Between Adventures
Though an adventurer is typically defined by the dangers they face, the bulk of their time is often spent traveling, healing, preparing, or simply living. Some spend their time with families, others contribute to the communities that they protect, develop relationships, or simply kill time until the excitement begins anew.
This period between adventures, called downtime, can represent the passing of a season, a period spent traveling, or the time necessary for an ally or NPC to secure a vital piece of information or permission for the party to travel through guarded lands. Additionally, the mental and physical stress of adventuring often necessitates time off, which can prevent characters from jumping from 1st level to 11th level in a single month! While it is not necessary to meticulously describe each and every day that PCs spend in this way, providing key details can help to bring the setting to life, create the feeling of time passing, and foreshadow events to come.
When considering these key details, think about significant life events for the adventurers and their friends or allies—weddings, birthdays, funerals, holidays, festivals or other seasonal events, political trends, or significant events occurring abroad that come as news. Any of these can be used to foreshadow future plots.
Lifestyle
Some adventurers choose to live lavishly between quests while others are content to rent a room at their favorite drinking establishment. When calculating expenses, see Chapter 4: Equipment. A character’s lifestyle (poor, moderate, or rich) impacts some of their downtime activities.
An adventurer’s lifestyle can also impact their interactions with those around them. The Narrator may provide advantage or disadvantage on Intelligence, Wisdom, and Charisma checks made against people that perceive a PC to be of a different lifestyle than themselves, depending upon the circumstances — an adventurer with a poor lifestyle has a harder time getting along with rich nobles and vice versa.
Downtime Activities
Downtime activities represent specific and intentional activities that a character undertakes to achieve a benefit. A character can undertake one downtime activity per week of downtime, although they do not necessarily occur sequentially.
A downtime period consists of 5 days (treated as a week) each involving at least 8 hours of engaging in a downtime activity. In most cases, an unfinished week does not count towards progress, but in some situations the Narrator might allow specific days to add to the total. At the end of each downtime period, any check required is made and success or failure is determined. Some downtime activities may require more than 1 week to complete. If a downtime activity mentions a month it assumes 4 weeks.
Extended Downtime. When a party of adventurers is experiencing a particularly long period of downtime, such as a year or longer, the Narrator may extend the length of the downtime period to 1 month and allow players to roll one check per 4 weeks of downtime activity. A success on an extended downtime check is treated as 4 successful weeks of a downtime activity, a failure is treated as 2 successful weeks, and on a failure by 5 or more the character makes no progress at the downtime activity.
For even longer periods of downtime, the Narrator can extend the downtime to seasons (treating a success as 12 weeks, a failure as 6 weeks, and a failure by 5 or more as 3 weeks), or even years (treating a success as 52 weeks, a failure as 26 weeks, and a failure by 5 or more as 13 weeks).
Characters may wish to work together to complete downtime activities. At the Narrator’s discretion, one character may assist another (as the Help action). Both characters must spend their downtime on the chosen activity.
Craft
Adventurers with tool proficiencies may use their downtime to create weapons, armor, or other items. The Craft activity can be used to create weapons, armor, tools, clothing, other equipment, or a work of art.
All crafted items require materials. Poor quality items can be made with materials equal to 1/10th the base cost of the item that the character wishes to create. Normal quality work requires materials equal to 1/8th the base cost. If a character wishes to craft a fine item, they must acquire fine materials equal to ½ the item’s base cost. If a character wishes to craft a masterwork item, the materials cost is equal to the base cost of the item.
Special Materials. Rarely a smith might happen upon special materials. These materials can only rarely be purchased and must often be found. When attempting to craft using adamantine, mithral, or other wondrous materials , increase the DC to craft the item by 2. See the Materials section of Chapter 4: Equipment for more details.
Time Required. The time required varies depending upon what a character is attempting to craft, as per Table: Crafting Time. At the end of the required time, the character makes a check based upon the desired quality level. On a success, the materials are consumed and they create the item. On a failure, they create an item of one quality level lower than they desired or may salvage the materials. When a character fails by 5 or more, they produce a poor quality item and the materials are consumed.
Quality. The quality of an item affects the time, cost, and difficulty of crafting it. Items of fine quality or masterwork quality also offer special benefits. A fine item also costs an additional 25 gold to produce, and a masterwork item 125 gold.
Engineering. The Craft downtime activity can also be used for buildings, engineering devices, and other projects. Each check requires a week of work and access to an amount of gold worth of materials. The DC and materials cost are determined by the project’s complexity. The scope of the project determines how many checks are required to complete it.
Quality | Time | DC | Materials | Production Cost | Sell Price | Benefit |
Poor | Half | 10 | x1/8 | - | Half |
Gains the Broken condition after each use |
Normal | Base | 15 | x1/4th | - | Up to full | - |
Fine | Double | 20 | x1/2 | +25 gp | At least full price | Can be enchanted to become a magic item of up to uncommon rarity |
Masterwork | Triple | 25 | x1 | +125 gp | No less than double full price | Never has damage vulnerabilities, and can be enchanted to become a magic item of any rarity |
See the core rulebook for tables Engineering Items and Engineering Time.
Item | Craft Time |
Dual-wielding weapon* | 2 per week |
Martial or simple weapon* | 1 week |
Heavy weapon* | 2 weeks |
Ammunition | 50 per week |
Light armor | 1 week |
Medium armor | 2 weeks |
Heavy armor | 4 weeks |
Tool or equipment | 2 per week |
*Rare weapons may require longer crafting times determined by the Narrator.
Gather Information
The Gather Information activity is used to uncover secure or secret information about individuals, events, organizations, or other things that still exist within living memory. Gather Information is typically done by word-of-mouth on the street or in taverns.
The character specifies a particular individual, event, organization, or place from which they wish to learn more declares a specific piece of information that they’re seeking to learn, making an Investigation check. The time, DC, and costs are included below.
On a success, the character learns what they are looking for along with a point of Key Knowledge. Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
Key Knowledge. Key Knowledge represents clues, secrets, or other insights into a particular location, individual, or event. Each point of Key Knowledge is specific to an individual, creature, or location. These points may be spent to gain advantage on an attack roll or ability check made in relation to the subject.
At the Narrator’s discretion, these points can also be spent to introduce a small fact to the story. Perhaps a character learns of a friendly bartender while Gathering Information about the next town or discovers a potentially safe cavern while Researching the dungeon they plan to enter.
Limitations. The Narrator may decide that there is simply no way that a piece of information can be gleaned by the Gather Information activity. In this case, the Narrator should inform the player before attempting the check.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp |
The bar where a local crime boss conducts business, where a local noble likes to drink |
Esoteric | 15 | 2 weeks | 25 gp |
The name of the best fence in a particular city, where to go to get illicit magic ingredients |
Hidden | 20 | 3 weeks | 100 gp |
The location of the duke’s secret prison, the name of a dragon’s agent in a city |
Secret | 25 | 5 weeks | 500+ gp |
The identity of the leader of a guild of assassins, what the king keeps in the secret room below his chambers |
Recovery
Sometimes it is necessary to recover from the dangers faced by an adventurer. In order to take the Recover activity, a character must have or temporarily pay for at least a moderate lifestyle. Each week that a character takes the Recover activity, they may:
- Make a Constitution saving throw against one effect that is preventing them from regaining hit points.
- Make one additional saving throw against one disease or poison currently affecting them.
If a character is tended to by someone with a healer’s satchel, they have advantage on the above checks.
Religious Devotion
Religious Devotion allows a character to engage in acts of piety in an attempt to appease the gods and earn their favor. In order to engage in this downtime activity, a character must have access to a shrine, temple, or other sacred site and spend the required gold on sacred offerings to make a Nature or Religion check against a DC from Table: Religious Devotion. On a success, the character gains 1 point of favor, plus 1 additional point of favor for every 5 points their result exceeds the DC.
Favor. A point of favor can be spent to represent a minor but helpful boon that aligns with a deity’s portfolio. A point of favor from a war god might allow a character to find a weapon after they’ve been disarmed, while a point of favor from a nature god might make it easier to find a safe place to camp. The specific details are left up to the Narrator, but in general, this should represent advantage on a roll, the discovery of a small but useful item, or a helpful chance encounter. For 2 favor points, the Narrator may allow a character to benefit from the effects of a 1st-level spell that aligns with a deity’s portfolio. Narrators are free to come up with other uses.
If a character acts against the interests or philosophy of a deity during an adventure, any points of favor are immediately lost.
Philosophical Similarity | DC | Offering* | Description |
Strongly Aligned | 10 | 10 gp |
The character's personal ethos and actions closely mirror the deity’s philosophy and teachings. |
Aligned | 15 | 25 gp |
The character's personal ethos and actions are generally similar to the deity’s philosophy and teachings. |
Neutral | 20 | 50 gp |
The character’s personal ethos and actions do not align with or oppose the deity they are beseeching. |
Opposed | 25 | 100 gp |
The character’s personal ethos and actions are generally counter to the deity’s philosophy and teachings. |
Strongly Opposed | 30 | 500 gp |
The character's personal ethos and actions run directly counter to the deity’s philosophy and teachings. |
*The Narrator may allow specific actions by the character to reduce or eliminate this cost.
Research
Research is used to uncover obscure information about individuals, events, organizations, or other things that have faded beyond living memory but still exist in recorded history. Alternatively, Research can be used to find facts or information contained within bureaucratic records.
In order to conduct the Research activity, a character must have access to a library or libraries that might conceivably contain the information that they are searching for — a noble villa’s private library might contain original ownership records, but is unlikely to contain information regarding alien interlopers from the last age. The character makes an Arcana or History check (determined by the topic of Research) against the DC listed on Table: Research, taking an appropriate amount of time and spending the indicated amount of gold.
On a success, they learn what they are looking for along with a point of Key Knowledge (see Gather Information). Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
The cost of research is reflective of bribes, library fees, and other related expenses. At the Narrator’s discretion, a character may dispense with these if they already have access to a library that may contain the information.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp | The original name of a particular village |
Esoteric | 15 | 2 weeks | 25 gp |
The original owner of a piece of land or business, the location of an ancient tomb |
Hidden | 20 | 3 weeks | 100 gp |
The true history of the founding of a dynasty, the real lineage of the local ruler |
Secret | 25 | 5 weeks | 500+ gp |
The name of a fiend, the location of a city destroyed by the gods in the last age |
Spellcraft
This downtime activity allows spellcasters to create rare spells by refining their knowledge. Pick a common version of a spell that the character knows and choose one modification from the modifications table. Alternatively, with the Narrator’s permission a character may choose one rare spell from Chapter 11: Spellcasting provided it is of a level they can cast.
The character makes an ability check using their spellcasting ability and Arcana (sorcerer, warlock, wizard), Nature (druid), Performance (bard), or Religion (cleric, herald). The DC of the check is based on the spell level as per Table: Rare Spell Crafting and is increased by the desired modification.
Each check requires 1 week and the amount of indicated materials. A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
Modification | DC Modifier | Effect |
Altered Effect | +0 | The spell’s primary effect is changed. This can be used to add or alter a spell's damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an invisibility spell that targets objects instead of creatures, a fireball that deals cold damage, or a lightning bolt that has a cone area. |
Lingering Effect | +1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a fireball that causes the target to take ongoing fire damage or a slow spell that leaves a target fatigued after its duration has ended. |
Additional Effect | +2 |
An additional effect is added to the spell’s primary function. Examples include an ice storm that freezes a target in place for the duration. |
Additional Target | +2 | The spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a suggestion to new targets through conversation. |
In order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and heralds must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the Narrator. As always, the Narrator must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcaster’s career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the Narrator, using the rules for crafting rare spells as a guideline.
Spell Level | DC | Cost Per Week | Successful Study Weeks |
1st | 15 | 100 gp | 2 |
2nd | 16 | 150 gp | 3 |
3rd | 17 | 200 gp | 4 |
4th | 18 | 300 gp | 5 |
5th | 19 | 500 gp | 6 |
6th | 20 | 1,000 gp | 7 |
7th | 21 | 1,500 gp | 8 |
8th | 22 | 3,000 gp | 9 |
9th | 23 | 5,000 gp | 10 |
Train
The Train activity allows a character to learn a new weapon, language, or tool proficiency, or it can be used to swap a class feature or feat that they learned previously.
Language or Tool. Learning a new language or tool proficiency requires a character to spend a number of months equal to 12 - their Intelligence modifier and pay 50 gold pieces per month to retain a tutor. If a character does not wish to pay for or does not have access to a tutor, they must have another reliable means of learning and the time required is doubled. At the end of this period, the character acquires the proficiency.
Weapon. Learning a new weapon proficiency requires a character spend a number of months equal to 6 - their Strength or Dexterity modifier (whichever is highest) training and pay 50 gold pieces per month to retain a tutor. At the end of this time period, the character acquires the weapon proficiency.
Relearning. A character may also relearn class features. This activity does not require spending any gold. The time required is 1 week to change a feature gained at 1st–5th level, 2 weeks to change a feature gained at 6th–10th level, 3 weeks to change a feature gained at 11th–15th level, and 4 weeks to change a feature gained at 15th–20th level. This activity cannot be used to swap out spells that have been entered into a spellbook.
Feat. To swap a feat gained through leveling to another feat, a character may spend a number of months equal to 8 – their proficiency bonus and pay 50 gold pieces each month to acquire practice materials and advice from experts in the feat they are learning.
Archetype. A character can change to a different archetype for their class by spending 12 weeks mastering the new archetype, at which point they are able to select it. When they do, any class features gained from their previous archetype are lost and replaced by the class features of their new archetype. Changing from one class to another requires the use of powerful reality- altering magic (like the wish spell or the direct intervention of a deity).
Activity | Time | Cost |
New language or tool proficiency | 12 - Int modifier months | 50/month |
New weapon proficiency | 6 - Str or Dex modifier months | 50/month |
Relearn class features | 1 week (1st-5th) 2 weeks (6th-10th) 3 weeks (11th-15th) 4 weeks (15th-20th) |
No cost |
Swap feat | 9 - proficiency bonus months | 50/month |
Change archetype | 12 weeks | No cost |
Work
A character can use the Work activity to pay their cost of living expenses and earn some coin between adventures. Work is broken down into two categories. On a successful check after spending a week on this downtime activity, a character supports a lifestyle (poor, moderate, or rich), and earns gold as listed on Table: Work.
Legal Work. Legal work allows a character to practice a trade or profession without fear of consequence. The character selects a tool proficiency or skill approved by the Narrator and makes an ability check, consulting Table: Work to determine the lifestyle their profits support and the extra gold earned. On a result of 5 or less, a character earns nothing, supports no lifestyle, and has disadvantage on the next Work check that they make using the same skill or tool.
Illegal Work. Illegal work allows a character to sustain themselves and make some coin by engaging in petty crime. First, a character selects the type of crime that they would like to engage in and selects an appropriate skill or ability check approved by the Narrator. They then select the difficulty of criminal activities as per Table: Work.
On a failed check, a character receives no earnings and must cover the cost of their lifestyle themselves. If they fail by 5 or more, the character must lay low and cannot take a downtime activity for the following week, and on a failure by 10 or more they are caught and suffer consequences or complications determined by the Narrator.
Difficulty | DC | Lifestyle | Earnings |
Easy | 10 | Poor | 1d6 gp |
Average | 15 | Moderate | 3d6 gp |
Hard | 20 | Rich | 6d6 gp |
Very Hard | 25 | Rich | 10d6 gp |