For each week in real life, two workweeks pass in-game. In that time, your character might be motivated to do different tasks when not on a quest. Every workweek, the following options are available to your character, and you may chose one of the following options to partake in.
For the sake of keeping the Discord channels readable, please only use downtime starting the Monday after your quest for the weekend. You do not need to spend your downtime the week you get it - unspent downtime doesn't expire, so you can stockpile downtime for a later project. Additionally, please keep in mind the following rules:
- You only get two workweeks per week, regardless of the in-game length of your quest, or even if you didn't go on a quest at all.
- If you do a downtime activity that calls for an ability check of some sort, you cannot add temporary bonuses (such as Pass Without Trace, Bardic Inspiration, or the Guidance spell) to the check. The check is an abstraction for several days worth of activities, not a literal single check that your character is making in-game.
- If your downtime activity takes multiple weeks and costs gold, you can split the cost for each week, and pay it in installments. For example, if your downtime takes six weeks and 3,000 gp to finish, you can pay 500 gp at the end of each week you spend working.
If you have any questions, contact a DM in
#dnd-downtime.
Buying/Selling Magic Items
To sell a magic item, simply post a notice in
#dnd-auction-house, along with an asking price. Other players can then buy your item directly from you. Buying and selling an item doesn't take a workweek.
If no one buys the item from you, you can sell it to an NPC at half its base price. Make sure to update your post to signal that the item has been sold.
Work
When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. Working takes one workweek.
To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Multiply the final result of the ability check by your level to see how much money you earn.
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. If you are unable to cast the spell you are inscribing, the cost of scribing the scroll is doubled.
If the scribed spell is a cantrip, the version on the scroll is cast as if the caster were 1st level.
Spell Level |
Time |
Cost |
Cantrip |
1 day |
15 gp |
1st |
2 days |
25 gp |
2nd |
3 days |
250 gp |
3rd |
1 workweek |
500 gp |
4th |
2 workweeks |
2,500 gp |
5th |
4 workweeks |
5,000 gp |
6th |
8 workweeks |
15,000 gp |
7th |
16 workweeks |
25,000 gp |
8th |
32 workweeks |
50,000 gp |
9th |
48 workweeks |
250,000 gp |
Casting Spells from a Scroll
Casting the spell on the scroll takes the spell's normal casting time, and does not require any material components. If you created the scroll or 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 + the spell’s level. On a failed check, reading the scroll only consumes its magic and renders it inert.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Research
Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.
Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.
The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence (History) check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.
Check Total |
Outcome |
1—5 |
No effect. |
6—10 |
You learn one piece of lore. |
11—20 |
You learn two pieces of lore. |
21+ |
You learn three pieces of lore. |
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
The DM determines exactly what a character learns. For a monster or an NPC, you may learn elements of statistics or personality. For a location, you may learn secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
Learning Proficiencies
You can spend your downtime learning to be proficient in a weapon, language, skill, tool, or vehicle. Learning a proficiency takes a number of weeks, as shown in the table below.
Proficiency |
Workweeks |
Skill |
6 |
Simple Weapon |
2 |
Martial Weapon |
4 |
Tool Kit |
5 |
Musical Instrument |
2 |
Common Language |
5 |
Exotic Language |
7 |
Vehicle |
4 |
Relaxation
Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.
Relaxation requires one week. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.
Gladiatorial Fighting
Fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.
Engaging in this activity requires one workweek of effort from a character.
The character must make a series of checks, with a DC determined based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.
The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is as follows:
- 10 + character level
- 11 + character level
- 13 + character level
Gladiatorial Fighting Results
Result |
Value |
0 successes |
Lose your bouts, earning nothing. |
1 success |
Win gold equal to 50 times your level |
2 successes |
Win gold equal to 100 times your level |
3 successes |
Win gold equal to 200 times your level |
Gambling
Games of chance are a way to make a fortune—and perhaps a better way to lose one.
This activity requires one workweek of effort plus a stake of at least 10 gp, or any larger amount as you see fit.
The character must make a series of checks, with a DC determined based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in one of the checks. The DC for each of the checks is as follows:
- 10 + character level
- 11 + character level
- 13 + character level
Gambling Results
Result |
Value |
0 successes |
Lose all the money you bet, and accrue a debt equal to that amount. |
1 success |
Lose half the money you bet. |
2 successes |
Gain back the amount you bet. |
3 successes |
Gain double the amount you bet. |
Crime
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.
The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.
The chosen DC can be 10, 15, 20, 25, 20, 35, or 40. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.
To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), Charisma (Deception), or Dexterity (Sleight of Hand).
If none of the checks are successful, the character is caught. The character must pay a fine equal to twice the profit the crime would have earned.
If only one check is successful, the heist fails but the character escapes.
If two checks are successful, the heist is a partial success, netting the character half the payout, but no magic items.
If all three checks are successful, the character earns the full value of the loot.
Loot Value
DC |
Value |
10 |
50 gp, robbery of a struggling merchant |
15 |
100 gp, robbery of a shopkeeper |
20 |
300 gp, robbery of a prosperous merchant |
25 |
1,000 gp, robbery of a noble |
30 |
5,000 gp + 1 magic item, robbery of one of the richest figures in town |
35 |
10,000 gp + 1 magic item, robbery of a bank |
40 |
20,000 gp + 1 magic item, robbery of a fortress |
Crafting an Item
A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.
In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it (though the DMs have final say on how many characters can collaborate on an item). A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.
A character needs to be proficient with at least one of the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. The DM determines what tool proficiency is required for each item. The following table provides some examples:
Proficiency |
Items |
Herbalism kit |
Antitoxin, potions of healing |
Leatherworker's tools |
Armor, belts |
Smith's tools |
Armor, weapons |
Weaver's tools |
Cloaks, robes |
Jeweler's tools |
Rings, amulets |
Cobbler's tools |
Boots |
Woodcarver's tools |
Staffs, wands |
Crafting Magic Items
Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item. Spell scrolls are the exception to the following rules, as discussed in the "Scribing a Spell Scroll" section.
To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. You will also need a sum of money, as shown in the table below - but you do not need to have the full amount when you begin crafting. A character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object.
An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material will take place as part of an adventure. You need not have the exotic material in hand when you begin crafting the item, but you must have it before you can finish the item.
Item Rarity |
Workweeks* |
Cost* |
Common |
1 |
50 gp |
Uncommon |
5 |
1,000 gp |
Rare |
10 |
5,000 gp |
Very rare |
25 |
25,000 gp |
Legendary |
50 |
100,000 gp |
*Halved for a consumable item like a potion.
If all the above requirements are met, the result of the process is a magic item of the desired sort.
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