Downtime in Ultirhall | World Anvil
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Downtime

For each week in real life, two months pass in-game. In that time, your character might be motivated to do different tasks when not on a quest. Every IRL week, the following options are available to your character, and you may chose one of the following options to partake in over the two months.   You can use downtime starting the Monday after your quest for the weekend. You do not necessarily need to spend your downtime the week you get it - you can "save up" for a later project.   If you have any questions or need to contact a DM for your downtime, contact Mike or Ryan in #dnd-downtime.    

Progress

Some projects may take more than two months to complete. If you choose to work on such a project, you may roll a relevant skill check to gain progress in it. You cannot use dice manipulation (Lucky, Bless, etc.) on this check; simply roll 3d10, and add your relevant Ability Score modifier or Tool Proficiency modifier, if applicable. For example, for refurbishing a ship you might roll 3d10 + Strength(Sleight of Hand), or 3d10 + Carpenter's Tools to accumulate progress. You earn progress equal to your roll plus your modifier.   Your project will require a total amount of progress, as determined by a DM in #dnd-downtime. When the total amount of progress you’ve accumulated meets or exceeds the value set by the DM, your project is complete. The amount of progress earned does not accumulate between projects. If you want to spend your downtime on a project that doesn't fall under one of the following categories, contact a DM in #dnd-downtime.   Artificers with the Magic Item Adept class feature have the gold required cut in half, and the progress required is quartered.    

Auction House

The scarcity in supplies brought over from the fallen continents has created a thriving market for magical items, through both legal and illegal means. Players may buy and sell each other's magical items in #auction-house. Buying and selling from other players does not use your downtime.    

Working

If you choose to work for pay, you gain an amount of gold equal to a roll of Xd100 gp, where X is half your level, rounded down.    

Carousing

You spend your time wandering through the caravan, or through a nearby city or village. During this time, a random event may happen to you. Contact Ryan to see what happens    

Personalized Caravan Carriage

If you buy a caravan wagon, you may decorate and upgrade your carriage in the caravan. Doing so will net you a minor effect. See here for a list of upgrades. Personalizing your carriage does not consume your downtime.    

Learning Proficiencies

You can spend your downtime learning to be proficient in a weapon, language, skill, tool, or vehicle. Contact a DM in #dnd-downtime to ask what modifier is appropriate.  
Proficiency Progress
Skill 50
Simple Weapon 20
Martial Weapon 25
Tool Kit 50
Musical Instrument 30
Common Language 50
Exotic Language 70
Vehicle 30
 

Mail-Order Items

You may write an order to the Gefahrlich Guild of Artisans for a custom magic item. Include a description of the item, your budget, and - if applicable - a sampling of material that you would like your item to emulate. You will receive the item during the next downtime week. The order must be written in character - it cannot use any game terms that the characters themselves would not know.   Disclaimer: the Guild of Artisans reserves the right to refuse to create certain items. The Guild of Artisans does not accept responsibility for any orders that do not meet your satisfaction. The Guild of Artisans does not accept substitutions, exchanges, or refunds. Especially refunds.    

Spell Creation

You can spend your downtime attempting to create a new spell. Contact Mike in #dnd-downtime to discuss the cost, effects, and level. You must be able to cast the spell at the given level before you begin to create the spell, and the spell cannot circumvent class restrictions. The process of spell creation will require a total of 200gp worth of research materials per spell level and 60 progress per spell level. Cantrips require 100gp and 30 progress. Add your spellcasting modifier and proficiency bonus to rolls to research spells.
Note from the DMs, we will be fairly heavy handed in editing and even refusing custom spell effects, so be prepared for that if you want to use this system. Please note that if the spell ends up being too overpowered, we DMs reserve the right to nerf said spell.  

Scrolls

A scroll is a magical item that stores a spell for future use. Casting the spell on the scroll takes an action, and does not require any spell components. If the spell written on the scroll appears on your class’s spell list, and the spell’s level is one that you can normally cast, you cast the spell successfully. Otherwise, you must make an Intelligence(Arcana) check to see if you can successfully cast it. The DC equals 10 plus the spell’s level. On a failed check, reading the scroll only consumes its magic with no other effect.   You need not be able to cast the spell to inscribe a scroll, as the magic of a scroll lies in the words printed on the paper itself. However, you must be literate in at least one language to scribe a scroll. All scrolls require 50gp and 20 progress per spell level, and Cantrips take 25gp and 30 progress. Add your Intelligence(Arcana) modifier to the roll.    

Potions and Poisons

Potions are magical beverages that endow special properties on someone for a limited time. Generally speaking, potions endow positive effects, while poisons endow negative effects. Contact a DM in #dnd-downtime to discuss what you want your potion to do.   Potions can be consumed in one of three ways. Most potions default to Ingestion as the method of consumption, so if you intend for your potion to be consumed in a different way, make sure to clarify.
  • Contact: A creature that touches contact poison with exposed skin suffers its effects. This type of poison can also coat weapons; the potion is consumed once a creature is injured by the coated weapon.
  • Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. A partial dose may have a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

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  • Inhaled: These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube, and lingers for 1 round. Any creature who enters the cube or is in the cube's area when it is created suffers the effects of the potion.*/
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  • Injury: A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. The potion is consumed once a creature is injured with it.*/
The Gefahrlich Guild of Artisans is not responsible for any cuts, scrapes, bruises, injuries, crushing, falling, splattering, teleportation, incarceration, involuntary transformation, volcanic activities, plane-shifts, poultry summoning, cardiovascular dislocation, organ failure, facial hair removal, farcical hair removal, earwax construction, sentient pixelation, levitation, death, undeath, reincarnation, flooding, implosion, organ duplication, or halitosis that may occur when using our products.

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