List of Downtime Activities

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Both Xanathar’s Guide to Everything and the Player’s Handbook have examples for possible downtime activities. While these are a great starting point, don’t expect to follow every rule 100% RAW every time (particularly with XGE’s predictably fixed rolls, DCs, and tables).

## Self Improvement

**Buying a Magic Item**

* Some magic items are openly sold for retail by Dragonmarked Houses and Wizard Circles. While inexpensive items can generally be bought and sold freely, more expensive items require downtime to purchase or comission. See the Shopping Center for more details.

**Crafting**

* Crafting an item requries a particular proficiency and a number of workdays and gold pieces depending on the item you craft. Crafting a magic item requires a particular exotic component, which is chosen by the DM.
	+ Arcana: Spell scroll, magic items, potions
	+ Alchemist’s Supplies or Herbalism kit: potions of healing
	+ Artisan’s tools: applicable mundane items
	+ Poisoner’s kit: poisons
* A workday is 8 hours of unninterrupted work in a single day. Multiple characters can combine their efforts on an item, if they have the required proficiencies. Divide the time required by the number of characters working on the item. Relavant tool proficiency is required for each character working on the item.
* The amount of gold pieces required to craft an item is equal to half of the item's cost. See the cost of magic items here: Shopping Center Home Page.

 Common
 Uncommon
 Rare
 Very Rare
 Legendary
 \*Halved for consumables; Artificers complete consumables in 1 day

**Research**

* *Requires at least 1 week of research at a library or with an expert. Assuming such access is available, conducting research costs at least 50 gp spent on materials, bribes, gifts, and other expenses.*
* Using a History check, you can research a topic that your character is interested in. Be it lore, the public operations of a particular faction, the location of a particular magic item, or conducting research to prepare for an upcoming adventure. DC for this check varies by what exactly you are researching. Access to a knowledgeable sage dedicated to the subject grants advantage on the check.
* Using an Arcana check, you can research a spell that you could then copy into your spellbook. The DC for this check is equal to 15 + the spell's level. You have advantage on this check if you are a member of a Wizard's Circle and have access to their sanctum.
* Make an Intelligence (History) or an Intelligence (Arcana) check, with an extra +1 bonus on the check for every week spent beyond the first and a +1 bonus for every additional 100 gp spent beyond the initial cost, to a maximum total bonus of +10.

**Rest & Relaxation**

* *Requires 1 week of sweet, sweet vacation and 10 gp*
* Grants you an Extended Rest
* While relaxing, you gain advantage on saving throws to recover from long-acting diseases and poisons. Ends a non-magical effect causing reduced hit point maximum, ability score damage, or effect preventing you from regaining hit points.
* If you instead spend at least two weeks and 100 gp, you gain a point of inspiration.

**Training**

* *Requires a number of weeks equal to 10 - your Intelligence modifier (minimum of 0). Training costs 25 gp per week.*
* Train for a new feat (unlocked at level 5, 10, 15, 20)
* Train to learn a new language, tool, or Monster type proficiency
* Train for an Exotic Weapon or Exotic Armor proficiency
* Train to use any of the following options to rebuild your character. When you do so, training takes 2 weeks and costs 150 gp.
	+ Use your class’s versatility feature (see TGE)
	+ Replace a proficiency you have with another proficiency available to you of the same type (Skill, Tool, Language, Monster, Exotic)
	+ Change your Class or Subclass. This needs DM approval and sufficient story justification (usually major character development) to be used.
	+ Some other form of character rebuilding, with approval by the DM.

**Personal Quest**

* A personal goal of your character can be defined and advanced. This goal is open ended and can result in many world changing events. It can be something small and simple or large and complex.

## Social Networking

**Carousing**

* *Requires 1 week and an amount of gold determined by the class you carouse.*
	+ *10 gp of lower-class*
	+ *50 gp for middle-class*
	+ *250 gp for upper-class (Must be a noble, disguised as a noble, or have been introduced to that area’s nobility already)*
* Your character spends time talking to NPCs and getting introduced to new contacts.
* Choose a social sphere in a general area. You can then earn ‘contact points’, for this sphere of influence. You can have a number of contact points equal to your Charisma modifier (minimum of 0) + 1.
* When you meet a new NPC from a sphere you’ve caroused, you can decide to spend one of your “contact points” to make it canon that you know this person and have spent some time getting to know them. Must be used within reason, obviously, and we’ll decide on the exact nature of your relationship when it happens.
* You can also spend a contact point to say *“I think I know a guy…”* When you do, you can lead the party to your contact: an NPC that just so happens to be in a position that can help the party solve their current predicament.

**House Service / Religious Service**

* *Requires at least 1 week of volunteer work or networking*
* You spend some time working for a Dragonmarked House, temple, or other organization. Doing so can earn you a few favors that can be cashed in later.
* You can have a maximum of unused favors equal to 1 + your Charisma modifier (minimum of one unused favor).

**Sowing Rumors**

* *Requires 1 week and at least 10 gp*
* Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal.

## Make Money

**Crime**

* *Requires 1 week and 25 gp to gather information on potential targets*
* An easy way to make money is to steal it from others. Crime is a very profitable, but risky, endeavour. Large heists may end up being an adventure in and of themselves.

**Gambling**

* *Requires 1 week and a stake of at least 10 gp (or more). Requires another week of effort for every 1,000 gp bet.*
* Games of chance are a way to make a fortune… and perhaps a better way to lose one.
* Wager money, make a series of skill checks, and roll a d100 percentile die to determine the results. All gambling involves an element of uncontrollable, random chance.

**Pit Fighting**

* *Requires 1 week of effort*
* Pit fighting includes boxing, wrestling, and other forms of combat in an organized setting with predetermined matches. You can earn a fair bit of money, but more importantly, also gain a reputation as a prize fighter.

**Selling a Magic Item**

* You can sell a magic item for half it's listed cost. While inexpensive items can generally be bought and sold freely, more expensive items require downtime to find a suitable buyer. See the Shopping Center for more details.

**Selling a Rare Art Object**

Some rare art objects are extremely valuable to collectors, but worth relatively little to most common folk. Be it a rare mint of coin, a non-magic historical artifact, or an elusive first-edition printing of a Sharn Inquisitive Best Seller tome, collectors will always pay more for this sort of object.

* Collector's Items can often be sold to different Collector Types for different prices. If you are **proficient in persuasion**, you can sell any number of collector's items of the same type to a single collector during a single downtime, although it might not be the most efficient method to maximize returns.
* A character can find a buyer for a collector's item by spending 1 week of downtime for each rarity tier, which is used to spread word of the desired sale. If you have **expertise in persuasion**, the downtime required is reduced by 1 week. At the end of the downtime, you can sell the collector's item for the amount listed for that collector.

Collector Rarity Tiers
 Uncommon
 Rare
 Very Rare
 Legendary

**Spellcasting Services**

* *Requires 1 week of effort and the ability to cast a spell with commercial value*
* True spellcasters are rare, and powerful high-level casters are even moreso. Though most are content tending their own affairs (usually performing arcane research or religious ceremonies), some take to selling their spellcasting abilities for coin. This is a potentially very profitable venture, but also very unreliable due to the Dragonmarked Houses’ monopolization of the magical market.
* Roll 1d20. If the resulting number is of a spell level you can cast, you find a buyer and earn an amount of money based on the spell’s level (see below).
	+ If you are a member of a Wizard’s Circle or a Dragonmarked House’s spellcasting guild, you can roll 1d12 instead of 1d20. Doing so requires you to pay 10% of your earnings to the guild in return for use of their facilities.
* Pays an amount of gold equal to ((spell level x spell level) x 10)

**Work**

* *Requires 1 week of effort*
* When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character’s attempt to find temporary work, the quality of which can be difficult to predict. Gives a semi-reliable wage, but not very profitable.
* It ain't much, but it’s honest work.