![[downtime activities cover.webp|banner p+tcc]] # DOWNTIME ACTIVITIES >[!cite|no-title] >#### [[Rules|Back to Rules]] >[!cite|no-title transcript] >Between quests, your party spends time at their liberty, attending to personal needs and side projects. These are called **downtime activities**. Downtime activities can include buying or creating magic items, pulling off crimes, and working at a job. > >The description of each activity tells you how to resolve it, and many activities require an ability check. Some activities require days, weeks, or months to complete, and the days of an activity don't need to be consecutive. > >>[!cite|no-title] >>##### Complications >>Each activity includes a chance of complications your characters can encounter. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give characters headaches or advantages in any number of ways. > >You may choose the same activity more than once. You can only attempt actions that you're in a position to accomplish. If an activity is contingent on another action, resolve that action first. > >Activities on the downtime list are limited; normal actions are not. During downtime, you can still go places, do things, make action rolls, gather information, talk with other characters, etc. In other words, only activities that are _on the list_ are limited. > >For any downtime activity, take **advantage** to the roll if a **friend** or **contact** helps you. > >Depending on the downtime length, players are granted a certain number of downtime activities. A [[short-rest-xphb|Short Rest]] grants _no_ downtime activities, a [[long-rest-xphb|Long Rest]] grants _one_ downtime activity, and Free Play (longer stretches of time when players are not actively questing and within a settlement) grants a number of downtime activities up to the DM's discretion. ^458ce2 # Downtime Activities --- > [!cite]- Acquire an Asset > ## Acquire an Asset > >[!cite|no-title transcript] > >## Temporary Asset > >Gain temporary use of an asset: > >- One magic item or set of common items, tools, or similar. > >- A cohort _(an expert or gang)._ > >- A vehicle. > >- A service. _Transport from a smuggler or driver, use of a warehouse for temporary storage, legal representation, etc._ > > > >"Temporary use" constitutes one significant period of usage that makes sense for the asset—typically the duration of one quest. An asset may also be acquired for "standby" use in the future. You might hire mercenaries to guard a dungeon, for example, and they'll stick around until after the first serious encounter, or until a week goes by and they lose interest. > > > >To acquire the asset, describe how you go about gaining this asset, and the DM will assign **a skill check**, and/or a **gold sum range**. The result of the skill check or percentage of the gold sum paid indicates the quality of the asset you get. > > > >If you acquire the same asset again, you get advantage to your roll, and a discounted gold sum. If you continue to re-acquire an asset every time it's used, you can effectively rent it indefinitely. > > > >If you want to acquire an asset permanently, you can work on it as a [[Downtime Activities#Long Term Project|Long Term Project]] to set up a permanent acquisition, or, craft your own using the resource below. > > --- > > ## Crafting & Enchanting > > > [!grid|col-2] > > >[!cite|no-title] > > >### 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 non-magical gear. > > > > > >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 pieces cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50gp or lower. Items that cost more than 50gp 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. The DM uses their judgement when determining how many characters can collaborate on an item. > > > > > >All characters involved need to be proficient in the tools needed to craft an item and have access to the appropriate equipment. The DM needs to make any judgement calls regarding whether a character has the correct equipment. The following table provides some examples. > > > > > >|Proficiency|items| > > >|-|-| > > >|[[herbalism-kit-xphb\|Herbalism Kit]]|[[antitoxin-xphb\|Antitoxin]], [[potion-of-healing-xdmg\|Potion of Healing]] > > >|[[leatherworkers-tools-xphb\|Leatherworker's Tools]]|[[leather-armor-xphb\|Leather Armor]], Boots| > > >|[[smiths-tools-xphb\|Smith's Tools]]|Armor, Weapons| > > >|[[weavers-tools-xphb\|Weaver's Tools]]|Cloaks, Robes| > > > > > >A character can sell an item crafted in this way at its listed price. > > > > >[!cite|no-title] > > >### 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-xdmg|Potions of Healing]]_ and _[[spell-scroll-xdmg|Spell Scrolls]]_ are exceptions to the following rules. For more information, see '[[Crafting & Enchanting#^6e1cb9|Brewing a Potion of Healing]]' and '[[Crafting & Enchanting#^6e1cb9|Scribing a Spell Scroll]]' > > > > > >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. > > > > > >##### Magic Item Ingredients > > >|Item Rarity||CR Range| > >>|-|:-:| > >>|Common|1-3| > > >|Uncommon|4-8| > > >|Rare|9-12| > > >|Very Rare|13-18| > >>|Legendary|19+| > >> > >>##### Magic Item Crafting Time & Cost > >>|Item Rarity|Work Weeks[^1]|Cost[^1]| > >>|-|:-:|-:| > >>|Common|1|50 gp| > >>|Uncommon|2|200 gp| > >>|Rare|10|2,000 gp| > >>|Very Rare|25|20,000 gp| > >>|Legendary|50|100,000 gp| > > > > >[!cite|no-title span-2] > > >#### Crafting 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% chance for every five work weeks spent on crafting an item that a complication occurs. > > > [!grid|col-2] > > >[!cite|no-title] > > >### Brewing Potions of Healing > > >_[[potions-of-healing-xdmg|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 summarised on the **Potion of Healing Creation Table**. > > > > >[!cite|no-title] > > >##### Potion of Healing Creation > > >|Type|Time|Cost| > > >|-|-|-:| > > >|[[potion-of-healing-xdmg\|Healing]]|1 day|25 gp| > > >|[[potion-of-greater-healing-xdmg\|Greater Healing]]|1 workweek|100 gp| > > >|[[potion-of-superior-healing-xdmg\|Superior Healing]]|3 workweeks|1,000 gp| > > >|[[potion-of-supreme-healing-xdmg\|Supreme Healing]]|4 workweeks|10,000 gp| > > > > >[!cite|no-title] > > >### Scribing a Spell Scroll > > >With time and patience, a spellcaster can transfer a spell to a scroll, creating a _[[spell-scroll-xdmg|Spell Scroll]]_. > > > > > >Scribing a _[[spell-scroll-xdmg|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. > > >- Must provide any material components required for the casting of the spell. > > >- 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 scribes spell is a cantrip, the version on the scroll works as if the caster were 1st level. > > > > >[!cite|no-title] > > >##### Spell Scroll Costs > > >|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|15,000gp| > > >|7th|16 workweeks|25,000gp| > > >|8th|32 workweeks|50,000 gp| > > >|9th|48 workweeks|250,000gp| > > ^6e1cb9 > [!cite]- Train > ## Train > > >[!cite|no-title transcript] > >When you spend time in training, you seek someone with proficiency or expertise in a skill, language, tool, weapon, armor, spell, or similar. If you don't have a contact or fellow PC who can provide training, you can use the **acquire asset** activity to gain access to a mentor, who can provide service for the whole party. Otherwise, training does not require a mentor, but mentor-less training will take longer. > > > >Training otherwise functions similar to a **[[Downtime Activities#Long Term Project|Long Term Project]]**. > > > >|Roll|Consequence (With Mentor)|Consequence (Without Mentor)| > >|:-:|:-:|:-:| > >|1-11|One Segment|Zero Segments| > >|12-16|Two Segments|One Segment| > >|17-19|Three Segments|Two Segments| > >|20|Five Segments|Four Segments| > > > >Mentors with **Proficiency** or **Expertise** in the skill are required if you wish to gain proficiency in said skill. A Mentor with **Expertise** in the skill is required if you wish to gain expertise in said skill. > > > >Characters with **Half-Proficiency** cannot teach others said skill, but have their clocks halved if they train that skill to gain proficiency. > > > >Training a skill requires the correct tools on hand, as well as frequent access to a specialised area to train (such as a workshop, a lab, sparring grounds, etc) in order for the character to benefit from the training. > > > [!grid|col-2] > > > [!cite|no-title] > > > ### Tool Proficiencies > > > Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. > > > > > >For a > > > > > [!cite|no-title] > > > ### Languages Proficiencies > > > Each language is its own unique proficiency. Not being proficient in a language but being proficient in a language that shares the script allows for very slow, very vague (and possibly incorrect) translations of text. > > >##### Standard Languages > > >Languages spoken by a majority of Lavitra > > > > > >|Languages|Regions|Script|IRL Equivalent| > > >|-|-|-|-| > > >|Astrish|Astrish,<br>Eastern Staywana</br>|Common|Afrikaans| > > >|Common|Worldwide|Common|English| > > >|Common Sign Language (CSL)|Worldwide|Sign Language|Auslan| > > >|Draconic|Korokov|Draconic|Russian| > > >|Dwarvish|Southern Naratan,<br>Fylikfold</br>|Dwarvish|Scottish| > > >|Elvish|Southern Fortuma|Elvish|French| > > >|Gathic|Gathil|Undercommon|Vietnamese| > > >|Gnomish|Southern Fylikfold|Dwarvish|Danish| > > >|Halfling|Fylikfold|Common|Irish Gaelic| > > >|Kerisian|Kerisis,<br>Northern Fylikfold</br>|Dwarvish|Arabic| > > >|Naratanese|Naratan|Undercommon|Japanese| > > >|Pherish|Pherisos,<br>Northern Kerisis</br>|Dwarvish|Greek| > > >|Staywaanian|Staywana,<br>Eastern Astrait</br>|Infernal|Zulu| > > >|Sylvan|Northern Fortuma,<br>Northern Gathil</br>|Elvish|Italian| > > >|Undercommon|Gathil,<br>Strios,</br>Underdark|Undercommon|Chinese| > > > > > >##### Exotic Languages > > >Languages known by very few within Lavitra, only by those who specialise and dedicate themselves to the study of the language. > > > > > >|Language|Regions|Script|IRL Equivalent| > > >|-|-|-|-| > > >|Abyssal|The Abyss|Infernal, Barazhad|Classical Latin| > > >|Celestial|Upper Planes|Infernal, Celestial|Ecclesiastical Latin| > > >|Deep Speech|Far Realm|n/a|n/a| > > >|Inferna|Avernus|Infernal, Celestial|Medieval Latin| > > >|Primordial|Elemental Planes|Dwarvish, Barazhad|n/a| > > >|Orkish|???|Dethek|Aleut| > > >|Wyrlxian|Frosthalta|Celestial|Kinyarwanda| > > >|Druidic|n/a|n/a|n/a| > > >|Thieves' Cant|n/a|n/a|n/a| > > > [!cite|no-title] > > ## Other Proficiencies > >>[!grid|col-3] > >>>[!cite|no-title] > >>>### Weapons > >>>- You are able to train proficiency for an entire class of weapons (ie. Martial Melee, Martial Ranged, etc), or you can train proficiency in specific weapons (ie. Glaive, Flail, Long Bow etc). > >>>- You are also able to train proficiency in [[improvised-weapons-xphb|Improvised Weapons]] and [[Mechanics/CLI/rules/variant-rules/firearms-xdmg|Firearms]]. > >> > >>>[!cite|no-title] > >>>### Armor > >>>- You are able to train proficiency for an entire class of armor (ie. Light, Medium, Heavy etc), or you can train proficiency in specific armors (ie. Chain Mail, Plate, Leather). > >>>- You are also able to train proficiency in [[Mechanics/CLI/items/shield-xphb|Shields]]. > >> > >>>[!cite|no-title] > >>>### Skills > >>>- You are able to train proficiency or expertise in any one skill of any ability, such as Acrobatics, Persuasion, Animal Handling, etc. > >>>- Training the Wisdom (Medicine) skill can allow your character to provide long-term care for another. > [!cite]- Long Term Project > ## Long Term Project > > >[!cite|no-title transcript] > >When you work on a long-term project (either a brand new one, or an already existing one), describe what your character does to advance the project clock, and roll a skill check on one of your downtime activity actions. Mark segments on the clock according to your result: > > > >|Roll|Consequence| > >|:-:|:-:| > >|1-11|One Segment| > >|12-16|Two Segments| > >|17-19|Three Segments| > >|20|Five Segments| > > > >A long-term project can cover a wide variety of activities, like doing research into an arcane ritual, investigating a mystery, establishing someone's trust, courting a new friend or contact, changing your character's vice, and so on. > > > >Based on the goal of the project, the DM will tell you the clock(s) to create and suggest a method by which you might make progress. > > > >In order to work on a project, you might first have to achieve the means to pursue it—which can be a project in itself. For example, you might want to make friends with a member of the City Council, but you have no connection to them. You could first work on a project to **Persuade** in their circles so you have the opportunity to meet one of them. Once that's accomplished, you could start a new project to form a friendly relationship. > > --- > > ## Researching > > >[!cite|no-title] > >The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. > > > >The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumours and gossip from their lips. > > > >When you begin your research, the DM determines whether the information is available, how many sections/clocks of downtime it will take to find it, whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location), and if there are any costs or expenses to funding the research. > > > >The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available. > > > >Undertaking the research activity, you can learn a number of lore about your subject (a true statement about a person, place, or thing), such as a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by wizards of a certain guild, etc. > > > >Research is not used to train any proficiencies, and you must use a dedicated [[Downtime Activities#Train|Train]] downtime activity to do so. > >[!grid|col-3] >>[!cite|blank] > >>[!cite] [[Downtime Activities#DOWNTIME ACTIVITIES|Back to Top]] > >>[!cite|blank] %% ```dataview TABLE WITHOUT ID cover, link(file.link, name), desc FROM #downtime AND #active SORT file.name ASC ``` --- # MISCELLANEOUS ACTIVITIES >[!cite|no-title] >Miscellaneous activities are smaller activities that can fall into the other downtime activity categories, and can be done to further those projects. For example, having a Long Term Project to research more about a specific guild, and using the 'Carousing' activity to find out rumours, or having the _Stupor_ vice and using the 'Pit Fighting' activity to indulge in your vice. > >You're encouraged to use these as ideas if you are stuck on what to do to next on your long term projects, training, or other. Pursuing one of these may grant you additional or unique benefits, rewards, and complications. >[!grid|col-2] >>[!cite|no-title] >>### Religious Service >>Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing the community. Someone who undertakes this activity has the chance of winning the favour of the temple leaders. > >>[!cite|no-title] >>### Gambling >>Games of chance are a way to make a fortune—and perhaps a better way to lose one. >> >>Characters are able to utilise their proficiencies in appropriate gaming sets in place of other checks at the DMs discretion. > >>[!cite|no-title] >>### Carousing >>Carousing covers a workweek of fine food, strong drink, and socialising. A character can attempt to carouse among lower-, middle-, or upper-class folk. > >>[!cite|no-title] >>### Pit Fighting >>Pit fighting includes boxing, wrestling, and other non-lethal forms of combat in an organised setting with predetermined matches. >[!cite|no-title] >### Recover >>[!grid|col-2] >>>[!cite|no-title] >>>##### Recuperating >>>You can use downtime between adventures to recover from a debilitating injury, disease, or poison. >>> >>>After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw.  If you are being treated by someone proficient in the Medicine skills, you have advantage on this saving throw.  On a successful save, you can choose one of the following results: >>>- End one effect on you that prevents you from regaining hit points. >>>- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. >> >>>[!cite|no-title] >>>##### Medicine >>>Use of the Medicine skill lets you try to stabilize a dying companion, diagnose an illness, or treat poisoned or diseased creatures. >>> >>>Medicine may also be used to provide long-term care to poisoned or diseased companions. >>> >>>When a [[conditions|Poisoned]], [[diseases|Diseased]], or otherwise ill or severely injured character is cared for by someone proficient in the Medicine skill, they make their recuperation Constitution saving throw. %% [^1]: Halved for a consumable item like a potion or scroll