Downtime

While questing is the staple of an Adventurer, they don't spend all day every day on epic quests. There's so many other things they can do on a daily basis, from religious service, to crafting customer gear, to spending time in the fighting pits to make some gold!

Each activity requires you to spend a number of hours and Downtime Points (see below) to complete the activity. Some activities have rewards, and risks associated with them!

### **Downtime Environments**

Some activities can only be performed when you're in certain environments (i.e. you can't spend downtime carousing when you're in the middle of the woods!) All the activities are categorized as either Wilderness, Urban, or Both.

### **Downtime Points**

Your character has a well of mental and physical energy that they can pull from to perform tasks, such as working or socializing. When that energy runs out, they need to rest and regain their energy.

Downtime Points represent the energy your character has to expend before they must take a Long Rest. There are three types of Downtime Points: Physical, Stamina, and Mental.

**Physical Downtime Points** = *Strength Modifier + Dexterity Modifier*

**Stamina Downtime Points** = *8 + Constitution Modifier*

**Mental Downtime Points** = *Intelligence Modifier + Wisdom Modifier + Charisma Score Modifier*

### **Downtime Expenses**

Certain activities have an expense (in gold pieces) that must be spent in order to complete the task. This represents the funds required to accumulate materials.

### **Downtime Skill Checks**

Some downtime activities require a skill check be completed in order to resolve the task and gain the benefits. For some tasks, failing the skill check can have negative repercussions!

Below are all the activities you can partake in during downtime!

## **Animal Companion Care & Training**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Both
* **Expenses:** *special, see below*
* **Skill Check:** *special, see below*

Animal Companions are a key element of life. While wizards and sorcerers can use spells are used to do mundane things, when non-casters need a bit of string to finish sewing they send their swallow off to do it, or their heron to fish. They have dogs that pull, push, fetch, hunt, fish, carry, and many other tasks. Bonds with goats, rams, dogs, birds and horses are quite common across the world as well.

You'll need to spend downtime hours Bonding with an Animal Companion to earn their trust. After you do so, you'll need to care for them daily, and have the option of training them as well.

For more information about Animal Companions, see Animal Companions.

### **Bonding**

A PC can either purchase a Companion, or domesticated beast or a wild one. Domesticated horses, donkeys, dogs, cows, and similar creatures are assumed to have such training and therefore will already be level 1 in one of the classes.

Each new companion takes a number of Downtime Hours, Mental Points, and rations equal to their Creature Point cost to establish a bond. Once this bond is forged, it can only be broken by death. Once a player bonds with a Creature, they can begin training them in the Animal Companion class of their choosing.

### **Care**

Your animal companions need to be cleaned, and cared for overall. You must expend one hour of downtime and 1 Mental Point per day to feed, water, clean, and cuddle your animal companions, or risk their health.

The amount of food and water your animal companion need depends on their size.

 Tiny
 Small
 Medium
 Large
 Huge
 Gargantuan

### **Training**

Expend one downtime hour and 1 Mental Points as your character spends training your Companion, and 1 day of rations as treats to train your Companion. Afterwards, do a **Wisdom (Animal Handling)** check.

You can gain a bonus to this roll by expending more rations to give as treats - for each additional ration you expend, you gain a +1 to the **Wisdom (Animal Handling)** check. Additionally, for every extra hour of Downtime (and equivalent amounts of Mental Points) you expending, you gain a +1 to the **Wisdom (Animal Handling)** check.

On a success, your Companion gains 1 experience point. The DC for your Animal Handling Roll is Determined by their C.R.

## **Artistry**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Both (if supplies, tools, and materials are available)
* **Expenses:** 50 gp.
* **Skill Check:** Tool Check.

### **Alchemy**

*Requires proficiency with Alchemist's Supplies.*

You can use your Alchemist's Supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap.

### **Brewery**

*Requires proficiency with Brewer's Supplies.*

 You can use your Brewer's Supplies to craft beer, or purify water. Each hour produces 1 gallon.

### **Calligraphy**

*Requires proficiency with Calligrapher's Supplies.*

You can use your Calligrapher's supplies to examine scripts and determine if they are legitimate, determine a writer's state of mind, or draft legal documents. You can also use this time to determine a map's age, whether a map includes hidden messages, or similar facts.

### **Carpentry**

*Requires proficiency with Carpenter's Tools.*

You can use your experience with carpentry to identify the origin of wooden buildings or objects, discover irregularities and weakness, or fortify a door or window - doing so in a room your home decreases the Theft DC of that room by 1 per hour spent fortifying it.

### **Cartography**

*Requires proficiency with Cartographer's Tools.*

Spending downtime with your Cartographer's Tools can allow you to unearth more detail information about maps - such as spotting hidden messages,discern if a map is fake, estimate a direction and distance to a landmark, identifying when the map was made to determine if geological features have changed since then, and so on.

You can also use your Cartographer's Tools to draw a map as you go, ,or fill in missing parts of a map.

### **Cobblery**

*Requires proficiency with Cobbler's Tools.*

You can use an hour of Downtime with your Cobbler's Tools to repair your companion's shoes. After doing so, that creature can travel up to 10 hours a day without making saving throws to avoid exhaustion.

You can also use this downtime to craft a hidden compartment in a pair of shoes. **Doing so takes 8 hours (1 Mental Downtime Point per hour)**. This compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC required for others to find the compartment you make.

### **Cooking**

*Requires proficiency with Cook's Utensils.*

When you spend an hour of downtime using your Cook's Utensils, you can prepare a tasty meal. When consumed during a Short Rest, you and up to five creatures of your choice regain 1 extra hit point or downtime point per Hit Die spent during that short rest.

### **Disguising**

*Requires proficiency with the Disguise Kit.*

You can spend an hour of downtime to create a disguise. You can only carry one such disguise once you have created it, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. These disguises can be for covering an injury or distinguishing mark, or even to copy another humanoid's appearance.

### **Forgery**

*Requires proficiency with the Forgery Kit.*

You can spend an downtime to produce a forged document. Each hour spent doing so produces another page of said document. When you are done, you make an Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

### **Herbalism**

*Requires proficiency with the Forgery Kit.*

You can spend an hour gathering herbs and craft one dose of one of the following salves.

**Salve of Spare the Dying:** this remedy clots blood quickly to prevent bleed out. Applied as an action to a creature below 0 hit points brings them to 0 hit points at the beginning of their turn.

**Salve of Minor Healing:** applied to a creature’s wounds as an action heals 1d4 hit points, it doesn't count as magical healing. It can only be used on a creature once per day.

**Salve of peaceful rest:** when you sleep you do so peacefully and you recover from exhaustion by double the normal amount.

**Climbing glue:** a salve spread on hands or feet that gives advantage on athletics climbing checks

**Irritant salve:** can be applied to a weapon as an action. Con saving throw DC 16 or the target has swelling, blisters and irritation if it comes into contact with skin deals 1 damage and gives disadvantage on the target’s next spell concentration check.

**Antiseptic salve:** applied on infected wounds reduces swelling and inflamed flesh and allows the wound to heal naturally.

**Feverfew Brew:** Drinking this tonic delays the onset of disease and fever by 24 hours and has a 50% chance to cure it after your first long rest.

**Anti-venom:** Applied to a wound as an action, this salve will cure most snake bites.

### **Jewelry**

*Requires proficiency with the Jeweler's Tools.*

You can spend an hour using your Jeweler's Tools to appraise gems or gem-encrusted items to determine their value or history, or modify the gem's appearance.

### **Leatherworking**

*Requires proficiency with Leatherworker's Tools.*

When you spend an hour of downtime examining a hide or leather item, you can determine the source of the leather and any special techniques used to treat it.

### **Masonry**

*Requires proficiency with Mason's Tools.*

When you spend an hour of downtime with your Mason's Tools, you can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. You can also spot weaknesses, allowing you to deal double damage to such structures with your weapon attacks.

### **Painting**

*Requires proficiency with Painter's Supplies.*

You can spend an hour of downtime examining any wor of akrt to uncover any lore that is attached to it. Alternatively, you can produce a simple work of art - and even embed a hidden message!

### **Pottery**

*Requires proficiency with Potter's Tools.*

You can spend an hour of Downtime utilizing your Potter's tools to craft a mundane clay item, or examine pottery shards to determine an object's original, intact form and likely purpose.

### **Smithing**

*Requires proficiency with Smith's Tools.*

You can use an hour of downtime with your Smith's Tools repairing gear if you have access to an open flame hot enough to make metal pliable. Doing so restores 10 hit points to a damaged metal object for each hour. You can sharpen a dull blade, repair a suit of armor, or even sunder a nonmagical metal object.

### **Tinkering**

*Requires proficiency with Tinker's Tools.*

During an hour of downtime, you can restore 10 hit points to a damaged object for each hour of work. In order to do so, you need access to raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make metal pliable.

### **Weaving**

*Requires proficiency with Weaver's Tools.*

Spending an hour of Downtime with your Weaver's Tools allow you to spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Alternately, you can use an hour of downtime with your Weaver's Tools to repair a single cloth object, or craft an outfit for a creature - so long as you have access to sufficient cloth and thread.

### **Woodcarving**

*Requires proficiency with Woodcarver's Tools.*

During an hour of downtime, you can repair a single damaged wooden object, or craft up to five hours - so long as you have enough wood on hand.

You can also use this time to craft a small wooden figuring, or carve an intricate pattern in wood.

## **Buying a Magic Item**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** 100 gp.
* **Skill Check:** Charisma (Persuasion)

Purchasing a magic item requires time and money to contact people willing to sell items. Even then, there is no guarantee they will have he desired items. After **expending 1 hour of Downtime, 1 Mental Point, and 100 gp** to find a magic shop with items of interest, make a **Charisma (Persuasion)** check.

You can gain a bonus to this roll by expending more gold to track down magic items - for each additional 100 gp you expend, you gain a +1 to the **Charisma (Persuasion)** check. Additionally, for every extra hour of Downtime (and equivalent amounts of Mental Points) you expending, you gain a +1 to the **Charisma (Persuasion)** check.

*Typically the DM will roll as instructed by the Results column, but Players are more than welcome to.*

 1-5
 6-10
 11-15
 16-20
 21-25
 26-30
 31-35
 36-40
 41+

Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item—such as a potion or a scroll—when using the table to determine an asking price.

*Typically the DM will roll to determine the price of the item, but Players are more than welcome to.*

 Uncommon
 Rare
 Very Rare
 Legendary

### **Complications**

The magic item trade is fraught with dangers. The large sums of money involved, and the power offered by a magic item, attract thieves, con artists, and other villains.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Carousing (find New Contacts)**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** *special, see below*
* **Skill Check:** you can choose between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion).

Carousing is a good default downtime activity for most characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at the local pub?

Carousing covers an hour of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 2 sp to cover expenses, or 2 gp for the middle class. Carousing with the upper class requires 10 gp for the night and 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, as DM, judge that the character has made sufficient contacts.

After a an hour of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check and consult the Carousing table.

 1-5
 6-10
 11-15
 16-20
 21+

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

A harmful contact might point the town guard in the character’s direction or argue with a character who tries to rally the town to a cause. Helpful contacts stand by the character and help in any way possible.

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

Middle-class contacts include guild members, spellcasters, town officials, and other folk who would frequent more upscale establishments.

Upper-class contacts are nobles and their direct servants. Carousing in this case covers formal banquets, state dinners, and the like.

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 8

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 8

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

You can assign specific NPCs as contacts. Alternatively, you can allow the player to make an NPC 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.

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 a dramatic moment.

### **Complications**

Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Crafting an Item**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Urban
* **Expenses:** *Special, see below*
* **Skill Check:** None

If you can’t buy or find the item you need, you can attempt to craft it.

### **Resources Required**

A character needs the appropriate tools for the item to be crafted, and raw materials worth half of the item’s selling cost. To determine how many hours it takes to create an item, divide its cost by 50. A character can complete multiple items in a day if their combined cost is 50 gp or less.

For items that cost more than 50 gp, a character can complete them over long periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. 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. The following table provides some examples.

 Leatherworker’s tools
 Smith’s tools
 Weaver’s tools

A character can sell items crafted in this way at their listed price.

### **Crafting Magic Items**

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

Potions of healing and spell scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing” in the next part of this section and “Scribing a Spell Scroll” section.

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. 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 in the Elemental Plane of Water. Finding that material is its own adventure, as they're usually not available in most stores.

The Magic Item Ingredients table indicates 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. The creature might guard a place or resource that the characters need.

 Common
 Uncommon
 Rare
 Very Rare
 Legendary

In addition to facing a specific creature, creating an item comes with a gold piece cost needed for 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.

 Common
 Uncommon
 Rare
 Very Rare
 Legendary

To make a magic item, a character also needs whatever tool proficiency is appropriate, as is normal for crafting any object, or the character needs proficiency in the Arcana skill.

### **Brewing Potions of Healing**

Potions of healing fall into a special category for item crafting, separate from other magic items. A character proficient with the herbalism kit can create them. The time and money needed to create such a potion is summarized on the Potion of Healing Creation table.

 Healing | 25 gp
 Greater Healing | 100 gp
 Superior Healing | 1,000 gp
 Supreme Healing | 10,000 gp

### **Complications**

Most of the complications involved in creating an item, especially a magic one, are linked to the difficulty in finding rare items needed to complete the work. The complications a character might face as byproducts of the process of creation are most interesting when the characters are working on a magic item. It’s unlikely that a suit of armor or a pair of boots can cause serious complications for a character’s life

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Crime**

* **Downtime Points per Hour:** 1 Physical
* **Environment:** Urban
* **Expenses:** 25 gp
* **Skill Check:** *Special, see below*

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.

The character must make a series of checks, **with one DC for all the checks** determined by the profit sought from the crime. **The chosen DC can be 10, 15, 20, or 25.** Successful completion of the crime yields a number of gold pieces based on the chosen DC, as shown on the Loot Value table.

To attempt the crime, the character **makes three checks**:

1. Dexterity (Stealth),
2. Dexterity with thieves’ tools, and
3. The player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

If **none of the checks succeed**, the character is caught and jailed. The character must pay a fine equal to the potential payout and must spend one week in jail per 25 gp value. If **one check succeeds**, the heist fails but the character escapes, though there are complications. If **two checks succeed**, the heist is a partial success, netting the character half the payout. If **all three succeed**, the character earns the full payout.

 10
 15
 20
 25
in town

### **Complications**

A life of crime is filled with complications. **Whenever a character succeeds at only one check, there will be complications.** Only the DM will determine **what** the complications are.

## **Gambling**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** 100 - 1,000 gp (depending on how much you
* choose to bet)
* **Skill Check:** *special, see below*

Games of chance are a way to make a fortune, but perhaps a better way to lose one. The player must make a series of checks, with a **DC determined at random** based on the quality of the opposition that the character runs into. Part of the risk of gambling is that you never know who might end up sitting across the table from you.

The character **makes three checks**:

1. Wisdom (Insight),
2. Charisma (Deception), and
3. Charisma (Intimidation).

The **DC** is 5 + 2d10, generating a separate **DC** for each check. Consult the Gambling Results table to see how the character does.

 1 success
 2 successes
 3 successes

### **Complications**

Gambling tends to draw a variety of unsavory characters. The potential complications involved in it come from run-ins with the law and various criminals tied to it.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Hunting & Gathering**

* **Downtime Points per Hour:** 1 Physical
* **Environment:** Wilderness
* **Expenses:** *Special, see below*
* **Skill Check:** Wisdom (Survival)

You can spend an hour of downtime either Fishing, Foraging, Hunting, or Trapping. Each hour doing so allows you to gather a number of rations dependent on the **Wisdom (Survival)** check. Fishing and Trapping require you to expend rations, and will yield more food as a result. Foraging and Hunting don't require you to expend rations, but have slightly smaller yields.

Alternatively, you can spend an hour finding water and filling any containers you have with you.

### **Environments**

Of , not all environments are abundant in plant & animal life. Harsher environments will impose a negative modifier to your **Wisdom (Survival)** check, as indicated in the Hunting & Gathering Environments table below.

### **Fishing**

***Requirements**:* *a container, at least 1 ration,* *a Fishing pole, must be near water.*

After expending 1 hour of Physical Downtime and 1 ration, do a **Wisdom (Survival)** check to see how successfully you caught fish. You can gain a bonus to this roll by expending more rations to lure fish - for each additional ration you expend, you gain a +1 to the **Wisdom (Survival)** check. Additionally, for every extra hour of Downtime (and equivalent amounts of Physical Points) you expending, you gain a +1 to the **Wisdom (Survival)** check.

Each fish can be prepared into 1 day of rations.

 1-10
 11-15
 16-20
 21-25
 26+

### **Foraging**

***Requirements**:* *a container*

After expending 1 hour of Physical Downtime , do a **Wisdom (Survival)** check to determine how many plants you were able to identify as edible and collect. Additionally, for every extra hour of Downtime (and equivalent amounts of Physical Points) you expending, you gain a +1 to the **Wisdom (Survival)** check.

 1-10
 11-15
 16-20
 21-25
 26+

### **Hunting**

***Requirements**:* *a container*

After expending 1 hour of Physical Downtime, do a **Wisdom (Survival)** check to determine if you were able to successfully track down and kill a beast. Additionally, for every extra hour of Downtime (and equivalent amounts of Physical Points) you expending, you gain a +1 to the **Wisdom (Survival)** check.

 1-10
 11-15
 16-20
 21-25
 26+

### **Trapping**

***Requirements**:* *a container, at least 1 ration,* and 10 feet of rope.

After expending 1 hour of Physical Downtime and 1 ration, do a **Wisdom (Survival)** check to see how successful your trap was. You can gain a bonus to this roll by expending more rations to lure beasts - for each additional ration you expend, you gain a +1 to the **Wisdom (Survival)** check. Additionally, for every extra hour of Downtime (and equivalent amounts of Physical Points) you expending, you gain a +1 to the **Wisdom (Survival)** check.

 1-10
 11-15
 16-20
 21-25
 26+

### **Collecting Water**

***Requirements**:* *a container*

After expending 1 hour of Physical Downtime, do a **Wisdom (Survival)** check to determine if you were able to successfully locate clean water and fill your *containers*. Additionally, for every extra hour of Downtime (and equivalent amounts of Physical Points) you expending, you gain a +1 to the **Wisdom (Survival)** check.

 1-10
 11-15
 16-20
 21-25
 26+

You can only collect enough water to fill all available *containers.*

### **Complications**

Of course, there can always be complications when relying on nature for sustenance. You may find that the berries you collected are poisonous, the water tainted with bacteria, or accidentally disturb a mother bear protecting her cubs.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Perform**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** special, see below
* **Skill Check:** Charisma (Performance)

Some people were born for the stage. Others, not so much. Your character has the opportunity to try their hand at performing for others. No stage is free, so if you'll need to expend 5 gp to perform for the lower class, 20 for middle class, and 100 for upperclass.

At the end of your hour, roll a Charisma (Performance) roll to determine how successful your show was, and how much gold you were able to earn.

 1-10
 11-15
 16-20
 21+

### **By Popular Demand**

If you have the By Popular Demand feature, you don't have to pay anything to perform at the locations of your choosing!

### **Complications**

d

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Pit Fighting**

* **Downtime Points per Hour:** 1 Physical
* **Environment:** Urban
* **Expenses:** none
* **Skill Check:** special, see below

This downtime activity covers boxing, wrestling, and other nonlethal forms of combat. If you want to introduce an arena with battles to the death, use standard combat rules.The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. The challenge in pit fighting lies in the mystery of your opponents.

The character makes **three checks**:

1. Strength (Athletics),
2. Dexterity (Acrobatics), and
3. Wisdom(Insight).

The **DC** is 5 + 2d10, generating a separate **DC** for each check. Consult the Pit Fighting Results table to see how the character does.

 1 success
 2 successes
 3 successes

### **Complications**

Characters involved in pit fighting must deal with their opponents, the folk who bet on matches, and with the matches’ promoters.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Property Management**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Urban
* **Expenses:** *special, see below*
* **Skill Check:** *special, see below*

Property Management encompasses 3 different activities: Finding Hirelings, Paying Upkeep Costs & Collecting Property Income, and Supervising Your Business.

These activities are only doable if you own property (see Real Estate).

### **Find Hirelings**

To find hirelings to maintain your property and run your businesses for you, you have to post on notice boards, write to the Estela News newsletter, etc. After **expending 1 hour of Downtime, 1 Stamina Point, and 5 gp** to find hirelings, make a **Charisma (Persuasion)** check.

You can gain a bonus to this roll by expending more gold to spread the word of the job openings through more avenues - for each additional 5 gp you expend, you gain a +1 to the **Charisma (Persuasion)** check. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the **Charisma (Persuasion)** check.

Your **Charisma (Persuasion)** check to Find Hirelings will determine how many eligible hirelings you find.

 6-10
 11-15
 16-20
 21-25
 26+

### **Paying Upkeep Costs & Collecting Property Income**

Daily Upkeep cost includes everything it takes to maintain the property and keep things running smoothly, **including the salaries of hirelings**. If the property earns money (by charging fees, collecting tithes or donations, or selling goods) it can offset maintenance costs, or even turn a profit (see Income below).

If the daily upkeep isn't paid, the business won't be able to provide the services required to earn an income.

**At the beginning of each week (the 1st, 9th, 27th, and 25th of each month)**, you must spend an hour of downtime paying the upkeep cost and collecting your property's income. If the upkeep cost isn't paid, the business won't be able to provide the services required to earn an income.

**You make a roll to see how much money your business makes (or loses).** You make this roll regardless of whether you are spending your downtime running the business or not. One of the NPCs on your staff is assumed to be managing the business if your PC is not available. The DM may elect to make this roll in secret and inform you of the results when you return from adventuring. Absent other factors, the DM determines how trustworthy the NPC is, so PCs are advised to hire NPCs they already trust to run their business for them to avoid embezzlement.

 **91+** | You cover your upkeep and make 200% of your income each day in profits.

### **Supervising Your Business**

You can spend time working in your business along with your hirelings. Spending 1 hour and 10 gp will grant you a +1 to your **Income Collection** roll at the end of the week. This bonus stacks, but the total bonus for time and money spent can’t be greater than +50.

### **Complications**

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Reconnaissance**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Both
* **Expenses:** 20 gp
* **Skill Check:** Wisdom (Insight) or Wisdom (Perception)

If your character wants to do some sleuthing to learn **information** about a person, place, or thing via spying, they can spend an hour of downtime on Reconnaissance. Reconnaissance is a mission to obtain information by visual observation or other detection methods, about the activities and resources of an enemy or potential enemy, or about the geographic characteristics of a particular area. The key aspects of this process are ensuring that we gather the maximum amount of information possible, while not being detected.

After spending one hour and 20 gp on supplies, your character makes a Wisdom (Insight) or Wisdom (Perception) check to determine how much information you learn.

The character declares the focus of the reconnaissance—a specific person, place, or thing. After an hour of reconnaissance, a character makes an Wisdom (Insight) or Wisdom (Perception) to determine how much information they are able to learn.

The character gains a +1 bonus for every hour beyond the first spent on reconnaissance and a +1 bonus for every 20 gp spent on this task. The total bonus for time and money spent can’t be greater than +10.

Determine how much lore a character learns using the Reconnaissance table.

 1-5
 6-10
 11-20
 21+

Each piece of useful information is the equivalent of one true observable statement about a person, place, or thing. Examples include knowledge of a creature’s residence, daily routine, sex, age, ethnic background, and the like. You can also learn some information about the staffing or security features of a specific building.

Alternatively, a player can track how many nonspecific pieces of information have been accumulated by their character. At any time during play, the player can expend a piece of information to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant information.

At one time, a character can have a number of unexpended nonspecific pieces of information no higher than 1 + their Wisdom modifier (minimum of one piece of information).

### **Complications**

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Religious Service**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** none
* **Skill Check:** The character chooses to make either an Intelligence (Religion) or a Charisma (Persuasion) check.

Characters with a religious bent might wish to spend their downtime in service to a temple. This activity has the chance of winning the favor of the temple’s leaders. The character chooses to make either an Intelligence (Religion) or a Charisma (Persuasion) check. The result of the check determines the benefits of service, as shown on the Religious Service table.

Additionally, for every extra hour of Downtime (and equivalent amounts of Mental Points) you expending, you gain a +1 to the Intelligence (Religion) or Charisma (Persuasion) check.

 1-10
 11-20
 21+

A favor is a promise for future assistance. It can be expended to ask the temple for help in dealing with a problem, for political or social support, or to reduce the cost of cleric spellcasting by 50 percent. At one time, a character can have a number of unexpended favors no higher than 1 + their Charisma modifier (minimum of one favor).

### **Complications**

Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. Serving a temple risks a character’s becoming embroiled in such struggles.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Research**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** 100 gp
* **Skill Check:** Intelligence (Investigation)

Forewarned is forearmed. The research activity allows a character to delve into **lore** concerning a monster, location, magic item, or some other topic. Research requires one hour of work and at least 100 gp spent on materials, bribes, gifts, and other expenses. Typically, a character needs access to a library or sage to conduct research.

The character declares the focus of the research—a specific person, place, or thing. After spending the Downtime to research, a character makes an Intelligence (Investigation) check with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +6. In addition, a character with access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research table.

 1-5
 6-10
 11-20
 21+

Each piece of useful lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. For a monster or an NPC, you can reveal elements of stats or personality. For a place, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.

Alternatively, a player can track how many nonspecific pieces of lore have been accumulated by their character. At any time during play, the player can expend a piece of lore to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant lore.

At one time, a character can have a number of unexpended nonspecific pieces of lore no higher than 1 + their Intelligence modifier (minimum of one piece of lore).

### **Complications**

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

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Resting**

* **Downtime Points per Hour:** none
* **Environment:** Both
* **Expenses:** none
* **Skill Check:** none

Sometimes, the best thing a character can do between adventures is relax. Whether a character wants a hard earned vacation or needs to recover from injuries, this is the ideal option for adventurers who need a break.

### **Short Rest**

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

### **Long Rest**

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

## **Scout The Land**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Wilderness
* **Expenses:** none
* **Skill Check:** Wisdom (Perception)

After you spend an hour of downtime scouting out the local terrain, make a Wisdom (Perception) check. On a success, you gain a bonus to your next Hunting & Gathering check, or your next Wisdom (Survival) check to navigate.

### **Complications**

The

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Scribing a Spell Scroll**

* *Must be able to cast at least 1 spell.*
* **Downtime Points per Hour:** 1 Mental
* **Environment:** Both
* **Expenses:** *Special, see below.*
* **Skill Check:** Intelligence (Arcana)

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. This activity represents the time and effort it takes to produce such an item.

Scribing a spell scroll takes time and money based on the level of the spell you wish to scribe, as shown in the Spell Scroll Costs table. You must also provide any material components required by the spell. Moreover, you must have the spell prepared or among your known spells in order to scribe a scroll of it, and you must have proficiency in the Arcana skill.

If you scribe a cantrip, the version on the scroll works as if the caster is 1st level.

### **Complications**

Crafting a scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed to scribe a scroll.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Selling an Item**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** 5 gp
* **Skill Check:** Charisma (Persuasion)

Selling your treasure is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.

Finding a buyer for one of your items requires one hour of work and 5 gp in expenses, spent to spread word of the sale. You must pick one item at a time to sell. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt to not sell, instead wasting the hour and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.

 Common
 Uncommon
 Rare
 Very Rare
 Legendary

 1-10
 11-20
 21+

### **Complications**

The greatest risk in selling a magic item lies in attracting thieves, tricksters, 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 characters as legitimate sellers.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Shopping**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** special, see below.
* **Skill Check:** none

Adventurers need supplies! You can spend downtime browsing stores and locating items you wish to add to your inventory. After **expending 1 hour of Downtime and 1 Mental Point, tell the DM which store** (or **type of store**) you wish to visit. You can either **Browse**, where I give you a list of all the items available, or **Purchase,** where we skip listing their inventory and go right to the transaction if you already know what you want.

### **Types of Shops & Stores:**

* Adventuring Supplies
* Alchemist
* Apothecary
* Arcane Shop
* Bakery
* Blacksmith
* Bookstore
* Butcher
* Brewer
* Calligrapher
* Carpenter & Woodworker
* Cartographer
* Carts & Wagons
* Cobbler
* Fishmarket
* Fletcher
* General Store
* Glassblower
* High End Clothing
* Jeweler
* Leatherworker
* Mason
* Outdoor Market
* Petstore
* Produce Shop
* Stable
* Tailor

### **Complications**

Of course, being about and shopping can have some complications - usually none life threatening. You may accidentally offend a shop owner, they may be out of stock of the specific item you came for, etc.

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Social Activities (with Known Contacts)**

* **Downtime Points per Hour:** 1 Mental
* **Environment:** Urban
* **Expenses:** 10 gp
* **Skill Check:** you can choose between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion).

Socializing with a contact you've already met via questing or Carousing can have multiple benefits for you, depending on how you engage with them.

**Bond:** Gain loyalty by wooing an existing contact.

**Flirt:** Gain romance by wooing an existing contact.

**Gossip:** Gain lore by chatting with an existing contact.

**Interview:** Gain information by socializing with an existing contact.

**Network:** Gain contacts by socializing with an existing contact.

**Schmooze:** Gain favors by socializing with an existing contact.

### **Bond**

Gain **loyalty** by chatting with an existing contact. This is a rule that the DM uses to measure how far NPCs might go to help or hinder a player characters.

After spending the Downtime to bond with a contact, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a +1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

 1-5
 6-10
 11-20
 21+

Of course, there may also be complications.

### **Flirt**

Gain **romance** by wooing an existing contact. This is a rule that the DM uses to measure how far NPCs may react to a PC's attempt to interact romantically or sexually with an NPC.

After spending the Downtime to flirt, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a +1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

Also, an NPC's gayness will impact your success when trying to flirt with them. If an NPCs Gayness is within 4 points higher or lower than a PC's Gayness, add your Hotness score to the roll. If an NPC's Gayness is more than 4 points higher or lower than the PC's Gayness, a -5 is imposed on your Flirt roll.

 1-5
 6-10
 11-20
 21+

Of course, there may also be complications.

### **Gossip**

Gain **lore** by chatting with an existing contact.

The character declares the focus of the gossip—a specific person, place, or thing. After spending the Downtime to gossip, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a+1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

Determine how much lore a character learns using the Gossip Table.

 1-5
 6-10
 11-20
 21+

Each piece of useful lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. For a monster or an NPC, you can reveal elements of stats or personality. For a place, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.

Alternatively, a player can track how many nonspecific pieces of lore have been accumulated by their character. At any time during play, the player can expend a piece of lore to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant lore.

At one time, a character can have a number of unexpended nonspecific pieces of lore no higher than 1 + their Intelligence modifier (minimum of one piece of lore).

Of course, there may also be complications.

### **Interview**

Gain **information** by socializing with an existing contact.

The character declares the focus of the interview—a specific person, place, or thing. After spending the Downtime to interview, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a+1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

Determine how much information a character learns using the Interview Table.

 1-5
 6-10
 11-20
 21+

Each piece of useful information is the equivalent of one true observable statement about a person, place, or thing. Examples include knowledge of a creature’s residence, daily routine, sex, age, ethnic background, and the like. You can also learn some information about the staffing or security features of a specific building.

Alternatively, a player can track how many nonspecific pieces of information have been accumulated by their character. At any time during play, the player can expend a piece of information to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant information.

At one time, a character can have a number of unexpended nonspecific pieces of information no higher than 1 + their Wisdom modifier (minimum of one piece of lore).

Of course, there may also be complications.

### **Network**

Gain **new** **contacts** by socializing with an existing contact. Through your known contact, you'll be introduced to others in the same profession or social class.

After an hour of networking with associates of your contact, you stand to make new contacts within their profession or social class. After spending the Downtime to network, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a+1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

Determine how much information a character learns using the Network Table.

 1-5
 6-10
 11-15
 16-20
 21+

Contacts are NPCs who now share a bond with the character. Each one owes the character a favor or has some reason to bear a grudge. A hostile one works against the character, placing obstacles but stopping short of committing a crime or violence. Allied contacts are friends who will render aid to the character, but will not risk their lives. A harmful contact might point the town guard in the character’s direction or argue with a character who tries to rally the town to a cause. Helpful contacts stand by the character and help in any way possible.

Of course, there may also be complications.

### **Shmooze**

Gain **favors** by socializing with an existing contact.

A favor is a promise for future assistance. It can be expended to ask the contact for help in dealing with a problem, for political or social support, or to reduce the cost of cleric spellcasting by 50 percent. At one time, a character can have a number of unexpended favors no higher than 1 + their Charisma modifier (minimum of one favor).

After an hour of shmoozing with contact, make a check of your choice between Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You gain a+1 bonus per 10 gp spent beyond the initial 10 gp. Additionally, for every extra hour of Downtime (and equivalent amounts of Stamina Points) you expending, you gain a +1 to the check.

 1-10
 11-20
 21+

Of course, there may also be complications.

### **Complications**

*Typically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Training**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Urban
* **Expenses:** 5 gp per day
* **Skill Check:** none

### **Library**

If you don't own property, you can spend your downtime in Tel'Perfeska, the library of Tal En'Estela.

If you own Property with a fully staffed library, you don't have to pay the gp expense, as you're already paying your tutors via the Upkeep Costs.

Tutors in either library can help you improve skills, learn languages, etc. The Skills you can improve in this way are limited to Wisdom (Animal Handling), Intelligence (Arcana), Charisma (Deception), Intelligence (History), Wisdom (Insight), Charisma (Intimidation), Intelligence (Investigation), Wisdom (Medicine), Intelligence (Nature), Wisdom (Perception), Charisma (Performance), Charisma (Persuasion), Intelligence (Religion), and Wisdom (Survival).

What you want to learn determines how much time you must spend in class with your tutor.

Each Tutor can teach one person at a time, so if more than 2 people want to train at once, you'll want to consider upgrading your library.

Declare which of the below Benefits you wish to gain, and start expending Downtime Hours and Expenses in your Library. Once you spend the appropriate amount of Downtime Hours in the library, you'll gain the benefit.

### **Training Facilities**

If you don't own property, you can spend your downtime in the University of Tal En'Estela, where they have each of the four training facilities.

If you own Property with a fully staffed Training Facility, you don't have to pay the gp expense, as you're already paying your tutors via the Upkeep Costs.

Your tutors can help you improve skills, and your base Ability Scores as well!

**Strength Training Facility:** If you have a fully staffed Strength Training Facility, you can improve your Strength and the Athletics (Strength) skill.

**Dexterity Training Facility:** If you have a fully staffed Dexterity Training Facility, you can improve your Dexterity and the Acrobatics (Dexterity), Sleight of Hand (Dexterity), and Stealth (Dexterity).

**Constitution Training Facility:** If you have a fully staffed Constitution Training Facility, you can improve your Constitution

**Weapon Training Facility:** Spending time in the Weapon Training Facility with your Tutor will allow you to gain proficiency and bonuses to certain weapons.

Declare which Training Facility and which of the below Benefits you wish to gain, and start expending Downtime Hours and Expenses in your Training Facility. Once you spend the appropriate amount of Downtime Hours in the Training Facility, you'll gain the benefit.

 Gain a +1 bonus to one specific weapon.
 Gain a +3 bonus to STR, DEX, or CON saving throws.
 Gain a +3 bonus to one specific weapon.
 Gain proficiency in STR, DEX, or CON saving throws.
 Gain proficiency to one specific weapon.

### **Complications**

Complications that arise while training typically involve the teacher.

T*ypically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+

## **Travel**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Wilderness
* **Expenses:** none
* **Skill Check:** none

Characters can travel for 8 hours in day. They can push on beyond that limit by expending additional Stamina Downtime Points, at the risk of Exhaustion. For each additional hour of travel beyond 8 hours, the characters progresses further towards their goal, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion.

## **Work**

* **Downtime Points per Hour:** 1 Stamina
* **Environment:** Urban
* **Expenses:** none
* **Skill Check:** Strength (Athletics), Intelligence with a set of tools, Charisma (Performance), or Charisma with a musical instrument

When all else fails, an adventurer can turn to an honest trade to earn a living. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Intelligence with a set of tools, Charisma (Performance), or Charisma with a musical instrument. Consult the Wages table to see how much money is generated by the check’s total.

*\*Must Spend 8 Hours/Points per day to gain the benefit of Working.*

 9 or less
 10 - 14
 15 - 20
 21+

### **Complications**

Work is rarely filled with enough complications to alter a character’s life significantly. Still, the Work Complications table can add some difficulties to a worker’s life.

T*ypically the DM will roll to determine if there is a complication, but Players are more than welcome to.* Only the DM will determine **what** the complications are.

 1-2
 3+