer Modifier + Proficiency if applicable 

Spell Attack:

The Spell cass’ Primary Influencer Modifier + Proficiency if applicable 

Specialties

At the second level you choose a class of magic in which you are most interested. Each class comes with a different set of spells in which you are proficient and different bonuses throughout your adventure. Choose Wisely!

Transfiguration School of Magic

Transfiguration magic focuses on the changing of form. Whether that be morphing one object into another, or turning your aunt into a giant balloon. 

Primary Influencer: Wisdom

  • Starting at the 2nd level, you gain proficiency in all spells under the transfiguration school of magic. 

1st Class Transfiguration 

Starting at the 2nd level you learn the spell Vera Verto without spending any spell points. This spell can only be learned by Transfiguration wizards. 

Note: Does NOT work on animagi, and if attempted, expect hilarious results.

Very Vera Verto and Vanishings

At the 6th level you gain an additional spell point in the spell Vera Verto, at no cost. 

You also learn the spell Evanesco at no cost. 

Animagus

Starting at the 10th level you can become an animagus, choosing one small creature in which you can morph into or out of at will. You can choose to register with the Ministry of Magic or not, the choice is yours. During combat, changing into or out of your animagus form will cost you one action.

Homenum Vera Verto

Starting at level 14, you gain an additional point in the Vera Verto Spell, at no cost.

Transfiguration Mastery

Starting at the 18th level, Transforming yourself or another character becomes second nature to you. Thus, the Vera Verto Spell no longer requires concentration. Further, while in the animagus form, the transfiguration master can now cast spells as if they were in human form.

Charms School of Magic

Charms magic focuses on adding or changing specific qualities of existing objects or creatures. This might be changing a locked door to unlocked, or creating a large 3 room tent out of a small lean to without changing the tents original size! 

Primary Influencer: Intelligence

  • Starting at the second level, you gain proficiency in all spells under the charms school of magic.

Banishing Baddies

Starting at the second level, you gain one spell level in Depulso, at no cost. You can add additional points into this spell at the normal time/cost.

Copious Copies

Starting at the 6th level, you learn the spell Geminio at its first level, at no cost.

Forget-Me-Not

Starting at the 10th level, you learn the spell obliviate, at no cost. You can add additional points into this spell later at the normal time/cost. 

Legillimens

Starting at the 14th level, you gain the ability to read minds. You can cast the spell non verbally, and once per day gain the ability to affect up to 10 creatures at once with this spell. As a bonus action, after casting, you can then plant an idea in the minds of those affected. This is limited to one sentence and will only act as a suggestion.

Charms Mastery

Starting at the 18th level, you learn the spell Protego Fianto Duri at no cost, and can cast it once per long rest.

Defense Against the Dark Arts School of Magic

Much like the title suggests, these spells teach you how to defend yourself against foes. Taken hostage and locked in a stone cell? Blow it up! Buncha pixies flyin’ round and hanging your friends on chandeliers? Freeze them all in their tracks!

Primary Influencer: Strength

  • Starting at the second level, you gain proficiency in all spells under the defence against the dark arts school of magic.

Failed Footwork

Starting at the second level, you learn the spell Impedimenta at no cost. 

Fast Fire

Starting at the 6th level you become an expert in the art of dueling. Once per day you can take an additional turn in combat immediately following a completed  turn.

Fickle Fighting (Non-Verbal Spells)

Starting at the 10th level, you can spend a spell point to learn a spell non-verbally. The spell remains the same in effect, however it is much more difficult to predict! You gain a permanent +1 to either that spells attack roll or spell save DC. This can only be applied once per spell, as there is little quieter than silent.

Focused Flicks

Starting at the 14th level, you become a true master in dueling and can add a 1D4 roll to either an attack roll or Spell Save DC modifiers 3 times per long rest.

Fighting Fyre

Starting at the 18th level, you gain the ability to control and amplify the curse Fiend Fire, and can use it once per long rest.

Final Notes On Running a Harry Potter Campaign

It’s important to know that you don't have to be a huge HP nerd in order to run a campaign, but familiarity with the world will help you create a better experience. That being said, let's talk about the key factors that make a HP campaign different than another.

You don't have to start in a school. While this appeals to some, adventures outside of school have WAY more potential seeing as you aren't confined to a single location. It makes sense that your adventurers would be Aurors (wizard police basically) who hunt down evil wizards or meddlesome creatures. However, they could just the same be a group of local dudes who get together and chase adventure, it's up to your group really.

The combat should be very focused on creativity. All things said, the spells and the nature of spell casting in HP do not line up directly with the scaling of DnD5e. Basically if you use these spells in a normal campaign they will be a bit overpowered. So, it's important to design your fights in a way that forces your group to use their spells creatively. Give monsters a specific weakness to a type of spell and let your group try to figure it out on their own. Or give the enemy total resistance to all of the group's efforts and make them use the environment around them to defeat their foes. Otherwise you wind up with an overpowered team that freezes and blasts their way through the story. 

It’s not about the kills. Sure if you're fighting a bunch of evil enemies you might kill one every now and then, but try and focus on incapacitation over pure damage. This forces the team to not rely on a single banger of a spell that just does a boat load of damage every time. It also stops them from getting into combat ruts of “roll to attack” mentality. 

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