In Dungeons & Dragons players can make their characters stand out by using feats. Feats are optional skills and abilities players can choose to take instead of increasing an ability score. While some feats can seem less spectacular than others, creative players can put any combination of feats together to make a memorable character. The latest Dungeons & Dragons module, Strixhaven: A Curriculum of Chaos adds six new feats for players to explore, five of which are tied to specific colleges. Players can use these feats to make their ideal Strixhaven student. The feats can also provide unconventional characters the skills that they need to fit into the college of their choice.
6 Lorehold Initiate
Players attending Lorehold College, receive the Lorehold Initiate Feat at the first level. They are given the ability to choose two cantrips and one first-level spell from the Strixhaven Spell table. Cantrip choices include the following:
- Light: an Evocation cantrip and has an hour duration. A character can touch one object that is smaller than ten cubic feet in size, causing the object to cast light. The object casts bright light in a 20-foot radius and an additional 20-foot radius of dim light beyond that.
- Sacred Flame: an Evocation cantrip that allows players to call forth a flame-like ray. The target takes 1d8 radiant damage on a failed Dexterity save. The spell's damage increases at higher levels to a maximum of 4d8 at the 17th level.
- Thaumaturgy allows players to manifest a minor wonder, in the form of effects that last up to a minute. Players can cause their voices to boom loudly, cause flames to flicker, brighten, dim, or change color, create tremors in the ground or walls, create an unexplained sound, or whatever the player can convince their DM to let them do. A character can have three of these effects active at one time.
In addition to cantrips, players can choose one first-level spell from the Cleric or Wizard spell lists. This includes spells for these two classes that are in other sourcebooks such as Unearthed Arcana and Tasha’s Cauldron of Everything. Players using this feat can choose between having their Intelligence, Wisdom, or Charisma become their spellcasting modifier for that spell. This must be chosen once they select the feat, and cannot be changed afterward.
5 Prismari Initiate
Players that choose to attend Prismari College will select the Prismari Initiate feat at level one. They can then select two cantrips from the following:
- Fire Bolt: an Evocation cantrip with a 120-foot range. The character throws a mote of fire at a creature or object and makes a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Flammable objects ignite if hit by this spell, unless the object is worn or carried.
- Prestidigitation allows players to perform a minor illusion in the form of an effect that lasts up to an hour. They can create a harmless sensory effect such as a bright light or loud noise; can light or put out a candle or torch; chill, warm, or flavor a nonliving material; create a small item that fits in a character's hand and lasts until the next turn; etc. Like Thaumaturgy, players are able to cast up to three of these effects within the hour duration.
- Ray of Frost is an Evocation cantrip with a 60-foot range. The player makes a ranged spell attack, and if it hits, the target takes 1d8 cold damage and has their speed reduced by 10 feet until the caster's next turn.
In addition to the two cantrips, players can also choose one first-level spell from the Bard or Sorcerer spell lists. This spell will use either the characters Intelligence, Wisdom, or Charisma as the spellcasting ability modifier.
4 Quandrix Initiate
Students of Quandrix College will receive the Quandrix Initiate feat at the first level. They can then choose two cantrips from the following:
-
Druidcraft: a transmutation cantrip with a range of 30 feet. Players can create one of the following effects:
- Create a tiny harmless sensory effect that predicts the weather for the player's current location.
- Make a flower blossom, a seed pod open, or a leaf bud bloom.
- Create a sensory effect such as falling leaves or a puff of wind.
- Instantly light or put out a candle, torch, or small campfire.
- Guidance is a Divination cantrip that allows the caster to touch one willing creature, who then receives an additional d4 to add to one ability check of its choice before the spell ends.
- Mage Hand is a Conjuration cantrip that creates a spectral floating hand at a chosen point within 30 feet. This hand can open unlocked doors or windows, manipulate objects, and carry up to 10 pounds.
Players also are able to c hoose one first-level spell from the Druid or Wizard spell lists. This spell will use either the characters Intelligence, Wisdom, or Charisma as the spellcasting ability modifier.
3 Silverquill Inititate
Players who decide to attend Silverquill College receive the Silverquill Initiate feat and also learn two cantrips and a spell from the Strixhaven Spells table. Players can select two cantrips out of three provided for Silverquill students:
- Sacred Flame, described above
- Thaumaturgy, described above
- Vicious Mockery: an Enchantment cantrip with a sixty-foot range. Players can target any creature that can hear them, and if the creature fails a Wisdom saving throw, they take 1d4 psychic damage. The target also has a disadvantage on its next attack roll.
Players can choose a first-level spell from the Bard or Cleric spell tables. This spell will use either the character's Intelligence, Wisdom, or Charisma as the spellcasting ability modifier.
2 Witherbloom Initiate
Witherbloom students receive the Witherbloom Initiate fea t at level one. They can select two cantrips out of the three provided on the Strixhaven spells lists for Witherbloom.
- Chill Touch: a necromancy cantrip that has a 120-foot range and lasts for one round of initiative. Players create a skeletal hand that inflicts 1d8 necrotic damage on a successful ranged spell attack. The target cannot regain hit points until the start of the caster's next turn. If used against an undead target, that targethas a disadvantage on attack rolls as well.
- Druidcraft, described above
- Spare the Dying: a Necromancy cantrip. If a character touches a living creature that has zero hit points, that creature becomes stable.
In addition to the two cantrips, players can select one spell from the Druid or Wizard first-level spell lists. This spell will use either the characters Intelligence, Wisdom, or Charisma as the spellcasting ability modifier.
1 Strixhaven Mascot
Players can receive the Strixhaven Mascot feat at the fourth level as long as they have one of the five other Strixhaven Initiate feats. This feat teaches players how to summon a Strixhaven mascot reflective of their college of choice. Players can cast Find Familiar as a ritual, and the familiar takes the form of one of the Strixhaven mascots.
- Spirit Statue Mascot (Lorehold)
- Art Elemental Mascot (Prismari)
- Fractal Mascot (Quandrix)
- Inkling Mascot (Silverquill)
- Pest Mascot (Witherbloom)
The mascot can take an attack action on the player's turn with its reaction. If the familiar is within sixty feet of the player character, it can teleport to the player's location. However, if the space the player occupies is too small to fit both the player and the mascot, the teleportation fails.