Downtime Activities
Downtime Activities
At the end of each day, most parties will find themselves with around 4 hours for downtime activities.
Unused time from the rest of the day can be used to gain additional downtime, to a maximum of 8 hours total.
Downtime may be used to work on downtime jobs, relaxing, or another activity, such as setting up traps or bells to reduce the chance of a random encounter. This time may also be used for activities built into specific classes, such as a wizard writing new spells in their spellbook, or scribing scrolls.
Downtime Jobs
Any activity can be turned into a downtime activity by creating a downtime job out of it. Jobs use the Usage Dice system to track progress for jobs that last longer than 4 hours.
To create a downtime job, the GM determines the job's reward, its Usage Die, cost of required materials, and any prerequisites.
Prerequisite. A character cannot make progress on a task unless they meet the prerequisite.
Usage Die. The job has a Usage Die (Ud). After every day spent working on the job, roll the Ud. On a result of 1–2, downgrade the die one step. On a result of 1–2 on a Ud4, the job is complete — you earn the reward.
Learn a Language
Prerequisite. You're being tutored by someone with proficiency in the language you're studying.
Reward. You learn a new language.
Ud. Ud10
Train with a Weapon or Armor
Prerequisite. You're being tutored by someone with proficiency in the weapon or armor you're studying.
Reward. You gain proficiency with a specific weapon or a specific armor.
Ud. Ud20
Gain a Proficiency
Prerequisite. You're being tutored by someone with proficiency in the skill or tool you're studying.
Reward. You gain proficiency in a skill or tool.
Ud. Ud100
Overcome a Permanent Injury
Prerequisite. Vary based on the nature of the injury.
Reward. You've learned to overcome the mechanical effects of your permanent injury.
Ud. Ud12
Write a Book
Prerequisite. You have a book to write in.
Reward. You write a book and have advantage on checks related to the specific subject of the book.
Ud. Ud8
Forage for Herbs
Prerequisite. Camping within a natural environment.
Reward. Make a Wisdom (Survival) check against the Foraging Herb Table.
Ud. Ud4
Pick an Herb
Prerequisite. Camping within a natural environment.
Reward. Make a DC 25 Wisdom (Survival) check to find the target herb.
Ud. Ud4
Craft a Tincture
Prerequisite. Proficiency in and, access to, alchemy supplies. Expending double the base cost of the herb.
Reward. You create a tincture of the herb in question.
Ud. Ud6
Construct or Enlarging a Bastion Facility
Prerequisite. Owning a bastion and paying the requisite cost.
Ud. Varies by facility size
Buying or Selling a Magic Item
Prerequisite. Being within settlement of the required size and expending 100 gp.
Reward. You find a counterpart for the desired sale. Roll 1d100 plus the listed modifier for the search's outcome.
Ud. Varies by rarity. Spend an additional 100 gp per roll to roll at disadvantage.
Tags
References
- 5e - Supplemental - Hexploration v1.1.pdf
- The Black Hack - Source - Main Book.pdf
- 5e - Supplemental - The Complete Armorer's Handbook v2.pdf
- 5e - Supplemental - Hamunds Harvesting Handbook Volume 1.pdf
- 5e - Supplemental - Hamunds Harvesting Handbook Volume 2.pdf
- 5e - Supplemental - Hamunds Harvesting Handbook Volume 3.pdf
- 5e - Supplemental - Hamunds Herbalism Handbook.pdf