Researching

***Prerequisites:*** *A modifier of +1 or more in Arcana, History, Nature, or Religion, or the Researcher background feature.*

You are a scholar, and you are not only knowledgeable in one or more academic fields, but you also know how to obtain information you do not already know. You can use this feature to delve into lore concerning a creature, location, magic item, or some other topic, provided that you have access to a library, scriptorum, or an expert on the subject you are dealing with. You may be required to pay a fee to access this resource, depending on the situation.

Researching is a downtime skill; refer to the Downtime page for the rules on making downtime skill checks, progress clocks, and short, day, and multi-day activities.

## Conducting Research

Your **Researching Die** starts at **1d8**. When you are researching, you must decide what subject you are researching, how much time you want to spend doing your research, then you must roll a downtime skill check with your Researching die. If you succeed, you gain **Lore Points** based on which subject you chose to research. The maximum number of Lore points you can have in a subject equals your modifier for that skill (e.g. if you have Arcana +5 but Nature +1, you can gain up to 5 Arcana Lore points but only 1 Nature). Refer to the following table for results:

 Day Activity
 Multi-Day Activity

You may spend Lore points in the following ways during play, or at your DM’s discretion:

*(1 LP)* -- Discern the origin of an enchantment you are examining. You know what culture created it, and can tell what school of magic its effect most resembles.
 **History** | *(1 LP)* -- You may ask the DM a question related to a historical figure, hero, deity, country, city, or other landmark you name. The DM is obliged to answer truthfully; their answer must include common knowledge AND any relevant information that could plausibly be learned through research.
 **Nature** | *(1 LP)* -- Learn either the resistances, save proficiencies, ability scores, senses, languages, or AC of a species of Beast, Humanoid, Monstrosity, Giant, or Plant you name.
*(1 LP)* -- Learn the name of a common species of monster found in the area, and a basic description of their habits or appearance.
 **Religion** | *(1 LP)* -- Learn either the resistances, save proficiencies, ability scores, senses, languages, or AC of a species of Celestial, Fey, Fiend, or Undead you name.
*(1 LP)* -- Learn knowledge related to a particular commonly-worshipped deity, current or historical. This can include symbology, legends, prayers, rites, or other such information.
*(2 LP)* -- You use your research to aid in the casting of a ritual-cast spell. If the caster must make a check, subtract 3 from its DC. If the spell has a target which makes a saving throw, add 3 to the target’s DC.

### Leveling Up

Each time you fail to find what you seek, you are better armed for future quests for knowledge. You may fill a section of your Researching die’s progress clock each time you fail a research check which you spent a day activity or a multi-day activity completing your research.

### Familiar Resources

Once you have used a resource of knowledge for your research, you are familiar with its quirks and structure. After you have spent at least 2 days using the same library, scriptorum, sage, or other institution to do your research, you gain **+1d8** on any Researching downtime skill checks made using this resource. You gain an additional **+1d8** after you have spent a total of at least 10 days using this resource.

 Rules
 Equipment
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