Author of Fantastic Beasts & Where to Find Them, accomplished Magizoologist, Hufflepuff, and now a Dungeons & Dragons character.
For his stats I wanted to reflect the fact that Newt is smart, but not so good with people. He also doesn’t have much in the way of good judgement. His intelligence and physical abilities are all high to moderate, he works with dangerous magical creatures everyday and it helps keep him in shape.
So lets talk about his spells shall we? Most of you will notice right off the bat Newt doesn’t have many attack spells, most of his magical abilities are in fact decidedly non-aggresive. Most of the spells he does have are counterparts to those we’ve seen other Hogwarts students use on a regular basis like the abilities to create light, unlock doors, and repair damaged items. We see Newt apparate in Fantastic Beasts & Where to Find quite a few times, so much so that I gave him multiple abilities to represent his teleportation, because even when we take rests into account I don’t think he’d have been able to manage all of those jumps. I gave him a few advance spells like a summoning charm, defensive charms, water breathing (for use when studying aquatic creatures), and a few other spells that I felt made sense. You could modify the list if you’re not happy with it and swap at will by consulting the Player’s Handbook. With one exception I will not be providing the details of the spells Newt has, all but one can be found in the Player’s Handbook.
When it came to his background nothing felt quite right so I created something new with the Hogwarts House: Hufflepuff background. Since Hufflepuff’s are a mixture of a wide variety of people it is a house that allows for a fair amount of customization. Arcana and Nature reflect the education offer by a magical school and the Hufflepuff’s common room which features a variety of plant-life. Plus when the head of your house teaches herbology you can’t help but learn a thing or two.
More than one person has said feats are less useful than ability score improvements. I wanted to give Newt some all new custom feats though so I made them. One represents his ability to communicate with animals, something that he manages without spells or incantations. There are tons of spells that allow wizards to summon, compel, or command beasts and monsters, but Newt doesn’t do that. He treats them with kindness and respect and they generally seem willing to oblige his wishes. His other feat represents the advanced ability to use magic without the need for verbal incantations. I think it is a handy feat that might catch a few eyes.
In all I am very happy with him and I would be pleased to hear folks tried playing him or using him as an NPC in their campaigns.
Newton “Newt” Scamander Wizard 12
Medium human, chaotic good
Armor Class 12
Hit Points 74
Speed 30 ft.
Str 13 Dex 15, Con 14, Int 18, Wis 11, Cha 9
Proficiency Bonus +4
Skills Arcana +8, History+8, Nature +8, Medicine +4
Tool Proficiency: Alchemists Tools
Languages Common, Gobbledygook
Spell Save DC 16
Spell Attack Modifier +8
Class Abilities Spellcasting, Spellbook, Ritual Casting, Spellcasting Focus, Arcane Recovery, Arcane Tradition (School of Abjuration), Abjuration Savant, Arcane Ward, Projected Ward, Improved Abjuration,
Equipment 1 set of common clothes, 1 small bag of Honeydukes sweets, 10 days of rations, 50 ft. of hempen rope, 90 galleons, backpack, bedroll, dagger, Hufflepuff banner, magic case (described below), magical photo, messkit, spellbook, wand, waterskin
Magical Case: A charm placed on the case creates a demi-plan within it making it far large on the inside than any piece of Muggle luggage. To avoid detection by Muggles the interior of the case can be disguised as decidedly non-magical with the simple flip of a switch.
Dimensions: The total area of the inside of the case is some 10,000 ft. by 10,000 feet, roughly 2 miles worth of space to hold the creatures, habitats, and tools contained inside.
Contents: The case can contain up to 75 creatures of any size ranging from Tiny to Huge at present it contains 7 bowtruckles, 1 niffler, 1 demiguise, 7 occamy, 1 erumpent, 1 thunderbird, 3 graphorns, 1 nundu, 18 mooncalfs, 1 swooping evil, 1 murtlap, 1 obscurus, and 6 billywigs.
Workshop: Newt has a small workshop at the bottom of the ladder leading down into the case, he stores potion ingredients, tools, and a few personal items.
Habitats: Newt has painstakingly created habitats for each of his creatures mirroring their natural environments. The present array includes stormy plains for his thunderbird, a moonlit hillside for the mooncalfs, savannah for the nundu, a small wandwood tree for his bowtruckles, a burrow for his niffler, a forest nest for his demisguise, a nest for his occamy, a tank for his murtlap, and other small habitats for his remaining creatures. These can be modified to accommodate any creatures he might need to take on.
Cantrips Blade Ward, Lumos (Light), Minor Illusion, Prestidigiation, Repairo (Mending),
1st Level Spells Arresto Momentum (Feather Fall), Detect Magic, Expeditious Retreat, Protego(Shield), Mage Armor, Alohamora, Comprehend Languages, Magic Missile, Sleep, Witchbolt
2nd Level Spells Enlarge/Reduce, Misty Step, Wingardium Leviosa (Levitate)
3rd Level Spells Blink, Counterspell, Water Breathing
4th Level Spells Fabricate, Control Water, Polymorph
5th Level Spells Animate Objects, Obliviate (Modify Memory)
6th Level Spells Accio (Drawmij’s Instant Summons)
7th Level Spells Teleport
1st Level evocation
Casting Time: 1 action
Components: V, S
Unlocks any non-magical lock automatically.
Animal Empathy: You can use Charisma (Deception, Intimidation, Persuasion) to interact with animals normally, and you have advantage when interacting with beasts. The beasts do not understand your words, but they grasp your meaning far more easily than when others try to communicate with them.
Non-Verbal Magic: You may cast any spell of a level equal to your Proficiency bonus + your Intelligence modifier without the use of verbal incantations. The use of this ability causes you to suffer a -2 to your spell attack roll, and the DCs for spell saves made using this ability are also decreased by two.
Hogwarts Houses/Hufflepuff: Each of the Hogwarts Houses favor different types of students, Hufflepuffs tend to be kind, hardworking, loyal, and patient. Often less outspoken than many of the students from other houses they’re overlooked and some mock their house. Students from Hufflepuff have gone on to become as valued and important as any other house however including Ministers of magic and all manner of famous witches and wizards.
Skills Proficiencies: Arcana, Nature
Tool Proficiencies: One type of tool or one type of gaming set of your choice.
Equipment: Magical photo, Hufflepuff banner, 1 set of common clothes, 10 galleons, & 1 small bag of Honeydukes sweets.
Personality Trait: More comfortable around magical creatures than people.
Ideal: If you worry you suffer twice.
Bond: I care for all magical creatures and will do everything in my power to protect them.
Flaw: People find me to be…annoying.