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Quick Guide To Downtime Activities - The Homebrewery

Perform various downtime activities to improve skills, earn money, or craft items when not adventuring. Activities include crafting, gambling, researching, training, working, selling magic items, fighting in pits, scribing spell scrolls, carousing, religious services, crime (with risks), and creating potions (with Herbalism Kit). Most activities require workweeks and money based on the activity. Higher ability checks or resources can improve outcomes.

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Pawel Janas
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0% found this document useful (0 votes)
194 views2 pages

Quick Guide To Downtime Activities - The Homebrewery

Perform various downtime activities to improve skills, earn money, or craft items when not adventuring. Activities include crafting, gambling, researching, training, working, selling magic items, fighting in pits, scribing spell scrolls, carousing, religious services, crime (with risks), and creating potions (with Herbalism Kit). Most activities require workweeks and money based on the activity. Higher ability checks or resources can improve outcomes.

Uploaded by

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

W
    hile your character is not adventuring, they can be Creating a magic item requires more than just some time, effort, and
performing downtime activities that you pick from the materials. It is a difficult process that usually involves quests to track
list below. These activities all take time to complete, down the rare ingredients or forgotten lore needed to produce them.
measured in 'workweeks' of 5 days, and usually also
require money or other resources. Days of downtime Crime
activity do not need to be consecutive. Some activities Sometimes crime pays, but you always run the risk of being arrested.
can be completed by characters working together. Requires ability checks for Stealth and Thieves' Tools, and also your
Buy a Magic Item choice of either the Deception, Investigation, or Perception skills.
Resources: Planning a crime takes one workweek and 25 gp, which
Spend time and money asking around, to discover what magic items is spent gathering information about your potential targets.
you can find available for sale. Requires a Persuasion ability check.
Resources: At least 1 workweek and 100 gp. You gain a +1 chance of Gambling
finding someone who has a rare or very specific magic item for sale, An easy way to make a fortune, or lose one. Requires Deception,
for each additional 100 gp and workweek that is spent on the search. Insight, and Intimidation ability checks. If you are proficient with a
Item Rarity Scroll Level Item Price * relevant gaming set, that skill can replace one of the other checks.
Common Cantrip, 1st 1d6+1 x 10 gp Resources: 1 workweek and a stake of at least 10 gp.
Uncommon 2nd, 3rd 1d6 x 100 gp
Rare 4th, 5th 2d10 x 1,000 gp
Very Rare 6th, 7th, 8th 1d4+1 x 10,000 gp
Legendary 9th 2d6 x 25,000 gp
* (Halved for consumable items like potions, oils, scrolls, etc.) Pit Fighting

Compete in boxing, wrestling, and other forms of (usually) non-lethal
Carousing

combat, in an organized setting. Requires Acrobatics, Athletics, and


Constitution ability checks. You can replace one of the ability checks
Spend time drinking, eating and socialising. Perhaps you can make
some new friends, or enemies. Requires a Persuasion ability check. with an attack roll using one of your weapons.
Resources: 1 workweek and 10 gp to go carousing with the lower Resources: 1 workweek.
classes, or 50 gp to carouse with the middle classes. Carousing with Relaxation
the upper classes requires 250 gp—and access to the local nobility. Take a break to relax and recover from sickness or a critical injury.
Crafting Resources: 1 workweek, during which time you need to maintain at
least a modest lifestyle in order to gain the benefits of this activity.
Use tool proficiencies to craft armor, weapons, clothing, items, etc. Religious Service
Resources: To determine how many days it will take to craft an item,
you divide its cost in gp by 50. You will also need appropriate tools, a Spend time in service of, and try to win favor with, a religion or the
suitible work area, and raw materials equal to half of the item's cost. like. Requires either a Religion or Persuasion ability check.
Potions
Resources: 1 workweek, and some kind of temple, religious group,
deity or entity whose beliefs and ethos are aligned with your own.
If you are proficient with a Herbalism Kit and have one available, you
can use it to produce the following types of potion: Research
Type Healing Rarity Time Cost Try and uncover lore concerning a specific place, person, item etc.
Antitoxin ~ Common 1 day 25 gp Requires an Intelligence ability check. Access to a good library or a
Healing 2d4 +2 Common 1 day 25 gp sage gives you advantage, and spending more gold gives you a bonus.
¬ Greater 4d4 +4 Uncommon 1 workweek 100 gp Resources: 1 workweek and at least 50 gp. (+1 per 100 gp spent)
¬ Superior 8d4 +5 Rare 3 workweeks 1,000 gp Sell a Magic Item
¬ Supreme 10d4 +20 Very Rare 4 workweeks 10,000 gp
Spread word that you have a magic item for sale, and determine the
Magic Items best offer currently available. Requires a Persuasion ability check.
Resources: 1 workweek and 25 gp.
Item Rarity Scroll Level Item Value * Spell Level Time to Scribe Cost Fi
Common Cantrip, 1st 100 gp Cantrip l day 15 gp At
Uncommon 2nd, 3rd 400 gp lst l day 25 gp to
Rare 4th, 5th 4,000 gp 2nd 3 days 250 gp Re
Very Rare 6th, 7th, 8th 40,000 gp 3rd l workweek 500 gp
Legendary 9th 200,000 gp 4th 2 workweeks 2,500 gp
* (Halved for consumable items like potions, oils, scrolls, etc.) 5th
6th
4 workweeks
8 workweeks
5,000 gp
15,000 gp
Persuasion Check Total 1-5 6-10 11-15 16-20 21+ 7th 16 workweeks 25,000 gp
% of Item Value Offered 50% 75% 100% 125% 150% 8th 32 workweeks 50,000 gp
9th 48 workweeks 250,000 gp
Scribe a Spell Scroll
Training
Use your Arcana proficiency to enscribe any spell you know onto a
scroll. Cantrip scrolls can only ever be scribed as if you are 1st-level. Learn a new language, or become proficient with a new skill or tool..
Resources: The time and cost is based on the level of the spell. You Resources: 10 workweeks, minus your Intelligence modifier, and 25
must also provide all of the material components needed for the gp per workweek. Training is only possible from a proficient tutor.
casting of the spell, all of which are consumed in the process. Work

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