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ClubDescriptionStudent DiceEvent 1Event 2Event 3Event 4Event 5Event 6Event 7Event 8Event 9Event 10
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Dead Languages SocietyThese linguistics lovers take advantage of Stirxhaven’s deep repository of tomes written in ancient and near-extinct languages, teaching themselves these tongues and often translating their favorites.Insight

History
A Lorehold excavation produced a new book that the club is keen to break into. Make a skill check related to this club. On a DC 15 the player helps crack a particularly difficult translation and earns a commendationThe club holds a debate about which translation is more correct on a historical record of the Blood Age. If the players wish, have them make related skill check and a persuasion check. On a DC12 for both checks they sway some club members. The club spends a session hunting the uncategorized section for new books in the Biblioplex. Have the player make a DC15 investigation check. On a success, let the player describe what sort of book they are looking for, or provide a plot hook. On a failure, they find a romance novel.The Professor leads the club on a grammar lesson of a language that hasn't been spoken in hundreds of years. Make a study check to memorize the unique cadences and structure.
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Distinguished Society of Fine ArtistsThese painters, sculptors, printmakers, and monastic artists gather to create fine works and to discuss the latest techniques and trends in the world of art.
Performance

Sleight of Hand
It's time to throw some clay! Make a DC12 sleight of hand check to see how successfully you create your pottery. Have the player describe what they are making. If they say something that sounds complex increase the DC to 15. On a failure, the pottery cracks in a crucial spot.Lorehold Dustspeakers have been invited to today's meeting to summon famous artists from Strixhaven's past to inspire the students. Roll a DC10 Insight check. On a success, you gain the ability to re-roll your next check in this club as you are inspired by other artiists for your next project.The club is having a debate on the importance of Prismari ideals of Perfection and Expression. Have the PC take a stance and argue their position using a DC12 skill check related to this club and a DC12 Persuasion check. On a success, the rest of the group starts agreeing with the focus the PC argued for.Multi-Media Event! Students inspiring students with works of art. At todays meeting people are dancing, performing spoken word art, painting, and more. The player can use a DC12 Insight check and a DC12 skill related to this club to feel inspired and produce a work of their choosing based on whats going on.
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Dragonchess ClubThese experts in the game of dragonchess discuss the latest in strategy, compete against one another, and test out homemade variations of the game rules.Deception

Investigation
Standard day. Roll a DC12 skill check related to this club. Success means you won against your opponent for the day.Homebrew challenge! Roll a DC15 skill check related to this club. On a success you have an affinity for these new homebrewed chess rules and win your gamesStrategy study session! Roll a DC12 insight check to see how much retention you have. On a success, gain advantage for the next time you play chess at this club.Tournament Day! Round 1: DC12 check related to this club. Round 2: DC15 Check related to this club. DC18: Finals. The player can stay in for as long as they keep winning.
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Draonsguard Historical SocietyThese historians are fascinated by all time periods, and they regularly meet to discuss, debate, and deep dive into members’ favorite topics.Arcana

History
Bonus Lecture! Learn about an age of Arcavios history. Either Founding Age, Blood Age, or Academy Age. Recommended topic is how the Blood Age restricted progress, and how that defined Strixhaven's desire to use magic for the good of society.Learn about the discrepency of historical recordings. The PC and another group member have found differing reports of the same event from books found in the Biblioplex. Have the character roll a DC12 skill check related to this club and a DC15 social skill of their choice (performance, deception, etc.) to argue that their source is the correct one.Deep Dive day! Let the student ask a question related to the history of Arcavios and the club will fill in the lore details for the player.

If it's something that you can't cover as the DM, shelve it and have it be the focus of the next Biblioplex research trip for the club.
Bonus lecture! History of magic across the multiverse. Spend time talking about the Weave and known significant magical events and their effect on different planes (ie. Arcavios creation and Snarls; the Sundering or Spellplague on Toril/Faerun; the integral aspect Magic holds on Eberron, etc.)
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Fantastical Horticulture ClubThese green-thumbed experts love mixing magic and gardening to create new strains of vegetation, many of which they cultivate on campus.Nature

Survival
Garden Maintenance Day! Make a DC12 check on a skill related to the club as you help the club weed, water, and trim plants as necessary. On a failure you accidentally damage a plant and earn some homework to study up on proper gardening procedure.Plant Husbandry time! The club is creating new experimental plants that will serve as strong spell components. Have the PC describe what sort of effect they'd like to achieve and have them make a DC15 check on a skill related to this club. On a success they successfully create a new magical component that can add 1d6 additional damage to a spell damage type of their choosing.Gardening lecture! The club spends it's meeting having a discussion about the beneficial properties and care techniques. Have the PC make a DC10 skill check related to this club. On a success they receive advantage on a future club skill check.Who can grow the biggest plant!? Once this event is run it becomes a check during the next 4 meetings. Have the player make a skill check related to this club that scales with time from a DC10 up to a DC18. If the player succeeds all 4 they have grown the biggest plant and get a reward.
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Future Entrepreneurs of StrixhavenThese enterprising students discuss business theories. They often create small start-ups to sell wares and services appealing to students. The funds they generate fuel the club’s activities.Insight

Persuassion
Pitch Day! The club will take turns practicing their pitches for new business ideas. Make a DC12 skill check related to this club to pitch your business idea effecitvely and generate interest. On a success, the students business is considered as an option for the "Pop Up Business!" event.Business 101! The club takes this meeting to share business best practices and ways to generate interest. Roll a DC12 check related to this club to understand and retain the information presented during this presentation (complete with slides, charts, and projections). On a success, gain advantage on a future skill check related to this club.Manufacturing and Business Planning! The club members will be finalizing the business plans and manufacturing needs for those selected to be a part of the Pop Up Business Festival held by this club. If the PC's business was selected during pitch day have them roll a series of skill checks relating to this club. DC12 check to delegate tasks to the most suited individuals, DC14 to get manufacturing up and running, DC16 to meet deadlines, and DC18 for final touches/sprucing up.

If successful on all checks, the Pop Up Business Day event will trigger double awards to the PC

If the player's business was not selected have them be selected to assist in marketing for the upcoming event. Have them roll DC12 skill checks related to this club to get the word out.
Pop Up time! Time to shine as the Future Entrepeneur's club brings their wares to campus! If the player's business was selected then they will make 4 skill checks related to this event.

DC12 - Amp up the other club members to be good employees with strong customer service.
DC14 - Dealing with a particularly unhappy customer
DC16 - Running a demonstration or presentation to capture more shopper attention

If the event passes 2 out of 3 checks the day is a success! The PC will receive 25GP in profit as their share for having their business be a part of the event.

If the player is an employee, run a series of DC12 checks relating to this club as they try to keep the storefront stocked and appealing; dealing with a rush and keeping the cashbox accurate, etc. If the PC is an employee they will receive 5GP for their efforts.
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Intramural Gymnastics ClubThese graceful gymnasts work to hone their craft, and they compete against each other in dazzling floor routines.Acrobatics
Performance
Training. Make a DC12 check related to this club, on a failure gain a point of exhaustion.Classes. Make a DC12 check related to this club. On a success you feel comfortable adding this move to your routine. Competition. Make 3 checks related to this exam of DC10, 12, and 15. Have the player decide in what order they tackle these checks. On 3 successes they receive top marks. On 2, they receive some constructive criticism. On 1, they are given low marks and eventually a rival will comment on it. On a total failure, have the club rally around the PC and cheer them on. the player can make a final attempt at the DC of their choosing. No matter the result, the squad will be supportive with the exception of a rival if present.If a rival is present they challenge the PC to a game of gymnastics Horse. Run a series of competing checks declared by the player and the rival. The DC increases based on the success of the check. ie. PC goes first, declares a DC12 routine and succeeds. Rival attempts the routine and succeeds with a 15. It now goes back to the PC to beat a DC15
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Intramural Silkball ClubThese hardy athletes train together and compete in the rough-and -tumble Strixhaven game of silkball, which is played in muddy fields with balls made of spider silk.Athletics

Intimidation
Training. Make a DC12 check related to this club, on a failure gain a point of exhaustion.Scrimmage! Make a DC12 check relating to this club to convey your success at being a part of a team during a practice game.Strategy study session! Roll a DC12 insight check to see how much retention you have. On a success, gain advantage for the next time you play Silkball at this club.Tournament Day! Once this event has been triggered it will run for the next 3 club meetings.
Round 1: DC12 check related to this club.
Round 2 (semi-finals) : DC15 Check related to this club.
DC18: Finals. The player can stay in for as long as they keep winning.
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Intramural Water-Dancing CLubThese swimming enthusiasts combine their athletic skills with the fineness of artists as they choreograph water dances to the latest popular songs.Athletics

Performance
Practice. DC12 check to club skills. On a failure, the PC is off rhythm and gets scolded.Practice. DC12 check to club skills. On a failure, the PC gets disoriented during a routine and causes practice to run longPractice. DC15 check on related skills. On a success the player has such a good experience they get compliments from the coach.The club discusses routines and inspirations. The player is encouraged to think of a magical theme related to their specialty or school. They make a DC12 check related to this club, and a DC15 persuasion check. If successful on both the players pitch is accepted as a routine for the year end performance.
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Live-Action Roleplaying GuildThese storytelling enthusiasts engage in a mix of strategy and playacting - often involving mascots - when they enact fantastical narratives that hey resolve with special rules.
Animal Handling

Performance
Crafting day! Make a DC12 check related to this club to make props for you or other club members during this time. On a success the club gives you props for nailing certain aspects of your build.Research Day! The students are looking for inspiration for the next event in the depths of the bilbioplex. Make a DC12 Investigation Roll and a DC12 Peformance or Persuasion check to convince the group that your findings are a good basis for the next LARP event.Battle Training! Everyone gets a foam sword and takes up arms against each other in a bit of fun for the group. DC12 skill check related to this club to see how well you pick up the skills. On a success, gain advantage on a fight during the next LARP event.LARP day! The club meets on the Archway commons to have a LARP event. Have the player make increasing difficulty checks on skills related to this club to see how long they last. DC12, DC15, and DC18. If they succeed all 3 they are crowned the King of LARP until the next event.
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Mage Tower Cheer SquadWith their coordinated cheers, outfits and school spirit, these cheerleaders inspire pride in the official Strixhaven University Mage Tower team.Perception

Persuasion
Practice. DC12 check to club skills. On a failure, the PC is off rhythm and gets scolded and is moved further towards the back of the cheer squad.Cheer Brainstorming Session. Make a DC12 check related to this club to come up with a new slogan/catchphrase/cheer to be the central theme of a new routine. On a success the PC gains slight renown in this club and their choice becomes a key routine for this season.Cheer Lineup Decisions! Make a DC12 skill check related to this club AND a DC15 Acrobatics check to try and secure your front-line spot in the cheer squad! Failing these checks puts the PC in the back of the squad until this event occurs again.Game Day! Make a series of DC12-DC15 skill checks related to this club to have a successful cheer routine during this game of Silkball or Mage Tower
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Playactors Drama GuildThese actors work together to create productions of brilliant stage craft, often involving new spins on old classics as well as displays of magic and music.Arcana

Deception
Rehersal! DC12 skill check related to this club to not flub your lines. On a failure, the Club leader will have some directorial advice for the PC, and have them re-roll the check. On a success, the rehersal continues without a hitch.Theorycrafting Day! Students are testing ways to enhance their performances with magic. Have the PC declare what they think they would do, and assign them a DC12-DC15 skill check related to this club based on the complexity. On a success, the club takes notice and wants to incorporate the new style into the year-end performance.Musical Day! DC14 Skill check related to this club to see how well you sing and determine whether you might be a leading or background actor for any musical numbers being rehearsed this year.Write and Direct your own play! Roll 3 checks related to this club to represent writing the play, casting the play, and directing the play. The difficulty can be chosen by the player. Roleplay the results accordingly.
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Strixhaven Iron-Lifters SocietyThese bodybuilders support each other in developing strong muscles and even stronger friendships.Athletics

Medicine
Strength Training! You pick things up and put things down. Make a DC12 skill check relating to this club. On a success, you beat your own personal best and receive renown among the club. On a failure, you are reminded of your own mortality as you injure yourself and have to sit out the next club meeting.Strength Training! You pick things up and put things down. Make a DC12 skill check relating to this club. On a success, you beat your own personal best and receive renown among the club. On a failure, you are reminded of your own mortality as you injure yourself and have to sit out the next club meeting.Lifting Competition! Scaling DC check to be the best lfiter in all of Strixhaven! DC12, DC15, DC 18, and DC20 to compete against other club members.Lifting Competition! Scaling DC check to be the best lfiter in all of Strixhaven! DC12, DC15, DC 18, and DC20 to compete against other club members.
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Strixhaven Show Band AssociationThese music enthusiasts play instruments such as hurdy-gurdies, bagpipes, flutes, and drums, and they regularly perform rousing concerts.Sleight of hand

Performance
Busking day! The club is out and about on campus trying to raise money for upcoming shows. Make a DC12 skillcheck related to this club.

Beat the DC: Gain 5GP for the club
Beat the DC by 5+: Gain 15GP for the club
Beat the DC by 10+: Gain 25GP for the club
Beat the DC by 14+: Gain 50GP for the club

In total, the rest of the club generates 45GP
Practice. DC12 check to club skills. On a failure, the PC gets disoriented during a routine and causes practice to run long. This earns negative renown among other club members. On a succeess nothing significant happens, and on a significant success the player receives kudos and positive renown with the other club members.Game day! The Band is playing at a Silkball or Mage Tower game! Make a DC14 skill check to perform your part skillfully and without issue.Concert Day! This event changes based on how much money the club has. If the club has <50GP from fundraising this will be a simple show with ushers, minimal lighting, and minimal magic effects. If the club has between 50-75GP the show includes Prismari and Quandrix effects to enhance the music. At 90GP plus it also includes Silverquill lyricists.

This event gains members of the club minimal to signficiant renown on campus based on how big/grand of a show it is.
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Strixhaven StarThees truth seekers and wordsmiths report on campus news, regularly interviewing important figures and producing a monthly Strixhaven Star newspaper, which is distributed across the campus.Investigation

Insight
Fluff Assignment! You were given the task of generating a feel-good article for an upcoming issue. Make a DC12 check relating to this club. On a success, you write a fluff peice successfully about something mundane on campus (ie. Someone trained their Pest to do unusual tricks, A group of students did something nice for a professor, etc.)Investigative Assignment! The whole newspaper squad is trying to unravel a significant (to them) story that they want to break the details on. Make a DC15 skill check related to this club. On a success, your informant is able to provide information about something the professors are trying to keep quiet (an upcoming event, Oriq infiltration, the Black Goo from Orientation and Frog events, etc.)
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Student-Mages of FaithThese pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.Insight

Religion
Theoligical Discussion! The club discusses faiths and gods to identify where there is overlap or synergy between multiple faiths or domains. Make a DC12 skill check related to this club. On a success other club members become much more appreciative of the PC's faith of choice.Multi-Faith Celebration Event! The club will be meeting on campus to set up tables going over different and varying religious and faith traditions to educate Strixhaven students about the variety of ways people celebrate their faith. Make a DC12 skill check related to this club.

Beat the DC: You've convinced 1 random student to join your faith of choice
Beat the DC by 5+: You've concinved 2 random students to join your faith of choice
Beat the DC by 10+ You've convinced 4 students to join your faith of choice.
Beat the DC by 13+: You've convinced 8 students to join your faith of choice. You now have a posse that will do their best to assist you in faith-based excursions.
Theological Lessons. If the player enages with other characters and learns about faiths outside their own they can earn a benefit to their student die for this club. If the PC learns about 2+ other faiths they receive 1 additional use of student dice for this club that is lost upon consumption.