Downtime

Learning New Skills, Languages, and Proficiencies

  1. Downtime Training: Players can spend downtime to learn new skills, tools, languages, or proficiencies. They can also take time to practice languages and crafting during long rests to accumulate hours faster.
  2.  
  3. Time Investment: Training requires 8 to 12 weeks of dedicated practice for most proficiencies and languages. Complex proficiencies (e.g., smithing or alchemy) may take up to 15 weeks.
  4.  
  5. Cost of Training: Players must pay for instruction, materials, or practice spaces:
    • Standard Rate: 10 gp per week for a tutor or access to training materials.
    • Self-Teaching: Adds 50% to the required time unless the character has a related proficiency.
     
  6. Checks for Progress: Players make an Intelligence (Investigation) or Wisdom (Insight) check each week to track progress (DC 12).
    • A failure adds 1 extra week of training.
    • A natural 20 reduces training time by 1 week.
     
  7. Languages: Learning a language requires exposure to fluent speakers or written texts as part of training.
    • Practice without fluent guidance increases the required time by 5 weeks.
     
  8. Mentor Bonuses: Finding an expert mentor reduces training time by 25%.
  9.  
  10. Roleplay Requirements: Players must justify how and where they’re training within the story. This could include hiring a tutor, studying in a library, or practicing with NPCs.
Mastery Levels:
After achieving proficiency, players can pursue mastery by investing an additional 50% of base time to gain advantage on related checks
Why is this a rule?
  • Makes learning new skills meaningful instead of instant upgrades.
  • Encourages roleplay and downtime activities between adventures.
  • Adds realism and progression without stalling gameplay.
   

Learning a Language

Base Time: Learning a language requires 8 weeks (or 140 hours) of in-game time.   How We Calculate Time:
  • Assumes about 2.5 hours/day of practice or exposure spread over 7 days per week.
  • Players can spend 1 hour during a long rest studying or use additional downtime to accumulate practice hours faster.
  Requirements:
  • Someone in the group must speak the language and travel with the student.
  Time Modifiers:
  • -1 week if more than 1 other person in the group speaks the language.
  • -1 week if any of the above people speak it natively (e.g., a dwarf teaching Dwarven).
  • -0.5 weeks for every point of the student’s Intelligence bonus.
  Example: A student with 18 Intelligence (+4 bonus), learning Elvish from an elf, and another party member also speaks it:  
  • 8 weeks - 1 week (extra speaker) - 1 week (native speaker) - 2 weeks (Int bonus) = 3.5 weeks.
  Why is this a rule?
  • It reflects casual, immersive learning rather than intensive study schedules.
  • Encourages roleplay and interactions between characters during downtime or long rests.
  • Keeps language learning relevant for RP without disrupting balance or pacing.
   

Learning a New Craft, Tool, or Instrument

Base Time: Learning a new skill, tool, or instrument typically requires 12–16 weeks (210–280 hours) of in-game time.   How We Calculate Time:
  • Assumes about 2.5 hours/day of practice spread over 7 days per week.
  • Players can spend 1 hour during a long rest practicing or use additional downtime to accumulate practice hours faster.
  Requirements:
  • The player must have access to the tool or instrument they are learning.
  • Static tools like blacksmithing or alchemy require appropriate workspaces and may be harder to practice during travel.
  • Portable tools like calligraphy kits, cartographer’s tools, or musical instruments can be practiced anywhere.
  Time Modifiers:
  • -1 week if 1 other person in the group is proficient with the tool or instrument.
  • -1 week if more than 1 other person in the group is proficient.
  • -0.5 weeks for each point of the relevant stat bonus:
    • Dexterity or Charisma for instruments.
    • Intelligence or Wisdom for tools like cooking or alchemy.
    • Strength or Dexterity for tools like smithing or woodworking.
  Progression and Use:
  • First 1/3 of the time: Use is at disadvantage.
  • Second 1/3 of the time: Use is without proficiency.
  • Final 1/3 of the time: Use is at half proficiency.
  Example: A player with 16 Dexterity (+3 bonus), learning the lute, with two party members proficient in instruments:  
  • 12 weeks - 1 week (proficient ally) - 1 week (second proficient ally) - 1.5 weeks (Dex bonus) = 8.5 weeks.
Why is this a rule?
  • Encourages players to roleplay training and progression without rushing skill development.
  • Balances realism with gameplay by allowing gradual proficiency and modifiers for talent or guidance.
  • Supports downtime mechanics and meaningful character growth outside of combat.

Specialized Learning Times

Skill/Tool/TradeBase TimeReason for Longer TimeAdditional Requirements
Alchemist’s Supplies (Alchemy)16 weeks (280 hours)Complex chemistry, experimentation, and resource handling.Access to an alchemy lab or workspace.
Smith’s Tools (Blacksmithing)16 weeks (280 hours)Requires precision, strength, and specialized tools.Forge and workspace access.
Brewer’s Supplies (Brewing)14 weeks (245 hours)Fermentation and careful monitoring processes.Brewing equipment and storage space.
Navigator’s Tools (Navigation)14 weeks (245 hours)Mathematics, map-reading, and practice in real conditions.Maps, charts, and outdoor navigation time.
Herbalism Kit14 weeks (245 hours)Plant identification, harvesting, and processing knowledge.Access to wild areas or gardens.
Poisoner’s Kit16 weeks (280 hours)Handling dangerous substances with precision and safety.Isolated workspace and rare ingredients.
Jeweler’s Tools14 weeks (245 hours)Detailed work with gems and fine metals requiring patience.Access to fine tools and a clean workspace.
 

Instruments That Take Longer to Learn

InstrumentBase TimeReason for Longer TimeAdditional Requirements
Harp14 weeks (245 hours)Finger dexterity, multitasking pedals, and precision.Access to a large stationary harp.
Pipe Organ16 weeks (280 hours)Multitasking with manuals, pedals, and stops.Access to an organ and proper setup.
Violin/Viola/Cello14 weeks (245 hours)Bow control, finger placement, and intonation.Instrument, rosin, and quiet space.
Bagpipes16 weeks (280 hours)Breath control, coordination, and tuning multiple pipes.Instrument and tutor recommended.
Drums/Percussion14 weeks (245 hours)Rhythmic coordination and multiple limb usage.Drums, sticks, and practice area.
 

Exotic and Magical Tools

  • Magical Tools or Instruments: Increase time by 25–50% for rare or enchanted items.
  • Arcane Tools (Runecrafting, Wandmaking): +4–6 weeks for magical crafting techniques.
  • Cultural Instruments: +2–4 weeks if tied to rituals or regional traditions.

Comments

Please Login in order to comment!