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Downtime

Characters earn downtime days as a reward when going on adventures. Your character can participate in downtime activities before, during, or after a session. You can use the downtime activities found in the Player's Handbook, and the following additional downtime activities.   The downtime options in the Player's Handbook are:   The other options available in this campaign are:  

Spellcasting Services

You can spend 1 downtime day and an amount of gold to have a spell cast by an NPC. Spells cast by an NPC during a session do not require downtime, but you must still pay the necessary gold cost.  

Spellcasting Services

SpellCost
Cure wounds10 gp
Identify20 gp
Lesser restoration40 gp
Prayer of healing40 gp
Dispel magic90 gp
Remove curse90 gp
Speak with dead90 gp
Divination210 gp
Greater restoration450 gp
Raise dead1,000 gp
Resurrection3,000 gp
True resurrection30,000 gp
  Services provided by an NPC are limited to this list. Characters may purchase spell scrolls containing these spells which NPCs can cast for free to benefit the character who purchased the scroll. Any other spells must be cast by other characters, but only if they are at the same table as the recipient.   Acolyte Background. Characters with the Shelter of the Faithful background feature can request spellcasting services at a temple. Once per day, they may receive one spell from the Spellcasting Services table for free (plus the cost of any material component needed).   Only some temples are large enough to provide this benefit.  

Retraining

If you are unsatisfied with a choice that you've made while creating or advancing your character, you can spend downtime to intensely train to trade the old selection for a new one. If this retraining means you would no longer qualify for a feat or other ability, you can't use that feat or ability until you meet the qualifications again. (You can retrain that feat or other ability separately.)   Ability Score Increase or Feat. You can retrain an ability score increase or Feat. This takes 5 days. At the end of the training period, you remove the benefit originally given by that ability score increase or feat and apply a new ability score increase or feat.   Subclass. You can use the retraining rules to change one of your chosen subclasses for another one of that class. Changing your subclass costs 10 downtime days.   Class Level. One of the biggest choices you make about your character is what class to choose when you gain a level. Sometimes you feel like you've chosen wrong. It takes 10 days to retrain a class level. You can use this to change your chosen class for that level, or choose the same class, but make different choices for your class features.   Spells Known. If you're a spellcaster who learns spells, you can use downtime to retrain your spells known. This retraining takes 2 days per spell level of the new spell (or 1 day in the case of a cantrip), and requires a trainer who can cast the spell you want.   The spell with which you're replacing the previous spell must be another from your class spell list. Note that this retraining is unrelated and completely separate from some class' abilities to learn a new spell in place of an old one at certain levels. That class ability is free, happens instantly when you gain the appropriate level.  

Train a Sidekick

You can spend 10 days of downtime to train a sidekick. The sidekick must be a creature of CR 1 or less. This gives the sidekick a level in a sidekick class of your choice. The sidekicks total number of class levels cannot exceed your own number of class levels.   Training a sidekick bonds it to your character. No other character can train your sidekick or bring it on an adventure without your permission. This prevents another player from getting your sidekick killed while you're absent from the game.  

Carousing

Saltmarsh has several taverns that provide plenty of opportunities for adventurers to spend their money on fine food and strong drink. Carousing gives the characters a chance to make contacts in town.   A workweek of carousing costs 2d10 gp as you lavish money on food and drink for yourself and others. When carousing, pick a single tavern in town to frequent. At the end of the workweek, you earn a contact in town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contacts depends on the chosen tavern. The DM creates a specific contact, such as the bartender at the appropriate tavern or a specific person you have connected with. Optionally, the DM can instead allow you to declare an NPC as a contact when you meet them, provided that the individual fits the contact type. In this case, you recognize the NPC as a pal from your time spent carousing. In either case, that individual acts as a trusted friend and offers help as necessary, though they are unwilling to risk their life or possessions.  

Carousing Contacts

TavernContact Type
The Snapping LineFishers, sailors, laborers
The Empty NetSmugglers, criminals
The Wicker GoatDwarves, town guard
 

Research

Krag is always open to recruiting someone to help organize Eliander’s library and take care of things in the graveyard. In return for help with his day job, Krag grants access to the library and can help conduct research. His expert command of local history makes him a useful contact. He has no shortage of semi-interesting tales about notorious fish and monstrous pirates.  

Wages and Research

You can spend a workweek working with Krag, helping tend the graveyard during the day and organizing Eliander's library in the evenings. You earn 5 gp for a workweek. You also learn one piece of lore regarding the region around Saltmarsh. That lore is the equivalent of one true statement about a person, place, or thing found within 25 miles of town. The DM is the final arbiter on the exact information learned, but it is likely something that helps you solve a problem or make progress with a task.  

Employment

Characters who are interested in making a fair wage for little risk can find jobs around town. Having a job can also enable a character to come to the attention of one of Saltmarsh’s leaders. The employment opportunities below are tailored to each of those individuals, including:     For each workweek of employment, you earn 5 gp. There is also a chance that you attract the notice of the prominent person associated with your job. At the end of each workweek, make a DC 15 Charisma check. On a success, you earn the opportunity to request an audience with that person.  

Mercenary Work

Ingo the Drover is always on the lookout for skilled mercenaries to fulfill the contracts offered to him. He has a particular need for those who can serve as caravan guards, personal protection for merchants, and sentries aboard docked ships.   For each workweek of mercenary work, you earn 2d10+5 gp. Additionally, roll a d20 at the end of each week. On a 19 or higher, you earn a bonus of 3d20 gp due to the unexpectedly dangerous nature of your most recent assignment.

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