Downtime Notes

A Downtime Day.
 

Think of your Downtime Days as being units to spend, a Downtime Day by the way means 8 hours of (intense-ish) activity. The DM tells you how many days you have to spend between adventures (or else other activities), you allot these to any of the tasks below, obviously feel free to make up your own activities. Note you can start projects during one Downtime session and then continue them during your next.

Also note you can hire other people to help you with these activities, this however increases the cost of the activity but lessens the time that it takes- this only applies to some Downtime activities.

You can also combine the Downtime activities of multiple characters to get things done quickly, again this only applies to some Downtime activities.

Last bit- a Downtime Day costs money, don’t worry overly about this- the point is you need access to libraries to do research, and food to eat, and a place to stay, and money for bribes (maybe), and… well lots of stuff. The cost for some of the activities below are specified- however these can vary wildly depending on the complexity and difficulty of the activity.

Remember!
 

Downtime activities are NOT supposed to give you bonuses- they are a narrative conceit, a necessary part of being in a world in which adventuring is not a constant activity- you need to rest and recuperate, to learn new things.

My point- you will not receive rewards for your downtime activities, it just sets you up for the next adventure, and any levels that you acquire during it.

That said, I will award bonuses for smart play- because I am a merciful DM.

Possible Downtime Activities.
 

Building a Stronghold: Obviously you must secure land, and possibly permission. This activity is usually expensive, however it can be completed while you are adventuring- see below. Note that costs can increase, or else the project can take longer to complete if are not on hand to manage it.

Some examples include-

Build a defensible half-stone, half-wood Residence, or Shop, or Trading Post (20 feet tall)- Cost = Deeds + Land + 5,000gp Construction costs. Construction Time = 60 days.

Build a fortified stone Tower (30 feet tall)- Cost = Deeds + Land + 15,000gp Construction costs. Construction Time = 100 days.

Build a fortified large stone Fortress (Four Towers each 30 feet tall, Keep 50 feet tall, Gatehouse 30 feet tall, Crenellated Battlements, Four wooden Outbuildings)- Cost = Deeds + Land + 500,000gp Construction costs. Construction Time = 1200 days.

Carousing: You go out and get drunk, possibly you gamble, possibly you end up in jail, or worse still married. The DM, after a few dice rolls from you decides.

One Downtime Day of this activity costs a minimum of 1gp.

There is little benefit to Carousing, and yet it adds to the story of your character, and can have unexpected results.

Crafting: Making any nonmagical object, including adventuring equipment and works of art. You must be proficient with the necessary tools to make the item (and have access to them, perhaps including a specialist area- like a forge), you will also need to acquire materials necessary to craft the item.

One Downtime Day of this activity costs 1gp- during this time you craft 5gp worth of goods.

Using this example a Swordsmith could craft a new nonmagical shortsword (value 10gp) in 2 days, and at the cost of 2gp.

An Armourer would take 300 days to make a suit of nonmagical Full Plate armour (value 1500gp), and at the cost of 300gp to produce.

Crafting a Magic Item: To make any magical item you must first be proficient with the necessary tools to make the item (and have access to them, perhaps including a specialist area- like a magical forge), you will also need to acquire the formula and materials necessary to craft the item.

One Downtime Day of this activity costs 25gp- see below for details.

PC Level….Item Rarity……Creation Cost……..Time
3rd………….Common………100gp………………….4 days
3rd………….Uncommon….500gp………………….20 days
6th………….Rare………………5,000gp………………200 days
11th………..Very Rare……..50,000gp…………….2,000 days
17th………..Legendary……500,000gp…………..20,000 days

Note, as with many Downtime activities you can reduce the creation time by hiring in other experts, or by combing the activities of multiple PCs.

Experimentation You can can also attempt to one experiment with new magics or create new mechanic products, consuming time and money, in addition to i unique goods such as rare gems or the eyes of your enemies. 

Gaining Renown: If you are a member of a Faction, or some other organisation (like a Guild or a Council, or a Government etc.) you can spend Downtime days improving your standing within the organisation.

Generally this can only be attempted once during any Downtime, it also requires a minimum of 10 days activity. It can also be expensive, although the base rate is only 1gp/day.

Success increases your chance of promotion, or access to more (and better) information or resources from the organisation. In terms of Factions it can also increase your Renown points by one, which in turn can lead to promotion.

Performing Physical, Mental, Arcane or Sacred Rites: Any class can spend Downtime days conducting Physical, Mental, Arcane or Sacred Rites. Basically this means you spend time practising, or praying, or else testing yourself in combat, or climbing, running, jumping, etc.

Generally this can only be attempted once during any Downtime, it also requires a minimum of 10 days activity. It can also be expensive, although the base rate is only 1gp/day.

Success gains you an additional number of Inspiration points which can be spent during future adventures, or other activities.

Practising a Profession: You can work between adventures of course, go back to whatever it was that you did previously- doing this means that you can earn money rather than spend money. The DM will obviously decide if you can find work, you may negotiate the rate.

Likewise this same activity can be used to describe other more artistic (or illegal) endeavours- an adventurer who is a skilled singer could quite literally sing for their supper, or else busk the streets of the city to earn money. An adventurer could employ their skills to other ends- by robbing people, breaking into places or else stealing things.

One Downtime Day of this activity costs 5sp- during this time you earn a minimum of 5sp- you at least break even, you can however earn considerably more.

Recuperating: A badly injured adventurer, or else one that is suffering some lingering harm, is more likely to recover while recuperating. They may also wish to have a healer or an otherwise skilled individual help with this process. Recuperating can speed up healing, and allow the individual to gain advantage on any saving throws needed because of ongoing conditions (like disease, or long-lasting poison).

One Downtime Day Recuperating can be expensive- depending on situation and the complexity of the injuries suffered, in general it costs 1gp/day however.

Researching: The time between adventures is a great chance to do research, into places you have been or are going to, historical events, magic items or events, monsters or other historical or present day characters, and a whole myriad of other things. Research, like Crafting, requires the correct tools- and more likely access to places like libraries, it is therefore expensive.

One Downtime Day Researching costs 1gp, it can however provide much in the way of information- or else when done in preparation of a coming adventure allow the DM to provide bonuses to future checks.

Running a Business: If you have a Business, or else if some entrusts a business to you, you can spend Downtime performing the day to day tasks of doing so- ordering and selling etc.

One Downtime Day of this activity costs 1gp- during this time you earn a minimum of 5sp, you can however earn considerably more (on the good days).

Selling Magic Items: Few people can afford Magic Items, there are however fewer still Magic Items for sale- therefore there is always a demand for these items. However selling them takes time and effort on your part, in order to put the word out that the item is for sale, furthermore the more time you devote to it the more (and better) offers you will receive for the item.

One Downtime Day of this activity costs 1gp- see below.

Item Rarity………..Base Sale Price………Days to Find Buyer……….D100 Mod
Common…………..100gp…………………….1d4………………………………..10
Uncommon………500gp…………………….1d6………………………………..0
Rare………………….5,000gp………………….1d8………………………………..-10
Very Rare………….50,000gp……………….1d10………………………………-20

Note in order to sell Rare and Very Rare you need to have a suitable audience, you need to be situated in a large town or city.

Sowing Rumours: Ever wondered how rumours get started, simply put you head out to spread the word, in taverns and inn, shops and crowds- you drop hints.

One Downtime Day of this activity costs 1gp- see below.

Ultimately the success of this venture requires one, or more, successful skill checks- failed skill checks can have adverse effects. The time it takes to sow the rumour depends on the size of the settlement.

Village- 2d6 days, Town- 4d6 days, City- 6d6 days.

The more days you continue, and make successful skill checks, the greater the chance of your success

Training (Other): Other Training can be completed between adventures, this includes (but is not limited to) learning a new language, or even how to use a new set of tools. Note these additions are bonuses to the skills you receive as part of your Class, Race & Background packages. It takes a minimum of 250 days of Training to learn either of the examples above, and requires access to the proper tools and environment. Remember you can complete this training during multiple periods of Downtime.

One Downtime Day Training costs 1gp.

Sources:
 

Dungeon Master’s Guide (Page 127-131)
Players Handbook (Page 187).

Downtime Notes

The Golden Dragon AlexConno1