ֆȶ૨เאђคᏉɛռ
Đɛɠ૨ɛɛֆ ⚧ʄ ₵ђค⊕ֆ


I think therefore I am. I think.
Nordom the Modron

Each major Strixhaven adventure takes place over the course of an academic year, which is no longer than a calendar year. The adventures include events, but those events aren't the entire extent of the characters' experience on campus that year. Usually anywhere from a few days to a few weeks passes between the events of an adventure. Players can decide what else their characters get up to, designing additional tasks to ace their courses, schemes to increase their material wealth or magical power, or just hang out with their fellow students, taking into account their Friends, Rivals, and Muses.

Strixhaven Study & Exams

Students at Strixhaven spend their first year in a course of general studies, which lays the foundation for the more specialized work to follow. During this year, they wear an uniform of black, white, and gray. They’re encouraged to study broadly so that they become acquainted with a wide range of disciplines.
First-year students live in dormitories located on the central campus and often form close friendships there that last throughout their educational careers, even when members of tight-knit groups of friends join different colleges in their second year. A few students continue to live on central campus after choosing a college, particularly if they pursue extensive studies in multiple colleges or work as resident advisers to first-year students. But most students move to dormitories located on their chosen college’s campus in their second year.

 First-Year Courses

Characters must choose at least three courses they'll be taking this year, plus a required course, Magical Physiologies (Intelligence (Arcana) and Wisdom (Insight), DC 12).
d6 Course Offered By
1 Cryptid Lore for Beginners Witherbloom
2 Basic Magical Auras General Studies
3 Starter Computational Magic Quandrix
4 Beginning Logology Silverquill
5 History of Magic and Art Prismari
6 Introduction to Archaeomancy Lorehold

Choosing a College

Before starting their second year of studies, students choose one of the five Colleges to be their academic home for the remainder of their education. From this point, students wear uniforms featuring the colors of their college, though these outfits aren’t as unvarying as the first-year garb.

Two Counselors. Upon choosing a college, a student is assigned two professors to serve as counselors to help the student plan a course of studies. The two deans of the college assign these two counselors, who represent the poles of the college’s philosophical opposition. By design, the two counselors tend to offer conflicting advice, forcing the student to navigate opposing principles.
Course of Study. Some students, having chosen a college, spend virtually all their remaining school years on that campus and study with those professors, diving into their preferred area of study and related fields. Other students take as many as a third of their classes in other colleges, continuing the breadth of their first-year education and looking for places where the perspectives of other disciplines can bring new insight to their studies. Both approaches are encouraged at the university.

After Strixhaven

A student’s course of study at Strixhaven lasts at least four years but allows for advanced study for several years beyond that time frame. Most students eventually graduate, though, and they walk a variety of paths after leaving the university. Many return to whatever home they came from, putting what they have learned to use in their communities. Some mages travel the multiverse in search of ever- greater magic, continuing their research in some form beyond the confines of an academic program. A few alumni return to Strixhaven, sooner or later, as instructors themselves, and a small, select number join the Dragonsguard, an elite force of mages who work with the Founder Dragons.

Exams
(Homebrew Rules)

Each of characters' years at Strixhaven is covered by an adventure arch, which focus on the notable events that take place at the University. Even though the characters' studies include the trappings of academic life—attending lectures, participating in labs, reading textbooks—those everyday academic activities mostly take place in the background. The exam rules presented here are thus designed to help the players keep their characters' studies part of the game.

Each of campaign's years/adventures includes Exams. Though each character might be a member of a different College at Strixhaven, the adventures assume that the characters take at least one general education or interdisciplinary course together each year. It is this course that the Exam rules represent.
Each Exam encounter has four Preparation phases (roughly equivalent to a month (as students attend other lectures as well, train to acquire new abilities etc)) followed by a Testing phase.

Preparation Phases

During the Preparation phases of an Exam the characters can brush up on their coursework, prompting sparks of insight when faced with difficult questions, or using mnemonics or other memorization techniques to absorb academic material, or... simple ignore their academic pursuits and focus on something else.
Students actively preparing themselves for their exam must succeed on an ability check against a DC noted in the encounter. They can use any ability and skill which would be compatible with exam's topic, but once a skill is used it can't be used in this preparation sequence again, unless it's one of the two skills specified by the Exam.
For example, one student might make an Intelligence (History) check to pore over their books, while another student makes a Charisma (Performance) check to create a series of spoken mnemonic devices. A third student might make a Dexterity (Sleight of Hand) check to create reminding gestures or practice any physical components that are part of a course, such as the somatic gestures involved in spellcasting.
On a successful check, the player gains one Exam Point (and they should record the total); failures are ignored.

Testing Phase

Pulling an All-Nighter: A student feeling underprepared can engage in some feverish last minute studying to gain the equivalent of an extra Preparation Phase. Doing so imposes a cost: the character becomes over-stressed (equivalent to 1 level of exhaustion) that takes effect at the end of the day of the Exam. This condition persists till the end of the next Preparation phase.

Ability Checks: Each Exam's Testing phase consists of two ability checks, with specifics (including the DC) noted in the encounter. Successes earned here get added to the total of Exam Points, but the failures get substracted from it.

Cheating: An unscrupulous character can cheat on an Exam. Doing so requires a successful Charisma (Deception) check and a successful Dexterity (Sleight of Hand) check, both using the DC set for the Exam.
If the character fails either of these checks, a proctor or other authority figure notices the cheating, and the student fails the exam.
If the Charisma (Deception) and Dexterity (Sleight of Hand) checks are both successful, the character successfully cheats and gains two Exam Points.

Each character's Exam has three possible results determined by their total of Exam Points :

Student Dice

A Student Die gained from an Exam is a d4 the player can roll and add to an ability check that the character makes, provided the check uses one of the two skills featured in the Exam. The player can wait until after rolling the d20 before rolling the Student Die, but must do so before you say whether the check succeeds or fails. No more than one Student Die can be rolled per check. After rolling a Student Die, a player can't roll it again until the character finishes a long rest.
Players should note any Student Dice they gain and the skills those dice can apply to on their tracking sheet.
At the end of each academic year, players lose any Student Dice their characters have earned from an Exam.

Failed Exam: If a character fails an Exam, Strixhaven's bylaws require them to attend tutoring with a junior faculty member until they achieve at least a passed Exam in a different Exams encounter. This tutoring can be narrated through roleplaying, or you might simply inform the player of this result.
A student who must attend tutoring can't take part in any Extracurriculars or Jobs until they achieve at least a passed Exam during one of that academic year's Exam encounters. The character thus loses any benefits from Extracurriculars or Jobs, can't skip Preparation Phases to engage in Downtime Activities, and their player should indicate this suspension on their tracking sheet.

Extracurriculars and Relationships

Extracurriculars

Extracurriculars, i.e. the campus clubs and societies characters can join, are a key part of student life at Strixhaven. They add flavor to adventures, grant minor bonuses, and allow to more easily befriend—or irritate—other students. A character can gain the benefit of two of the Extracurricular activities, as described in their section. If a student also works on campus using the Job rules, the character can benefit from only one Extracurricular. While a student participates in an Extracurricular, they gain a Student Die (d4 to add to ability check that use one of the skills listed in the Extracurricular's description 1/long rest) and a character who works a Job gains 5 gp*level at the start of each work month. While a student participates in an Extracurricular or Job, the student gains either a positive or a negative Relationship Point (player's choice) with one student NPC who is also a member of that activity (see the Relationship rulers below).

Relationships

Each player must select a Strixhaven student to be a Friend, a Muse, or a Rival of their character (players may reskin them or create their own significant NPC similar to ones on the list), gain a positive or negative Relationship Point (the player's choice) with one student NPC from each of character's Extracurriculars/Job, and take note of the total of their relationship points in their character sheet'.

Starting Relationship Points

Person Relationship Points
Friend 2
Muse 3
Rival −2

Making Friends and Rivals

The characters have opportunities to gain or lose Relationship Points with student NPCs.
When a character interacts with a student NPC, that character's player decides which of the following categories they wish their response to fall under:
Friendly Response. A friendly response earns 1 Relationship Point. A friendly response is positive; it might take the form of meeting their needs or providing affirmation and camaraderie, as the encounter dictates.
Adversarial Response. An adversarial response earns −1 Relationship Point. An adversarial response is negative, and might take the form of being rude to the NPC, antagonizing the NPC, or taking similar unkind actions.

While a character has 2 Relationship Points or more with a student NPC, that NPC becomes a Friend, and the character receives a Bond Boon from that person as long as the NPC is a Friend.
While a character has −2 Relationship Points or less with a student NPC, that NPC becomes a Rival, and the character receives a Bond Bane from that person as long as the NPC is a Rival.
Bond Boons and Bond Banes are noted in each NPC entry in the Fellow Students section. When a character makes a Friend or a Rival, the player should note it on their tracking sheet.
At any time during the adventures in this book, a character can end their friendship with an NPC, effective immediately. When they do so, that character's Relationship Points with the NPC reset to 0.

Deepening Relationships

Once a student NPC has become a character's Friend, the character has the option of deepening the Relationship. The next time a Relationship encounter happens with the Friend, the character can express a wish for a deeper connection with that NPC who becomes character's Muse. This might be a romantic pairing, a deeper platonic camaraderie, or a sibling-like bond. Before this encounter takes place, let the GM know what sort of Relationship your character seeks with the NPC.

Ending Muse Relationships

A character can end a Muse Relationship at any time. When that Relationship ends, the NPC no longer provides Muse Inspiration to the character. If the character’s Relationship Points with the NPC ever drop below 1, the Muse Relationship ends immediately.

Muse Inspiration

When a character has a Muse, the character gains Muse Inspiration at the end of each long rest. Muse Inspiration functions like regular Inspiration, except a character regains a number of uses of Muse Inspiration after each long rest equal to the number of Muses they have, not to exceed a number equal to their proficiency bonus.

Biblioplex

B1. Main Entrance: Enchanted marble steps lead up 5 feet to a small plaza at the Biblioplex's entrance. The double door's vertical handles are each carved in the likeness of a robed scholar. During the day, the doors stand open. At night, the doors are closed, locked, and sealed with an arcane lock spell.

B2. Biblioplex Lounge: Luxurious couches and sturdy tables furnish this spacious area. Students, employees, and staff members often use this lounge to relax between shifts in the student store (area B5), the Biblioplex café (area B6), or elsewhere in the library. Each table holds piles of magazines, newsletters, flyers, and nonmagical scrolls from around campus. A character who examines these materials finds recruitment flyers from campus' Extracurriculars. They also find "Help Wanted" ads for the Jobs.

B3. Student Café Seating: This area typically holds 21 (6d6) students, all of them studying, eating, chatting, or even sleeping. Many enjoy food and drinks from the café (area B6).

B4. Information Desk: Three faculty-appointed reference librarians work at each of these circular desks. All are expert scholars and powerful mages. They can provide helpful instructions for where to find any public location or collection in the Biblioplex.

B5. Student Store: This small shop is stocked with books, equipment, and gear useful as academic supplies. The store's manager is Groff Lundquist (human male), a friendly Strixhaven staff member known for his ability to fashionably mix and match items of university apparel. Students can buy hats, scarves, tunics, robes, gloves, and other apparel embroidered with the Strixhaven star or with the sigil of any of Strixhaven's colleges. Costs range from 5 cp to 5 gp or more, at your discretion.
Once a character chooses a college at the start of second year, they receive a set of college robes, a knit hat, a scarf, a tunic, and gloves free of charge. (This set normally costs 5 gp.)

B6. Biblioplex Café: One wall of this area is covered with a mural made from a living tree's roots, which move occasionally and make the entire place feel alive. The ceiling is covered in painted leaves, which change colors depending on the season thanks to a permanent illusion effect. The magic also prompts painted squirrels to run up and down the mural's roots, and painted birds to chirp among the leaves. Up to ten students are typically present here during the day. Ordinarily, three more students work here, but during orientation, the café's manager, Aisla Fitzbottom (gnome female), is working alone. She is charmingly perky but her organizational skills are somewhat lackadaisical. The café always serves coffee and tea, which costs 1 cp per cup. The sandwich of the day varies; notorious ones are Grilled halloumi with morels on wheat, Toasted cockatrice gizzards on rye, Open-faced radish chips, deep-fried with dijon, Crunchy frog legs on toast, Rainbow carrots and watercress chestnuts on white, Dragonbreath peppers and salami on a bagel, etc.

B7. Lecture Hall: Each of these halls hosts interdisciplinary lectures for Strixhaven students. The seats magically grow or shrink to comfortably accommodate students of any size or body type. The halls' acoustics are magically enhanced to amplify the professor's lecture and minimize the disruption of side conversations. While a class is in session, each hall holds a professor and up to thirty students.

B8. Study Area: These open study areas feature simple wooden tables and chairs. During the day, up to thirty students can typically be found here.

B9. Book Garden: In these quiet areas, students sit on the grass and study among lush foliage. Sometime last year, three awakened shrubs wandered in here and settled in each garden, and the university has welcomed them to stay. Members of Witherbloom College typically tend this space, and three Witherbloom pledgemages can be found here most days. Members of the Fantastical Horticulture Club often relax in this area and hold meetings here from time to time.

B10. Main Stacks: Floor-to-ceiling bookshelves fill the center and the east end of the library's first floor, with the denser east stacks under a magic effect that shifts them when students approach, creating space to stand single-file between them. These books are mostly introductory texts, and first-year students are often directed here by their instructors. In each of these areas, two cogwork archivists busily shelve returned or misfiled books.

B11. Hall of Oracles: This hallowed hall is filled with statues of the university's past Oracles. At the center of the hall, a pulsing ball of magical energy—the Strixhaven Snarl—fills the area with bright light.
Supercharging: After bathing in Strixhaven Snarl's radiance for 3 minutes  a character that casts a damaging spell can chose to deal maximum damage instead of rolling. The Supercharge effect is lost during a Long Rest.

B12. Student and Alumni Art Gallery: This crisp-looking room features white walls and columns that stretch from floor to ceiling. Displayed on or within these are art pieces representative of various media. Students from Prismari College typically tend this space, and three Prismari pledgemages can be found here most days, either cleaning the gallery or studying the techniques used in the displayed pieces. A storage area at the back holds supplies and artwork waiting to go on display. The Distinguished Society of Fine Artists often meets and holds discussions here.

B13. Amphitheater: This impressive stage is used for lectures, for assemblies, and as a gathering place in case of emergencies. Magic steps lead up to the stage from the floor of the library. Members of the Playactors Drama Guild often use this stage to meet and rehearse when the Rose Stage on Silverquill's campus is unavailable.

B14. Student Activities Center: This room is filled with tables and chairs and is available to any student organization registered with Strixhaven for use as a meeting place, rehearsal facility, or crafting site, or for other approved purposes.

B15. Student Council Hall: Filled with wooden tables and benches, this room has a flag displaying the Strixhaven star symbol hanging on its back wall. Here, a student council publicly debates Strixhaven policies that most affect the student body. The leaders of the school's Extracurriculars come to the council to conduct matters of business, and the council usually meets on the first day of every month. Outside those meeting days, the room is used for other official university business or stands empty.

B16. Advanced Student Stacks: Rooms on the Biblioplex's second floor can be accessed only with keys held by faculty members, or that the reference librarians in area B4 grant students on a case-by-case basis. Typically, students don't receive keys to these stacks until they're studying for their final thesis during their fourth year at Strixhaven. The arcane knowledge in the books here is not public—and is sometimes dangerous. To prevent overly ambitious mages and Strixhaven's enemies from teleporting into and accessing this area, two shield guardians patrol at all times.

B17. Advanced Student Office: These private offices are for students working on their theses, accessed using the same keys that allow access to area B16.

B18. Advanced Student Lounge: This rest area is designed to help stressed-out senior students unwind. Large tables are set up for gaming and shelves are filled with recreational reading material. The area can be accessed only through the advanced student stacks.

B19. The Compendium: This area on the library's third floor holds copies of most of the mundane, widely available written works in the multiverse. The books are inscrutably cataloged, so it's almost impossible to find anything without requesting information from a reference librarian (area B4). Characters who look for information without obtaining help discover what they're looking for only with a successful DC 20 Wisdom (Perception) check. At the center of this area stands a statue depicting a mighty, benevolent dragon. The magical statue reads aloud the contents of most books placed in front of it if a character makes that request verbally or mentally.

Campus and Beyond

Archway Commons: Just south of the Biblioplex, a star arch curves overhead like a smaller echo of the Dawnbow, and a lush park, Archway Commons, marks the site. More familiarly called the Commons, the park is a favorite spot for students—especially first-years—to gather in fair weather or to wander through on dates. Some of the university's clubs also use the park to host social gatherings and games, including live-action roleplaying games and casual sports.
Public debates take place on the grounds surrounding it. Students' debates are largely performative affairs—hours-long bouts where they shine or embarrass each other or themselves with magniloquent rhetoric, thinly veiled insults, boasting, and fauxlosophic bloviation.

Bank of Abbathor Inc.: This is one of the largest financial institutions in the Multiverse, with branches in several of the Outer Planes and countless material worlds. Bank's Strixhaven office is a monument to stability and security, protected by the best that money can buy private security at all hours.
Within, a princely statue of Abbathor,  the dwarven god of greed, oversees the main banking hall. Massive emeralds form his eyes, which glint with every transaction, no matter how small. The bank's tellers are snarky imps, business-savvy dwarves, and xorn that delight in eating their pay. Leveraging a trusted network of official portals, the tellers process transactions throughout the Multiverse. Modron analysts closely monitor exchange rates to ensure funds don't disrupt the stability of the economies in which they are administered.

The Bewitched Dormitory: A spheroid building made of unknown opalescent material, its surface shifting like a puddle of oil. The structure has no visible doors or windows, but has five balconies that jut from its flowing shape. Although the dome's surfaces are impenetrable to most, assigned students and people they invite in step into the dormitory as if it were nebulous, leaving ripples behind them as they enter and emerge.
Dormitory 's walls let in suns' light, making its interior illumination subdued and dim, but keep the heat and cold out. Its ground level is a big common study room and its upper floor host a dozen of spartan but comfortable living room and three common washing rooms.
Dormitory's immaterial walls show the imageries of celestial beings, but there is nothing saintly about these angels: their eyes are filled with lust, and long slobbering tongues reach out, lolling on their cheeks as they succumb to orgiastic acts with infernal creatures or get slaughtered. Past student hypothesized that those are self-actualizing visualizations of their pent-up libido.

Bow's End Tavern: At the western end of the Dawnbow, where it meets the ground, stands a smaller university landmark: Bow's End Tavern, which serves as a hangout for older students. Most patrons come for the live music, deliciously spiced food, and various potions and beverages. Others come to settle their differences in wild duels in the lot behind the tavern. The tavern's manager is a kind but strict orc named Tulk "the Bulk" Tusktooth.

Captain Dapplewing's Manor: Tucked at the end of a leafy path on the central campus, Captain Dapplewing's Manor is a quiet relaxation spot for elite faculty as well as a place of academic meditation and counseling for their students. Since no one permanently lives in Captain Dapplewing's Manor, the building is closed and locked from 10:00 p.m. until 6:00 a.m. Because it holds many valuable antiques and volumes of sensitive research, security measures are in place in the manor, as described below.

Firejolt Café: At the edge of Archway Commons and just outside the Biblioplex stands the cozy Firejolt Café, where students cram both information and caffeine into themselves before exams. The café's name comes from its trademark beverage, which the manager, an elf mage named Ellina, brews with her fire magic. The Firejolt has a reputation as a hangout for first-year students, but older students from all five colleges can be seen inside at all hours.
In the center of the main room hovers an amorphous blob of primordial chaos that shifts erratically. Taken from the roiling plane of Limbo, the glob endlessly changes from stone to fire, freezes into a fractalized diamond, melts into swirling clouds that smell strongly of lavender, and so on. Some Planes-savvy regulars exert their mental will over the chaotic glob, shaping it into objects, creatures, or sensory phenomena for the amusement of other patrons. Rumor has it that the blob can be shaped into a portal to Limbo but that the key constantly changes.

Galvanizer: Creatures of every kind take a soak in this small specialist beauty parlor and bathhouse whose pools swirl with bubbling acid, molten lava, electrical currents, and liquid shadow. Centaurs, minotaurs, and various fiends get their hooves and horns trimmed or sharpened in grooming rooms, and galeb duhr sigh as they settle into boiling tubs of mud. Patrons dry off in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium.

The baths are run by Laril Zazzkos, a githzerai uniter, and her staff of rough-scrubbing mephits. Abrasive as a wiry brush, the eagle-eyed githzerai spends her days berating patrons who fail to observe the bathhouse's strict "no running" policy or warning those who get too close to the wrong tubs—an occasionally fatal mistake.  

Grease Pit: The flavors of the Multiverse converge and at the Grease Pit, a noisy alley brimming with street food and drinks vendors. Creatures come from far and wide to sample its delights or hawk them to hungry customers over the hubbub of the daily crowds. Deep-fried meat skewers sizzle in bubbling oil taken from the battlefields of Acheron, marinating in a bath of rage and zeal. Meanwhile spicy dishes rise to infernal heats in devil-owned rotisseries, where sadistic pitmasters boast literal kicks that sear the taste buds of the uninitiated. Sobbing patrons cool their mouths on heavenly snow cones sold by dessert-loving devas, then later shred their tongues on face-puckering sour candies topped with caustic, gelatinous ooze. Portions range from bite-sized nibbles to bottomless portal buffets worthy of a giant's appetite.
The following are some of the vendors one might encounter in the Grease Pit and their typical grub:
Bog Standard. Prepared by a court of not-so-noble bullywugs, the patties served up at this unfussy shack were described by one Strixhaven's food critic as "damp—with an unexpected crunch."
Humongous Fungus. Located in an enormous toadstool, this myconid-operated sandwich parlor specializes in fungal creations. Customers rave about the Mushroom Meld, a spore-topped melt that allows eaters within 30 feet of each other to communicate telepathically for 1 hour.
Make It Snappy. This rolling seafood cart sports a bottomless tank linked to an aquatic demiplane. Buyers who fish their own catch from the aquarium pay half price for the cooked dish, but at Make It Snappy, the seafood snaps back.
Slim Pickens. Owned by a wake of buzzard-looking aarakocra, this tin-roofed barbecue joint serves up "sustainably sourced" roadkill, scavenged fresh daily from arid stretches of inhospitable realms.
Sugar and Spice. This candy shop is co-owned by a faerie dragon named Pancake and an imp named Qribbig. Their saccharine concoctions are sweet enough to rot a lich's teeth.
The Vine. Purveyors of plant-based cuisines cluster in the Vine, a vegetarian oasis nestled in the corner of the grimy spittoon. It's home to the Gentle Mug, a humble shack where musteval guardinals offer magical teas and throat-scratching razorvine wraps.

Heart's Fire: Sparkling rays converge on the stained-glass windows of Heart's Fire, a luminous temple devoted to gods of Magic, truth, light, and fire. Golden, wavy blades hover atop the house of worship like flames. Nicknamed the Sun of the Campus, it glows each day at dawn. Within the temple, the students worship their patrons Powers and collect information on the every faith in the Multiverse.
Luminous Arbor. A remarkable tree grows within the temple's central sanctuary. The tree's bark shines with the luster of bronze and gold, and its branches are laden with ruby-red fruits. This tree, the Luminous Arbor, is hypnotized to be a snarl or a parasite feeding off the power of prayers.

Intramural Fields are a temple to body, mind, and spirit. In addition to exercise fields and gymnastic equipment, those luxurious halls hold bountiful comforts: refreshing baths, vivifying saunas, and austere meditation rooms. The facility is designed to eliminate distractions, promote mindfulness, and encourage self-improvement.

Pina’s: A small halfling-owned bookstore and map shop, Pina’s sometimes has esoteric texts and weird scrolls for sale. Pina claims many of her maps lead to treasures all across the Multiverse, but skeptics frequently accuse Pina of inventing these maps herself.

Skulls' Alley: This back-alley is infamous for its Circle of Skulls, an infrequent and unpredictable haunting taking the form of seven floating skulls, which hover in a circle and argue with one another in whispered tones about major arcane events in the Multiverse. If they are interrupted, their reaction reportedly varies from being helpful to engaging in murderous spells-slinging.

Strixhaven Stadium: The stadium where thousands gather to watch students play Mage Tower (and sometimes other sports) is located near Bow's End Tavern.

Vins de Nouvelle Averoigne: A refined winery managed by a family from Mystarian Glantri selling their country's vintages as well as a selection of top-shelf liquors stored in a chilled demiplane:
Annam's Blood. Barreled on Ysgard, this crimson mead swirls with scenes of battle. A war cry bellows from the tap when a mug of Annam's Blood is poured.
Chaos Frog. This distilled spirit constantly shifts in color. Made from a plant harvested on Limbo, each bottle contains a dead slaad tadpole.
Eight Squared. This small-batch, amber hooch comes in a rectangular bottle with a tiny cog for a cap. When placed on a flat surface, the cap rotates like the gears of Mechanus.
Golden Gout. Imported from the Nine Hells, this spiced whiskey burns all the way down. Imbibers often belch a small flame after taking a shot.
Swamp Water. Bottled locally by a green hag with six teeth and an infectious laugh, this murky, sour gin causes the drinker to break out in a harmless rash of purple warts that vanish within minutes. 

⫷⊕⫸
Locations connected to Strixhaven's trough R.A.T.S. (Rapid Alumni Transportation System).:

Tarangrad, the capitol of the Kathorran Empire of orcs known for their martial pride, disdain for ranged weaponry, and their distinctive mace-axes.

Bottle and Jug: A drinkery selling cheap swill, strong rotgut, and weird drugs to scoundrels with coins to spare, infamous because of raucous, booze-fueled brawls taking place in its back rooms. This mass of steel, barbed wire, and black granite is owned by Khazuk Bazlan, a she-orc who won the joint but lost her right eye in a high-stakes match against its previous owner and his two trolls. Bazlan is tough as nails and loves a good laugh at someone else's expense. Anyone's welcome in her taproom.
A passage to a massive pit-fighting arena rests at the back of the Bottle and Jug, disguised as the door to an always-out-of-order lavatory for big and tall creatures. Gabel, a retired pit fiend judge, guards the entrance, but most entrants respectfully call him "Your Honor." On the other side of the door lies a bloodstained amphitheater where spectators place bets and combatants test their mettle. The current heavyweight champion is a bloodthirsty cyclops named Akra.

Exemplary Execrables: Refurnished with gaudy crimson and gold-colored paints, and massive glass “gems,” this former chieftain's manor has found a new life as the home of a perverse and detestable theater of all things foul, gore-slicked, and unnaturally pornographic. The theater’s owner, a repugnant sores-covered half-troll named Gnirkim, employs the region's “best and brightest” performers of unmentionable acts.
Numerous acts rotate through the theater, with any particular performer putting on a show four or five nights a week. The theater’s acts include gore-filled plays with faux tortures, false murders, fake rapes, and other fabrications meant to horrify and sicken the audience. By far the most popular act, though, is the so-called “death play,” in which a masked performer gruesomely “murders” a volunteer from the audience for all the rest to enjoy.
Some spectators and bounty hunters wonder how many of the acts use stage effects and chicanery and how many might actually perform what they purport to only represent. Volunteers sometimes turn up missing after a performance, and the theater has a high turnover rate for young and pretty assistants (Gnirkim claims the latter is due to admittedly low wages and the squeamishness of “the artistic kind”).
Nearly as controversial as the theater, Exemplary Execrables also offers an attached museum (with a separate admission fee, of course). The museum offers exhibits such as “Two-Dozen-and-Three Severed Heads,” “Unwanted Fetuses,” and “Instruments of Torture and Murder.” This last exhibit, the most popular of them all, features a working guillotine from Galt, complete with an attached chalkboard counting the number of fingers lost to overcurious patrons (the current count stands at 37). Inquisitive fools used all of the exhibit's instruments and devices to maim themselves or others.

Fortune's Wheel: Luck abounds at Fortune's Wheel, an high-stakes casino and an extravagant hotspot (aka a brothel). It's run by Shemeshka, a vain and ambitious crime lady. Rarely spotted in the common areas of the gambling hall, she is the picture of wealth, power, and influence, and always dressed to the nines.
Dragon Bar. Like moths to a candle, risk takers gravitate to the buzzing marquee of Fortune's Wheel. The polished revolving door of this recently renovated building opens into the historic Dragon Bar, a modest tavern named for the carved dragon head that watches over it. Beyond this reception area and its alert bouncers lies the casino proper.
Casino. Games of chance line the luxurious carpeted casino hall, which thrums with a chorus of shuffling cards, rattling dice, and whirring clockwork slot machines. These games take 'wheels', gilded gambling chips that bear a stylized emblem of Fortune.
Every evening, performances grace an ornate, curtained stage, but the real star of the casino is its namesake: the fortune's wheel, a three-tiered, standing roulette wheel where inheritances are squandered and made. Luck-altering powers and magic are prohibited within the casino, but the staff enforces the policy only in the most blatant of violations.
And there are rumors of something called 'the Platinum Rooms'...

Infinite Well: Ominous chants echo in the Infinite Well, a temple to the Abyss and its untold layers sprawling into a seemingly bottomless pit. Tarnished blades jut from the Infinite Well like metal branches on a blackened tree and blood trickles down the temple's rusted spikes. The temple's interior is a gloomy sanctuary of stained altars, menacing iron chandeliers, and sputtering black candles.
Because there are infinite layers to the Abyss, there are infinite demon lords among them to be venerated. As a result, the cultists of the temple are a disorganized mess, and daily sacrifices sourced from among the faithful cause their numbers to dwindle. Intent on improving their reputation and converting new members to their sinister fold, the fanatics of the Infinite Well don insincere smiles and prove unflinchingly positive as they evangelize in public.

Klik's Bodyshop: This body chopshop is run by Klik, a Xixchil, is suited in a modest, oblong shack. Inside, the insectile artist lets his handiwork speak for itself. Klik's tattoos and grafts are tinged with magic. Most effects are minor—a temporary glow or shifting pattern—but some designs function as spell scrolls that burn away once used, singeing hair, fur, or scales in the process. The Xixchil can also empower any of the magic tattoos known to his clients, if their aura can feed them.

Night Market: Sensible shoppers stick to the Strixhaven's shops, where prices are firm and goods can easily be traced back to their sources. Customers interested in less reputable wares, however, haunt the after-hours stalls of the Night Market just a few blocks from the orkish capitol's main gates. Booths unfold at day's last light, their dealers lit by the faded glow of indifferent will-o'-wisps: kobolds shilling cleaned up rubbish they scavenge from dumps, goblins advertising their clansfolk's services (of any kind), fiendlings offering dubious gewgaws, orc fences selling stolen goods, and the like. Disputes between unrepentant vendors and their unruly clientele can get deadly here.

Slicing Dicers: Axes, swords, daggers, knives, and all manner of bladed weapons and tools fill the locked cases of this highly secure shop. The shop stocks all kinds of blades, common and exotic, mundane and magical. It stays afloat thanks to its brisk exchange of previously owned weapons and armors of all kinds.

Laws of Magic, Archaics, and the Oracle

The mission of Strixhaven University is to discover and preserve magical knowledge, to disseminate that knowledge from one generation to the next, to promote free and open study of magic in all its forms, and to enhance the lives of people throughout the world through the use of magic.
—Strixhaven mission statement

Although the Colleges are divided by philosophies and research goals, they held one truism as sacrosanct — a magician's first and only loyalty must be to Magic. Toward this end, the magicians of Strixhaven follow the Foundations of Magic — three laws to be held true by all:

In addition to defending the Foundations of Magic, the Colleges have an obligation to the continued existence of arcane magic in the Multiverse. To this end, they have enacted laws, regulations, and guidelines that work to ensure that the Art is protected from uses that may be deemed harmful to the existence of magic. The Colleges also seek to promote the Art of High Sorcery and increase the number of wizards who can cultivate the Art and to help it evolve and grow. The details of these laws should be integrated into the instruction of any new magician.
Minor guidelines try to ensure that a magician presents himself and Strixhaven in a manner befitting the honor that has been bestowed upon them. Using magic for mere tomfoolery is frowned upon, because it demeans the Art and makes it appear as nothing more than common trickery. Magicians who interact with the world beyond the walls of Strixhaven are expected to carry themselves with dignity and decorum. Along these lines, using magic to fabricate coins and wealth has likewise been banned to prevent upsetting the balance of local economies and giving magicians a bad name in general.

Some of the more serious laws deal with protecting the Colleges and the Art:

Breaking these laws or any of the guidelines set down by the Colleges will result in action being taken against the perpetrator. The Colleges determines the severity and nature of the punishment.

Penalties

When a magician is caught breaking the laws of High Sorcery, they must pay a price. If the offense is minor, and the offender has not done any harm, the magicians who witnesses the misdemeanor can report the problem to Strixhaven, who will leave the discipline of the magician in the hands of the offender’s College. The first action taken is usually a simple missive sent to the offender. Most often this will be a written warning that the action must stop and that further incidents will be investigated.
Repeat offenders or magicians who have committed serious crimes are brought to the attention of their College. Offending magicians can be removed from Strixhaven and branded as renegades. In most regards, magicians who pose a threat to Strixhaven or to the Magic are never seen or heard from again.

Administration

The day-to-day functioning of Strixhaven relies on hundreds of laborers, clerks, coaches, administrators, and others. In addition to legions of people who devote their lives to the university’s operations, numerous automatons and artificial life-forms—various kinds of Constructs—serve in various roles, including campus guides and library assistants.
All these operations are managed by an administration overseen by the ten deans, two in each college. Each dean is an esteemed professor who embraces one side of their school’s philosophical dichotomy. The deans, like the professors who serve as counselors to students, view it as their role to disagree with each other and guide the college by way of their arguments. Furthermore, rivalries among the deans only exacerbate this combative attitude. When the argumentative deans fail to chart a coherent course for Strixhaven, the Founder Dragons are occasionally forced to intervene. They don't step in directly, but a director known as the Voice of the Founders—currently an imposing man named Taiva—speaks on the dragons’ behalf.

Archaics and the Oracle

The Oracle of Strixhaven is the wisest and most accomplished mage in the world of Arcavios, selected by the Founder Dragons. The Oracle’s lifelong task is to ensure that magic is used to help people and not twisted to evil ends. To be the Oracle, one must understand fundamental truths about the nature of Magic, know and wield hundreds of spells, and possess impeccable judgment and virtue. Current Oracle is called Jadzi.
Mysteriously linked to the Oracle, archaics are wise, giant, long-lived beings with an innate talent for magic. They can be seen striding through the wilds, exploring sources of magic with their many arms or contemplating existence through their “eye,” which functions as a magical focus of some kind. Scholars seek out archaics for their vast knowledge of history and magic, but archaics tend to communicate in obscure allusions and cryptic metaphors.

Founder Dragons

Strixhaven University was founded by five ancient dragons who, according to legend, hatched from the magical energy of the newborn world of Arcavios. These Founder Dragons were among the first to master Magic, and they realized that only through disciplined study would magic be safe in the hands of other peoples. They founded Strixhaven to facilitate that study and established the five colleges based on the magic that each dragon mastered, as summarized below.
To this day, the Founder Dragons roam the world. They no longer associate directly with Strixhaven, preferring to let the deans of the colleges speak in their stead. The dragons’ knowledge is vast, but their tempers can prove short. Mages seek them out only to learn the most elusive secrets.

College Founder
Lorehold Velomachus Lorehold
Prismari Galazeth Prismari
Quandrix Tanazir Quandrix
Silverquill Shadrix Silverquill
Witherbloom Beledros Witherbloom

Snarls and Star Arches

Strixhaven University which bills itself as "the premier institution of magical learning in the Multiverse is located on a world called Arcavios [prior to the New Phyrexia's Invasion of the Multiverse], which (according to legend) formed from the collision or merging of two other worlds. It is situated in the northeastern portion of a continent called Orrithia, also known as the Vastlands, which is populated by a tremendous variety of peoples.
Magic suffuses all of existence and scholars often describe the fabric of magic as a Weave that allows spellcasters to interact with worlds' primal reality. In Arcavios, that arcane matrix is knotted and tangled in some locations, creating a phenomenon called snarls. At these places, spells can be amplified or distorted in unpredictable ways. This phenomenon matters for Strixhaven because a luminous snarl is situated at the very heart of campus, located in the Hall of Oracles in the university’s monumental library, the Biblioplex.
Similarly, gravity-defying arch shapes appear throughout the world of Arcavios and, in particular, tower over the Biblioplex. These star arches are made from spokes of natural materials that float in an arch shape, with a precise inner curve and a rough and irregular outer arch. They can stand straight or lie at an angle, and they can be small or enormous, whole or broken, grown over or mysteriously clean. Their irregular spokes evoke the radiating lines of a shining star.
The star arches are a mystery left over from the birth of the world. In most cases, the arches simply float inexplicably—silent, immovable, and inert. But many people report seeing an arch appear to them at a critical juncture in their lives, helping them understand a lesson or answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe these arches are connected with the archaics in some way. Some students have even seen an arch come to life with magic in an archaic’s presence.
Both snarls and star arches are subjects of magical research for students and faculty at Strixhaven, who also study wild and dead magic zones, floating earth motes, Zendikar's hedrons and the Roil, and other weird locales.

Extreme Environmental Effects

Extreme weather in D&D 5E refers to harsh atmospheric conditions or effects of non-habitable areas. This includes storms, arid,  arctic, or volcanic areas, or outer space. Notably, these effects can be partially or fully negated through proper shelter, clothing, or magical aid.

Strong wind

While within a strong wind, creatures have disadvantage on ranged weapon attack rolls and Perception checks that rely on hearing. Flying creatures drift at the end of each one of their rounds as if affected by a Gust of Wind cantrip which can be negated by a Strength saving throw. In specific scenarios, strong winds raising dust, sand and other particles in the air might limit visibility, imposing disadvantage on Perception checks that rely on sight and all ranged attacks, or circumstantially prevent targeting over a certain distance.
A higher wind speed might move creatures and light unfastened items in a specific direction, like the effect of Gust of Wind (grabbing onto nearby objects or supports grants advantage on Strength saving throw required to negate that).

Extreme heat or cold

When the temperature is above 100 degrees Fahrenheit or below 30 degrees Fahrenheit (above 40 or below 0 degrees Celsius), extreme temperature kicks in. In these conditions, a creature must make a Constitution saving throw or gain levels of Exhaustion.
For heat, the DC starts at 5. Every additional hour raises the DC for the Constitution saving throw by another one. Wearing heat-shielding clothing and staying hydrated can give you advantage on this ST, resistance fire grants you advantage, immunity to fire allows you to save automatically, wearing heavy armor or clothing gives you disadvantage on it.
The DC to avoid frostbites is always 10, though you still make the save at the end of each hour. Using cold weather gear, just being adapted to the climate, or having resistance to cold damage grants you  you advantage on this ST. Immunity to cold damage lets you succeed the saving throw automatically.

Moving on ice: Ice counts as difficult terrain and halves your ground speed. If you walk onto it, you must make an Acrobatics check each round or fall prone (some specific items, like spiked shoes, may allow you to ignore this). If the ice is covering water, it can only support a certain amount of weight above which the ice breaks and load falls into frigid depths. Getting submerged into cold water causes you to start taking levels of exhaustion each round unless you succeed at DC 15 Constitution saving throws (same modifiers as frostbites): there's also the risk of drowning.

High altitude

Once you reach 10,000 feet above the ground on an Earth-like world, you begin to experience oxygen deprivation. Every hour of travel at above 10,000 feet counts as two hours for how long you can travel without becoming exhausted.
You can ignore this penalty after spending a month at a high altitude. This only works up to 20,000 feet; past that point, you need to be native to those altitudes.

Drowning and Suffocation

A character can hold their breath for one minute, plus one minute per Constitution modifier before they start suffocating. Once they do, they have a number of rounds equal to their Constitution modifier to find air. After that time, they drop to zero hit points and must start making death saving throws, unable to stabilize or heal until they can breathe.
Specific spells or magic items might negate the need to holding one's breath.

Fighting Underwater

If you get into a fight underwater, melee attacks have disadvantage unless you have a swimming speed or if the weapon is Piercing. In addition, range attacks can only be made within the first range increment and have disadvantage unless they are performed with Crossbows, or a spear-like thrown weapon, such as a Trident.
Impure or murky water might limit or impede visibility.
Magic itself is mostly unaffected by the water, but if the spell has Verbal components the caster must be able to speak and breathe underwater in order to cast it, and anything fully submerged has resistance to Fire damage.

Zero Gravity

While in zero gravity, creatures can use the magic normally (if they can speak), but melee and ranged weapons attacks push unfastened creatures 10 feet in the direction contrary to that of the attack at the end of their turn which can be negated by expending 10 feet of their movement as a part of their move action.
Creatures can use their flight speed to move in zero gravity if three's an atmosphere or use a Move action and pass and Acrobatics or Athletics check to kick off of a surface or an object to start moving in a straight line. Alternatively, a creature can climb along solid surfaces. In a vacuum a character must use magic or the conservation of momentum to move.

Potions Brewing

Using the variant Item Crafting rules, you can theoretically brew any potion in the game. Brewing potions is demanding, however, and requires several days or weeks of work to produce a single item.
In almost all cases, you will need the recipe and ingredients for a potion before you can make it. The DM decides whether or not it’ll be trivial to find these, which is usually the case for common or uncommon potions. Depending on your background, you might be better off; for example, a Whiterbloom Druid might have contacts that can get them the ingredients they need. Once you have the recipe and ingredients, you’re set to go.
Crafting any potion takes time, based on the rarity of the item.

According to Xanathar’s Guide to Everything, brewing a potion takes a number of workweeks, based on the rarity of the potion in question. This simply means how many 40 hour, five day weeks you must spend making an item. If it takes “days” to craft an item, this means you can make it over the course of several eight-hour days. Multiple crafters can help make the same item, cutting the time down significantly. For each additional crafter, you can divide the time by the number of people brewing the potion. This is especially useful later on, since it takes nearly six months to make an endgame potion.
You do not need to be in constant contact with your crafted item—like you’d need to be to attune to a magical item—in order to make it. You could start making a potion and come back to it after an adventure. That said, taking too long to create an item can come with complications. You need to be proficient in the tools required to craft the item. Proficiency in Alchemist’s Supplies or Herbalism Kit are safe bets for all potions, since they have the native equipment to handle almost all potion-making. That said, you can make arguments for different types of potions that let you use other tools; for example, you could make a Potion of Poison Resistance using a Poisoner’s Kit. In addition, your DM needs to agree that you could realistically find the materials and goods for an item. For instance, if you’re trying to brew a Potion of Giant Size—a Legendary-quality item—your DM might have you roll checks to gather ingredients or straight-up say that you don’t have access to the goods necessary for the item.

Suggested minimal levels for brewing

Potion rarity Minimal level
Common 1st+
Uncommon 4th+
Rare 8th+
Very Rare 12th+
Legendary 17th+

Crafting times and costs of potions

The most common potions to craft are healing potions. Characters that have proficiency with the Herbalism Kit tool (and have access to one and the appropriate reagents) can brew potions of healing significantly quicker.

Potion's name/rarity Time to craft Cost Healing
Potion of Healing One day 25 gp 10 (2d4+2)
Common Three days 25 gp
Potion of Greater Healing Three days 100 gp 20 (4d4+4)
Uncommon One workweek 100 gp
Potion of Superior Healing Three workweeks 1,000 gp 40 (8d4+8)
Rare Five workweeks 1,000 gp
Potion of Supreme Healing Six workweeks 10,000 gp 60 (10d4+20)
Very Rare 12 workweeks, three days 10,000 gp
Legendary 25 workweeks 50,000 gp

These times are half of what you’d need to craft a magic item of the same rarity. The prices are slashed in half, too, since potions are consumables (These prices and times are significantly less than any other item in Xanathar’s Guide to Everything).