Downtime

Every Sunday at Noon CST players will receive 7 days of downtime they can spend as they wish. These days expire the Next Sunday at Noon.

Things you can spend downtime on, anytime tier is mentioned you must be of that tier or higher to attempt to forage or make the item.

## **Day Jobs**

You can spend days working a profession. The amount of gold varies based on which tool and if you have expertise or not. You can find the list of day jobs at the link below:

**Day Job List**

The calculation for total gold = Half Your Level (rounded down min. of 1) \* Gold from Day Job \* The number of days you spent.

For the purposes of downtime day activities that require a tool check, each tool will use one of two predefined abilities as listed below. Each tool has one physical and one mental ability as an option.

## **Research**

The Research system is a resource available to players allowing them to spend downtime days in order to seek out lore and knowledge about the world of Andora. Research downtime requirements will depend on the topic, the tier of the research, and the prerequisites of researching that topic.

Please see our **Research** page for more info.

## **Shopping**

You may spend a day of downtime to shop buy or sell items from the **General Store****.** You can bypass this day requirement by buying or selling something via RP with an NPC.

Reagents can not be bought via RP with an NPC. Additionally, when selling reagents to NPCs, they are only worth 1/4th of their base value.

## **Training**

You can only sign up for one training at a time, once per week, and must pay the full cost upfront.

### **Languages**

Course Difficulty: 10 days

Course Fee: 100 gp

Requirements: None

Course Directions: Select a language you do not already know. When the course is complete, you can read, write, speak, and understand the chosen language. This academy is restricted to languages that are available to races a player can choose.

Note: You can complete this course a number of times equal to your INT mod, to a minimum of once

### **Spells Known Retraining**

Course Difficulty: 15 days

Course Fee: 50 gp x spell level

Course Directions: If you possess the Spells Known class feature, choose one spell known you know, and then choose a second spell known you do not know from the same class’ spell list, and that is of the same spell level or lower than the first. When the course is complete, you lose the first spell known, and gain the second.

Notes: For Eldritch Knight, Arcane Trickster, Spirit Warrior, and Path of the Shaman you must adhere to the respective school limitations when they would apply.

### **Equipment Training**

Course Difficulty: 30 days

Course Fee: 1200 gp

Course Directions: Choose an Armor Proficiency and after completing the training you gain that proficiency.

Prerequisites: You must have the proficiency one step below what you are training. If you are training heavy armor, you must have at least 14 strength. You may only do this training once for armor proficiency.

Notes: For Example You must have light armour proficiency if you want to obtain medium armour. Heavy Armour gives you access to shields.

Light -> Medium - > Heavy

### **Weapon Training**

Course Difficulty: 5 days

Course Fee: 100 gp

Course Directions: Choose a Simple or Martial weapon you currently do not have proficiency in and after completing the training you gain that proficiency.

### **Exotic Weapon Training**

Course Difficulty: 10 days

Course Fee: 200 gp

Course Directions: Choose an Exotic weapon you currently do not have proficiency in and after completing the training you gain that proficiency.

### **Subclass Retraining**

Course Difficulty: 35 days

Course Fee: 1500 gp

Course Directions: Choose a subclass that you can choose for a class you can select. Once you complete this course, your subclass becomes the one that you choose originally.

Prerequisites: You must be at a lvl for the class to choose a subclass for it.

### **Class Retraining**

Course Difficulty: 70 days

Course Fee: 3000 gp

Course Directions: Choose a class that you have levels in, and then choose another class. All levels of the first class become levels of the second class upon completion of this training. If you change your starting class, your saving throw proficiencies change and you choose new skill proficiencies that your new class has access to. You lose access to all languages, tool proficiencies, and anything else the old class provided unless your new class also provides it. You assign your health values according to your new class levels.

Prerequisite: The stats to multiclass for both the original class and the new class.

### **Tool Proficiency**

Course Difficulty: 10 days

Course Fee: 100 gp

Requirements: None

Course Directions: Select a tool proficiency that you currently do not have. Upon completion of this course, you gain proficiency in that tool. You may only do this academy once.

### **Tool Expertise**

Course Difficulty: 15 days

Course Fee: 200 gp

Requirements: A tool proficiency

Course Directions: Select a tool proficiency that you currently possess. At the end of this training, you gain expertise in it. You may only do this academy once.

### **Tool Proficiency Retraining**

Course Difficulty: 10 days for the first time, then 20 days after. You can Retrain as much as you want, but after the first time, it will take 20 days.

Course Fee: 100 gp for the first time, then 500 gp after. You can retrain as much as you want, but after the first, it will cost 500 gp.

Requirements: None

Court Directions: Select a tool that you currently have proficiency in, and switch it with a tool that you do not have proficiency in. Upon completion of this course, you gain proficiency in that new tool.

First course: 15 days, 200 gp

Second/Third,/etc.: 30 days, 1000 gp

### **Tool Expertise Retraining**

Course Difficulty: 15 days for the first time, then 30 days after. You can Retrain as much as you want, but after the first time, it will take 30 days.

Course Fee: 200 gp for the first time, then 1000 gp after. You can retrain as much as you want, but after the first, it will cost 1000 gp.

Requirements: None

Court Directions: Select a tool that you currently have proficiency in, and switch it with a tool that you do not have proficiency in. Upon completion of this course, you gain proficiency in that new tool.

First course: 10 days, 100 gp

Second/Third,/etc.: 20 days, 500 gp

### **Class Option Retraining**

Course Difficulty: 15 days

Course Fee: 200 gp

Course Directions: Choose a class option that you possess(This can be things like cantrips known, fighting styles, eldritch invocations, metamagic, etc.). At the end of this training, you replace that class option with another that you are eligible for at that level. IE you retrain your fighting style from defense into great weapon fighting as a paladin.

### **Feat/ASI Retraining**

Course Difficulty: 20 days

Course Fee: 800 gp

Course Description: Choose an ASI or Feat you have received through a class. Upon completion of this academy, you may reallocate the points of that ASI or replace the chosen Feat with a new one. You must meet all prerequisites for the new Feat.

Note: You can retrain an ASI into a Feat and vice versa.

## Foraging

Once per week, you can spend days to forage for potion/poison reagents. Spending more days gives you a larger bonus to your foraging check. You must state which reagent you are foraging for before the roll. If you have a familiar you can have it take the Help action to roll with advantage. Spells such as Guidance and Enhance Ability may also be used.

Relevant Skill Checks: Nature, Survival, or Herbalism Kit.

 2 - 3
 4
 5 - 6
 7

DC’s for the check can be found on the Potion List.

Upon succeeding the check you gain 2 potion/poison reagents**.**

***Reagents sold to NPC vendors garner 1/4th of their base value.***

In order to forage for reagents of higher tiers, you must be in the same tier of play.

As of the moment, Tier 2 reagents require level 5 to forage.

## Crafting

### Potion/Poison Crafting

You can attempt to craft one potion per day spent. You can create additional potions with additional days, each with an increasing DC requirement referring to the table below. Spells such as Guidance and Enhance Ability may be used to aid your roll. (**Note**: familiars can not provide assistance with crafting of any kind)

Relevant Checks: Alchemist Tool’s, Poisoner’s Kit, or Brewer's Supplies.

 2 - 3
 4
 5 - 6
 7

DC’s for the check can be found on the Potion List.

Example for spending days to make potions:

* You spend 1 day to make a Basic Poison at a DC 12.
* You then spend a second day to create another Basic Poison, the DC for making this is 16 (12+4).
* Then you use a third day to attempt to make a Wyvern Potion. The DC for that would be 22 (18+4).
* So on following the table for DC modifiers for any more potions/poisons you attempt to make in this week.

Upon a success you gain 1 potion. Upon a failure you lose the reagent.

### Mundane Item Crafting

You can spend downtime days to craft mundane items, to craft an item you must be proficient in a tool that can be used to make the item and spend an amount of gold equal to half of the cost of the item, as well as a number of downtime days equal to that cost divided by 50\*half your level rounded down minimum 1 both times (You can craft multiple items in a day if the cost is less than what you could craft in a single day).

(0.5\*cost to buy item) / (50\*(0.5\*character level))

## Performance-Based Jobs

***Note: This section is in beta testing and is subject to change***.

You can attempt to busk utilizing your performance arts. The final earnings are subject to a performance or tool check, earning more depending on how successful you are in your endeavors.

Make a check of 1d20 + CHA + (Proficiency/Expertise of Performance/Painters/Calligraphers/Instrument), and utilize the chart below to determine your earnings. A separate check is made per day you spend on your job. Bonuses such as Guidance, Enhance Ability, and Aid from familiars may be used for these rolls.

You can use the commands below to roll all your DTDs at once:

```
!c performance -rr <# of days>
!tool <Tool name> cha -rr <# of days>

Examples:
Spending 5DTDs on performance-based job using Performance
!c performance -rr 5

Spending 5DTDs on performance-based job using Painter's Tools
!tool paint charisma -rr 5

```

 10 - 14
 15 - 19
 20 - 24
 25 - 29
 30+

**The gold value of each day is determined by Earnings \* (Player Level / 2)** [Rounded down, Minimum of 1]

## Illegal Jobs

You can attempt to gain coin through non-legal means. The final earnings are based on your skill check and which crime you’re committing. The associated checks for this downtime activity are based on the crime you’re committing. If you get caught while performing any of these activities the associated checks are deception, intimidation, and persuasion. The DC for the evade check is based on how badly you failed the initial check.

If you were to lose DTDs from failing the evade check and don’t have enough remaining DTDs this week, then you simply lose the DTDs from next week instead.

#### **Types of Crimes**

1. **Rigged Game**: Sleight of Hand, Gaming Set (*Dice, Dragonchess, Playing Cards, Three-Dragon Ante*)
2. **Pick Pocketing**: Sleight of Hand
3. **Burglary**: Stealth, Thieves’ Tools

Make a check of 1d20 + DEX + (Proficiency/Expertise of Sleight of Hand/Stealth/Gaming Set/Thieves’ Tools) or a check of 1d20 + INT + (Proficiency/Expertise of Gaming Set/Thieves’ Tools), and utilize the charts below to determine whether you succeed; if you succeed it will also determine your earnings. A separate check is made per day you spend on this job. Bonuses such as Guidance, Enhance Ability, and Aid from familiars may be used for these rolls.

**Note**: For the purposes of Illegal DTD jobs, the spell *Pass Without Trace* and any similar effects grant you Advantage on your checks instead of a +10 bonus to your rolls.

Failing the initial check can result in being caught. Make a check of 1d20 + CHA + (Proficiency/Expertise of Deception/Intimidation/Persuasion), and utilize the chart below to determine whether you succeed. If you succeed on the Evade Check then you can ignore the punishment chart. Bonuses such as Enhance Ability, and Aid from familiars may be used for this roll; however, if you used Guidance for the previous roll you may not do so here since you would have to recast this spell while being confronted.

**The gold value of each day is determined by Earnings \* (Player Level / 2) [Rounded down, Minimum of 1]**

**Similarly, the potential punishment of gold lost in each day is determined by Gold Lost \* (Player Level / 2) [Rounded down, Minimum of 1]**

#### Examples:

```
!c <skill> dex -rr <# of days>
!tool <Tool name> <dex/int> -rr <# of days>

Example 1:
Spending 5 DTDs on illegal job Burglary using Thieves' Tools (Lvl 1 PC)
!tool thieves dex -rr 5
Rolled 19, 17, 19, 26, 13
"Made" 80g but got caught on day 5. Have to make an Evade Check
!c deception cha
Rolled an 11. Lost 15g and 1 DTD
Final Result: 65g -1 DTD

Example 2:
Spending 5 DTDs on illegal job Rigged Game using Dragonchess Set (Lvl 1 PC)
!tool dragon intelligence -rr 5
Rolled 14, 17, 28, 19, 24
"Made" 95g. Didn't get caught so no Evade Checks

```

## **Miscellaneous**

There may be special events that require you to spend downtime days to achieve. Those would fall under this category.

#### **Rovgaz Labors**

Labors are miscellaneous downtime activities that you can spend your days on to progress them and unlock further progress or lore on them. You can spend days on labors only if they are listed and are available to have days put into them.

They can be related to some examples such as scouting out a certain location , scouting and locating a certain enemy or threat, or for building an outpost in a region.

You spend your days into a Labor similar to how you would do for Research , in the downtime days channel by listing the name of the Labor you wish to spend days into , and how many days you are putting in

Some labors will require in-character permission to use this DTD, check the labor for prerequisites before submitting downtime day

#### **Noblesse Mining**

***Note: This requires in-character permission to use this DTD***

You may spend 1 dtd using this feature per week. Upon doing so, make a check of 1d20 + (Dex or Int) + Proficiency/Expertise with Jewler's Tools while adventuring to the mines of Noblesse to to find valuables to sell.

Use the following table to determine the payout for the feature:

 10 - 14
 15 - 19
 20 - 24
 25+