Downtime Activities Profession in Yjarth | World Anvil
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Downtime Activities

Between adventures, the DM might ask you 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 amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.  

Building a Stronghold

Carousing

Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?
  • Resources
    • Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.
    • A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.
  • Resolution
    • After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Persuasion check using the Carousing table.
      • Carousing Check Total: Result
        • 1—5: Character has made a hostile contact.
        • 6—10: Character has made no new contacts.
        • 11—15: Character has made an allied contact.
        • 16—20: Character has made two allied contacts.
        • 21+: Character has made three allied contacts.
    • Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
      • Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.
      • Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
      • Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.
    • Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.
    • At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1).
  • Complications
    • Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.

Crafting an Item

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.
  • Resources
    • In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
    • Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
  • Resolution
    • If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.
      • Proficiency: Item
        • Herbalism Kit: antitoxin, potion of healing
        • Leatherworker's Tools: leather armor, boots
        • Smith's Tools: armor, weapons
        • Weaver's Tools: cloaks, robes
  • Crafting Magic Items
    • Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
    • Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a Spell Scroll" section, below.
    • To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.
    • An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.
    • The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.
      • Ingredient Rarity: CR Range
        • Common: 1—3
        • Uncommon: 4—8
        • Rare: 9—12
        • Very rare: 13—18
        • Legendary: 19+
    • In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. *Halve the listed price and creation time for any consumable items.
      • Magic Item Crafting Time: Time*. Cost*.
        • Common: 1 workweek. 50 gp.
        • Uncommon: 2 workweek. 200 gp.
        • Rare: 10 workweek. 2,000 gp.
        • Very rare: 25 workweek. 20,000 gp.
        • Legendary: 50 workweek. 100,000 gp.
    • To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.
  • Brewing Potions of Healing
    • Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
      • Potion of Healing Creation: Time. Cost.
        • Healing: 1 day. 25 gp.
        • Greater healing: 1 workweek. 100 gp.
        • Superior healing: 3 workweeks. 1,000 gp.
        • Supreme healing: 4 workweeks. 10,000 gp.
  • Complications
    • Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs.

Crime

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
  • Resources
    • A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.
  • Resolution
    • The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.
    • The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.
    • To attempt a crime, the character makes three checks: Stealth, Dexterity using thieves' tools, and the player's choice of Investigation, Perception, or Deception.
      • DC: Loot Value
        • 10: 50 gp, robbery of a struggling merchant
        • 15: 100 gp, robbery of a prosperous merchant
        • 20: 200 gp, robbery of a noble
        • 25: 1,000 gp, robbery of one of the richest figures in town
      • If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.
      • If only one check is successful, the heist fails but the character escapes.
      • If two checks are successful, the heist is a partial success, netting the character half the payout.
      • If all three checks are successful, the character earns the full value of the loot.
  • Complications
    • A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.

Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.
  • Resources
    • This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp.
  • Resolution
    • The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
    • The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.
      • Gambling Results: Value
        • 0 successes: Lose all the money you bet, and accrue a debt equal to that amount.
        • 1 success: Lose half the money you bet.
        • 2 successes: Gain the amount you bet plus half again more.
        • 3 successes: Gain double the amount you bet.
  • Complications
    • Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.

Pit Fighting

Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.
  • Resources
    • Engaging in this activity requires one workweek of effort from a character.
  • Resolution
    • The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.
    • The character makes three checks: Athletics, Acrobatics, and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.
      • Pit Fighting Results: Value
        • 0 successes: Lose your bouts, earning nothing.
        • 1 success: Win 50 gp.
        • 2 successes: Win 100 gp.
        • 3 successes: Win 200 gp.
  • Complications
    • Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table.

Relaxation

Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.
  • Resources
    • Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.
  • Resolution
    • Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.
  • Complications
    • Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.

Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.
  • Resources
    • Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.
  • Resolution
    • At the end of the required time, the character chooses to make either a Religion check or a Persuasion check. The total of the check determines the benefits of service, as shown on the Religious Service table.
      • Religious Service Check Total: Result
        • 1—10: No effect. Your efforts fail to make a lasting impression.
        • 11—20: You earn one favor.
        • 21+: You earn two favors.
    • A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.
    • Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor).
  • Complications
    • Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.

Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.
  • Resources
    • Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.
  • Resolution
    • The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.
      • Research Check Total: Result
        • 1—5: No effect.
        • 6—10: You learn one piece of lore.
        • 11—20: You learn two pieces of lore.
        • 21+: You learn three pieces of lore.
    • Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
    • As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
  • Complications
    • The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.
    • In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
  • Resources
    • Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.
    • If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
      • Spell Level: Time. Cost.
        • Cantrip: 1 day. 15 gp.
        • 1st: 1 day. 25 gp.
        • 2nd: 3 days. 250 gp.
        • 3rd: 1 workweek. 500 gp.
        • 4th: 2 workweeks. 2,500 gp.
        • 5th: 4 workweeks. 5,000 gp.
        • 6th: 8 workweeks. 15,000 gp.
        • 7th: 16 workweeks. 25,000 gp.
        • 8th: 32 workweeks. 50,000 gp.
        • 9th: 48 workweeks. 250,000 gp.
  • Complications
    • Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.

Selling a Magic Item

Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.
  • Resources
    • A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.
  • Resolution
    • A character who wants to sell an item must make a Persuasion check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
      • Magic Item Rarity: Base Price*
        • Common: 100 gp
        • Uncommon: 400 gp
        • Rare: 4,000 gp
        • Very rare: 40,000 gp
        • Legendary: 200,000 gp
        *Halved for a consumable item like a potion or scroll
      • Magic Item Check Total: Offer
        • 1—10: 50% of base price
        • 11—20: 100% of base price
        • 21+: 150% of base price
  • Complications
    • The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale Complications table.

Training

Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.
  • Resources
    • Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek.
  • Complications
    • Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table.

Work

When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.
  • Resources
    • Performing a job requires one workweek of effort.
  • Resolution
    • To determine how much money a character earns, the character makes an ability check: Athletics, Acrobatics, Intelligence using a set of tools, Performance, or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.
        Wages Check Total: Earnings
        • 9 or lower: Poor lifestyle for the week
        • 10—14: Modest lifestyle for the week
        • 15—20: Comfortable lifestyle for the week
        • 21+: Comfortable lifestyle for the week + 25 gp
  • Complications
    • Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.

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