Playing Frostmark

***Ability Score and Modifiers***

The most common rolls of the game are the ability score check, skill check, saving throw and the attack roll. All of them depend upon nine ability scores which can read more about in the character creation section. These checks are normally rolled like:

1d20 + ability score modifier + proficiency (if applied) and compared to a target number.

Ability scores consist both of innate talent and experience, where 10 is the normal human average and a score of 18 is usually the highest a human can achieve. As heroes, you can have scores as high as 20, but creatures and other beings can have scores as high as 30. Every ability score has a modifier which can be found under the character creation section. For ability scores higher or lower than presented there, just follow the same pattern (-5 for 1 and +10 for an ability score of 30).

***Advantage and Disadvantage***

Sometimes either the GM (circumstances influence the chances) or a special trait you possess will tell you that you have advantage or disadvantage on an ability check or a skill check. When advantage is asked for you roll two d20s and keep the highest result, and when disadvantage is called you roll two d20s and keep the lowest. If two sources would ask for advantage or disadvantage you still only roll a maximum of two d20s. On the other hand, if you would be ladened with advantage and disadvantage you only roll one d20, the two cancel each other out.

***Proficiency Bonus***

Your proficiency bonus is a bonus your character acquires as they gain experience, as such determined by level. Enemy templates also have this bonus but are included in its statistics. You can only add your proficiency bonus to a test once, but abilities may enable you to double it or divide it.

Proficiency Bonus / Level

***Ability and Skill Checks***

Ability and skill checks are performed when there is an effort to overcome a challenge, where there is a chance for failure. For every check, the GM decides which ability and/or skill is used and how difficult the task is. This is measured through difficulty class (DC). When rolling a check against a DC you succeed when your result is equal to, or higher than the DC.

 Very easy
 Easy
 Medium
 Hard
 Very hard
 Nearly impossible

***Contests***

When an action is contested by another creature, trying to do the same things or directly stop another, it is a contested check. The GM establishes which checks should be made in a contest and the one with the highest result wins the contest. If it turns out to be a tie nothing in the situation changes.

***Passive Checks***

Passive checks don’t involve any die rolls, instead, it is the average result for a task. A passive check is calculated as follows:

10 + all the modifiers that normally apply to the check

This kind of check is useful when a task is done repeatedly and continues rolling turn exhausting, or when the GM wants to secretly determine if the characters notice something hidden. If the check would somehow have advantage, add 5, if it would have disadvantage subtract 5.

***Teaming Up***

When two characters team up for a check, the one with the highest ability modifier or the one who is leading the effort rolls with advantage, if it is a skill that benefits from two people. Another player can only help in the task if the GM believes they are able, for example, picking a lock requires both to have proficiency with thieves’ tools.

The whole group can also make checks together when the whole group is attempting something together. Everyone in the group rolls and if at least half the group succeeds the entire group succeeds as well. In the same way, if at least half the group fails, the entire group fails as well.

***Using Each Ability***

*Brawn*

Brawn measures bodily power, athletic training, and raw physical force. With Brawn, you can attempt to lift, push, pull, or break something. Examples could be forced open obstacles, break free of bonds, hang on to a rope, etc.

***Arts & Crafts (Br)***: If crafting would take some considerable physical power, like blacksmithing or carpentry, the GM may call for Brawn.

   ***Athletics (Br)***: Used for example climbing, jumping, swimming, etc.

***Carrying Capacity*** = Brawn \* 5 (kg)

***Push, Drag or Lift*** = Brawn \* 10 (kg) - your speed drops to 1 m

***Size and Brawn***: For each size category above Medium, double the carrying capacity and the amount it can push, drag, and lift. For a tiny creature, half these weights.

***Encumbrance***: The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Brawn column of the armor table in the character creation chapter.

* If your carry weight is more than 5 times your Brawn score, you are *encumbered*, which means your speed drops by 2 m.
* If you carry weight over 10 times your Brawn score, up to your maximum carrying capacity, you are instead *heavily encumbered*, which means your speed drops by 4 m and you have disadvantage on ability checks, attack rolls, and saving throws that use Brawn, Dexterity, or Vitality.

*Dexterity*

Moving nimbly, quickly, or quietly with balance. Examples could be controlling a heavily laden cart on a steep descent, steer a chariot around a tight turn, and wriggle free of bonds.

***Arts & Crafts (Dex)***: Dexterity should be used with Arts & Crafts when nimbleness is needed, it could be playing a stringed instrument, painting a picture, or performing finely detailed etchings on a weapon.

***Athletics (Dex)***: Staying on your feet whilst running on ice, balancing on a tightrope, or staying upright on a ship’s deck in the middle of a storm. Performing acrobatic stunts such as dives, rolls, somersaults, and flips.

***Subterfuge (Dex)***: Whenever you attempt an act of manual trickery, such as planting something on someone else or concealing an object on your person. Subterfuge can also be used whilst pickpocketing, picking a lock, shadowing through rough terrain, disabling a trap that requires a fast and nimble hand, or even securely tying up a prisoner.

***Stealth (Dex)***: Dexterity is used with Stealth and hides checks when bodily control is required to remain silent rather than slyness.

***Armor Value***: Depending upon the armor you wear, you might add some or all of your Dexterity modifier to your armor class.

***Initiative***: At the beginning of every combat you roll initiative by making a Dexterity check. initiative determines the order of turns in combat.

*Vitality*

Vitality checks with skills are uncommon, as a person’s endurance and health are more of a passive trait. Though it should be used when you try to push past your physical limits, like holding your breath, march or labor for hours without rest, go without sleep, survive without food or water, or handle toxins of different kinds.

***Health Points***: Your Vitality score gives bonuses to your health points and Health Dice, adding the modifier for each level you gain when determining your new health point maximum and adding to your Health Dice when you regain health during a short rest. Important to note that if you increase your Vitality modifier at a later level than 1, you go back to your earlier levels and increase the Vitality modifier as it was always a higher score. For example, if it increases from +1 to +2 at 4th level, you gain +3 hit points from those earlier three levels. The same goes if your Vitality modifier is lowered.

*Intelligence*

Intelligence is all about memory, education, and knowledge and is mostly used in conjunction with skills. Though there are some examples when a pure Intelligence check should be done, like, estimating the value of a precious item, recall lore about a craft or a trade, or win a game of skill through memorized tactics. The GM should be extra attentive to the background of a character when determining if they could roll a skill check with Intelligence. A city-dwelling expert of the natural sciences would not necessarily be able to add his knowledge to Survival (Int) check.

***Arts & Crafts (Int)***: Intelligence should be used with this skill when reciting poetry, lines in a theatre, remembering properties about materials, etc.

***Academics (Int)***: A multifaceted skill that all use Intelligence to recall information.

***Medicine (Int)***: To understand what is ailing a creature, to diagnose, is intelligence-based for Medicine.

***Occult (Int)***: To remember details about what the creature has read or heard about the Occult.

***Perception (Int)***: Perception is used with Intelligence when perceiving something is out of the ordinary, finding clues at a murder scene, seeing through illusions, or noticing that your drink doesn’t taste as it should.

***Survival (Int)***: All about remembering information about surviving out in the wild, like which berries are poisonous, you need to find drinkable within three days, or recalling which footprint belongs to which animal.

*Cunning*

Cunning is all about connecting the dots, to apply the knowledge you have or gathered to a conclusion or a theory. Basically, to apply the knowledge you have and adapt it to the circumstances. Pure Cunning tests could be done when trying to solve a puzzle, win a game of skill by adapting and deceiving, sell a ware as expensive as possible or come to a conclusion after a successful research attempt.

***Animal Handling (Cun)***: Cunning with Animal Handling is rolled when you need to understand creatures’ needs and behaviors.

***Investigation (Cun)***: Investigation is coupled with Cunning and used to understand cause and effect. Connecting evidence from a murder scene to a working theory, combining prior research into a comprehensive conclusion, or understanding a trap’s mechanism to both name it’s type but also realize how to disarm it.

***Medicine (Cun)***: Cunning accompanies Medicine when trying to heal a creature. Creating an anti-toxin, performing surgery, or first aid.

***Occult (Cun)***: Occult with Cunning is used when creating conclusions, solving puzzles, and putting your knowledge of the Occult into context.

***Stealth (Cun)***: Stealth with Cunning is applied when the situation requires more mental prowess to go unnoticed, hiding in a crowd, slipping between shadows, or even hiding in plain sight.

***Subterfuge (Cun)***: Cunning can be used with Subterfuge when forging documents, shadowing someone where quick-thinking is more important than nimbleness, or creating disguises by recalling details.

***Survival (Cun)***: Applying your knowledge about Survival to the situation, to see pitfalls before falling into them, crafting a shelter, tracking animals, etc.

*Resolve*

Resolve enables you to go further than what your physical limitations allow. Your strength of will. The GM should allow in critical situations that characters may attempt a Resolve test to push their body and mind a little bit further. It could be everything from clinging on to your life after a failed death saving throw, holding your breath longer than what your Vitality allows, or wrestling control from another Soul.

***Concentration Checks***: Concentration checks are made with Resolve and you can read more about it in the spellcasting section.

*Presence*

To be able to intimidate, seduce, convince, deceive, etc., with only saying a few half-hearted words or even not saying anything at all - that’s Presence. Your innate aura of charisma. Pure Presence checks could be gaining attention in the middle of a squabbling crowd, inspiring your troops across the battlefield, or conveying a simple message to another person by only a stare.

***Animal Handling (Pre)***: Presence is rolled with Animal Handling when you interact with creatures with low Intelligence scores.

***Deception (Pre)***: As the description above, Presence with Deception is all about deceiving someone else through mostly body language and confidence.

   ***Leadership (Pre)***: To be inspiring or intimidating without having to say a word.

***Persuasion (Pre)***: To have a high modifier in Persuasion (Pre) is to be inherently authentic and other people would often find you to be trustworthy.

*Manipulation*

On the other hand, Manipulation needs a silver-tongue to work its magic. Where Presence convinces or deceives through body language, Manipulation does the same through words. Manipulation is mostly performed with a skill, but the GM should not be afraid to ask for a pure Manipulation check if they find the situation falling outside of any specific skill.

***Deception (Man)***: As the description above, Manipulation with Deception is all about deceiving someone else through mostly choice of words and *how you say them*.

***Empathy (Man)***: Manipulation coupled with Empathy is often used in interrogation like circumstances, where you try to manipulate their emotions towards whatever goal you might have in mind. Empathy and Manipulation could also be used when calming or riling up a crowd.

   ***Leadership (Man)***: To be inspiring or intimidating by using your words.

***Persuasion (Man)***: To know what to say and how to deliver your sentiment to appear trustworthy and authentic.

*Composure*

Composure is your strength of character, how well you pay attention to your surroundings, if they are affecting you and, if and how you feel affected by that. Composure checks could be rolled when you need to stay calm in a stressful environment, to control your emotions during harrowing times, or checking if you manage to stay vigilant in confusing circumstances.

***Empathy (Com)***: Your Empathy (Com) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

***Perception (Com)***: Composure is conjoined with Perception when the character needs to be stalwart and vigilant. Examples can be walking in the forest and after a few hours noticing a twig being snapped suspiciously, a guard on a night shift noticing that a particular shadow flickering in the corner of their eye, or picking out in a loud crowd the whispering of an incantation.

Composure and Perception are used to calculate your passive Perception score. Passive Perception as a flat value to compare to various Stealth rolls is recommended when an active skill check is unnecessary. When creatures are already on their toes and vigilant, use passive Perception rather than a Perception (Com) check. If the creature is not on the lookout for danger, roll an active Perception check with Composure instead.

Passive Perception = 10 + Your Perception modifier (Com)

***Saving Throws***

A saving throw - also called a save - represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. Saving throws are something that you’re forced to roll whenever you’re at risk of some kind of harm. The difficulty class of the saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

1d20 + ability modifier + proficiency (if any)

Two saving throws are special, Intelligence/Cunning (Int/Cun) and Presence/Manipulation (Pre/Man), as you get to decide which modifier of the two you want to use for that saving throw. You should make this decision at the beginning of the game and it remains that decision for the rest of it.

***Variant - The Tick Rule***

GMs can also decide to play with the “tick rule”, which is some kind of indication that the character is about to walk into a trap. It could be stepping on a pressure plate hearing it “tick” or feeling it giving away, stumbling over a wire, feeling the earth give out underneath you, etc. When a character springs the trap, the GM should describe to the player the faint giveaway of a trap activation (this could be coupled with a perception test if the GM feels that is appropriate), then it is up to the player to *quickly* describe how their character reacts. It could be answered like “I jump backward”. “I duck down”, “I start to run forward”, “I stand still”, etc., then the GM can gauge if the reaction helps with evading the trap or not, letting the roll remain unmodified, grant advantage, or disadvantage to the saving throw.

***Time***

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In an investigation situation, time might go by as minutes, in a city or wilderness time could pass as hours and on a long journey even as days.

***Movement***

Movement can be handled narratively, that the GM describes relatively unimportant stretches of distance traveled at their own leisure. Sometimes it’s important, though, to know how long it takes to get from one spot the another which depends upon two factors: the speed and travel pace and the terrain that is traversed.

Every creature has a speed, which is the distance in meters that the creature can walk in 1 round. This number assumes short bursts of energetic movement amid a life-threatening situation. While traveling, a group of creatures can move at a normal, fast, or slow pace, and if that has any effects, as shown below.

Travel Pace

 Fast
 Normal
 Slow

A fast pace makes creatures less perceptive whilst a slow pace makes it possible to sneak around and to search an area more carefully. The travel pace table assumes that creatures travel for 8 hours in a day (there can be exemptions to this rule if the creature has different physiology and sleeping habits than humans). They can push on beyond that limit, at the risk of exhaustion. For each hour traveled beyond 8 hours the character must make a Vitality saving throw:

DC = 10 + 1 for each hour past 8 hours

On a failed save, a character suffers one level of exhaustion. For up to an hour, many animals move faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 10 to 15 km, characters can cover larger distances at this pace. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending upon the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts or special vehicles allow you to travel more swiftly.

***Difficult Terrain***

The travel speeds given in the travel pace table assume relatively simple terrain: roads, open plains, or tunnels. But sometimes dense forests, deep swamps, ruins, steep mountains, snow, and ice-covered ground can block your path - all considered difficult terrain. Moving 1 m in difficult terrain costs 2 m of speed - so you can only cover half the normal distance.

Special Types of Movement

* ***Climbing, Swimming, and Crawling***: Just like difficult terrain, swimming and climbing costs 1 extra meter (this stacks with difficult terrain), unless a creature has a climbing or swimming speed. Crawling costs 2 extra meters per meter traversed. At the GM’s option, climbing a slippery vertical surface might require an Athletics (Dex), or one with few handholds requires a successful Athletics (Br) check. Similarly, gaining any distance in rough water might require a successful Athletics (Br) check.
* ***Jumping***: Your Brawn determines how far you can jump.
	+ ***Long Jump***: You can cover a number of meters up to your Brawn score modifier (minimum 1) if you move at least 2 meters on foot immediately before the jump. When you make a standing long jump, you leap only half the distance (rounded down). Either way, each meter you clear on the jump costs a meter of movement.

This rule assumes that the height of your jump doesn’t matter, at your GM’s option you must succeed on a DC 10 Athletics (Br) check.

When you land in difficult terrain, you must succeed on a DC Athletics (Dex) to land on your feet, otherwise, you land prone.

* ***High Jump***: You can leap into the air a number of meters equal to half your Brawn modifier (minimum 1) if you move at least 2 meters on foot immediately before the jump. When you make a standing high jump, you can only cover half that distance. Each meter used in the high jump costs 1 meter of movement. In some circumstances, your GM might allow you to take a pure Brawn check to jump higher than you normally can.

You can extend your arms half your height above yourself and reach even further, adding half your height to the long jump for reaching purposes.

***The Environment***

***Falling***

At the end of a fall, a creature takes 1d6 bludgeoning damage for every 3 meters it falls, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

***Suffocating***

A creature can hold its breath for a number of minutes equal to 1 + Vitality modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Vitality modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

***Vision and Light***

A given area might be lightly or heavily obscured. In a *lightly obscured* area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.

A *heavily obscured* area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Any source of magical bright light or darkness always dominates sources of nonmagical bright light or darkness, but does not snuff out the nonmagical source. For example, a torch is still aflame within a *Darkness* spell and sheds bright and dim light as soon as it is taken outside of the range of the *Darkness* spell. Higher level spells or ability effects dominate lower level spells or ability effects. For example, a *Light* spell is still active inside of a *Darkness* spell and still sheds bright and dim light as soon as it is taken outside of the range of the *Darkness* spell. If the range of a source of darkness and a range of source of bright light of the same level would overlap, they cancel each other out and create dim light in that area.

***Bright Light*** let's most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

***Dim Light***, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

***Darkness*** creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

***Blindsight***

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and some dragons, have this sense.

***Darkvision***

Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

***Truesight***

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

***Food and Water***

Characters who don’t eat or drink suffer the effects of exhaustion, which can only be resolved by eating and drinking the full required amount.

A humanoid character of relative size to a human needs one pound of food per day and can make food last longer by subsisting on half rations. A character can go without food for a number of days equal to 3+ his or her Vitality modifier (minimum of 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

A humanoid character of relative size of a human needs 4 liters of water per day, or 7 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Vitality saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.

***Resting***

Even heroes need rest, time to sleep and eat, tend their wounds, refresh their minds and Souls for spellcasting, and brace themselves for further adventure.

***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. Characters can heal during a short rest by spending hit dice and by spending a use of a herbalism kit or a healer’s kit. To use a herbalism kit or a healer’s kit in this way, one ally must at least possess one skill rank with the appropriate skill. The healer can tend to a number of creatures (including themselves) equal to their proficiency bonus. The healer cannot perform any other activities like keeping watch or attuning if they help to heal their allies during the short rest.

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 dice spent this way, the player rolls the die and adds the character’s Vitality modifier to it. The character regains hit points equal to the total. The player can decide to spend additional hit dice after each roll, using the biggest hit dice to the lowest hit dice. For example, if a character has three 1d10 and two 1d8 the player spends the 1d10 first and then the 1d8s. A character regains some spent hit dice upon finishing a long rest, as explained below.

***Long Rest***

A long rest is at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or stand to 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 or casting spells, or similar adventuring activity, the characters must begin the rest again to gain any benefit from it.

A character can spend one or more hit dice at the end of a long rest, up to the character’s maximum number of hit dice, which is equal to the character’s level. For each hit dice spent this way, the player rolls the die and adds the character’s Vitality modifier to it. The character regains hit points equal to the total. The player can decide to spend additional hit dice after each roll, using the biggest hit dice to the lowest hit dice. For example, if a character has three 1d10 and two 1d8 the player spends the 1d10 first and then the 1d8s.

The character also regains spent hit dice at the end of a long rest, up to a number of dice equal to half of the character’s total number of them (minimum of 1 die). The character regains the smallest hit dice first this way. For example, if a character has two 1d12 and three 1d6, they regain the 1d6 hit dice before the 1d12. 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.

***Between Adventures***

Between trips and battles, adventurers might find themselves with time on their hands, voluntarily or not. Many adventurers use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is narratively in nature where the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

***Lifestyle Expenses***

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

***Downtime Activities***

You might be asked what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. The GM should also reward a player's hard work by giving them skill points if it is reasonable.

***Crafting***

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create. You might also need access to special materials or locations necessary to create it.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to create has a market value greater than 5gp, you make progress every day in 10 gp increments (minimum 2 days) until you reach the market value of the item.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the prerequisite tools and are working together in the same place. Every character assisting contributes with 10gp of value per day.

***Practicing a Profession***

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long as you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Arts & Craft skill with a specialty of some kind of performance, you can use your skill to earn a modest to wealthy lifestyle instead, the GM discerning which.

***Recuperating***

You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Vitality saving throw. On a successful save you can choose one of the following results:

* End one effect on you that prevents you from regaining hit points.
* For the next 24 hours gain advantage on saving throws against one disease or poison currently affecting you.

***Researching***

The time between adventures is a great chance to perform research. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research. The GM might also require you to make one or more ability checks to find clues or secure aid. Once those conditions are met, you learn the available information.

***Training***

You can spend time between adventures learning a new language or training with a set of tools, or other options if the GM allows. First, you must find an instructor willing to teach you, which is determined by the GM. The training lasts for 200 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.