Downtime Activities

After completing a quest, a Guildmember gets 1 week of downtime to do with as they
wish. This time can be used by any number of things from resting up, to
training. For every week that passes the Guildmember gains another week of
downtime. If this time is not used before you depart on another quest the time
is lost. You can only hold a MAXIMUM of 5 weeks of downtime at a time, any further weeks do not again you downtime.

### Crafting an Item

A character who has the time, money, and the tools can use
downtime to craft armor, weapons, clothing, or other nonmagical gear.

To craft an item a character needs raw materials equal to half the
items base cost. To determine how many weeks, it takes to create an item,
divide its gold piece cost by 50. Items that more than 50 gp can be completed
over longer periods of time, if the work in progress is not damaged.

Multiple characters can combine their efforts. Divide the time
needed to create an item by the number of characters working on it.

A character needs to be proficient with the tools needed to craft
an item and have access to the appropriate equipment. Everyone who collaborates
needs to have the appropriate tool proficiency.

 Herbalism kit
 Leatherworker's Tools
 Smith's tools
 Weaver's tools

### Crafting Magical Items

Crafting a magic item requires more than just time, effort, and
materials. It is a long-term process that involves adventurers to track down
lore and rare materials to create the item. Each magic item requires a unique reagent
to create the enchantment on the item. Finding out what reagents are needed can
be as challenging as getting the reagents themselves.

To craft a magic item, you must have the available level of spell
slot and be able to expend one of those spell slots each day you are working on
it. The table below details which rarities of items require which level spells.

 3rd
 5th
 7th
 9th

To complete a magic item, a character also needs whatever tool
proficiency is appropriate and the proficiency in the Arcana skill. They must
also expend the required number of downtime weeks.

 Uncommon
 Rare
 Very Rare
 Legendary

### Brewing Potions

In order to brew a potion, one must have access to the Garden
building which provides herbs and ingredients to create such potions.

Every week, the garden
provides enough ingredients to make 2 potions off the following list:
alchemist's fire, elixir of health, oil of slipperiness, philter of love,
potion of animal friendship, potion of climbing, potion of diminution, potion
of fire breath, potion of healing, potion of growth, potion of
resistance(random), or potion of water breathing. After the herbs have been
pick each potion must be successfully brewed with an alchemist supplies check
with a DC equal to the number on the table below. A failure destroys the
gathered herbs used to brew that potion until they regrow.

Potion of Health
Potion of Climbing
 Potion of Animal Friendship
Potion of Water Breathing
Potion of Growth/Dimunution
 Elixir of Health, Oil of Slipperiness
Potion of Fire Breath
 Philter of Love,Potion of Resistance(random)

### Building a Structure

A character can spend money to purchase the land, materials, and labor to build a structure in Guildtown. The list of structures that can be built and their benefits can be found here: Guildtown Buildings. Even if a player does not spend Downtime to build a structure it will gain progress on being built. However, a character can commit Downtime to assist in construction. If the player has Mason's Tools, Carpenter's Tools or Smith's Tools they can spend one week of Downtime to speed up the construction of the building by 1/2 a weeks worth.

### Training

Given enough free time and the and
the services of an instructor, a character can learn a language or pick up a
proficiency with a tool, or weapon.

Receiving training in a language or
tool takes at least 10 workweeks, but this time is reduced by several weeks
equal to the character’s Intelligence modifier. Time to gain proficiency with a
weapon is not reduced by Intelligence. Training costs 25 GP per workweek.

If you choose to you can train
weapons in the fighting arena for an additional 50GP fee. Training in the
fighting arena makes each week of training count as double.

### Research

Research is a powerful tool that arms the studious adventurer with
the most powerful weapon, knowledge. The research downtime activity allows a
character to delve into lore concerning a monster, location, or magic item.

Typically, a character needs access to a library or a sage to
conduct research. Assuming such access is available conducting research
requires one workweek of effort.

The character declares the focus of the research – a specific
person, place, or thing. After one workweek, the character makes an
Intelligence check with a +1 bonus per 100gp spend on additional research
materials, to a maximum of +6. In addition, a character who has access to a
particular piece of information on the subject gains advantage on the roll. The
outcome is determined by the table below.

 6-10
 11-20
 20+

### Scribing a Scroll

With time and patience, a spellcaster can transfer a swell to a
scroll, creating a spell scroll.

Scribing a scroll takes an amount of time and money related to the
level of the spell the character wants to scribe. In addition, the character
must have proficiency in the Arcana skill and must provide any material components
required for the casting of the spell. Moreover, the character must have the
spell prepared, or it must be among the characters know spells, to scribe a
scroll of that spell.

The gold and time requirements are listed below. If the scribing
is done in a arcanist study of the same school as the spell the time
requirement is halved, the time requirement is also halved if you possess the
Wizard Savant feature for that school of magic, these bonuses do not stack. If you possess the Wizard Savant feature for that school of magic the gold cost is also halved.

### Work

An adventurer can turn to an honest trade to earn a living. This
activity represents a character’s attempt to find temporary work, the quality
and wages of which are difficult to predict.

To determine how much money a character earns, the character (usually) makes
an ability check with a relevant skill or tool, and generates gold based on that
ability check. Consult the table below to see available jobs.

 Isaac's Smithy
 Hagg's Rages
 Purgatorium
 Balgus' Bountiful Brewery
 Yuh Boi and Benis’ Big Bouncy Battle Box for Buff Battlin’ Boys