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Downtime

Changes:
  • Wand creation now requires progress in addition to time
  • Wands have a chance of being destroyed if the final charge is expended
  • Wands now require attunement

    /*Changes from last semester:
  • Created actual rules for creating and using Potions, Scrolls, Wands, etc. instead of just ballparking it.
  • Changed the amount of gold gained from working to a flat 100gp.
  • Removed Training as an option. We're using milestone-based leveling instead.*/
For each week in real life, one month passes in-game. In that time, your character might be motivated to do different tasks when not on a quest. Every IRL week, you get a downtime point that can be spent working for money, brewing a potion, learning a language, or anything else your character can reasonably work on during a month’s time.   You spend downtime after your quest for the weekend. If you don't go on a quest, you can begin spending your points on the corresponding Monday.   If you have any questions or need to contact a DM, talk to Mike (Unorthodox Kerbal) in dnd-downtime.    

Working

If you choose to work for pay, you may redeem a downtime point to gain 100gp.

Projects

If you choose to work on a project, you may redeem a downtime point to roll a relevant skill check and gain progress. You cannot use dice manipulation (Lucky, Bless, etc.) on this check; simply roll a d20, and add your relevant Ability Score modifier or Tool Proficiency modifier, if applicable. For example, for refurbishing a ship you might roll 1d20 + Strength(Sleight of Hand), or 1d20 + Carpenter's Tools to accumulate progress. You earn progress based on the following chart:
  • If the result is 0 or less, you lose 1 progress.
  • If the result is 1, you earn 0 progress
  • If the result is 2-10, you earn 1 progress
  • If the result is 11-18, you earn 2 progress
  • If the result is 19 or above, you earn 3 progress
  Your project will require a total amount of progress, as determined by a DM in dnd-downtime. When the total amount of progress you’ve accumulated meets or exceeds the value set by the DM, your project is complete. The amount of progress earned does not accumulate between projects. If you want to spend your downtime on a project that doesn't fall under one of the following categories, contact Mike (Unorthodox Kerbal) in dnd-downtime.  

Learning Proficiencies

You can spend your downtime learning to be proficient in a weapon, language, skill, tool, or vehicle.  
Proficiency Skill Modifier (choose one) Progress
Language Religion, History 4
Simple Weapon Athletics, Survival 3
Martial Weapon Athletics, Acrobatics 6
Tools/Kits* Sleight of Hand, Medicine 7
Musical Instrument/Gaming Set Performance, Deception 2
Vehicle Animal Handling, Acrobatics 6
Skill History, Performance 8
*Thieves Tools cannot be learned.  

Spell Creation

You can spend your downtime attempting to create a new spell. Contact Chris(chris) in dnd-downtime to discuss the cost, effects, and level. You must be able to cast the spell at the given level before you begin to create the spell, and the spell cannot circumvent class restrictions. The process of spell creation will require a total of 200gp worth of research materials per spell level and 2 progress per spell level. Cantrips require 100gp and 1 progress. Add your spellcasting modifier and proficiency bonus to rolls to research spells.
Note from the DMs, we will be fairly heavy handed in editing and even refusing custom spell effects, so be prepared for that if you want to use this system. Please note that if the spell ends up being too overpowered, we DMs reserve the right to nerf said spell.  

Consumables

Consumables are single-use magical items, such as a potion, wand, scroll, or other magical trinket. Using a consumable or administering one to another character takes an action, and the consumable takes effect immediately and is used up. Consumables are not permanent. Creating a consumable requires an amount of time and gold. For earning progress, add your proficiency in a relevant tool or kit (if you're unsure of what tool or kit to use, contact Mike (Unorthodox Kerbal) in dnd-downtime. The cost will vary depending on what you want it to do, so contact Mike (Unorthodox Kerbal) in dnd-downtime to determine the cost of your consumable.  

Scrolls

A scroll is a magical item that stores a spell for future use. Casting the spell on the scroll takes an action, and does not require any spell components. If the spell written on the scroll appears on your class’s spell list, and the spell’s level is one that you can normally cast, you cast the spell successfully. Otherwise, you must make an Intelligence(Arcana) check to see if you can successfully cast it. The DC equals 10 plus the spell’s level. On a failed check, reading the scroll only consumes its magic with no other effect.   Creating a scroll requires no gold, but it does take time. You must be able to cast the spell you wish to inscribe through normal means before you begin creating the scroll. Creating a scroll requires 1 progress per spell level. Cantrips also take 1 progress; however, if you were to roll 3 progress while creating a cantrip scroll, you create two scrolls instead of one.  

Wands

Wands are magical objects used to cast spells contained within them. Unlike scrolls, wands are capable of casting spells multiple times, and can even hold multiple spells. Anyone can use a wand, and casting a spell with a wand takes an action.   Because wands are more versatile than scrolls, they are correspondingly more expensive to make and maintain. Making a wand requires 400gp and 1 progress per spell level, with an additional 200gp and 1 progress per charge. Wands regain 1d4 charges every 24 hours. If the final charge on the wand is expended, roll a d20; on a 1, the wand disintegrates. Once completed, all wands require attunement.  

Potions and Poisons

Potions are magical beverages that endow special properties on someone for a limited time. Generally speaking, potions endow positive effects, while poisons endow negative effects. Contact Mike (Unorthodox Kerbal) in dnd-downtime to discuss what you want your potion to do.   Potions can be consumed in one of three ways. Most potions default to Ingestion as the method of consumption, so if you intend for your potion to be consumed in a different way, make sure to clarify.
  • Contact: A creature that touches contact poison with exposed skin suffers its effects. This type of poison can also coat weapons; the potion is consumed once a creature is injured by the coated weapon.
  • Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. A partial dose may have a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
  • Inhaled: These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube, and lingers for 1 round. Any creature who enters the cube or is in the cube's area when it is created suffers the effects of the potion.

    /*
  • Injury: A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. The potion is consumed once a creature is injured with it.*/
 
Example Potions Effect Administration Progress Required
Potion of Greater Healing Heals 4d4+4 hp Ingested 2
Simple Poison Upon administration, the target makes a DC 13 Con save. The target takes 3d4 damage on a failed save, and half that on a success. Contact 1
Midnight Tears A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been detected and neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 9d6 poison damage on a failed save, or half as much damage on a successful one. Ingested 5
Truth Serum A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. Ingested 2
Skooma Upon administration, the target makes a DC 17 CON save. Tabaxi automatically pass the save. On a failed save, the target gains an additional 10ft of movement, and disadvantage on all Dexterity, Intelligence, and Wisdom checks and saving throws. On a successful save, the target gains all the effects of the failed save, as well as advantage on all Strength checks and saving throws. This potion lasts for one hour. Additional Skooma potions consumed within an hour do not grant any additional effects. Ingested 3

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