In this article you will find a list of possible downtime activities that you may participate in. This is a system to represent something your character is doing in the downtime between sessions. Large group gatherings (like the planned festival), social gatherings (tavern nights), or mini RP sessions will not count towards this. The time it takes to accomplish these things is measured in workweeks, which for the purpose of the session will be equivalent to 1 session (whether you are in it or not). For example if over the course of a month of real time there are two sessions, you may choose two of the following activities to perform. You cannot use any active abilities (ie. Luck Points) to augment a roll associated with this. This system will not be retroactive and will take effect immediately.
Work
If a character is proficient with a Athletics, Performance, a crafting kit (Smith's Tools, Leatherworking Kit, etc) or an instrument they may spend the week crafting generic items, performing, or doing manual labor. If you choose this option you will generate gold equal to 10 x Character Level. This gold will be deposited into your account immediately.
Gathering
If a character is proficient with the Harvesters, Herbalists, or Prospectors kit they can spend a workweek gathering using one of those kits. You will receive the items you've gathered at the next session you are in. This activity always happens around Gravesend unless your character traveled during their last session.
Religious Service
If a character is proficient in Religion they can perform a religious service. A Relgion check will be performed, with the below results. An example of a divine boon would be an extra use of channel divinity.
DC |
Effect |
1-10 |
No lasting effect. |
11-20 |
The influence of your chosen religion grows. |
21+ |
The previous benefit plus you gain a divine boon in your next session. |
Training
Receiving training in a language or tool typically takes six workweeks, but this time is reduced by a number of workweeks equal to half the character's Intelligence or Wisdom modifier (a penalty doesn't increase the time needed) rounded down. Training costs 50 gp per workweek. Manuals for most tools, instruments, or languages are available in the library. Additionally, you may train expertise in any tool or instrument, which will take six workweeks, without any modifier, and 500 gp paid out at the end of it.
Research
If a character is proficient in Religion, History, Nature, Investigation, or Arcana they can research a topic. The subject of the research must be provided. An appropriate check will be performed, with the below results.
DC |
Effect |
1-8 |
No lasting effect. |
9-19 |
You gain one piece of lore knowledge. |
20+ |
You gain two pieces of lore knowledge. |
Scribing a Spell Scroll
If a character has the Spellcasting class feature and is proficient in Arcana, they may craft a spell scroll. The time and cost to make the scroll can be seen below. You must provide any material component with an additional gold cost (ie. Revivify) at the time of scribing. You must know the spell you are scribing, and cantrips are always created at level 1, but create scrolls when made (two cantrip scrolls are made in a workweek, and they can be of different spells). More powerful spells cost more gold and take more time to craft. Scrolls will be available to your character at the next session. Characters who both meet the requirement to scribe a scroll can work collaboratively on it.
Level |
Cost |
Time |
Cantrip (2) |
30 |
1 workweek |
1 |
50 |
1 workweek |
2 |
300 |
1 workweek |
3 |
800 |
1 workweek |
4 |
1,500 |
2 workweeks |
5 |
3,500 |
2 workweeks |
6 |
6,000 |
2 workweeks |
7 |
10,000 |
4 workweeks |
8 |
15,000 |
7 workweeks |
9 |
25,000 |
10 workweeks |
Sell a Magic Item
If a character has a magic item (blue card) or up to five other times that they wish to sell they may spend a workweek finding a seller. At the end of the week they will receive an offer based on a Persuasion check.
Edit Your Spellbook
A character with the Spellcasting feature can use a downtime activity to either; swap out one spell known for another, or change up to 3 of your prepared spells.
Comments