Harry Potter D&D Document

Hogwarts in Dungeons and Dragons!

Created by Grant A Kress

~Notes to the DM~

Hi! Thanks for taking the time to read my homebrew Harry Potter rules for Dungeons and Dragons, fifth edition! This document is intended for use by a Dungeon Master that wants to run a Harry Potter themed game and for players to create their own Harry Potter themed Wizards. I wanted to have this document be read first so I’d be able to explain a few things that I plan on doing differently in my Harry Potter campaigns than I do in other campaigns. 

Firstly, any players in Harry Potter campaigns that I run will only be able to choose races from those listed later in this document instead of the races listed in any of the Wizards of the Coast publications. Secondly, each player will only be able to take levels in Wizard as they level up while students at Hogwarts. Lastly, speaking of levels, each character will not begin at level 1, but rather as level 0 characters, having no formal training in Witchcraft and Wizardry. 

Players may choose any background they wish.

As far as level progression goes, there isn’t any specific times during the year that players would level up, but you can assume that a character would gain 2 levels a year, i.e. start off their first year as a level 0 character, end their first year as a level 1 Wizard, start their second year as a level 2 Wizard, end their second year as a level 3 Wizard, all the way to ending their seventh year as a level 13 Wizard.  

Making Your Character

Races

You may choose 2 cantrips of your choice from the Wizard Spell List and 1 first level spell from the Wizard Spell List. These do not count against the total number of spells and cantrips you can learn. Your Spellcasting Ability is your Intelligence. Your Spell Save DC is equal to 8+Your Intelligence Modifier, and your Spell Attack Bonus is equal to your Intelligence Modifier. You are only able to cast the spell you choose once per long rest until you gain spell slots of your own. You may choose one breed of Wizard, based on your heritage, from the list below, gaining the benefits of them.

Pureblood
... Harry Potter and the ...
… Harry Potter and the …

+2 Charisma

+1 Intelligence 

Half Blood

+2 Dexterity

+1 Intelligence

Muggle-Born

+2 Intelligence

+1 Constitution

Hit Points at Lvl 0

Your Hit Points as a level 0 character is going to be 6+Your Constitution modifier. You will not gain any Hit Dice at this time. 

Equipment

At level 0, novice Wizards would go shopping in Diagon Alley (either in game or out of game, that is up to your DM) and can acquire the following equipment, free of charge because it will act as their starting equipment from their class, which you will not acquire when you take your first level in Wizard: 

Your Wand

Every aspect of a Wizard’s wand will affect the way they cast spells. As the Wand chooses the Wizard, you must roll to determine the Wood, Length, Core and Rigidity of your Wand. You use your wand as a spellcasting focus. If you lose your wand or if it breaks you may only cast spells you currently have prepared and cannot cast any spells that require material components unless you have the material component with which to cast them.

Wood: 

Roll 1d20. Each wand has one use of a metamagic ability, which is regained after completing a long rest. The name of the ability is listed next to the wood type, and the specifics of the abilities are listed below the choices

  1. Alder – Careful 

  2. Ash – Twinned

  3. Aspen – Distant

  4. Blackthorn – Twinned

  5. Cedar – Empowered

  6. Chestnut – Distant

  7. Cypress – Extended

  8. Elder – Empowered

  9. Elm – Careful

  10. Fir – Extended

  11. Hawthorn – Empowered

  12. Holly – Twinned

  13. Mahogany – Careful

  14. Oak – Distant

  15. Rowan – Extended

  16. Sycamore – Distant

  17. Vine – Twinned

  18. Walnut – Empowered

  19. Willow – Careful

  20. Yew – Extended

  • Careful Spell: You may choose a number of creatures in the area of effect if your spell to automatically succeed on their saving throw and take no damage if they would normally take half damage in a successful save

  • Distant Spell: Double the range of a spell you cast. You may change the range of a touch spell to 30 feet

  • Empowered Spell: You may choose to reroll a number of damage dice equal to your Intelligence modifier. You must keep the second rolls

  • Extended Spell: Double the duration of a spell you cast that has a duration of 1 minute or longer to a maximum of 24 hours

  • Twinned Spell: When you cast a first level spell or use a cantrip that targets only one creature, you may choose to target one additional creature

Length: 

9 inches plus 1d8. The wand allows you to cast one spell of 1st-3rd level that you have prepared without expending a spell slot. The Spell cast must be of the corresponding school. You can regain this feature after you complete a long rest. 

  1. +1 Inch, Necromancy

  2. +1 Inch, Transmutation

  3. +2 Inches, Divination

  4. +2 Inches, Abjuration

  5. +3 Inches, Evocation

  6. +3 Inches, Conjuration

  7. +4 Inches, Enchantment

  8. +4 Inches, Illusion 

Optional Length Modifiers 

Roll 1d6. Your length modifiers do not have any bonuses attached to them.

  1. -2 inches

  2. -1 inch

  3. +? inch

  4. +? Inch

  5. +? Inch

  6. +1 Inch 

Core: 

Roll 1d8. # of Charges = Wizard Level / 3 (rounded up) (min 1 charge). Wands regain all charges at dawn.

  1. Dragon Heartstring – You may use a charge to, as a reaction, reduce (fire, cold, acid, poison, or lightning) damage by an amount equal to your intelligence modifier. 

  2. Phoenix Feather – You may use a charge, as an action, to regain 1d8+Int HP

  3. Unicorn Tail – You may use a charge, as an action, to touch a creature other than yourself and cause them to regain 1d8+Int HP  

  4. Thestral Tail – You may use a charge, as an action, to gain Truesight for the next hour out to a range of 30 feet. 

  5. Troll Whisker – You may use a charge, as a bonus action, to increase your Strength Score by 2 for the next hour or your Spell Attack Bonus by 1 for the next minute

  6. Veela Hair – You may use a charge, to not have to use verbal or somatic components for your spells for the next ten minutes. 

  7. Kelpie Hair – You may use a charge, as a bonus action, to gain a swim speed equal to your walking speed for the next hour. You also gain the amphibious feature, allowing you to breathe air and in water

  8. Basilisk Horn – You may use a charge, as a bonus action or reaction, to gain advantage on saves against becoming restrained, paralyzed, or petrified, or gain advantage on a check or save to break free from a grapple. Alternatively, you may also use a charge to make a creature roll their saving throw against your spell that would restrain, paralyze, or petrify them at disadvantage.

Rigidity: 

Roll 1d6

  1. Surprisingly Swishy: +2 to your Spell Save DC

  2. Pleasantly Springy: +2 to your Spell Save DC

  3. Nice and Supple: +1 to your Spell Save DC and Spell Attack Bonus

  4. Reasonably Pliant:  +1 to your Spell Save DC and Spell Attack Bonus

  5. Inflexible: +2 to your Spell Attack Bonus

  6. Unyielding: +2 to your Spell Attack Bonus

Houses

The Sorting Hat

All new students at Hogwarts are sorted into one of four houses by The Sorting Hat. While The Hat gazes into your mind and decides what he feels to be the best fit for you, The Hat will also allow you to choose which house you would like to be in. To reflect this in the game, the DM might assign you to the house your character would be best suited for, you may choose, or you may roll. If you choose to roll, roll a d4: 

  1. Gryffindor

  2. Hufflepuff

  3. Ravenclaw

  4. Slytherin

Gryffindor House

Common Room

You gain access to the Gryffindor Common Room, overlooking the entire grounds. As a Gryffindor you can get anywhere on the outside of the castle but still on the Hogwarts grounds twice as fast as normal. You may travel at a normal pace while sneaking around the castle grounds. You also may add the Resistance cantrip to your list of cantrips if it isn’t already. This doesn’t count against your total number of cantrips known

House Featured Skills

When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, Athletics, History, Intimidation, Performance, Persuasion, Religion, or Survival

Brave at Heart

The heart of a lion resides within you. When you are placed in this house you gain the ability to use a bonus action or a reaction to grant you and anyone within 10 feet of you advantage on saving throws against becoming frightened for the next minute. Even if you fail your saving throw and become frightened, you may still move toward the source of your fear, though you still have disadvantage on ability checks and attack rolls until the fear subsides. You may choose to attempt your saving throws at the beginning of your turn rather than at the end, though you can only make one saving throw a turn. When you use this feature you cannot use it again until you complete a long rest. 

War Caster

You aim to prove your bravery in the face of danger, no matter what the cost. At 6th level, you gain a +5 on your constitution saving throw to maintain your concentration on your spells. Additionally you may cast a spell with something in both hands. 

Hufflepuff House

Common Room

You gain access to the Hufflepuff Common Room, in the basement, near the kitchens. As a Hufflepuff you can stow away treats and sweets from the kitchens for later consumption. On your turn you may use a bonus action to allow you or someone within 10 feet of you to regain a number of HP equal to your intelligence modifier + their constitution modifier. You may use this feature a number of times equal to your proficiency bonus per long rest. You also may add the Spare the Dying cantrip to your list of cantrips if it isn’t already. This doesn’t count against your total number of cantrips known

House Featured Skills

When you are placed in this house you may choose to gain expertise in one of the following skills: Animal Handling, Arcana, Athletics, Investigation, Medicine, Nature, Perception, or Persuasion

Comrades by Your Side

When you are placed in this house you gain the ability to choose to, as a bonus action, allow everyone within 10 feet of you to have advantage on Attack rolls for the next minute. Once you use this feature you cannot use it again until you complete a long rest. 

Unafraid of Toil

At 6th level, whenever an ally within 10 feet of you regains hit points, from a spell you cast or from any other source, that creature also gains a number of temporary Hit Points equal to your twice level + your intelligence modifier. 

Ravenclaw House

Common Room

You gain access to the Ravenclaw Common Room. As a Ravenclaw you have access to the library, even after hours. If you come across a question you do not know the answer to, you may spend time in the library to find the answer to it, or at least more information to refine your future searches. You also may add the Guidance cantrip to your list of cantrips if it isn’t already. This doesn’t count against your total number of cantrips known

House Featured Skills

When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, History, Insight, Investigation, Medicine, Nature, Perception, or Religion

Extra Curricular Learning

When you are placed in this house, whenever you choose cantrips or spells to learn, you may choose them from the following Spellcasting classes: Bard, Cleric, Druid, Sorcerer, or Warlock. They are considered Wizard spells for you. 

Careful Study

When you reach 6th level, you may spend at least 1 minute observing or interacting with another creature outside combat and you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics if your choice:

  • Intelligence Score

  • Wisdom Score

  • Charisma Score

  • Armor Class

  • Current HP

  • Highest Level of Spell Slots (if any)

  • Wizard class levels (if any)

  • Which Arcane Tradition the caster belongs to (if any)

If you choose to, you may expend a spell slot to learn the exact numbers associated with these characteristics, rather than whether the target is your equal, superior, or inferior. 

Slytherin House

Common Room

You gain access to the Slytherin Common Room, in the dungeons of the castle. As a Slytherin you can get anywhere on the inside of the castle twice as fast as normal. You may travel at a normal pace while sneaking around the castle. You also may add the Friends cantrip to your list of cantrips if it isn’t already. This doesn’t count against your total number of cantrips known

House Featured Skills

When you are placed in this house you may choose to gain expertise in one of the following skills: Arcana, Deception, History, Intimidation, Performance, Persuasion, Sleight of Hand, or Stealth

Ruthless Tactics

When you are placed in this house, 2/day when you hit with an attack you may add your charisma modifier to the damage. 

Cunning Caster

At 6th level you may add your Charisma modifier to your Spell Save DC to any spells that have a Verbal Component. 

Changes to Level 1 of Wizard

Hit Points

When you take your first level as a Wizard, you gain 1d6 (or 4) + Your Constitution modifier more Hit Points, and you begin to acquire Hit Dice at that point.

Equipment

You do not gain any starting equipment. 

Special Shoutout to Mike Ludema for some awesome ideas!

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