Downtime Activities

You have four (4) downtime activities per day. For each downtime activity, you have an opportunity to select different types of activities that you want to accomplish. These can be p1erformed when you are not undertaking/on a quest. If you are on the quest, you may ask your quest DM if you can use your downtime activity.  

LEARNING A LANGUAGE_1DT

  In order to learn a language, you can use a tutor to teach you. Learning a language involves being able to Read and finally you can learn to Write. A mentor can teach you how to speak the language. Being able to communicate in a creatures native language gives you a slight edge.   You can learn any of the common languages with ease. These languages include: Dwarvish, Elven, Gnomish, Goblin, Giant, Orc, Halfling, Draconic, Undercommon.   Thieves Cant and Druidic can NOT be learned through tutors or in the library   For all of the other languages not listed above, make your checks with disadvantage. Price of tutor doubles if the language is not on the list.   You need one tutor to learn to read and another to learn to write. The price of hiring a tutor is 30gp a day. You can pay 60gp for an advanced tutor for advantage on the check to learn, read, or write. You can use one downtime activity to try to make progress.  

LEARNING TO READ

  At the end for your downtime activity, make an WIS check, DC 12. On a success, you are able to gain one point of progress. You need 20 points to be able to read the language.  

LEARNING TO WRITE

  At the end for your downtime activity, make an INT check, DC 12. On a success, you are able to gain one point of progress. You need 20 points to be able to write the language.  

LEARNING TO SPEAK

At the end of your downtime activity, make a CHA check, DC 12. On a success, you are able to gain one point of progress. You need 20 points to be able to speak the language.  

LEARNING A FEAT 1DT PER TRY

  Learning a feat, can be accomplished by using all three Downtime activities per day towards the feat training. You learn two feats this way. Natural 20's count as two successes, Natural 1 causes you to lose one success.   Find a teacher and have 20 successful downtimes at a minimum of 100 gp for each roll. You may also spend additional coins to obtain a bonus Inspiration to help obtain success.   Benefit-Cost Per DT Attempt +25 gold cost provides 1d4 inspiration +50 gold cost provides 1d6 inspiration +100 gold cost provides 1d6 inspiration plus adv   A DC 18 or higher of the listed skill is considered a success. You must keep track of your progress for it to count.  
  • Aberrant Dragonmark: Constitution
  • Actor: Charisma
  • Alert: Wisdom
  • Artificer Initiate: Intelligence
  • Athlete: Strength
  • Charger: Strength
  • Chef: Constitution
  • Crossbow Expert: Dexterity
  • Crusher: Strength
  • Defensive Duelist: Dexterity
  • Dual Wielder: Dexterity
  • Dungeon Delver: Wisdom
  • Durable; Constitution
  • Eldritch Adept: Charisma
  • Elemental Adept: Intelligence
  • Fey Touched: Charisma, Intelligence, or Wisdom based on which one you want to get
  • Fighting Initiate: Strength or Dexterity
  • Firearm Specialist: Dexterity
  • Great Weapon Master: Strength
  • Gunner: Dexterity
  • Healer: Wisdom
  • Inspiring Leader: Charisma
  • Keen Mind: Intelligence
  • Lightly Armored: Dexterity
  • Linguist: Intelligence
  • Lucky: Charisma
  • Mage Slayer: Strength or Dexterity
  • Magic Initiate (Bard, Sorcerer, Warlock): Charisma
  • Magic Initiate (Cleric, Druid): Wisdom
  • Magic Initiate (Wizard): Intelligence
  • Martial Adept: Strength or Dexterity
  • Metamagic Adept: Charisma
  • Mobile; Dexterity
  • Moderately Armored: Strength
  • Mounted Combatant: Dexterity
  • Observant: Wisdom
  • Piercer: Strength or Dexterity
  • Poisoner: Intelligence
  • Polearm Master: Strength
  • Resilient: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma based on which one you choose. You can take this feat ONCE with training.
  • Savage Attacker: Strength
  • Sentinel: Strength
  • Shadow Touched: Intelligence, Wisdom, Charisma depending on which one you choose to get.
  • Sharpshooter: Dexterity
  • Shield Master: Strength
  • Skill Expert: Intelligence
  • Skilled: Intelligence
  • Skulker: Dexterity
  • Slasher: Strength or Dexterity
  • Spell Sniper(Bard, Sorcerer, Warlock): Charisma
  • Spell Sniper(Cleric, Druid): Wisdom
  • Spell Sniper(Wizard): Intelligence
  • Tavern Brawler: Strength
  • Telekinetic: Intelligence, Wisdom, or Charisma depending on which one you choose to get.
  • Telepathic: Intelligence, Wisdom, or Charisma depending on which one you choose to get.
  • Tough: Constitution
  • War Caster: Constitution
  • Weapon Master: Strength or Dexterity
 

STEALING 1DT

  Your character may attempt to steal everyday items from people and shops. Unique or high-value items that would impact the overall gameplay and/or the story must be coordinated with DMs. For other items you may make sleight of hand checks to determine successfulness. DC Success rate is based on the following item value:  
  • 50g or less | DC 12
  • 51-100g | DC 16
  • 101-150g | DC 20
  • 150-400g | DC 25
  • 400-1000g | DC 30
  • 1001g+ | DM coordination
  If you fail the DC Check while attempting to steal you can make a subsequent charisma performance or persuasion check of the same DC check requirement to try explain your way out of the situation. You may also try to escape using the same DC Check requirement.   If you are unsuccessful and caught you will have to deal with the consequences which will be determined based on value of the item. Also stealing from the same shot on the same day causes disadvantage on the DT attempts 2 and 3.  

GAINING TOOL PROFICIENCY

  Proficiency and Expertise with Tools are gained through the use of those items. All characters gain proficiency after DC 12 or better:  
  • 20 successful uses - Gain Tool Proficiency
  • 80 successful uses - Gain Tool Expertise
 

Training in the Arena 2DT

THIS IS A TEST PHASE AND SUBJECT TO CHANGE IF I REALIZE IT SUCKS - ADDTIONALLY MORE STUFF WILL COME WITH THE ARENA SOON.   You can Train within the Arena pushing your character to greater limits and gaining quick experience. Each time you perform a combat you may request a certain difficulty. Regardless if you win or lose the battle you will gain some experience. Winning will gain you full experience losing will gain you less experience. You may coordinate with the DM to determine the difficulty of the battle. If you pick something to easy there is a chance of obtaining less experience. If you lose in the Arena when using it as a training ground you will not suffer any permanent death/scaring/consequences   If you are joining the Arena battle for betting purposes the rolls are off random tables. Again it will not cause permanent death but the tables can produce very difficult and very easy fights. You won't know what you are fighting until you get into the arena after you place your bet.  

Crafting

  Follow the appropriate crafting sections! 1 crafting attempt requires 2 hours of 1 DT.