Downtime
Make Every Moment Count!
Between adventures your characters may have goals that are beyond the scope of what can be resolved at the table, but have massive effects on future adventures. You can handle these tasks as downtime taking one week to accomplish each task. Each character gets four weeks of downtime in a given month to pursue these projects. You can resolve all four weeks of downtime at any point during a given month, but on the first of the month the previous four weeks are void if they remain unused.
*This page provides examples of projects and goals you can pursue between adventures. The examples provided here are focused on pursuits that can be achieved with our wonderful volunteer downtime team using the Downtime Resolution and Bot Commands channels. If you have something you wish to do beyond the scope of these downtime activities, such as questioning a prisoner or pursuing a dialogue with a specific NPC, you can still tag the DMs in the appropriate discord channel to engage in those activities. To start a downtime action, you can tag the @downtime team role, letting them know what you want to do. They will call for the relevant rolls and work with you to resolve your downtime actions.
Downtime Activities
Carouse
Between your adventures, you spend your time socializing over drinks and meals in a place such as The One Night Stand, The Dusty Diamond or The Jewel, making friends and connections in the process. Spending some coin and a
successful Charisma (Persuasion) check will provide you with contacts from that social class. Choose a level of society
to mingle with and spend the corresponding amount of coin to cover your expenses for the week:
Class |
Cost |
DC |
Lower |
50 GP |
10 |
Middle |
30 GP |
15 |
Upper |
50 GP |
20 |
You can choose to either create a number of contacts equal to your Charisma modifier (minimum 1) and add them to the
world, or develop a relationship with an existing NPC you have met. Created NPC’s will be of middle importance in that
setting, providing a niche connection of your desire. Carousing with a specific NPC may have a modifier depending on the context. For example, the owner of The Dusty Diamond, Leslie, a socialite who wants to greet everyone will have a lower carouse DC than your average middle class NPC and attempting to carouse with Queen Oslyn herself will be significantly more difficult than your average noble who can be found in The Jewel. On a success, you gain a limited ability to Pull Favour with that NPC once per successful carousel.
Pull Favour: You can spend this boon to gain advantage on a Persuasion check to invoke a favour from this contact that does not involve them risking their life. On a success, the NPC will acquiesce to the point of potentially risking their reputation. On a failure, the NPC gently turns you down, even in situations where they may otherwise be offended at the mere suggestion.
Craft A Mundane Item
With proficiency in the appropriate tools, you may craft a nonmagical item from raw materials. Unless you have the required materials on hand, you must spend gold equal to half of the item’s purchase price to acquire them. An item
requires a number of weeks to craft equal to its purchase price (not material cost) divided by 50 (rounded up).
Multiple characters can contribute to the crafting process using the Support activity as long as they have the required proficiencies and equipment, reducing the time needed.
You can make more coin than working a regular job can bring in by spending the week pulling heists, grifts, or other less-than-legal schemes at the higher risk of arrest or injury. Choose a DC of 15, 20, 25 or 30 and make three skill checks to attempt the crime; a Dexterity (Stealth) check, a Dexterity (thieves’ tools) check and your choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). The skill checks must be the same DC.
DC:10 | DC:20 | DC:25 | DC:30 | |
3/3 Successes | 10 GP Looted | 100 GP Looted | One uncommon magic item looted | One rare magic item looted |
2/3 Successes | 5 GP Looted | 10 GP Looted | Nothing happens, but the characters escape. | Nothing happens and the characters escape, but their mark identifies them. |
1/3 Successes | Nothing happens, but the characters escape. | Nothing happens, but the characters escape. | The character loses 500 GP in wealth or loot points in bail funds. | The Character is arrested & can’t be played for one week. |
0/3 Successes | 1 level of exhaustion starting the next session. | 2 levels of exhaustion starting the next session. | The Character loses 2000 GP in wealth or loot points in bail funds. | The character is arrested & can’t be played for one month. |
Rest/Relax
Sometimes you just need to take a beat and get some sleep. By taking the week off, you gain the benefits of the Lesser Restoration spell and remove all of your levels of exhaustion.
Researching
Forewarned is forearmed. Research allows you to delve into lore concerning a monster, a location, a magic item, or some
other particular topic. Typically, you need access to a library or a sage to conduct research. Assuming such access is
available, conducting research requires one week of effort and at least 1 LP spent on materials, bribes, gifts, and
expenses. You declare the focus of the research–a specific person, type of monster, place, or thing. You make an
Intelligence check of the appropriate skill (determined by the DM) with a +1 bonus per 1 LP spent beyond the initial cost,
to a maximum of +6. In addition, you gain advantage on this check if you have access to a particularly well-stocked library
or knowledgeable sages.
Scribe a Scroll
With time and patience, a spellcaster can transfer a spell into written form, so it can be used later without preparing it or
expending a spell slot. Scribing a spell scroll takes an amount of time and money indicated by the level of the spell you want to scribe, as shown in the Spell Scroll Costs table. In addition, you must have proficiency in the corresponding
skill (Arcana for Artificer, Sorcerer, Warlock, and Wizard; Religion for Cleric and Paladin; Nature for Druid and Ranger)
and must provide any material components required for the casting of the spell. Moreover, you must have the spell
prepared, or it must be among your known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Spell Level | Number of Weeks | Cost (not including costly material components) |
Cantrip | 1 week | 5 GP |
1st | 1 week | 10 GP |
2nd | 2 weeks | 25 GP |
3rd | 3 weeks | 50 GP |
Support another Character
You can spend the same resources and time to grant another creature aid on their downtime action. By spending the time
and costs needed to assist in that action you grant your ally advantage on all d20 rolls as part of that action and halve the
time required for projects that take longer than one week. If there is a consequence for failure on a downtime action, you
also suffer that consequence.
Training
You can exchange an ability or feature for another that you meet the prerequisites for. Select either a skill proficiency/expertise, an ASI/Feat or your a class level and reference the chart below to determine the cost in loot points.
Skill Proficiency or Expertise | ASI or Feat | Class Level | |
LP Cost | 5 LP | 10 LP | 20 LP |
# Of Weeks | 4 Weeks | 4 Weeks | 8 Weeks |
Notes | must be a skill you could originally select | cannot remove prerequisites for other features/abilities | must be the most recent level in that class |
Work
When not adventuring, you can always use your skills to make an honest living between gigs. To determine how much wealth a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), using a set
of tools with an appropriate ability modifier, Charisma (Performance), or Charisma using a musical instrument.
Wages are determined by the results:
Skill Result | Earnings |
1-9 | 10 GP |
10-14 | 30 GP |
15-20 | 50 GP |
21+ | 75 GP |