Extracurriculars
Join up to two at a time. If you also have a job, you benefit from only one extracurricular at a time.
Benefits
- Student Die: Gain a d4 you can add to checks using one of the club's two listed skills (one die per check).
- Relationship Point: +1 with the club's associated student NPC.
Tips
- Switch or quit between scenes; benefits end immediately.
- Clubs are sources of rumors, favors, and complications.
Jobs (Work‑Study)
At most one job at a time. Most pay 5 gp/week and often grant +1 Relationship Point with a coworker.
Exams
Studying Phase
- Make one ability check using any prep method (GM sets DC).
- On success, gain two rerolls for the test. Pulling an all‑nighter also grants two rerolls but starts you with 1 level of exhaustion.
- Group study grants advantage on the Studying check.
Testing Phase
- Make two checks using the exam's two listed skills; spend rerolls as desired.
- 0 successes: Fail. 1: Pass and gain 1 d4 Student Die keyed to the exam's skills. 2: Ace and gain 2 d4 Student Dice.
Cheating? Try Deception and Sleight of Hand at the exam DC. Succeed on both to pass; fail one and it's a fail—with consequences.
Relationships
Points
- Track per student NPC. Start at 0.
- At +2: the NPC becomes a Friend (gain Bond Boon).
- At −2: the NPC becomes a Rival (suffer Bond Bane).
Beloveds
- With a Friend at +2 or more, you may become Beloveds later.
- Beloved Inspiration: after each long rest, regain Inspiration uses equal to your number of Beloveds (max = proficiency bonus).
- Ending a Beloved sets points with that NPC to 0.
Tracking Sheet — "Strixhaven Memories"
Use this one‑pager to track Student Dice, exam rerolls, clubs, jobs, and relationships.