Downtime
While much of the focus of D&D lies with combat, exploration, and travel, characters will still have gaps between those events that they can fill with other activities. These gaps are collectively called downtime.
Mid-Adventure Downtime
While adventuring, good portions of the day are often unaccounted for by travel, exploration, or combat. These periods of downtime throughout an adventuring day can be used by players to accomplish many of the things they can do during extended downtime, if in smaller chunks. Up to 4 hours per day can be applied to downtime activities during a typical adventuring day, taken during meals and breaks, at camp in the evening, and during night watches. This downtime only provides half the time in progress towards an activity due to the broken up and easily distracted nature of it. Some activities that require little to no spool up/down time or minimal attention may count for the full 4 hours, like reading a book (at DM discretion). In order to count for full time, a character must dedicate time in 4 hour increments, and must experience no distractions during that time. Even so, a character cannot dedicate more than 8 hours a day towards downtime activities, and cannot dedicate more than 4 hours during a day involving travel and/or multiple combats.Extended Downtime
Extended downtimes are periods measured in days and weeks where no adventuring, travel, or other major activities are taking place. While normally passing with no more fanfare than a "a few weeks later" at the table, there is much that a character can accomplish during this time, whether it be crafting items, earning money, or roleplaying. As a note, all activities during extended downtime assume a character is productive for 8 hours a day, 5 days a week, and 4 weeks a month.
During this time player characters have a chance to perform tasks or actions that may otherwise be inappropriate for typical dnd sessions. They may want to work a job to earn income, take some time to craft items for the party, rest and recover from long term wounds or illnesses, or train in a new capability. Provided below are several pre-formulated actions that can be taken durin extended downtime. This should by no means be considered exhaustive, instead giving a template and source of ideas, along with a baseline of expectations for what may be allowed or accomplished. As a general rule of thumb, anything that would require tactical or strategic roleplay (such combat or negotiations with an important figure) should be reserved for regular play.
Also of note, downtime is primarily when a player character makes decisions about and pays the price for their chosen lifestyle. This is covered in more detail under cost of living in the Wealth article.
Work a Job
A good default activity for a character who can't determine something better to do, or just really needs some extra cash, is to exchange their spare time for money. The standard form of this is in the way of a Profession or Craft skill. Checks for said skills can be rolled by the hour, day, or week as appropriate for the length of downtime (for longer downtimes, it may also be prudent to take a 10 on the check). Beyond this, characters can use their Craft skill to make items and then sell them, offer religious services (for divine classes), offer spellcasting services (for spellcasting classes), or take up various types of mercenary work. Examples of how each of these could be adjudicated are provided below.- Profession/Craft: Gain half your check result (rounded down) in gold pieces for each day of work. Working by the hour pays in silver pieces, by the week pays 5 times the daily rate, and by the month pays check result in platinum pieces.
- Craft Items: Follow standard item crafting rules. By default, items can be sold for half their market price. Particularly expensive items may need to be sold in more populated locales.
- Offer Religious Services: A Cleric (or similar religiously oriented class) can offer the services provided by the clergy of their deities, accepting donations for their efforts. Results can vary greatly by circumstances, but as a general case such characters roll a Caster Level check, earning that many gold pieces per day for their labors.
- Spellcasting Services: Classes with the ability to cast divine or arcane spells can offer these services to those willing and able to pay. Such services can earn a high price, but are also subject to the availability of those with the money and need for them. As such, income can be much less regular with such work. See the spellcasting income sidebar below for details on how to determine daily income.
- Mercenary Work: Whether it be guard duty, training soldiers, or participating in gladiatorial competitions, characters can leverage their ability to handle themselves in a fight into income without too much undue risk. Characters working in this way earn their base attack bonus x 5gp per day of work. As this work bears with it some level of danger, they must also roll on the mercenary event table below when performing this work. This chart is rolled on once for work lasting a month or less, plus one for each additional month worked (round up).
Spellcasting IncomeHow much a spellcaster earns per day is based on their caster level and the level of spells they are able to solicit their services for. Each day, they roll all of the following dice that correspond to spell levels they have access to: 2nd - 1d4, 3rd - 1d6, 4th - 1d8, 5th - 1d10, 6th - 1d12, 7th - 1d20, 8th - 1d100. The die with the lowest roll is the spell level they use to calculate their income for that day. If more than one die is tied for lowest, the smallest die is counted. The amount they make that day is equal to the minimum level they can cast that spell level at times the spell level rolled times 5 gp. Some circumstances, such as the size of the city/town they are in, may affect which dice can be rolled, at DM discretion. Barring extreme circumstances (such as spending downtime encamped in a wilderness setting), a spellcaster is always able to solicit at least 2nd level spells, provided they can cast them.
Mercenary Event Table
Roll | Event |
---|---|
01-83 | No Event |
84 | Sustained Injury: You were hurt in the line of duty. Gain an injury |
85 | Made an Enemy: Through some act you have earned the emnity of someone |
86 | Heroic Act: Through an act of heroics you have earned a level of local fame |
87 | Gained Notoriety: Through a cuel or misunderstood act you have earned a level of local notoriety |
88 | Big Windfall: You somehow come into possession of a windfall of cash. Gain 1 month's extra income |
89 | Humiliated: You were beaten in battle and it was widely witnessed |
90 | Made a Friend: You earned the loyalty and admiration of another |
91 | Broken Equipment: A random piece of your gear gains the broken condition |
92 | Juicy Rumour: You overhear a juicy bit of gossip that may or may not be true |
93 | Falsely Accused: You are falsely accused of a crime you did not commit |
94 | Rescued Someone: You rescue an important local figure, earning their gratitude |
95 | Overworked: You push yourself too hard. Lose 1 week's work while you recover |
96 | Fired: One way or another you failed at your work. No income for this period |
97 | Robbed: You were robbed! Lose half your income from this period |
98 | Impressive Feat: You performed an impressive act, and earned some local fame |
99 | Battle Scar: You were cosmetically injured, adding a grizzled look to your character |
100 | Gained Trophy: You won a prestigious award, gaining some local fame |
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