Moonblossom Academy (Faction)

> *This page contains mechanical information for a specific faction. For more general information, see Factions.*
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Moonblossom Academy is a prestigious mages' college in Kanara. While the building itself suffered major damage in the Battle for Kanara, being the location of the portal through which countless fiends invaded the city, it still stands tall amid the buildings of the Garden District, and its doors remain open to students.

## Rank 1: Undergrad

As an undergraduate student at Moonblossom, you have a choice of which path of study you wish to pursue: field research, focused on the Palisade, the magical barrier that protects the city from the sea; general academics, to expand your arcane knowledge without a specific focus; or arcane combat, with a minor focus on facing fiends.

### Mechanics

***Swift Defense (Palisade Researcher).*** You can cast *Shield* once with this ability; you regain the ability to cast it when you finish a long rest. Additionally, you learn the *Light* cantrip.

***Carry the Team (Academic).*** As a reaction, you can shout a brief word of advice to a creature making an ability check or saving throw. The creature may then add a d4 to the total. Once you use this feature, you must finish a long rest before you can use it again.

***Protector (Combat Mage).*** You can cast *Protection from Evil and Good* once with this ability; you regain the ability to cast it when you finish a long rest.

### Social

***Student ID.*** You have been issued a document with the official seal of the academy declaring you a student. While you won't learn any secrets or gain special resources, professors and researchers at Moonblossom will answer your questions regarding any safe and relevant information. In addition, you gain access to the academy's advisors and therapists.

## Rank 2: Grad Student

You've either completed your initial studies or proven yourself above and beyond the qualifications and have entered the academy's graduate program, continuing on your chosen path of study.

### Mechanics

***What's a Sleep Schedule? (Palisade Researcher)*** You often stay up to the wee hours of the morning to study. Each morning, choose if you stayed up to study the previous night or attempted to maintain a reasonable sleep schedule. If you stayed up, you gain the ability to see normally in darkness, magical and nonmagical, to a distance of 120 feet. You aslo gain the Sunlight Sensitivity trait. These effects last until you take a long rest.

In addition, you can cast *Daylight* once per day with this ability and regain the ability to do so when you finish a long rest.

***Exhaustive Study (Academic).*** You often stay up to the wee hours of the morning to study new spells. Each morning, choose if you stayed up to study the previous night or attempted to maintain a reasonable sleep schedule. If you stayed up, choose one spell of second level or lower from the wizard spell list. If you have no spell slots, you can cast the spell once with this ability. Otherwise, you may cast the spell with spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell. You also gain one level of exhaustion. These effects last until you take a long rest.

***Beyond Your Limits (Combat Mage).*** You know your limits, but you also know how to break them, for a cost. On your turn, you can take one additional action. At the end of your turn, you gain 1d4 levels of exhaustion. You cannot use this feature more than once per turn, nor can you use it on the same turn as another feature that grants you another full action.

### Social

***Mark of the Student.*** The dark circles under your eyes often give you away, but the knowledge that you're a grad student tends to bring sympathy and respect, and you may find yourself receiving minor discounts for food, lodging, or the occasional item or event. While some areas will remain restricted, you can easily gain access to places of learning.

## Rank 3: Professor

You've either completed your secondary studies or proven yourself above and beyond the qualifications and have been hired on as a professor, passing on your knowledge to others and continuing your own studies in your free time.

### Mechanics

***Personal Sanctuary (Palisade Researcher).*** You can cast *Tiny Hut* once with this ability and regain the ability to do so when you finish a long rest.

***Constant Advice (Academic).*** When you see or otherwise perceive a creature making an attack, ability check, or saving throw, you can call out advice to them as a reaction. The advice must be no longer than a sentence, and they must be able to hear you. The creature may then reroll the attack, check, or save. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Move Exam Dates (Combat Mage).*** At the top of the round in combat, you can choose a number of creatures up to your proficiency bonus, causing them to reroll their initiative. You choose whether they use the old roll or the new one. You can use this ability once per adventure.

### Social

***Local Expert.*** You're trusted to be knowledgeable about your chosen field, and those who aren't in it will take your word as truthful. You're welcome in places of learning or research and are treated with some respect by virtue of who you are, though this doesn't necessarily extend to your party.

## Rank 4: Tenured Professor

Your accomplishments in your field have earned you tenure, and you find yourself better able to pursue your particular areas of interest.

### Mechanics

***Collaborator (Palisade Researcher).*** If you spend at least ten minutes strategizing with your party, the party gains the ability to take lair actions in combat as long as you're conscious to direct them. On initiative count 20, losing any ties except to other lair actions, the party may choose one of the following effects (or none). Once you've used two effects, you can't use any more until the following day.

*A Light in Darkness.* All creatures begin glowing as though under effect of *Faerie Fire* for 1 round.

*Helping Hand.* End any 4 individual conditions of your choice affecting any creatures. The conditions can be blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, poisoned, prone, restrained, or stunned. In lieu of removing one condition, you may grant one creature advantage on the first save they make against any condition before initiative count 20 in the following round.

*Rallying Cry.* All friendly creatures regain 1d4 + 4 hit points.

***Lecturer (Academic).*** You can spend two hours delivering a lecture on a topic of your choice. Those who listen must make a DC 13 Wisdom saving throw. On a failure, they can either drop out by the one-hour mark for no effect, or continue listening and gain a level of exhaustion. Those who make it to the end of the lecture gain a +1 bonus to ability checks and saving throws, as well as advantage on their next mental saving throw. As long as at least one creature remains for the lecture's duration, you gain these benefits automatically, without needing to make a saving throw. A creature can benefit from multiple lectures, though lectures cannot be delivered concurrently. For each lecture a creature listens to beyond the first, the DC increases by 2 for that creature. These effects last for each creature until they take a long rest.

***Defender (Combat Mage).*** You can cast *Banishment* (DC 15) once with this ability and regain the ability to do so when you finish a long rest. When you cast it in this way, fiends have disadvantage on the save.

### Social

***Trusted Scholar.*** Your reputation precedes you, and those in academia often know your name, if not your face. You're likely able to talk your way even into restricted areas in places of learning or research, provided you have a reason to be there, and your reputation is such that it can shield you—and others of your party, if you're willing to risk that reputation—from minor wrongdoing or a faux pas in such places.