downtime_activities

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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.

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

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.

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

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 in the “Potion Brewing” table.

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.

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

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

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 “Item Crafting” table.

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.

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. These abilities are referred to as talents, and act as mini-feats that a character can learn (and, if desired, unlearn) by spending time in-game to do so.

Maximum Talents

Class TypeMaximum Number of Talents
Full Caster1 + Prof. Bonus
Rogue2 + Prof. Bonus
Half Caster3 + Prof. Bonus
Non-Caster5 + Prof. Bonus

Different characters will have different numbers of maximum talents they can learn, based on their class or class type.

  • Full Casters such as Wizards and Clerics have the lowest number of talents. These classes already have significant flexibility thanks to their spells, which take dedication and devotion to maintain.
  • Rogues have the next lowest number of talents, as this specific class is quite inherently skilled.
  • Half Casters such as Eldritch Knights or martial classes that have multi-classed into spellcasting classes have the second-highest number of talents, as their spellcasting is lesser and they often have to rely on physical abilities to overcome challenges.
  • Non-Casters have the most available talent points, as their lack of spellcasting ability leaves them with fewer options for dealing with challenges. However, with no spellcasting abilities to maintain and improve, they have more time and capacity for other abilities.

Rules for Training

A character can have a total number of talents trained based upon their class, as shown in the “Class Talents” table below.

TalentDCSuccesses Required
Tier 1 (Base Ability)DC 53
Tier 2DC 106
Tier 3DC 158
Tier 4 (Capstone Ability)DC 2010

Training Example 1

Red decides to learn alchemy, so that he can brew potions for the party at a cheaper price. He decides to start training the Jack of Trades talent (Apprenticeship, Page 18) with a

Training Example 2

Zimest has had too many traps blow up in his face after Rama barges through a door, and decides to train the Slippery talent (Acrobatics, page 2) to make it a bit easier to deal

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