Downtime Guide

Since there is mostly no time to do crafting during game time, we use **Downtime Points (DTP)** to handle activities that characters would accomplish between adventures. You gain DTP at the end of a game session depending on your participating characters level and the duration of the game.

 14-16
 17-20

## Logistics

The following activities necessitate a Keeper or Founder to supervise your rolls in **#dm-supervised-rolls**, verify the outcomes and provide you with further information: Buying magic items, Carousing, Crime, Gambling, Pit Fighting, Relaxation, Religious Service, Research and any crafting process that involve complications.

If you are unfamiliar with how a certain activity is handled feel free to ask a Keeper or Founder. All downtime activities have to be recorded in **#downtime-log**.

One DTP counts as one 8-hour day in character. One workweek is 5 DTP. Unlike gold pieces DTP are shared among all characters who belong to the player. DTP can be used for a multitude of things.

## Collaborating

Other characters may aid a character on a downtime activity, though all aiding characters must pay the respective downtime point cost. A character accompanying another on an activity can choose to give that character advantage on one check, so long as the helping character has proficiency in that skill, or make one check in place of that character.

A character with a companion may also gain a similar benefit though they must pay the respective downtime point cost for their companion as well.

## Travel

Some activities can’t be done in Luskan and therefore require travel to a major city like Neverwinter or Waterdeep. The following table shows the required GP and DTP cost to travel between the following cities and Luskan.

Keep in mind that the costs listed above are for one-way travel, which means that you will need to double the described cost. If you find yourself in one of these cities at the end of an adventure feel free to use what the city offers to you. While there are no DTP costs for travel in adventure sessions, you will need to find your way back to Luskan after your business is done.

You can calculate the downtime and gold cost for travel by using the following table (always round up):

 By sea

Speed is always calculated at a normal travel pace as other travel paces assume risks that are not easily reflected in downtime activity.

### Modifiers to Downtime Travel

 Phantom steed
 Aspect of the Beast (Elk)

# Downtime Activities

## Building a Stronghold

A character can spend time between adventures building a stronghold. A comprehensive, step-by-step guide for doing so can be found at Grand Designs: Luskan Edition.

## Buying & Selling Mundane Items

All of the equipment listed in the *Player's Handbook* is available for purchase at any time.

A character can sell mundane items for half the listed value. Every transaction must be logged in **#downtime-log**. Transactions or trades that occur between player characters must be logged in **#trade-log**.

**Investments:**

* A character with a Fancy Shop makes their sales at 75% of the listed price.

* A character with a Luxury Shop makes their sales at 100% of the listed price.

## Buying Magic Items & Components

*Requires travel to a major city.*

**Resources:** Finding magic items to purchase requires at least five downtime points of effort and expenses based on the difficulty of the items they are looking to purchase. Spending more time and money increases your chance of finding a high-quality item.

**Investments:** A character may spend an additional 100 gp or 5 DTP to add a +1 to one of their rolls to a maximum of +10.

**Checks:** The character makes three ability checks: Charisma (Persuasion), Intelligence (Arcana), and Wisdom (Insight).

**Failure:** If none of the checks are successful, the character(s) gain a complication.

#### Buying Crafting Ingredients

A character may use this downtime activity to purchase the crafting ingredient for a specific magic item that they have researched the crafting formula for successfully. The rarity of the ingredient is equivalent to the rarity of the item they wish to craft and the ingredient costs 25% of an item of that rarity. So long as they have enough successes to roll on a table of corresponding rarity, they may purchase the crafting ingredient.

#### Magic Item Price

 Uncommon
 Rare
 Very Rare
 Legendary

*\*Halved for a consumable item like a potion or scroll or the component for crafting a magic item of equivalent rarity*

DC 3d6+6
100gp
or
1 roll on Table B
or
1d4 rolls on Table B
or
1 roll on Table F
or
1d4 + 1 rolls on Table B
or
 Hard
DC 3d6+10
500gp
or
1 roll on Table G
or
 Nearly Impossible
DC 3d6+14
1000gp
or
1 roll on Table H
or
 Epic
3d6+18
2500gp
or
1 roll on Table I
or
1d4 rolls on Table I

 **Complications.** The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller.

Complications increase in the following fashion. For every check you make to shop for magic items, look for a buyer, or sell magic items in the same DM supervised session, the chance for complications to occur increases by 10%.

In addition, when you buy more exotic items, increase the complication chance by: Rare +10%, Very Rare +20%, Legendary +30%.

## Carousing

Resources: Carousing takes five downtime points of effort. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the access to the local nobility.

A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.

**Checks:** The character makes three ability checks: Charisma (Persuasion or Deception) and Wisdom (Insight), and a special Charisma check that has a bonus equal ½ the characters level.

**Failure:** If the character(s) receive no successes, they gain a hostile contact.

10 gp
Allied Contact
 Middle Class
50 gp
Allied Contact
 Upper Class
250 gp
Allied Contact
Allied Contacts

Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.

Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.

Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.

Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.

Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help.

You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play.

Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.

Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.

The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.

At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 0) plus ½ Proficiency bonus. Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.

**Complications.** Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.

## Crafting Mundane Items

**Resources:** In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many downtime points it takes to create an item, divide its gold piece cost by 10. A character can complete multiple items with a downtime point if the items’ combined cost is 10 gp or lower. Items that cost more than 10 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Note that poisons may only be crafted using a Poisoner's Kit, and the character(s) must have proficiency with it. The materials for poisons may only be acquired through a quest, or through a trade with another PC who has already acquired them.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

**Investments:**

* A character with Expertise in the Tool proficiency reduces the downtime point cost to craft Mundane items by 50%.
* A Fancy Smithy or Workplace reduces the downtime point cost to craft Mundane items by 50%.
* A character with the *fabricate* spell can create items up to 100 gp in value per casting of the spell. To create an item of greater value, multiple castings of the *fabricate* spell may be used.

**Checks:** None. 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. You need to make any judgment calls regarding whether a character has the correct equipment.

### Crafting Tuning Forks (Plane Shift)

Characters who know, are able to prepare, or otherwise have access to the plane shift spell are able to craft tuning forks for the purposes of planar travel.

A character may conduct specialized research as a downtime activity to learn the required information about a tuning fork.

In addition, when character undertakes a long rest on a plane they wish to create a tuning fork for, they may make an Intelligence (Arcana) check. If the check exceeds the corresponding DC (listed below), they learn the necessary information to craft a tuning fork for that plane. If the check fails, they may make another Intelligence (Arcana) check for every additional long rest they spend on the plane. Characters may ask to make the checks retroactively for long rests they have taken on other planes to learn the requirements for crafting a tuning fork.

Should a character undertake a quest to acquire a tuning fork, the difficulty of the quest should be scaled to the corresponding tier of difficulty.

 Shadowfell, Feywild, or Transitive Planes
 Inner Planes
 Outer Planes, Positive and Negative Planes
 Demiplanes and Other Obscure Planes

The tuning fork itself is considered a non-magical item.

## Crafting Magic Items

**Resources:** In addition to the appropriate tools for the item to be crafted, a character needs raw materials based on the rarity of the item as well as any necessary components. To determine how many workweeks it takes to craft the item, reference the table below.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

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. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

**Investments:**

* A character with Expertise in the Tool proficiency reduces the downtime points to craft Mundane items by 50%.
* A Fancy Smithy or Workplace reduces the downtime points to craft Mundane items by 50%.
* A Fancy Magical Laboratory reduces the downtime points to craft non-Potion Magic Items by 25%.
* A Basic or Fancy Alchemical Laboratory reduces the downtime points to craft Potions by 50%.
* A Fancy Alchemical Laboratory has a 10% chance for every 5 downtime points spent to craft an additional potion of the type being crafted.

**Checks:** None, requires Proficiency in the necessary Tool and the Arcana proficiency if crafting a Magical Item.

**Crafting Magic Items.** Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

### Magic Item Formula

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. A character may acquire a formula through an adventure or by successfully acquiring 3 pieces of lore from the Research downtime activity of a corresponding difficulty for that rarity of formula.  A character can only Research formula for RAW magic items, reskinned items are significantly less common and are awarded only from adventures.

### Magic Item Ingredients

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

 Uncommon
 Rare
 Very Rare

### Magic Item Crafting Time and Cost

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

A lot of armor and some weapons (guns) cost a significant amount on their own before enchantment. The cost of crafting magic armor and weapons equals the cost in gold and crafting time plus of the mundane item plus the cost of the rarity of magical enchantment listed below.

 Uncommon
 Rare
 Very Rare

*\*Halved for a consumable item like ammunition, a potion, or similar items.*

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a non-magical object and proficiency in the Arcana skill. More than one character may work together to craft an item contributing their individual skills to meet the requirements for its creation.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

**Complications.** Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

### Brewing Potions of Healing

Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table. A character does not need to undertake a quest to acquire the ingredients for brewing potions of healing.

 Greater Healing
 Superior Healing
 Supreme Healing

### Scribing a Spell Scroll

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

**Resources.** Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. 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 character’s known spells, in order to scribe a scroll of that spell.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

**Complications.** Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.

## Crime

*Requires travel to a major city.*

**Resources:** A character must spend one week and an amount of gold depending on the difficulty of the crime gathering information on potential targets before committing the intended crime.

**Investments:**

* A character may spend an additional 100 gp or 5 downtime points to add a +1 to one of their rolls to a maximum of +10.
* A character with a Rogue Training Area may add 1d8 to one of their checks.

**Checks:** To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

**Failure:** If only one of the checks is successful they gain a crime complication. If none of the checks are successful, the character(s) are caught and jailed. They each must pay a fine equal to twice the money spent for the downtime activity and must spend 1 downtime point in jail for each 25 gp of the fine. A DM overseeing Crime downtime may allow for a character to provide a service in place of jail time through a game.

100 gp
DC 3d6+6

+5% complication chance
 Hard
250 gp
DC 3d6+10

+10% complication chance
 Nearly Impossible
500 gp
DC 3d6+14

+15% complication chance
 Epic
1000 gp
3d6+18

+20% complication chance

**Complications.** A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character’s rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.

Regardless of success, there is a 10 percent chance of a complication due to the criminal activity. Every consecutive week of crime in the same city increases the complication chance by 10 percent.

## Gambling

*Requires travel to a major city.*

**Resources:** This activity requires five downtime points of effort plus a stake of at least 10 gp, to a maximum of 10,000 gp. The difficulty of the checks increases at certain points based on the stake the character put forward.

**Investments:** None.

**Checks:** The character makes three checks: Wisdom (Insight), Charisma (Deception or Intimidation), and Intelligence (gaming set). A character may substitute one check with Dexterity (Sleight of Hand) if they are looking to cheat.

**Failure:** If none of the checks are successful, the character(s) gain a gambling complication.

DC 3d6+6
(1d8 + Prof Mod)
 Hard (up to 2000 gp)
DC 3d6+10
(1d8 + Prof Mod)
 Nearly Impossible (up to 4000 gp)
DC 3d6+14
(1d8 + Prof Mod)
 Epic (up to 10000 gp)
3d6+18
(1d8 + Prof Mod)
(2d8 + Prof Mod)

**Complications.** Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, every consecutive week in a DM Supervised session increases the complication chance by 10 percent.

If a character was cheating, add 5 percent to the complication chance per difficulty level.

## Pit Fighting

Requires travel to a major city.

**Resources:** Engaging in this activity requires five downtime points of effort from a character.

**Investments:** A character with a Combat Training Area may add 1d8 to one of their checks.

**Checks:** The character makes two ability checks: Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation), and a special Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll doesn’t spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character’s weapons or a spell attack roll with a cantrip.

**Failure:** If none of the checks are successful, the character(s) gain a pit fighting complication.

DC 3d6+6
× 25gp
× 25gp
 Hard
DC 3d6+10
× 100gp
× 100gp
 Nearly Impossible
DC 3d6+14
× 250gp
× 250gp
 Epic
3d6+18
× 500gp
× 500gp
× 500gp

**Complications.** Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table.

## Relaxation / Recuperation

**Resources:** Relaxation requires five downtime points. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

**Investments:**

* A character who takes the Relaxation downtime activity within a Luxury Bath, Bedroom Suite, Bedrooms, may roll one saving throw with advantage on their next adventure, at which point this positive expires.
* A character with a Luxury Bath, Bedroom Suite or Bedrooms can recover faster from the side effects of resurrection, due to the calming surroundings. Each workweek (5 downtime points) spent here recovering from death counts for double.

Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

## Religious Service

**Resources:** Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character’s. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.

**Investments:**

* A character may spend an additional 100gp or 5dtp to add a +1 to one of their rolls to a maximum of +10.
* A character with a Fancy or Luxury Chapel gains advantage on one check.

**Checks:** The character makes three ability checks: Intelligence (Religion), Charisma (Persuasion), and Wisdom (Insight).

**Failure:** None.

DC 3d6+6
Minor Favors
 Hard
DC 3d6+10
Favors
 Nearly Impossible
DC 3d6+14
Major Favors
 Epic
3d6+18
Exceptional Favors
Exceptional Favors

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity’s intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.

**Minor Favor.** A minor favor would be limited to local influence, small challenges or support, or the use of a spell of 2nd level or lower.

**Favor.** A favor would be limited to regional influence, a moderate challenge or support, or the use of a spell of 4th level or lower.

**Major Favor.** A major favor would be limited to national influence, major challenges or support, or the use of a spell of 6th level or lower.

**Exceptional Favor.** An exceptional favor would represent support beyond the powers of a single nation or order, the use of a spell of 8th level or lower, a noticeable intervention of a deity, a powerful omen or vision, or a true miracle at a key moment.

Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character’s Charisma modifier (minimum of one unused favor).

**Complications.** Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every five downtime points spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.

## Research

*Requires travel to a major city.*

**Resources:** 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 and at least 50 gp spent on materials, bribes, gifts, and other expenses. See Places of Knowledge for a short list of Faerûnian libraries.

**Investments:**

* A character may spend an additional 100gp or 5dtp to add a +1 to one of their rolls to a maximum of +10.
* A character with a Fancy or Luxury Library gains advantage on one check so long as the specific subjects within the Library match the topic of Research.
* A Luxury Library provides additional benefits: it reduces the downtime required by 50% and a character may add an additional 1d6 bonus to one check.

**Checks:** The character makes three ability checks: Intelligence (Investigation), Intelligence (Arcana, Nature, or Religion), and Intelligence (History). A DM may ask for one of these to be substituted with a different skill check depending on the kind of research that is being performed.

**Failure:** None. Though a DM may provide information that is misleading or incorrect at their discretion.

**Difficulty:** The DM should set the difficulty for a specific piece of lore before a player begins rolling.

#### Common / Normal DC 3d6+6

**Examples:**

* Well known information about common creatures
* Recent public history and events for a region, city, or individual
* Formula for a Common or Uncommon magic item

#### Uncommon / Hard DC 3d6+10

**Examples:**

* Knowledge about uncommon creatures
* A guarded secret or event that is not public history or knowledge
* Something that only members of a specific organization may know
* Formula for a Rare magic item

#### Rare / Nearly Impossible DC 3d6+14

**Examples:**

* Something that happened a hundred or more years ago with very few surviving records
* A highly guarded secret or event that only members of a specific organization may know
* Formula for a Very Rare magic item

#### Esoteric / Epic DC 3d6+18

**Examples:**

* Only 1 or 2 individuals may know the information in all of Faerûn
* Exists only in a single esoteric tome kept in Candlekeep reserved only for the highest members of the order
* Something that happened millenia ago with nearly no surviving records

**Complications.** The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.

In addition, a character might run into other complications during research. Every work week spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

## Selling Magic Items

*Requires travel to a major city.*

**Resources:** A character can find a buyer for one magic item by spending five downtime points and an amount based on the rarity of the item to be sold, which is used to spread word of the desired sale. A character must pick one item at a time to sell.

**Investments:**

* A character may spend an additional 100gp or 5dtp to add a +1 to one of their rolls to a maximum of +10.
* A character with a Fancy Shop adds 5% to their sale price.
* A character with a Luxury Shop adds 10% to their sale price.

**Checks:** The character makes three ability checks: Wisdom (Insight), Charisma (Persuasion or Deception), and Intelligence (Arcana). The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later.

**Failure:** If none of the checks are successful, the character(s) gain a complication.

#### Magic Item Sale Price

 Uncommon
 Rare
 Very Rare
 Legendary

*\*Halved for a consumable item like ammunition, a potion, or scroll.*

#### Selling Healing Potions

Potions of healing fall into a special category for item selling, separate from other magic items.

 Greater Healing
 Superior Healing
 Supreme Healing

DC 3d6+6
plus
(1d6 + Prof Mod)
× 10%
(1d6 + Prof Mod)
 Rare item
DC 3d6+10
500gp
(1d6 + Prof Mod)
× 10%
(1d6 + Prof Mod)
 Very Rare item
DC 3d6+14
1000gp
(1d6 +Prof Mod)
× 10%
(1d6 + Prof Mod)
 Legendary item
3d6+18
2500gp
(1d6 + Prof Mod)
× 10%
(1d6 + Prof Mod)
× 10%

**Complications.** The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller.

Complications increase in the following fashion. For every check you make to shop for magic items, look for a buyer, or sell magic items in the same DM supervised session, complications increase by 10%.

In addition, when you sell more exotic items, increase the complication chance by: Rare +10%, Very Rare +20%, Legendary +30%.

## Training

*Requires travel to a major city.*

**Resources:** Determined by training activity.

**Investments:** None.

**Checks:** None.

**Failure:** None.

With enough time, funds and dedication adventurers can learn almost every language there is to learn and master every tool there is to master. Another factor is that you always need a teacher. For the languages and tool proficiencies listed in the PHB you can find teachers in every major city.

A character may also utilize the training activity to learn a rare language. These instances require a character to seek out a specialized teacher either through a quest or through additional downtime efforts.

#### Training time and cost

 Gain proficiency in a tool set

*\* You may reduce the time and gold spent in Training by your Intelligence modifier times 5dtp and 25gp when learning a new language or a tool proficiency. This does not apply when Training for Expertise.*

*\*\* Requires proficiency in the tool set.*

#### Finding a specialized teacher

A character needs to locate a teacher by completing a quest from a DM, and then spend the corresponding downtime listed in the table above for the respective activity.

**Complications.** Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table.

#### Training Complications

 2
 3
 5
 6

## Working

**Resources:** Performing a job requires five downtime points of effort.

**Investments:**

* A character with a Fancy Smith, Lab, or Workplace gains advantage on their Tool check.
* A character with a Fancy Shop increases their earnings by 25%.
* A character with a Luxury Shop increases their earnings by 50%.

**Checks:** To determine how much money a character earns, the character makes three ability checks: Charisma (Persuasion or Deception), Wisdom (Insight) or Intelligence (Investigation), and a Strength (Athletics), Dexterity (Acrobatics), Relevant ability using a set of tools, Charisma (Performance), or Charisma using a musical instrument.

**Failure:** None.

DC 3d6+6
× 5 gp
× 10 gp
 Hard
DC 3d6+10
× 25 gp
× 50 gp
 Nearly Impossible
DC 3d6+14
× 50 gp
× 100 gp
 Epic
3d6+18
× 100 gp
× 200 gp
× 300 gp

**Complications.** Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker’s life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.

#### Working Complications

 2
 3
 6