Downtime Activities (Locked)

These are locked downtime activities; meaning that there is something needed in order to unlock these activities for your characters. For example, to do the Pit Fighting downtime activity, Rhea needs an official fighting ring for folks to be able to come participate.

If you're interested in one of these, shoot me a message. If I get enough interest, I'll add a bounty to the Bounty Board to unlock that particular activity.

DMG = Dungeon Master's Guide

XGtE = Xanathar's Guide to Everything

HB = Homebrew

AL = Adventurer's League

## **Pit Fighting (XGtE 131 + HB)**

Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.

Resources. Engaging in this activity requires one workweek of effort from a character, including your lifestyle expenses. Additionally, the ring promoters will require all fighters to place up-front bets on themselves in order to have promotionary starting bets to advertise. These bets start at 10gp, in increments of 5gp, and max out at 50gp. You cannot bet on your opponents; doing so will result in being blacklisted and having to pay a 200gp fine.

Resolution. 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. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.

The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), 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 a melee attack roll using one of the character's weapons. Consult the Pit Fighting Results table to see how the character did.

 0 successes
 1 success
 2 successes
 3 successes

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.

 1
 2
 3
 4
 5
 6
 \*Might involve a rival

## **Selling Magic Items (DMG 129)**

Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.

A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can’t be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.

For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item’s rarity, as shown in the Salable Magic Item table.

A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren’t added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.

For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item’s rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check’s total to the roll. The subsequent total determines what a buyer offers to pay for the item.

You determine a buyer’s identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it’s up to you whether the sale creates legal complications for the party later.

 20 or lower
 21-40
 41-80
 81-90
 91 or higher

## **Spellcasting Services (AL)**

Any settlement the size of a town or larger can provide some spellcasting services. Characters need to be able to travel to the settlement to obtain these services.

Spell services generally available include healing and recovery spells, as well as information-gathering spells. Other spell services might be available as specified in the adventure. The number of spells available to be cast as a service is limited to a **maximum of three per day total**, unless otherwise noted.

A character possessing the acolyte background requesting spellcasting services at a temple of his or her faith may request one spell per day from the Spellcasting Services table for free. The only cost paid for the spell is the base price for the consumed material component, if any.

 *Cure Wounds* (1st level)
 *Prayer of Healing* (2nd level)
 *Raise Dead* | 1,250 gp