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
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