
The Mimics & Monstrosities youtube channel is looking to expand its network with another show, and that is Soulspyre Academy. Soulspyre Academy is basically Hogwarts meets Dungeons & Dragons and is focused around the school in the world of my setting of Del'nasra on the continent of Anundiel, where-as our horror centric campaign "The City Below" takes place on the other continent of Esselvyre. In Soulspyre Academy you take on the role of a young spellcaster (Wizard, Sorceror, Warlock) who have travelled to the school after recieving a letter from the Grand Maester about teaching you how to hone your abilities and become powerful casters in your own right someday. This campaign will be RP-heavy and combat light, but that doesn't mean combat wont' happen. Similar to the Harry Potter novels/films, each season/arc of the show will take place as one whole year at the school and as such, the campaign will have an end in sight. Think of it as giving people a chance to actually pretend that they're spellcasters in training much like Harry Potter and his friends. As of right now, we're aiming to start the show in December, and that gives us time to flesh out details, get applications, community feedback and more on what and how the campaign should be handled. The first session of the campaign will be all set-up and similar to the sorting ceremony seen in Harry Potter as there are separate houses in the campaign. So if you're interested, take a gander at our application topic and apply within! Read the application template below to get an idea what we're looking for, and then apply! --- Your Name: Your Age: (Please be a minimum of 20 years of age.) Gender Identity: (all genders accepted!) Experience with D&D5e/Roll20: What You'd Want From This Campaign: Are You Fine Showing Your Face On Stream?: (Mandatory due to recording the campaign/stream) --- Character Name: Character Race: (Any Wizard's released races allowed aside from Changelings. This also allows the homebrewed races from our DM) Character Class/Subclass: (Wizard, Sorcerer, Bard, Warlock only! Our DM has some homebrewed subclasses you can choose too! Unearthed Arcana may be allowed with discussions with the DM.) Character Backstory Leading to their arrival at the academy: (1-2 paragraphs) --- Non-Permitted Player Races: Changelings Homebrewed Player Races: Shada'var (Unicornfolk), Illithid (Mind Flayer), Fungian Homebrewed Subclasses: Kraken Soul Sorcerer, College of the Painter Bard. --- Shada'var (Unicornfolk) Shada'var " All I saw was the majestic mane of flowing silver , like a stream of molten metal. It moved with such elegant grace, yet the people it fought fell to its blade in a tantalizing display of combat." Melk Fiz'felch, unicorn researcher and enthusiast Unicorn Folk The Shada'var are magical beings born from the breeding of a Centaur and a Unicorn. Unlike their Centaur parents, the Shada'var are humanoid looking unicorns that stand on their two horse-like, powerful legs. Their upper half is more human, and is usually white or silver in colour with a flowing mane of golden hair, although the manes can vary in colour such as black, white, and sometimes even transparent, although rare. Their heads are very much like a Unicorn in appearance. They stand between 6-7 feet tall but most people don't seem to take notice of their height, and instead seem to focus more on their majestic beauty. Their horns are highly sought after by collectors and poachers, but most people don't fare too well trying to harvest one from a living Shada'var as they usually get severely gored by the very horn they seek. They tend to wear regal outfits and ornamental, beautiful armor and tend to smell of flowers, spices and herbs. Most commonly they smell of lavender, citrus and the smell of dew before rain. Shada'var are solitary beings and tend to live alone, without much contact between themselves and their birth families. Although rare, they will form friendships and close bonds with the other races and peoples of Del'nasra, but heavily frown on the peoples of the world using horses as farm animals and means of transport. Male Shada'var are born with one solitary large horn, while female Shada'var are born with three small to medium sized horns on their head, similar to a Triceratops. A Lavish Lifestyle Shada'var tend to shy away from being adventurers and tend to lean more towards living in a more lavish style of living. They enjoy surrounding themselves with beautiful jewels, trophies and treasures and most prefer to collect objects that carry strong, but pleasant scents such as flowers, fruits and perfumes and often adorning their person and clothing with said items. Although, not all Shada'var are against the adventurer lifestyle and some will go out on their own to complete adventurers, generally not asking for gold, honor or recognition and instead seek objects to make them seem more glamorous like jewels, flowers, fruits, perfumes and other items they can decorate their homes and themselves with. Gelsinthria, a well known Shada'var known for his deeds travelling across the continent of Esselvyre and performing good deeds for the people, his appearance quite distinguised by his armor crafted from dense glass dyed pink and studded throughout with opulent gems and smelling heavily of lavender and cherries. Shada'var Names Shada'var generally choose their names based on the names of stars and planets in the solar system and after various celestial beings. They are not assigned a name at birth from their parents and instead choose a name that they feel suits them. Male Names: Saturn, Mars, Sol, Terran, Pluto, Pegasi, Pegasus, Archon, Avoral Female Names: Venus, Jupiter, Mercury, Selune, Holly, Asura, Deva, Bellatrix, Denebola Shada'var Traits Your shada'var character has the following traits. Ability Score Increase. Your Charisma score increases by 2 and your Wisdom modifier increases by 1. Age. Shada'var reach adulthood by the age of 100 and can live to be 500 years old. When shada'var reach the end of their lifetime their bodies turn to celestial dust and are said to disperse themselves amongst the stars themselves. Alignment. The Shada'var life in regal, lavish lifestyles and tend to lean towards more Lawful alignments, generally leaning more towards Neutral or Good. Most Shada'var are Lawful Neutral. Size. Shada'var generally stand between 6 to 7 feet tall and weigh in between 200-300 pounds. Your size is Medium. Speed. Due to your horselike gait and legs, your movement speed is 35 feet. Celestial Being. Due to your celestial nature, you can cast guiding bolt and cure wounds with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. You also gain the light cantrip. Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. Horn. Your horn is a natural melee weapons, with which you’re proficient. When you hit with it, the target takes piercing damage equal to 1d6 + your Strength modifier. Hybrid Nature. You have two creature types: humanoid and celestial. You can be affected by a game effect if it works on either of your creature types. Opulent Collector. You are proficient in the jeweler's supplies. Shapechange. Once per Long Rest, you can shapeshift using a Bonus Action to turn into a unicorn. While in this form, you take on all the appropriate stats for a horse (but take on the appearance of a unicorn) but retain your Intelligence, Wisdom and Charisma modifiers. You may also speak in this form. You can change back into your normal form as a Bonus Action, upon death, or dropping to 0 hit points. While in this form you can be a mount. Languages. You can speak, read, and write Common and Celestial. Illithid (Mind Flayer) Illithid (Mind Flayers) An illithid, also called a mind flayer, was an evil and sadistic being, humanoid in appearance, but with a four-tentacled octopus-like head. These beings were feared throughout the Underdark for their telepathic abilities and usually were not without two or more slaves, mentally bound to each individual mind flayer. Although they cooperated to achieve a goal, they would back away at the first sign that something was not profitable to themselves. They were capable of speaking Undercommon, but preferred telepathic communication and would attempt to mentally dominate any non-slave, non-illithid they met. They fed on the brains of sentient creatures and were thus feared. Their natural psionic abilities also made them respected in the eyes of the drow, beholders, duergar, and the other dominant races of the Underdark. However, after the fall of Chronus, peaceful and good natured Illithid soon began making their way to the surface and developed their own city known as Coral Cove. While some racism and violence exits towards surface Illithid, most people have become more accepting of them due to the peaceful Illithid of Coral Cove. The Illithid of the Coral Cove found ways around the devouring of humanoid brains and instead feast on the brains of the recently deceased through agreements with various churches around Anundiel as well as keeping vials of cerebral fluid on them at all times. Illithid Traits Ability Score Increase. Your Wisdom Score increases by 1, your Intelligence Score increases by 1 and your Charisma Score increases by 1. Age. llithids fully complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15. Illithids live longer than humans, but they do eventually die naturally. Allignment. They have a natural tendency towards hierarchy, discipline, and cruelty, and have an alignment of lawful evil. Some individuals find themselves developing more-individualistic personalities than their fellows early after ceremorphosis and have an alignment of neutral evil. A minority lack the characteristic sadism of their brethren while retaining their preoccupation with organization, and have an alignment of lawful neutral. The Illithids of Coral Cove are generally more good natured towards the fellow races of Anundiel and usually have an allignment of Lawful Good. Size. Illithids are at least as tall as tall humans, standing at least a few inches shy of six feet, but their bodies very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have Darkvision up to a range of 60 feet. Tentacles. Your tentacles are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and when using your tentacles as an attack you can choose to have the target make a Strength DC of 12 or they become grappled. Lesser Magic Resistance. Whenever you are proficient in a saving throw against a magical spell or effect you gain advantage on it. Mind Blast. You emit a psionic blast in a 10 foot radius around yourself. Hostile creatures within that area must make an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. Hostile creature take (1d4 + your Intelligence modifier + your proficiency bonus) psychic damage and are stunned for 1 minute, if they fail an Intelligence saving throw, the creatures repeat their save at the end of each of their turns. On a successful save, the creature is no longer stunned. Those who succeed on the saving throw take half as much damage and are not stunned. You may do this once per short/long rest. Aberrant Mind. Even those illithids who have undergone alignment shifts via magical means or mutations struggle to understand the thoughts of less-alien beings. You suffer disadvantage on all Wisdom (Insight) checks, even if you are proficient in them, and on any Charisma ability score checks in which you are not proficient. Languages. You can "speak," read, and write, Deep Speech and Undercommon. However, the Illithid of the Coral Cove began to learn Common as a way to help them integrate into society. Illithid Names. Prefix: Abster- Al- Illi- Ilsen- Lugri- Maanze- Malin- Quas- Uli- Ullip- Urop- Xalli- Suffix: arint -ator, -tor -bossk -corian -hion -hoon -mious -ordell -sine -tharid -thelid -thid Example Name. Ullipordell Fungian (Mushroom People) Fungians The rarest race to ever grace Del'nasra, but one of the most beautiful and awe inspiring races out there. Fungians are small celestial beings that take on the form of walking, bipedal mushrooms (Think Mushroom children from Dark Souls). Fungians are asexual and reproduce yearly by dumping a special spore in areas full of decaying wood. Don't let their appearance fool you, Fungians can be quite tricky little blighters despite their size. Even though they only range in size from 1-3 feet tall, they can be quite the hassle for the unwarry or unseasoned adventurer. Not only can they expel a cloud of spores that can put creatures to sleep, they also have an extremely toxic outer skin that can cause severe pain, swelling and in rare cases death for whomever touches them. However, they have a built in mechanism where if they don't percieve somone as a threat, their skin only produces a slight numbing feeling. Fungians generally only live in groups of two and are rarely seen outside of the Deep Wood. They like to make their homes in fallen and rotting trees, feasting on the decaying and rotted wood. They can learn other languages by just touching something who speaks it. Fungian Traits Ability Score Increase: Your Constitution score increases by 3. Age: Fungians can live anywhere between 100-300 years. They're matured and can reproduce as soon as they sprout out of the ground from a spore cluster. Allignment: Fungians rarely engage with others so they tend to steer towards Neutral allignments. Gender: Fungians don't have a gender. Size: They're small, tricky little guys than range between 1-3 feet tall and weigh around 40-80lbs. Your size is Small. Speed: Due to your somewhat short and rather stubby legs, your base walking speed is 25 feet. Sleep Powder: Once per Long Rest you can expel a cloud of spores in a 10ft radius around you. Any creature or ally caught within the cloud must make a Constitution Saving Throw of 12 or they fall asleep. The effects last two rounds. Poisonous Skin: Any creature that grapples the Fungian or otherwise comes into direct contact with the Fungian's skin must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Fungian can repeat the saving throw at the end of each its turns, ending the effect on itself on a success. Assimilate Speech: You can learn any language by touching another willing creature that speaks it with a Wisdom Check of 15 or higher. Otherwise you're born knowing Sylvan and Common. Soft Landing: Due to your soft and porous body you gain resistance to falling damage and only take half of the total rolled damage. Languages: You speak Sylvan & Common, but can learn to speak and read languages with the Assimliate Speech trait. Fungian Names: Psilo, Cybin, Conocybe, Pluteus, Mushmush, Toad, Mycena, Mycelial, Mycelia, Myce.