Downtime (General)

## Buying a Enchanted Items

Purchasing an enchanted item requires time and money to contact people willing to sell items. Even then, there is no guarantee they will have the desired items.

Finding enchanted items to purchase requires a tenday of effort and 100 sp minimum in expenses. Spending more time and money increases your chance of finding a high-quality item.

A character seeking to buy a enchanted item makes a Persuasion or Investigation to locate inventory. The character gains a +1 bonus for every workweek beyond the first spent seeking a seller and a +1 bonus for every 100 sp spent on the search. The total bonus for time and money spent can’t be greater than +10.

As shown on the Enchanted Items Available table, the total of the check dictates which table in the Dungeon Master’s Guide to roll on to determine which items are on the market.

Then using the Enchanted Item Price table, prices are assigned to the available items, based on their rarity. Halve the price of any impermanent items, such as potions, scrolls, elixirs, oils, etc.

Enchanted Items Available:

1 -5 : Table A (DMG 144), 1d6 items

6 -10: Table B (DMG 144), 1d4 items

11-15: Table C (DMG 145), 1d4 items

16-20: Table D (DMG 145), 1d4 items

21-25: Table E (DMG 145), 1d4 items

26-30: Table F (DMG 146), 1d4 items

31-35: Table G (DMG 147), 1d4 items

36-40: Table H (DMG 148), 1d4 items

41-45: Table I (DMG 149), 1d4 items

Enchanted Item Price:

Common   : 10sp × (1d6+1)

Uncommon : 100sp × (1d6)

Rare     : 1000sp × (2d10)

Very rare: 10000sp × (1d4+1)

Legendary: 25000sp × (2d6)

## Crafting an Item

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

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 workweeks it takes to create an item, divide its cost by 50.

A character can complete multiple items in a tenday if their combined cost is 50 sp or less. For items that cost more than 50 sp, 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 character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment.

<Proficiencies>

Herbalism: Antitoxin, potion of healing

Leatherworker: Leather armour, boots

Smith: Metal armour, weapons

Weaver: Cloaks, robes

etc.

<Brewing Potions of Healing>

Healing: 25 sp, 1 day

Greater healing: 100 sp, 1 tenday

Superior healing: 1000 sp, 3 tendays

Supreme healing: 10000 sp, 4 tendays

<Scribing Spell Scrolls>

0: 15sp, 1 day

1: 25sp, 2 days

2: 250sp, 2 tendays

3: 500sp, 4 tendays

4: 2500sp, 6 tendays

5: 5000sp, 8 tendays

6: 15000sp, 12 tendays

7: 25000sp, 24 tendays

8: 50000sp, 48 tendays

9: 250000sp, 96 tendays

## Enchanting an Item

With the exception of potions of healing and spell scrolls, enchanting an item requires more than just time, effort, and materials to create. Enchanting an 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.

As a rule of thumb:

Common   : 50sp, 1 tenday

Uncommon : 200sp, 1 month

Rare     : 2000sp, 1 year

Very Rare: 20000sp, 2 years

Legendary: 100000sp, 10 years

## Work

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 relevant to the labour performed. In the case of NPCs around 90% of income is spent on lifestyle and taxes, with only 10% kept as actual currency to be saved and spent.

<Wages per day>

1-9  : 5cp (poor)

10-14: 1sp (modest)

15-20: 2sp (comfortable)

21+  : 4sp (wealthy)

Poor: costermongers, peddlers, thieves, mercenaries

Modest: soldiers with families, labourers, students, priests, hedge wizards

Comfortable: merchants, skilled tradespeople, military officers

Wealthy: highly successful merchants, royal servants, business owners

Aristocratic: politicians, guild leaders, high priests