Downtime Activities

The structure of the Adventuring guild leaves a lot of time for characters "between jobs" or in the spaces between sessions. As a result, we have a few guidelines for things your characters are and are not allowed to do during this time.

**Downtime** is a resource mechanic we use to simulate what your character does between adventures. You earn downtime days at a rate of 2 per hours played in the guild, and you can spend them in many different ways, with more options on the way. Downtime is kept as a common pool among all your characters. You should keep track of your downtime days with a google document on your drive. You can also use the Adventurer’s Guild bot for tracking your downtime days, though keep in mind that the bot is not as reliable as other methods.

Your downtime days may be spent in a multitude of ways, as detailed below.

## Shopping

Your character may purchase common items from vendors around town at the standard Player's Handbook prices. These prices are established to keep balance and are not haggle-able (despite your character's +11 in persuasion stat.) Your characters may also sell common items, which can be sold for *half* of the standard purchasing price.

Along with PHB items, the AG also has a list of homebrewed mundane weapons that you can purchase in this way.

Your character *may not* purchase magical items in this way.

Your character also may not purchase healing potions. These are restricted to in-session only so that DMs have more control of the flow of healing potions. Healing potions, however, may be crafted by and traded among player characters as described in the Crafting page.

Shopping in this way does not require downtime days to be spent. To purchase or sell items, please log your activity in the #downtime-activities-log channel on the discord server.

## Learning

You can spend downtime days learning languages, instruments, artisan’s tools, and more.

 Gain Expertise\* in a Tool
 Gain Proficency in a language, gaming set, vehicle, or instrument

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*You must already be proficent in the tool to spend downtime days in this way

```

## Roleplay

Your characters are not locked into a singular "party" in the AG, and are instead free to roam around the world between jobs. In the discord server are plenty of text rp channels that can be used for this purpose. Please read the Roleplay Etiquitte page for more information on our roleplay system and the channels that we use.

## Trade

Did someone else get that +1 rapier you've been craving? An ally picked up a pair of sending stones and the two of you want to stay in contact? Lucky for you, trading among PCs is a common practice in the AG.

To trade an item with a friend, simply make a post in #trade-logs. The person you're trading to will then accept the trade, and, done! You've got yourself a new item.

*Please note that you cannot trade between your own characters*.

## Auction

Sometimes, a trade won't be free, and it will come with a price. You follow the same rules as the above, except in this case it works more like a transaction than a gift. You can discuss in the #auction channel what prices you'd like to sell for, what items you may have up for sale, and haggle (if you choose) from there. There are no limitations on what you can and cannot sell to other players, though you cannot trade or sell between your own characters.

## Spellcasting

You are allowed to use all of your class features between jobs, with the appropriate consequences. If you are casting a spell or using a feature or trait you have that has effects which carry into adventures or that affects another player, you must log its use in #downtime-activities-log for it to be considered official. You must also spend at least one one downtime day. For example, if you cast Find Steed between adventures, you must log that you spend 1 DTD to cast the spell, or else you can't use your steed from that casting of the spell in an adventure.

If you have the necessary spell slots and components, and the time to use the spells and features wouldn't push the entire process beyond 24 hours (Work requires 10 hours of each DTD spent on working), then you can use multiple features and spells with a single DTD.

Features and spells used with DTD can only be used in the town of Phandalin, the Waterdeep Guildhall, the Adventurer's Guild Outpost in Chult, or housing owned by the character. Exceptions to this rule may be allowed with permission from a member of our World Builder's team, please contact one of them to see what may be permissible.

## Working

You can spend downtime days working to earn gold with a skill or artisan’s tool you’re proficient or have expertise in. Each day spent earns you gold equal to 1d20 + your modifier in the chosen skill or tool.

You roll the dice adding what you are rolling for and then write an entry in the #downtime-activities-log channel, detailing how many days you spent, how much gold you earned, and which character did the work.

## Purchasing/Building A Home

Your character may purchase or build property in the Phandalin or Waterdeep areas. For more information on this system, see the Housing page.

## Learning Spells

If you are a wizard, or a warlock with the Book of Ancient Secrets, you may use the Library's vast compendium of spells to copy into your spellbook.

Adding spells to your own spellbook costs: 50gp and 2 hours per spell level. Spells under your chosen school of magic, if applicable, gain discounts accordingly.

To transfer a spell from yours to another, be it a back up or the public spellbook. It does take 1 hour and 10 gp per spell level.

Reference this spreadsheet for the current available spells in the library.

For copying spells, 1 downtime day equals to 10 hours.

## Crafting

Non magical items take half their gold cost to craft. When crafting a non magical item you can either craft up to your crafting modifier worth of gold in items per day, or it takes the amount of downtime days shown on the chart below. Whichever one is lowest. You need to be proficient in a relevant tool in order to craft something.

 Armor
 Adventuring Gear
 Arrows (20x)
 Tools

The AG has homebrew mundane weapons that can also be crafted or purchased in this way.

Whenever you want to acquire an item made out of non-standard materials, the price is doubled because of the difficulty to gather and work with unorthodox materials. If on any adventure you stumble upon the materials needed (amount needed represented by 2 times the material price of the item you want to build it into) then you can craft or pay somebody to craft the item for the normal crafting cost. A different tool may also be required to craft the item, such as woodcarver’s tools for an armor made of ironwood, or leatherworker’s tools for an armor crafted from the scales or carapace of a mighty monster.

Logging a crafting for non-magical items follows the same rules and requirements as that of magic item crafting.

**Magic Item Crafting** is our most expansive system for using downtime days. For information on this mechanic, see the Crafting page.