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Downtime Activities

When characters find themselves with a lot of free time, they can spend this time in a number of ways, both constructive and otherwise.

Short-Term activities are those that can be, in theory, completed in a relatively short amount of time. They grant a more immediate benefit, though typically don't grant advantages as strong as long-term options.

A character who knows spells may spend their downtime scribing spell scrolls, allowing them to access some spells with greater frequency, though at increased cost and less potency. To scribe a scroll, a character must know a spell and have it prepared, as well as expend resources equal in value to half the cost of the scroll they want to scribe. Any material components used in the spell being scribed must also be provided at the time it is scribed.

The scroll then takes 2 hours to scribe per spell level, and this time can be split across multiple days. A spell can be scribed into a scroll at a higher level, but requires an investment of both time and money at the new spell level. Any spell scribed into a scroll uses the default values for Spell Save DCs and Spell Attack Rolls, rather than those of the individual who scribed them.

A character with proficiency in Alchemist's Supplies is able to brew potions, using time and raw ingredients to create valuable elixirs. Brewing a potion requires raw ingredients equal to half the finished potion's value. The below table details the time it takes to brew a single potion, depending upon its rarity. A character with expertise in Alchemist's supplies can brew potions in half this time.

Additionally, a character may attempt to make potions in batches, using the same time to brew additional potions. When they do so, they expend resources for a number of potions equal to the batch size below, and make an Intelligence (Alchemist's Supplies) or Wisdom (Alchemist's Supplies) check against the difficulty below.

On a successful check, the character brews a full batch of potions. On a failed check, the character wastes the resources of the additional potion, though they are still able to brew a single successful one. If the character is interrupted for more than 10 minutes while brewing a potion, and no other proficient character is able to take over, the resources are lost and no potion is brewed.

Potion RarityTime to BrewBatch DifficultyBatch Size
Common2 HoursDC 106 Potions
Uncommon4 HoursDC 154 Potions
Rare6 HoursDC 203 Potions
Very Rare8 HoursDC 252 Potions

As magic items can be quite expensive, it's often not the easiest time to find a buyer willing to pay the full price for them. Assuming a settlement has somebody with the money to pay for the item, the character can find a buyer with a single day of downtime, who will buy the item at the percentage of its base price listed below.

However, with enough time, a character can find a more interested buyer if one exists within the current settlement. Each day of downtime increases the amount of money that a player will receive when choosing to sell the item, as shown in the table below. An item cannot exceed the local value of the item, though this may be higher than 100% of base price.

The character may also attempt to be more aggressive in pursuing leads on buyers to potentially increase this percentage faster. A character may make either a Charisma (Persuasion) or Intelligence (Investigation) check against the DCs below to find a more suitable buyer. A successful check doubles the rate of progress for the day, while a failed check halves it.

Item RarityStarting PercentPercent per DayBuyer DC
Common80%20%DC 10
Uncommon60%20%DC 25
Rare55%15%DC 20
Very Rare40%10%DC 25
Legendary20%5%DC 30

Some activities a player can take require a larger investment of time to see results, but can grant stronger benefits.

A character can attempt to craft a magical item in their downtime. In order to do so, they require ingredients equal to half the cost of the item they wish to craft, and they must have proficiency in a tool or kit relevant to creating the item. For example, if a character wants to forge a magic longsword, they must be proficient in Smith's Tools.

The character must spend a number of hours crafting the magic item equal to a quarter of the item's base price in gold pieces. At the end of this time, they make a checks with the relevant tool based upon the rarity of the item they are creating, as shown in the table below.

On a successful check, the item is successfully created. On a failed check, they fail to craft the item, and the time spent in the attempt is wasted. A character may assist with creating the item, granting the crafter advantage on the final roll, if they devote their time to assisting and are also proficient in a relevant tool or kit.

Item RarityCraft DC
CommonDC 10
UncommonDC 15
RareDC 20
Very RareDC 25
LegendaryDC 30

Characters can spend downtime honing their skills, and gaining new abilities that are not tied directly to levelling up. All abilities a character may gain as a result of downtime training are detailed in the Talent Tree Guide.

Rules for Training

Training Example

Ulver decides to begin training in Religion after embracing a new god. He rolls an 18 and adds his Wisdom bonus of 3, for a total of 21. Ulver marks down 3 successes. The next time he is able, he makes another Training roll, this time adding an additional 3 based on his number of successes. However, he only rolls a 3 this time, and does not advance in training as he failed to roll a 10 or more.

Ulver continues training in his downtime, eventually reaching 40 successes. He rolls again, rolling 8 on the die. He adds his Wisdom modifier to the roll, increasing it to 11. He then adds an additional 40, bringing the total to 51. As the roll was more than 50, Ulver completes his training successfully. He gains proficiency in the Religion skill, as well as gaining the “Rites” feature of the Religion Talent Tree.

To begin training a skill, a character must select a Talent or Talent Tree to train. If the character has partially trained for a different Talent, all progress on that Talent will be lost when they begin training a new one.

After making their selection, a character requires at least 8 hours of free time to train, which cannot include time spent resting or performing any other activity, at the conclusion of which they can make a single Training roll. This training roll is 1d20 and uses the ability modifier of the skill in question, or selected by the DM. Proficiency and Expertise may also apply at the DMs discretion.

You gain a number of successes based upon the total for your roll, in increments of 5: A total roll of 10 gives you 1 success, a total of 15 gives you 2 successes, 20 gives you 3 successes, and so on. Each time you make a subsequent Training roll, you add your number of successes to the roll. Once your total roll reaches 50, you gain the benefits of the talent tree as if you had invested a point into it.

A character who is training may receive assistance from another character, granting them advantage on their Training roll. However, the character offering their assistance must spend the entire period of training doing so, and must have a proficiency relevant to the training. A character may also repeatedly use the Guidance cantrip to assist the trainee, but must also spend the entire period of training doing so.

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