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Downtime Activites Revisited v2

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100% found this document useful (1 vote)
471 views16 pages

Downtime Activites Revisited v2

Uploaded by

Cactus Jak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Downtime Activities

Revisited

J-A Productions

New options and detailed mechanics for


adding variety and individualization to
your time between adventures.
Downtime Activities
Revisited
by J-A Productions
Table of Contents Introduction
Banditry��������������������������������������������������������������������������������������������2
Bounty Hunting������������������������������������������������������������������������������2
Developing a Magic Item Formula���������������������������������������������3
Gathering Information������������������������������������������������������������������4
N ot every campaign focuses solely on delving into
dungeons or clearing goblins from the nearby
forest. The time spent between adventures can
make up a large part of your character’s life and give you a
Gathering Resources (Ore/Gems)����������������������������������������������4 much deeper story when you include ties to the community
Infiltrate Organization / Espionage��������������������������������������������5 or customize your character’s abilities.
Offering Spellcasting Services����������������������������������������������������6 The downtime activities in the Dungeon Master’s Guide
Philanthropy������������������������������������������������������������������������������������6 and Xanathar’s Guide to Everything lay a great foundation to
Preparing for a Specific Task������������������������������������������������������7 introduce this concept into your game. The options presented
Promoting a Business�������������������������������������������������������������������7 here are meant to augment those rules, providing a much
Researching a Spell�����������������������������������������������������������������������8 wider range of choices for characters and clarifying a few key
Running a Business�����������������������������������������������������������������������9 concepts.
Training for a Feat���������������������������������������������������������������������� 10 Your character may spend their time between adventures
Training for a Skill Proficiency������������������������������������������������ 10 becoming a pit fighting champion, delving into research of a
Training for a Weapon Proficiency����������������������������������������� 11 new custom-made spell, collecting information for their next
Training to Increase Maximum Hit Points���������������������������� 11 adventure, or trying to market their ability to use magic.
Of course as with all the information found herein, it is
up to the DM to determine what is or is not allowed. They
Acknowledgements may also find it necessary to adjust the guidelines presented

D
for these activities to better incorporate them into your
UNGEONS & DRAGONS, D&D, Wizards of the adventure.
Coast, Forgotten Realms, Ravenloft, Eberron, the The options presented here have been compiled and
dragon ampersand, Ravnica and all other Wizards are presented thanks to the many efforts of playtesters
of the Coast product names, and their respective logos are through numerous campaigns. Thanks go to Gwynneth,
trademarks of Wizards of the Coast in the USA and other Faen, Mya, Mordai, Der, Hans, New Moon Eyes, Abbagail,
countries. Araniss, Primus, Canter, Varis, and Keth for their feedback
This work contains material that is copyright Wizards of and willingness to try something a little different. We at
the Coast and/or other authors. Such material is used with J-A Productions hope you enjoy this material and find it as
permission under the Community Content Agreement for enriching as we have.
Dungeon Masters Guild.
All other original material in this work is copyright 2022
by J-A Productions and published under the Community Lifestyle Expenses (Optional Rule)

W
Content Agreement for Dungeon Masters Guild.
ith a campaign that includes downtime, lifestyle
expenses as presented in the Player’s Handbook
(pg157) can provide an easy way to account for
the daily cost of living for your characters.
This optional rule states that some downtime activity
costs can include payment for the character’s lifestyle
expenses. If your character chooses to perform one of the
marked activities (as noted on the Quick-Reference Guide at
the end of this text), the cost of that activity will also pay for
their lifestyle expenses during that time, up to a comfortable
level (2gp per day). If they are living a more expensive lifestyle,
they can deduct that cost from their lifestyle expense payment
during this downtime activity, to a minimum of 0gp. Sorry, no,
if your character lives the squalid lifestyle, you do not get paid
for doing those downtime activities! Theran, that means you!

Disclaimer: Use of these downtime activities may result in characters


no longer wanting to go into dank, dark dungeons or risking their lives
by negotiating with ancient dragons.
Banditry BANDITRY COMPLICATIONS
d6 Complication (* - might involve a rival)

S
1 One of the travelers you target is able to get a good look
imilar to the crime downtime activity, but instead at your face and is very vocal about putting out your
of robbing a particular target, you head to the road description.*
to steal from passing travelers. Perhaps you want 2 Uh-oh! Looks like your target was actually part of a
to feel the rush of being Robin Hood or just get some quick powerful organization. Watch your back!
cash; either way, you risk getting caught and arrested. 3 Your favorite hiding hole has been claimed by someone,
Resources. A character must spend 10 days on the road or something, else.*
performing this task. There is no cost associated with this 4 You realize too late that you remotely know the target and
downtime activity. regret the banditry attempt.
Resolution. The character must make a series of checks, 5 Warhorses must be trained specially, because that one
with the DC for all the checks determined by the player (with just ran right over you.
DM approval) according to the amount of profit sought and 6 Apparently the carriage had a crossbow rack in the back
feasibility of passing wealth in the targeted area of banditry. window and the little girl riding inside was an even better
The chosen DC can be 10, 15, 20, or 25. Successful shot than you.
completion of the banditry yields a number of gold pieces, as
shown on the Banditry Loot Value table. Bounty Hunting

Y
To attempt this activity, the character makes three checks
(when there is more than one option, the player can choose our background or skill set is such that instead
which to use): of practicing a standard profession, you set
1: Dexterity(Stealth) or Wisdom(Survival) out to apprehend the criminals and vagrants
2: Intelligence (Investigation) or Wisdom (Insight) of the world.
3: Wisdom (Perception) Resources. A character must spend 5 days finding and
If desired, the player may replace one of these skill checks tracking potential targets. The cost associated with gathering
with an attack roll using one of the character’s weapons. information and tracking down leads varies depending on
the difficulty of the target you choose as shown on the Bounty
If none of the checks are successful, the character is table.
caught and jailed. The character must pay a fine equal to the Resolution. The character must make a series of checks,
profit the banditry would have earned and must spend one with the DC for all the checks determined by the player (with
week in jail for each 25 gp of the fine. DM approval) according to the difficulty of the target chosen.
If only one check is successful, the character is spotted The chosen DC can be 10, 15, 20, or 25. Successful
and thwarted, but is able to escape capture. completion of the hunt yields a number of gold pieces, as
If two checks are successful, the character’s target did not shown on the Bounty table.
have the wealth initially expected, earning half the expected To attempt this activity, the character makes three checks
payout. (when there is more than one option, the player can choose
If all three checks are successful, the character earns the which to use):
full value of the loot. 1: Dexterity(Stealth)
2: Charisma (Persuasion), Charisma (Deception) or Wisdom (Insight)
BANDITRY LOOT VALUE 3: Wisdom (Survival) or Strength (Athletics)
DC Value
10 50gp If none of the checks are successful, the target gets the
15 100gp better of you. There is a complication that arises during your
20 200gp hunt.
25 1,000gp If only one check is successful, the target gets away, but
only after you expend double the cost. You must pay the
Complications. As you might expect, the life of a bandit specified cost a second time.
is fraught with danger. Roll on the Banditry Complication If two checks are successful, you apprehend the target,
table (or create a complication of your own) if the character but needed extra resources. You profit only half the bounty.
succeeds on only one check. If all three checks are successful, the operation runs
without a hitch. You catch the target and earn the fully bounty.

BOUNTY
DC Cost Bounty
10 3gp 25gp
15 10gp 100gp
20 25gp 250gp
25 100gp 1,000gp
2
Complications. You might be on the right side of or crafters to gain lore. This activity costs 50gp on materials,
the law, but that doesn’t mean tracking down criminals bribes, and fees for access to restricted libraries. The amount
always goes smoothly. Tracking wanted persons tends to of lore required to complete the formula for a magic item
involve interaction with other shady individuals, and those is dependent on the rarity of the item being researched as
interactions may have additional consequences. Every 5 shown in the Magic Item Formulae table.
days spent bounty hunting brings a 10 percent chance of
a complication, examples of which are in the Bounty Hunt MAGIC ITEM FORMULAE **
Complications table. Item Rarity Lore Needed
Common 2
BOUNTY HUNT COMPLICATIONS Uncommon 6
d6 Complication (* - might involve a rival) Rare 12
1 You become the target of some of your bounty’s buddies, Very Rare 20
upset over his capture. ** Consumable magic items require half the amount of lore to
2 Another Bounty Hunter accuses you of poaching.* complete their formulae.
3 The person you bring in is actually innocent of
their charges. If a character wishes to add a minor property (DMG 143)
4 While trying to capture your bounty, some minor structural for a non-consumable magic item, the formula would require
damage was done. Okay, so maybe it wasn’t so minor. an additional 1 lore to develop. These minor properties may
5 Your bounty had an important task to complete and begs not be added to consumable magic items. The Minor Property
you to take care of it. Additional Components table shows some examples of
6 Your bounty escapes almost immediately after you turn possible additional spell and exotic component requirements
him in and may seek revenge.* for the listed minor properties found in the Dungeon Master’s
Guide. These are merely examples, the DM has the final say
Developing a magic item formula in what is allowed or required.

T o craft a magic item, a character must first


research and develop the necessary formula.
Here is a method for doing just that! Similar to
the research activity, characters gain lore to generate the
MINOR PROPERTY ADDITIONAL COMPONENTS
Minor Property
(DMG 143)
Beacon
Exotic Material

will-o-wisp essence
Spell Required

light
blueprints for the item they wish to create. This is your Compass labyrinthine mountain guidance
chance to create a unique magic item that may put your name oysters
among the greats like Heward, Daern, and Keoghtom. Delver tooth of a bulette earth tremor
Resources. Prior to beginning this type of research the
Gleaming a gear from Mechanus prestidigitation
player must work out the details of the magic item with the
DM, who will determine the item’s rarity. Understanding how Guardian pixie dust blade ward
to create a magical item requires a detailed knowledge of Illusion sorcery silk minor illusion
how to manipulate the Weave. Only a character proficient in Language intellect devourer brain comprehend languages
the Arcana skill is able to undertake this type of research. Sentinel piece of animated armor dancing lights
A character must spend 5 days of effort delving into their
knowledge of Arcana; possibly interacting with other scholars Temperate half-white dragon blood resistance
War Leader spores of a shrieker message
Waterborn water from a waterweird water walk

Resolution. At the conclusion of this research activity, the


character makes an Intelligence (Arcana) check to determine
how much progress was made, referencing the Magic Item
Development table. A character that has a copy of the item
on hand to study has advantage on this skill check. Once the
character has accumulated the amount of lore needed for
the crafting of the magic item, they have completed creating
the formula (blueprints) for crafting that magic item. Then a
crafter can follow these blueprints to craft this item using the
Crafting Magic Items rules (Xanathar’s Guide to Everything,
pg.129). The DM will provide the specific requirements for
crafting, but it always will include an appropriate spell that
must be cast each day of crafting and an exotic component.

3
MAGIC ITEM DEVELOPMENT a +1 bonus per every 50gp spent beyond the initial 25pg, up
Check to a maximum of +6. Determine how much lore a character
Total Outcome learns using the Social Information table.
1-5 You make no discoveries toward the item.
6-10 You learn one piece of lore. SOCIAL INFORMATION
11-20 You learn two pieces of lore. Check
21+ You learn three pieces of lore. Total Outcome
1-5 You learn nothing of importance.
For Varis to develop the formula to craft goggles of night 6-10 You learn one piece of lore.
(uncommon magic item) it will require 6 lore to complete and 11-20 You learn two pieces of lore.
could include casting the darkvision spell daily and utilize a set 21+ You learn three pieces of lore.
of basilisk eyes.
Keth is trying to develop a suit of leather armor +1 Complications. Asking around about most topics won’t
(uncommon magic item) with the sentinel minor property. It lead to unfavorable situations, but there is the chance you
will require 7 lore to complete and could include the casting uncover the conspiracy of a criminal mastermind or the
of the mending and dancing lights spells daily and utilize the
hidden plot of a local noble. Each time a character undertakes
ground shell of a rust monster and a piece of animated armor
the activity of gathering information there is a 10 percent
in order to craft.
chance of a complication, examples of which are in the
Gathering Information Complications table.
Complications. While seeking information and
experimentation of possible components is not inherently
dangerous, the pursuit of arcane knowledge can result in GATHERING INFORMATION COMPLICATIONS
d6 Complication (* - might involve a rival)
unexpected consequences. Every time a character undertakes
1 You also find a juicy rumor about a local figure. And now
the research of developing a magic item formula there is a 10
they know you know.
percent chance of a complication, examples of which are in 2 The person/group you are gathering intel on is alerted
the Magic Item Formula Complications table. that someone is asking about them.*
3 You earn the reputation of being a busybody, always in
MAGIC ITEM FORMULA COMPLICATIONS other people’s business.
d6 Complication (* - might involve a rival) 4 You accidentally make a large social faux-paux.
1 You accidentally insult one of the local scholars during 5 A shady group wants to get the information you collected.
your research. 6 Your discussions lead to an all-out brawl between some
2 Turns out your ink was going bad and you lost a lot of time of the locals over who has the better information on the
rewriting your notes. topic at hand. The city guard has to get involved.
3 You are accused of copying someone else’s blueprints.*
4 This endeavour becomes an obsession. The next step is Gathering Resources (Ore/Gems)

A
always pressing on your mind. And then the next...
5 The information you find contradicts what you expected
to find. You puzzle over other things you may have been chance to strike it rich, or to find those much
wrong about. needed natural components! You have learned
6 A tome you acquire turns out to be a portal to a distant about iron, silver, gold, precious stones or other
location when opened. valuable materials. Now all you have to go is go out and
collect it; whether that means mining, panning, or blasting.
Gathering Information Resources. A character must have intimate knowledge of

S
a specific location where the sought material is found, likely
imilar to a research activity, but instead of going through research or social interactions with appropriate
to the library or looking at scrolls of ancient persons. A character must spend 10 days of effort using the
knowledge, you put your ear to the ground. Utilizing appropriate skills and tools necessary for the material being
your superior social interaction skills you learn information collected, but the activity itself costs nothing.
from the people around you. You can’t get them to tell you Resolution. The character declares the desired material
lore they don’t know about; but you are able to sift fact from and location in which they have learned about. The character
fiction, so the information you gather is always true. must succeed on an Intelligence (Nature) check (DC 15) to
Resources. A character must spend 5 days of effort and at find the actual vein of that material. On a failure, the character
least 25gp on materials, bribes, gifts or other expenses. fails to locate a suitable site to gather resources from and is
Resolution. The character declares the topic they are unable to gather anything on this excursion. Better luck next
asking about, or may simply inquire about local rumors, time! On a success, then the character makes a skill check
myths or legends. After 5 days, the character makes either related to the collection of that material from the vein: ore
a Charisma (Persuasion) or a Charisma (Intimidation) check or minerals require a Strength (Athletics) check, gems or
for your social interactions around town. A character can gain precious stones require a Dexterity ( Jeweler’s tools) check,

4
determining the number of deposits they were able to collect activity, the character makes either a Dexterity (Stealth) or
as shown in the Deposits Found table. a Charisma (Deception) check for the effectiveness of the
operation. A character can gain a +1 bonus per every 50gp
DEPOSITS FOUND spent beyond the initial 50pg, up to a maximum of +6. In
Check Number of addition, a character with the Shapechanger ability or who
Total Deposits has proficiency with the disguise kit gains advantage on this
1-9 1 deposit check. Determine how much lore a character learns using
10-15 2 deposits the Infiltration table.
16-20 3 deposits
21-25 4 deposits INFILTRATION
26+ 5 deposits Check
Total Outcome
For each deposit collected, the player rolls a d20 to 1-5 You are unable to gain access to the target.
determine the value of that deposit as shown on the Deposit 6-10 You learn one piece of lore about your target.
Value table. For more common materials, like iron, it is more 11-20 You learn two pieces of lore about your target.
likely that a larger quantity is found and collected; this is why 21+ You learn three pieces of lore about your target.
the gold value of the collected resources averages out by use
of the table.

DEPOSIT VALUE
d20 Value
1-10 1d4 x 10gp
11-16 50gp
17-19 1d4 x 50gp
20 1d4 x 100gp

Complications. Scouring the hills and jungles for special


resources is typically very solitary and relaxing. However,
the risk of cave-ins or catching the eye of an envious rival
is quite real. Each time a character undertakes the activity
of gathering resources there is a 10 percent chance of
a complication, examples of which are in the Gathering
Resources Complications table.

GATHERING RESOURCES COMPLICATIONS


d6 Complication (* - might involve a rival)
1 You stumble on a secret location and now there are
people that want you eliminated.
2 Looks like that’s all of it. You have run to the end of the
vein you knew about and will have to find a new one.
3 Someone else is claiming ownership over that stake and
is not happy you are working it. *
4 Bandits locate your campsite while you are working.
5 An accident in the work are gives you a lingering injury.
6 While you were gone, something bad happened at home.*

Infiltrate Organization / Espionage

S imilar to a research activity, but your skills are


better adjusted to sneaking and snooping around
your rivals. Whether you are trying to spy on the
competition or get a first hand look at their inner workings,
you find it’s best to go yourself and not rely on the word of
others.
Resources. A character must spend 5 days of effort and at
least 50gp on materials, bribes, gifts or other expenses.
Resolution. The character declares the organization
or person they are focused on. Upon completing this
5
Complications. Sneaking into places you don’t belong SPELLCASTING SERVICES
and pretending to be someone you aren’t is not the safest Spell Required Money
hobby you could choose, but you seem to enjoy it. Each time Level DC Cost Population Size Earned
a character undertakes the practice of espionage there is a 1st 10 5gp Village 10gp
10 percent chance of a complication, examples of which are 2nd/3rd 15 20gp Town 40gp
in the Infiltration Complications table. 4th/5th 20 50gp City 150gp
6th+ 25 100g Large City 500gp
Infiltration COMPLICATIONS
d6 Complication (* - might involve a rival)
1 You develop a new romantic interest. Too bad they only Gwennyth offers the service of casting dispel magic in the
know you as the persona you are using to spy with. city of Waterdeep (Large City). Since the base level for dispel
2 Word gets out to the group you are spying on that they magic is 3rd, this costs her 20gp to advertise this service. Her
have a mole.* Charisma (Persuasion) DC is a 15 and she will receive a +5
3 Someone in the group is overly suspicious of you and bonus to this check for being in a settlement larger than the
starts prying into your background.* requirement listed (Town).
4 Someone outside the organization recognizes your If she succeeds on her skill check, she will earn 120gp
efforts and tries to eliminate you. (40gp as a 3rd-level spell offered, and 80gp more for being
5 You become so entrenched with this new persona that offered in a Large City - two categories above the required
you continue to act as them around people you’ve know population). However, if she succeeds by 5 or more, she will
for years. earn 40gp X 3d4 (1d4 for the 3rd-level spell offered, and 2d4
6 A wardrobe malfunction leads you to swear never to use more for being offered in a Large City - two categories above
a disguise kit again! the required population)!

Offering Spellcasting Services Complications. By offering your magical services, most

B
people will accept that you are trying to help make their lives
easier. However, there is also the opportunity to run across
y spreading the word that you are in town and
someone that is a bit apprehensive, or even aggressive, toward
are making your services available, you seek
spellcasters. Each time a character undertakes the activity of
customers that are in need of your magical skill.
offering spellcasting services there is a 10 percent chance
Resources. A character must spend 5 days of effort
of a complication, examples of which are in the Spellcasting
promoting and casting a spell they know. The cost of this
Services Complications table.
promotion varies depending on the base spell slot level of
the spell being offered as noted in the Spellcasting Services
SPELLCASTING SERVICES COMPLICATIONS
table. Spells of higher levels may require a minimum
d6 Complication (* - might involve a rival)
population size to effectively offer any feasible spellcasting
1 You are forced to cast for some nefarious purposes by a
service, also noted on the Spellcasting Services table. If the criminal organization. They expect you to do it again for
spell requires any expensive components that are consumed them at a later date.
during the casting, the customers will pay the full cost of those 2 You find out you don’t have the proper permits, or
components. If the spell has any expensive non-consumed permissions, to cast such spells in this town.
components, the character must supply these items. 3 Another spellcaster begins to offer the same service,
Resolution. The character declares the spell being undercutting your potential for profits in the future.*
offered and works out details with the DM on the feasibility of 4 You are accused of consorting with dark powers.*
selling that service in the character’s location. The character 5 You are the talk of the town. Your service becomes a
must succeed on a Charisma (Persuasion) check to find and necessity and you are expected to remain here indefinitely.
provide services to willing customers. The DC of this check 6 One of your customers was an elderly man with seven
is determined by the base spell slot level of the spell being canaries. He seemed genuinely interested in telling you
offered, as shown in the Spellcasting Services table. If the about all the ways he’s seen other people cast this spell.
character is in a larger population area than that listed as
required, the character receives a +5 bonus to this check. Philanthropy

Y
On a successful skill check, the character is able to find
customers and gains the Money Earned for that spell level ou want to be a pillar of society and are passionate
and that amount again for every population size category towards a cause. Or at least, you want others to
above the requirement listed for that level. If the check is think you are. In order to show others of your
successful by 5 or more, the Money Earned for that spell passion, you perform community service or host an event to
level is multiplied by 1d4, and an additional 1d4 for each raise awareness and support for a social cause.
population size category above the required listed.. Resources. A character must spend 5 days of effort
organizing and promoting the cause, and at least 50gp on
materials, gifts or other expenses.

6
Resolution. The character declares the organization or skill or tool they are focusing on during this time.
cause they are supporting. After 5 days, the character makes Resolution. At the completion of this preparation, the
Charisma check for the effectiveness of the event using character has successfully completed their preparations and
any associated, DM-approved skill. The Philanthropy table gains a one-time +5 bonus to their next check using that skill
indicates the effectiveness due to the outcome of the check. or tool.
Complications. Fine tuning your current skill at a specific
Philanthropy task will rarely result in any sort of negative consequence. If
Check you want to complicate a character’s life, you can present an
Total Outcome adverse situation due to this activity or a rival.
1-5 Something goes horribly wrong. A significant
complication arises. Promoting a Business

Y
6-10 You find no noticeable results. Your way of
helping didn’t catch on with the common folk.
11-15 Many people show up for the cause and donate. our goal is to increase the profit margins of a
You collect enough to earn a stipend of 100gp. chosen business venture. By spending some time
16-20 Improvements are obvious and there is an spreading the word about what that business
outpouring of support. A non-profit offers, you hope to increaser their foot traffic and overall
organization pays you a fee of 200gp for your revenue.
assistance in achieving their goals. Resources. The character performing this activity must
21+ Your event is a HUGE success! The people rally choose an applicable business. The promotion requires 5
to your cause and monies are abundant. You are days of effort and you must pay the Daily Maintenance cost
offered a reward of 500gp. (DMG 127) of the business for each day of the promotion.
Resolution. The character must make a series of checks,
Complications. Asking others to join a cause against the with a DC determined at random based on the quality of the
problems of society is typically well accepted. Though you business venture and competition in the area. The tricky part
do your best to have all the right permits and not step on of running a business is the possibility of gaining or losing
anyone’s toes, or ego, things just go wrong sometimes. Often big. The character makes three checks:
there is just blatant hostility against an adventurer trying 1: Intelligence (using a skill set by the DM as appropriate)
to “do good.” Each time a character undertakes the activity 2: Charisma (Persuasion)
of being a philanthropist there is a 10 percent chance of a 3: Wisdom (Insight)
complication, examples of which are in the Philanthropy
Complications table. The DC for each of the checks is 5+2d10; generate a
separate DC for each one. Consult the Business Promotion
PHILANTHROPY COMPLICATIONS table to see how the character did.
d6 Complication (* - might involve a rival)
1 You are accused of having ulterior motives.*
2 A criminal organization threatens you for interfering with
BUSINESS PROMOTION
Results Effect
their plans.
(# Successes) (Paid/Earned at the end of the month)
3 You find out the organization you’re assisting has a
0 Plan fails. Gain a debt as determined by
connection to a dark cult.
the DM.
4 The event is talked about...A LOT. So much that people
1 No changes. Just business as usual.
actually complain about it.
2 Business picks up thanks to your efforts.
5 You find out the event you set up is inappropriate due to
The business earns 30 times the Daily
some unknown reason.
Maintenance cost of the business
6 You become pestered by other groups begging for you to
this month.
help them as well.
3 Promoting is second nature to you. Business
is BOOMING! It earns 60 times the Daily
Preparing for a Specific Task Maintenance cost of the business this month

P
and next.
reparation is the key to success, or so you hope.
Your time to shine is just around the corner and The financial gains and losses of this activity are incurred
you don’t want to let it pass you by. Thus, you take by the business being promoted, not the individual character.
the time to work on and hone your skills to be ready for that Also, a business can only be under the effect of a single
moment. You aren’t trying to learn anything new really, just promotion at a time.
be ready with what you already know.
Resources. A character must spend 5 days of effort
practicing with a set of tools or a skill. There is no cost
associated with this activity. The character declares which
7
Der is promoting his Adventuring Explorers Outfitters
(trading post) business during the month of Kythorn. The
Daily Maintenance Cost for a trading post is 10gp per day,
so he pays 50gp for his promotion event, which he is calling
“BOGO AMMO”.
If Der has no successful checks, he ended up overreaching
in his procurement of supplies and now owes 100gp (10
times the Daily Maintenance Cost of the business) to the
suppliers. AdEx Outfitters will incur a -10 penalty to any
Running a Business roll until this debt is paid off.
If he has 2 successes, AdEx Outfitters will not need to
make a Running a Business roll at the end of Kythorn. Instead,
it will cover its own maintenance cost for the month and earn
300gp (30 times the Daily Maintenance cost).
If Der has 3 successes, BOGO AMMO is a bull’s-eye for
the business! Though they may have to increase security, AdEx
Outfitters will not need to make a Running a Business roll at
the end of Kythorn. Instead, it will cover its own maintenance
cost for the month and earn 600gp (60 times the Daily
Maintenance cost). The same also occurs at the end of
Flamerule; there is no Running a Business roll, AdEx Outfitters
covers the maintenance cost for the month and earns 600gp
this month as well.

Complications. The other shareholders of the business


may appreciate your efforts, but that does not mean that the
rest of the general public will jump on board. Every 5 days
spent promoting a business brings a 10 percent chance
of a complication, examples of which are in the Business
Promotion Complications table.

BUSINESS PROMOTION COMPLICATIONS


d6 Complication (* - might involve a rival)
1 A successful business is good...unless, it draws the wrong
crowd. The local theives guild may be planning a new
heist soon.
2 You become bombarded by other businesses that want
similar promotions. The problem is they want a guarantee
of success.
3 Your promotion hurts another business and the owner is
not happy about it.*
4 It comes out that the business you are promoting had
some secrets they didn’t want known.
5 The partners at the firm decide you don’t fit into the
look the company is going for. They issue an ultimatum:
change your appearance (including clothes, lifestyle,
maybe even race) or they will boot you from the business.
6 A new investor presents themselves to you. Can you really
tell an ancient black dragon “No, thanks?”

Researching Spells

A rcanists like to find methods to individualize


their spells or simply create new ones. Similar to
the research activity, characters can spend time
doing research and gain the necessary lore to generate their
personal flavor of magic. Who knows, maybe one day your
name will be mentioned alongside Bigby’s, Mordenkainen’s
or Melf’s!
8
Resources. Prior to beginning this type of research the seek to steal the information found or organizations to take
player must work out the details of the new spell with the offense to your pursuit. Each time a character undertakes the
DM to determine the spell’s level and school, which will set activity of researching a spell there is a 10 percent chance of
the total amount of lore needed for that spell as shown on a complication, examples of which are in the Spell Research
the Spell Research Completion table. Wizards researching a Complications table.
new spell of their specific Arcane Tradition school require 1
less piece of lore for completion. SPELL RESEARCH COMPLICATIONS
A character must spend 5 days of effort studying and d6 Complication (* - might involve a rival)
practicing the intricate methods of manipulating the Weave 1 While digging through an old text, you stumble on a
to gain lore. This time spent in study and spellweaving costs secret that becomes stuck in your mind. You always think
50gp on materials, gifts, and possible repairs to buildings about it.
(oops). 2 You find someone else had already researched a spell very
similar to yours. So much for your unique ideas.
SPELL RESEARCH COMPLETION 3 Wild Magic Surge! LOOK OUT!
Spell Lore Spell Lore 4 Another scholar tries to get your research information to
Level Needed Level Needed claim as their own.*
Cantrip 4 5th 14 5 So there may have been some accidental minor damage
1st 4 6th 17 done to a nearby important building.
2nd 6 7th 20 6 You are approached by an organization requesting you
3rd 8 8th 25 to stop meddling in the dark arts. They imply potential
4th 11 9th 30 repercussions if you refuse.*

Resolution. At the end of 5 days, the character makes an Running a Business

A
Intelligence (Arcana) check to determine how much progress
was made, referencing the Spell Research Progress table. dventurers can end up owning businesses that
Once the character has accumulated the amount of lore have nothing to do with delving into dungeons
needed for the spell, they may take the time and resources or saving the world. A character might inherit a
necessary to add that spell to their spellbook or daily smithy, or the party might be given a parcel of farmland or a
preparations. Thus, spellcasters that only know a fixed tavern as a reward. If they hold on to the business, they might
number of spells (bards, rangers, sorcerers, warlocks) may feel obliged to spend time between adventures maintaining
choose to forget one of their known spells to add this new the venture and making sure it runs smoothly. The changes
one in its place, and it would count as one of their Known made to this activity reflect how a business that costs more
Spells. Each spellcaster is also allowed to gain one additional money to operate is more likely to turn a larger profit at the
cantrip through this activity, but researching any cantrips end of the month. A ritzy hunting lodge will find a bigger
beyond that will replace one already known. return than a run down youth hostel by the docks.
Resources. This downtime activity can be taken by any
SPELL RESEARCH PROGRESS character that wishes to directly assist a business with its
Check operation. There is no cost associated with this activity and
Total Outcome the character(s) can participate in it for as many days as
1-5 You make no progress towards your spell. they want, as long as they are present in the location of the
6-10 You learn one piece of lore towards your spell. business. Though, keep in mind the business can only earn
11-20 You learn two pieces of lore towards your spell. a maximum bonus of 30 on their Business roll at the end of
21+ You learn three pieces of lore towards your spell. the month.
Resolution. A percentile Business roll is automatically
A character is also limited to accumulating only as much taken at the end of each month that the business is operating,
lore as that needed for the highest level spell they can cast for even if the characters have been out adventuring and haven’t
that class. For example, a 10th-level druid researching a new utilized this downtime activity. If the business has been
7th-level spell requires 20 lore. As they start researching the running that month, this roll is used to determine how good
new spell, since they can currently only cast up to 5th-level (or bad) business was. Use the results of this roll to determine
druid spells, they can only accumulate up to 14 lore until they if you have to pay any of the costs for that business that month
gain more levels. However, a 6th-level druid/4th-level ranger or if the business covers its own costs and makes a profit.
multiclass character researching that same spell would only First, work out the details of the business with the DM
be able to accumulate 8 lore, since they can currently only to determine appropriate Daily Maintenance Cost for your
cast up to 3rd-level druid spells. business based on the Maintenance Cost table in the Dungeon
Complications. Studying arcane theory and Master’s Guide (pg127). The business rolls percentile dice
experimenting with spellweaving are things most arcanists and adds the number of days the adventurer(s) spent on this
prefer to do alone. The possibility exists that rival wizards may downtime activity (maximum 30) for the month that just

9
ended, then compares the total to the Running a Business a character must have researched and established a
table to determine what happens. Let’s be honest, the relationship with a highly specialized trainer. There are
business will always run...it just seems to run a little better probably only a few people in the world for any specific feat
with direct adventurer supervision. that have mastered it enough to be able to teach it to other
people. This is not a person that could be found in any city,
Running a Business you will have to spend some time and effort locating a suitable
d100 + trainer. A character must spend 60 days and pay 10gp per day
Days Result on fees and materials to complete their training.
01-20 Business is floundering. The business must Resolution. At the end of the training, the character gains
pay 45 times the Daily Maintenance Cost the benefits of the feat trained. A character may only complete
for this month. this activity once in their life.
21-30 Overhead costs were very high this month, it Complications. Complications from training usually
must pay 30 times the Daily Maintenance Cost arise from issues involving the teacher or a rival. For every
for this month. 10 days a character spends performing this training there
31-40 The business had a slow month. It must pay 15 is a 10 percent chance that a complication has arisen
times the Daily Maintenance Cost for during that time, examples of which are in the Feat Training
this month.
Complications table.
41-60 Business ran as expected. It earned enough to
cover its costs for the month, breaking even.
61-80 This was a good month. The business covers its FEAT TRAINING COMPLICATIONS
own costs and earns a profit of 10 times the Daily d6 Complication (* - might involve a rival)
Maintenance Cost. 1 Your instructor is obsessive-compulsive and you take on
81-90 The business is growing. The business covers its some of their peculiar habits.
own costs and earns a profit of 20 times the Daily 2 There are other pupils, each trying to be seen as the best.*
Maintenance Cost. 3 The training includes humiliating activities and draws
91-100 Investors are pouring in, you may want to start comments from others.
thinking about expansion! The business 4 Your master tasks you to find an artifact.
covers its own costs and earns a profit of 30 5 You learn that your master is actually a powerful devil that
times the Daily Maintenance Cost. goes by the name “Al.”
101+ This was a momentous month for the business! 6 You are challenged to a competition related to this feat.*
Everything fell into place and demand was
through the roof. The business covers its own Training for a Skill Proficiency

S
costs and earns a profit of 40 times the Daily
Maintenance Cost. kills can be learned, but for some this is not a quick
process. Training with a skill master is similar to
Note: This table assumes a 30-day month calendar, such as learning a new language or tool kit.
the Calendar of Harptos. Resources. The time needed to complete this training is
based on the number of skills a character is already proficient
If the business is required to pay a cost as a result of the in. A character cannot select this activity if they are already
Business roll, but is unable to do so immediately, the business proficient in 8 skills or more. A character must spend a number
begins to fail. For each unpaid debt incurred in this manner, of days equal to 5 plus the current number of proficient skills
the business takes a -10 penalty to subsequent Business minus their Intelligence modifier all multiplied by 5 days. To
rolls. The amount of the debt is the balance the business is complete the training a character must pay 5gp per day in
unable to pay at the time of the Business roll. Once the debt materials, fees and equipment upkeep.
is paid off, this penalty is removed.
Complications. Running a business can be a dangerous # of days required for skill training = (5 + # skills you are
venture at times. Unfortunately, that is the case whether or already proficient in - your Intelligence Modifier) x 5
not the adventuring characters participate in this downtime
activity. At any time, the DM can add flavor by giving the A character with 5 proficient skills and an Intelligence
characters complications due to poor business practices, score of 13 would require 45 days ([5 + 5 skills already known
especially after a couple months of poor percentile rolls. - 1 Intelligence modifier] x 5 days) and 225gp (45 days times
5gp per day) to complete the training necessary for a new
Training for a Feat skill proficiency.

F
Resolution. At the end of the training, the character gains
eats are not easy to acquire. This is specialized proficiency in the skill trained.
training with a specialized master for a specialized Complications. Complications from training usually
purpose. Who doesn’t want to feel special? arise from issues involving the teacher or a rival. For every
Resources. Before beginning this training activity, 10 days a character spends performing this training there is

10
a 10 percent chance that a complication has arisen during Training to Increase Maximum HP

T
that time, examples of which are in the Skill Training
Complications table.
his training can be completed pretty much
anywhere. You are simply performing various
SKILL TRAINING COMPLICATIONS
physical activities to increase your overall
d6 Complication (* - might involve a rival)
1 You realize your teacher is a pompous git. fitness level.
2 Your training leads to an unpleasant encounter with Resources. The character beginning this training declares
someone from your childhood.* the level of Hit Die being trained. The rolled Hit Die cannot
3 If they say you can only know so much, then what did be at its maximum value. For example, a 3rd-level rogue may
you forget? not train a 2nd-level Hit Die that is already at a value of 8. A
4 Your instructor keeps mentioning how if only you were character must spend 5 days and pay 10gp per level of the Hit
a little smarter this would go faster. What hurts is that it Die in materials, fees and equipment upkeep.
is true.
5 Now that you’re the expert, you are sure to tell everyone Note: To utilize this downtime activity, the player and/or DM
else how they are doing it wrong.* must have kept accurate records of what was rolled for each
6 Your instructor forces you to use mnemonic devices for character level Hit Die, including what type of die each was for
EVERYTHING. multiclass characters.

Training for a Weapon Proficiency Resolution. At the end of the training, the character

W
makes a Constitution check with a DC equal to the level of
the Hit Die being trained. For example, a 3rd-level Hit Die
eapon training can improve a character’s would require a DC of 3. On a success, the rolled value of that
versatility. Training with a weapons master can Hit Die is increased by 1 and the character’s maximum HP is
be done in most settlements, but that does not adjusted accordingly.
mean you will be able to train in every weapon in every town. Complications. Complications from this type of training
Resources. The time needed to complete this training is usually arise from issues with a lingering injury or a rival. At
based on the type of weapon being trained. A simple weapon the completion of this training there is a 10 percent chance
requires 10 days of training, a martial weapon requires 20 that a complication has arisen during that time, examples of
days of training and an exotic weapon requires 30 days of which are in the Hit Point Training Complications table.
training to become proficient. To complete the training
a character must pay 5gp per day in materials, fees and HIT POINT TRAINING COMPLICATIONS
equipment upkeep. d6 Complication (* - might involve a rival)
Resolution. At the end of the training, the character gains 1 You develop a lingering back injury that happens to impair
proficiency in the weapon trained. you at the most inopportune times.
Complications. Complications from training usually 2 Getting up early to workout has become your new favorite
arise from issues involving the teacher or a rival. At the thing.
completion of this training there is a 10 percent chance that a 3 You seem to sweat just by walking out the door.
complication has arisen during that time, examples of which 4 The worst part was the latest health drinks you bought at
are in the Weapon Training Complications table. the Lionshield Coster.
5 You are approached by the local thieves guild as they are
WEAPON TRAINING COMPLICATIONS looking for some new muscle.
d6 Complication (* - might involve a rival) 6 Some rumors begin to spread about what you have been
1 How do you lose an eye when you’re training with blunt doing for training.*
weapons? You found out.
2 Your sparing partner always wants to be ever closer to you.
3 You accidentally insult a minor noble that is training
alongside you.*
4 You refuse to use anything other than your new toy.
5 Whoops! Turns out your training weapon was cursed.
6 You become the laughing stock in town after you are
bested by a wizard with a greataxe.*

11
Downtime Activities Quick-Reference Guide
*
Using the optional lifestyle expenses rule, any activity marked with an asterisk ( ) is indicated
to include lifestyle costs, up to a comfortable lifestyle, in the cost of performing that activity.

* Practice a Profession (PH 187) [ Any Timeframe ]  < No Cost >


Earn a Modest lifestyle; Working for an organization = Comfortable; Proficient in Performance = Wealthy
Running a Business [ Up to 30 days ]  < No Cost >
Make the indicated check at the end of each month
Promoting a Business [ 5 days ]  < 5 X Daily Maintenance Cost of the Business >
Possibly improve the amount of money earned from the business
Find Work (XGE 134) [ 5 days ]  < No Cost >
Earn varied amount of money for that time
Building a Stronghold/Building (DMG 128) [ At least 60 days ] < 5,000 - 500,000 GP >
May need a royal charter, land grant or deed first; possible taxes or tithes required
Crafting an Item (XGE 128) [ Item value / 10 = # days ] < Item value / 2 = GP Cost >
Must have proficiency in an applicable tool set or skill. Magic items also require knowing the formula to follow.
Brewing Healing Potions (XGE 130) [ At least 1 day ] < At least 25GP in materials >
Requires proficiency in Herbalism Kit
Scribing a Spell Scroll (XGE 133) [ At least 1 day ] < 15GP for Cantrip; At least 25GP for others >
Must be proficient in Arcana, have components required and the spell prepared
Performing Sacred Rites (DMG 129) [ At least 10 days ] < No Cost >
Gain inspiration every morning for the next 2d6 days
Religious Service (XGE 131) [ 5 days ] < No Cost >
Earn favors from local church; maximum of 1 + Charisma modifier in favors
Philanthropy [ 5 days ] < 50GP >
Perform an act or host an event to promote a social cause; community service

* Relaxation (XGE 131) [ 7 days ] < At least 1GP / day >


Recover from a debilitating effect
Gaining Renown (DMG 129) [ Current renown X 10 days ] < No Cost >
Increases renown by 1; must already have at least 1 renown

* Carousing (XGE 126) [ 5 days ] < Lower: 10GP; Middle: 50GP; Upper: 250GP >
Possibly gain contacts to do favors for you later
Sowing Rumors (DMG 131) [ Village: 2d6 days; Town: 4d6 days; City: 6d6 days ] < 1GP / day >
One-time check at end to see if rumor gains traction
Pit Fighting (XGE 131) [ 5 days ] < No Cost >
Possibly win up to 200GP
Gambling (XGE 130) [ 5 days ]  < Amount wagered must be at least 10GP >
Possibly win up to double the amount wagered
Crime (XGE 130) [ 7 days ]  < 25GP >
Steal money; possibly get caught and arrested
Banditry [ 10 days ] < No Cost >
High Road robbery; may result in jail time

* Training a Language / Tool Kit (XGE 134) [ (10-INT mod) X 5 days ] < 5GP / day >
Gain proficiency in one set of artisan’s tools, gaming set, instrument or language

* Training for a Feat [ 60 days ] < 10GP / day >


Specialized training that can only be completed once per character

* Training for a Skill Proficiency [ (5+ # of Proficient skills - INT mod) X 5 days ] < 5GP / day >
May only undertake this training if proficient in less than 8 skills

* Training for a Weapon Proficiency [ Simple: 10 days; Martial: 20 days; Exotic: 30 days ] < 5GP / day >
May only train for a single weapon at a time

* Training to Gain Levels (DMG 131) 2nd-4th: 10 days < 20GP >  5th-10th: 20 days < 40GP >
Must have requisite XP to begin this training 11th-16th: 30 days < 60GP >  17th-20th: 40 days < 80GP >

Training to Increase Maximum HP [ 5 days ] < Level of Hit Die X 10GP >
Choose a Hit Die rolled that is not the maximum number
Preparing for a Specific Task [ 5 days ]  < No Cost >
Select a skill or tool set to gain a +5 bonus to your next check using that skill or tool
Gathering Resources (Ore/Gems) [ 10 days] < No Cost >
Collect minerals or precious gems as a component or to sell
Bounty Hunting [ 5 days ]  < Cost Varies >
Select your target; try to apprehend him/her/them/it
Offering Spellcasting Services [ 5 days ]  < Cost Varies >
Contract out a spell you know and have prepared; limited by population size where you attempt this activity

* Buying a Magic Item (XGE 126) [ At least 5 days ] < At least 100GP >
Availability varies greatly
Selling a Magic Item (XGE 133) [ 5 days ] < 25GP >
Can only sell one item at a time

* Research (XGE 132) [ 5 days ] < At least 50GP >


Possibly learn a piece of lore

* Gathering Information [ 5 days ] < At least 25GP >


Learning information/lore through social interactions

* Infiltrate Organization / Espionage [ 5 days ] < At least 50GP >


Obtaining private information using stealthy techniques

* Researching Spells [ 5 days ] < At least 50GP >


Earn lore to create new spells

* Developing a Magic Item Formula [ 5 days ] < At least 50GP >


Earn lore to create the blueprints for a magic item
Whether your characters want to
become true entrepreneurs or
hit the road in a life of banditry,
this text is a great supplement
to any campaign that utilizes
and embraces the time between
adventures. With these new and
detailed downtime activities,
you can help make a character’s
story become more than just
dungeon delving. New activities
include banditry, bounty hunting,
offering spellcasting services,
philanthropy, gathering material
resources and more. Updated
or clarified mechanics for
researching new spells, running
a business, gathering information
and various training activities, as
well as a quick reference guide
are also included.

Thank you for your support in our efforts at J-A


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