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Downtime Activities

[[ Adapt from https://docs.google.com/document/d/1iqTA7ab7LYr2NFCRRPkhPgmzQdbVhRCYMyOPd0zrka4/edit ]]

Gain Gold

Work

The simplest activity an adventurer undertake to earn some extra gold is to turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. 

Time Required: 1 week  
Cost: None 
Rolls: One ability check or tool check of the character’s choice
Complications: 10% (low risk)

Result

Check TotalEarnings
9 or lower10 gp
10—1420 gp
15—1930 gp
20+50 gp

Pit Fighting

Pit fighting includes boxing, wrestling, and other non lethal forms of combat in an organized setting with predetermined matches. The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the 
character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character’s opponents. 

Time Required: 1 week  
Cost: None 
Rolls: (two of : Acrobatics, Athletics, Weapon Attack), Special Constitution (see below) 
DCs: Each check is rolled against a separate randomly determined DC equal to 2d10+7
Complications: 10% (medium risk)

Details: The character makes two physical checks: Strength (Athletics), Dexterity (acrobatics), one of which can be replaced with a weapon attack roll. They also make a special constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll doesn’t spend that die). E.g. a Barbarian with a +5 constitution modifier would roll 1d20+5+1d12 
The DC for each check is 7 + 2d10; generate a separate DC for each one.
 
Result:

ResultEarnings
0 successesLose your bouts, roll on the injury table
1 successWin 25 gp
2 successesWin 75 gp
3 successesWin 150 gp

Server alias: !pitfighting -b 1/2/3 (for +1/2/3 weapons) acr/ath (specify acrobatics or athletics) -d x (specify hit die size)

Crime

Time Required: 1 week  
Cost: 15g (researching a target) 
Rolls: Stealth, Thieves’ tools (Dexterity), and one of : Investigation, Perception, Deception 
DCs: Chosen by PC: 15, 20, 25, 30 
Complications: if fewer than 2 successes (high risk) 

DC and Potentials:

DCPotential ProfitTask
15100 gprobbery of a general merchant
20200 gprobbery of an expert craftsperson
25500 gprobbery of a noble
301,000 gprobbery of one of the richest figures in town

Result

ResultEffect
0 successescaught & jailed, fined amount equal to potential profit
1 successheist fails, Complication
2 successespartial success, earn half of potential profit 
3 successesheist succeeds, earn all of potential profit

Jailtime: A character jailed for failing the Crime downtime or any other reason (such as a complication arising from another downtime activity) are banned from posting in the RP channels and participating in Downtime and Arena combat for the duration of their sentence. If the character is on the Arena queue at the time of arrest, they must withdraw from the queue. They may rejoin the queue at the end of their sentence. They may however RP freely in #town-guardhouse and can continue to participate in quests.  
 
Community Service: If a character is unable to pay all or part of the fine incurred from a failed crime they may work off their debt by performing Community Service. As part of Community Service the character must undertake compulsory Work downtime. The wages earned from the Work downtime will go towards paying off the fine. Characters may undertake Community Service while they are jailed.

Gambling

Part of the risk of gambling is that one never knows who might end up sitting across the table.

Time Required: 1 week  
Cost: 10-1,000g stake 
Rolls: 3 of (Insight, Deception, Intimidation, Gaming Set) 
DCs: Each check is rolled against a separate randomly determined DC equal to 2d10+5 
Complications: 10% (medium risk) 
 
Details: The PC must make a series of checks, with a DC determined at random based on the quality of the competition that the PC runs into. The PC makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the PC has 
proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. 

Result:

ResultValue
0 successesLose all the money you bet, and accrue a debt equal to that amount. 
1 successLose half the money you bet. 
2 successesGain the amount you bet plus half again more.
3 successesGain double the amount you bet.

Gain Friends, Favor, or Skills 

Religious Service (Gain Favor)

Time Required: 1 week  
Cost: None (Good/Neutral God), 25g (Evil God) 
Rolls: Intelligence (Religion) or Charisma (Persuasion) 
Complications: 10% (medium risk) 
 
Explanation: PCs with a religious bent might want to spend downtime in service to a 
temple, either by attending rites or by proselytizing in the community. Someone who 
undertakes this activity has a chance of winning the favor of the temple's leaders. 
 
A favor, in broad terms, is a promise of future assistance from a representative of the 
temple. It can be expended to ask the temple for help in dealing with a specific problem, for 
general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. 
A favor could also take the form of a deity's intervention, such as an omen, a vision, or a 
minor miracle provided at a key moment. This latter sort of favor is determined by the DM 
and the Admins, who also determine its nature. Favors earned need not be expended 
immediately, but only a certain number can be stored up. A PC can have a maximum 
number of unused favors equal to 1 + the PC's Charisma modifier (minimum of one unused 
favor). 
 
Result: 
Check TotalResult 
1—10No effect. Your efforts fail to make a lasting impression. 
11—20You earn one favor. 
21+You earn two favors.

Networking (Gain Friends)

Time Required: 1 week  
Cost: 50g 
Rolls: Charisma (Persuasion) 
Complications: 10% (medium risk) 
 
Explanation: You spend your downtime building social connections among the populace of 
Luna Pine. Doing so costs 50g per week for food, entertainment, lodging, appropriate dress, 
gifts etc..  
 
Using your connections:  
People you have made connections with can help you with other downtime activities, as 
long as it makes logical sense (e.g. a baker can't help you with arcane research). Each one 
can only be used for one downtime roll each downtime period, and you can only get help 
from one connection for each roll. 
 
Commoner +2 
Trades Person/Merchant +3 
Minor noble/Administrator +4 
Wealthy Patron +5 
 
If you use a connection for help on a roll and get a complication you lose that connection 
 
Result: 
Check TotalOutcome 
1-5 Nothing 
6-10 1x commoner 
11-20 2x commoner or 1x trades person/merchant 
20-30 3x common / 2x trades / 1x administrator or minor noble 
31+ 1x wealthy patron 
 
Training (Gain Tool/Language Proficiency) 
 
IMPORTANT: Training Downtime cannot be used to acquire proficiency in skills, weapons 
or armor. 
Time Required: 10 weeks - [Int Modifier]  
Cost: 25g/week 
Modifiers: (see details below) 
Learning with a Buddy = -1 week 
Learning from a Tutor = -1 week 
Training Manual (100g cost) = -1 week 
Rolls: None 
Complications: 10% (at end of training) 
 
Buddy System: Having a fellow PC learning the same tool or language allows both of you to 
take 1 week off of your training time. You can only receive this bonus from 1 buddy. A PC 
and their Buddy must train together for the entire duration of training downtime, unless 
the PC or their buddy finishes first (typically due to having different Int modifiers). Having 
more than one buddy does not increase this bonus. 
Tutors: A PC proficient in a tool or language may tutor a PC in that tool or language. A PC 
must tutor a fellow PC for at least 4 weeks in order to reduce the training time for the 
student PC by 1 week. A tutor may teach two PCs at the same time, provided the condition 
of 4 weeks is fulfilled for each PC, but a student PC may not avail of this bonus more than 
once. For the Tutor, this tutoring period counts as Work Downtime (see above). 
Training Manual: You can pay 100gp at any point during the Training duration to buy an 
instruction manual that takes 1 week off of your training time. 

Research

Spells


Research - General 
 
Time Required: 1 week  
Cost: 50g/week 
Rolls: Intelligence check 
Modifiers: +1 for each additional 100g spent (up to max of +6)  
Attempting the same research a 2nd (or more) time is rolled at advantage.  
Obtaining access to relevant books or items from e.g. the library grants advantage on the 
roll. 
Complications: 10% (False/Misleading Information) 
 
Description: Forewarned is forearmed. The research downtime activity allows a PC to delve 
into lore concerning a monster, a location, a magic item/formula, or some other particular 
topic. The PC declares the focus of the research—a specific person, place, item formula or 
thing. The more specific you are about what you are research the better the chances you 
will receive relevant information. The greatest risk in research is uncovering false 
information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try 
to lead the PC astray, especially if the object of the research is known to the rival. The rival 
might plant false information, bribe sages to give bad advice, or steal key tomes needed to 
find the truth. 
 
Results: 
Check TotalOutcome 
1—5No effect. 
6—10You learn one piece of lore / common formula 
11—20You learn two pieces of lore / uncommon (or lesser) formula 
21—30You learn three pieces of lore / rare (or lesser) formula 
31+ very rare (or lesser) formula 
 
Each piece of lore is the equivalent of one true statement about a person, place, or thing at 
the discretion of the relevant DM.  
Examples : a creature's resistances, the password needed to enter a sealed dungeon 
level, the spells commonly prepared by an order of wizards. For a monster or an NPC, you 
can reveal elements of statistics or personality. For a location, you can reveal secrets about 
it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards 
the place. 
 
Research - Spells 
 
Cost: 50g + 1 week of downtime per level of the spell 
Roll: Arcana vs DC = 10+spell level 
 
Description: Wizards, Pact of the Tome warlocks and characters with the Ritual Caster feat 
may research spells to add to their spellbook using Downtime. Researching a spell will take 
50gp and 1 week per spell level and a successful Intelligence (Arcana) check. The DC for the 
check equals 10+spell level. The Arcana check is only made once per spell at the end of the 
research period. For A successful roll would mean he finds the spell he was looking for and 
he may now add it to his spellbook.  
 
Example: Rincewind the Wizard thinks the 3rd Level spell Fly will be a useful addition to 
his spellbook. Searching for the spell will take him 3 weeks of Downtime and 150 gp in 
research costs, following which he will roll a DC13 Arcana check. 
___________________________________________________________________________________ 
Note: Researching a spell does not include the effort to transcribe it into your spell book. 
Scribing the spell must be done as a separate downtime activity. Normal limits on access to 
spells apply (i.e. level/class) 
___________________________________________________________________________________ 
 
Research - Wildshapes 
 
Cost: 50g per week, a number of weeks according to the CR in table below. 
Rolls: Survival or Nature vs a DC as described in the table below. 
 
Note: All other mechanical restrictions on learning/utilising wildshapes apply.  
 
 
 
 
CR 

Number 
of Weeks 

DC 


<=1/2 

11 


12 

13 


14 


15 


16 


17 
 
 
Research - Crafting 
 
Cost: 50g per week, number of weeks at DM discretion. 
Rolls: Intelligence check vs DC set by a DM 
 
Description: You may find items out on your adventures that you might be interested in 
recreating; or you may simply want to create a fishing rod that can also be used as a 
grappling hook. If you want to create a “homebrew” item or learn something not covered in 
the Crafting Rules, this is what you will be asked to do first. Talk to the Downtime Staff 
about your desired item, before submitting a proposal.  
 
If your item is approved, you will be asked to conduct a Research downtime following all of 
the normal rules, but you will be tasked with meeting a specific DC, (determined by the 
Downtime Staff based on the item you are trying to work on,) for your Intelligence Check. 
Reverse Engineering is only available for non-magical consumable items, and will lower the 
DC of your Intelligence Check by 3. Reverse Engineering consumes the item regardless of 
success or failure in learning the recipe. 
 
___________________________________________________________________________________ 
Note: Researching a crafting recipe does not include crafting the item. See the separate 
crafting rule for how to craft the item. Currently only non-magical items may be 
researched. 
___________________________________________________________________________________ 
 
 
Spell Copying 
 
Wizards, Pact of the Tome warlocks and characters with the Ritual Caster feat can now 
copy new spells from another player character or from a spell scroll as long as they meet all 
other requirements imposed by the class, pact or feat for learning a spell. 
 
Time Required: If the spell is of third level or less, you have a limit-cap of three spells per 
week maximum shared and three spells per week maximum copied. If the spell is 4th level 
or higher you must spend 1 week of downtime to copy the spell. This week represents 40 
hours of work, hours in excess of those you use for spell copying are considered Wizard 
Work and work like normal Work (see above) using an Arcana check. This work is payed 
hourly using the rates below: 
Result: Earnings for Wizard Work 
Wages 
Check TotalEarnings per hour 
9 or lower 2.5 sp 
10—145 sp 
15—207.5 sp 
21+ 1.25 gp 
 
Example: Polgara spends 16 of her 40 hours this week copying two 4th level spells from 
her wizard buddies. The remaining 24 hours get rolled into Wizard Work for her. With an 
Arcana check of 13, she earns wages at the rate of 5 sp/hour for those 24 hours, which 
equals 120sp or 12 gp. So at the end of that week she ends up with two 4th level spells and 
12 gp in wages for the rest of the work week. 
 
Cost: Normal spell-copying costs as detailed in D&D 5e rules 
Rolls: Arcana (for Wizard Work), and/or Arcana (for copying from a scroll) 
Complications: None 
 
Explanation: To copy from a spellbook you only need to spend the requisite time and gold as 
detailed above. Copying spells from a spell scroll includes a risk of destroying the scroll 
before you finish copying it, thus you must succeed on an Arcana check DC = 10+spell level 
to succeed in copying the spell. If you have previously failed to copy the same spell before 
you make the roll with advantage. 
 
Recording Results: You need to mark the spell(s) in #spell-copying-log in the following 
format: 
 
@YourName learned some spells from @SpellSource's spellbook in 
#Channel-You-Did-That-In. I copied the spells [Insert Spells and Spell Levels 
Here] for the cost of [Insert Money Here] for [Insert Time Here] hours. 
 
The person who you copied the spell from must react to this post to confirm that you did, in 
fact, copy spells from them. If you copied from a found spellbook that should be specified 
here, and if you copied from a spell scroll the Arcana check result should be specified in the 
log as well. 
 
Scribing a Spell Scroll 
With time and patience, a spellcaster can create a spell scroll. 
 
Resources.  
Scribing a spell scroll takes an amount of time and money related to the level of the spell 
the PC wants to scribe, as shown in the Spell Scroll Costs table. In addition, the PC must 
have proficiency in the Arcana skill and must provide any material components required for 
the casting of the spell. Moreover, the PC must have the spell prepared, or it must be 
among the PC's 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 LevelTimeCost 
Cantrip1 day15 gp 
1st1 day25 gp 
2nd3 days250 gp 
3rd1 week500 gp 
4th2 weeks2,500 gp 
5th4 weeks5,000 gp 
6th8 weeks15,000 gp 
7th16 weeks25,000 gp 
8th32 weeks50,000 gp 
9th48 weeks250,000 gp 
 
Complications.  
Crafting a spell scroll is a solitary task, unlikely to attract much attention. The 
complications that arise are more likely to involve the preparation needed for the activity. 
Every downtime week spent scribing brings a 10 percent chance of a complication. 
 
Relaxation 
Sometimes the best thing to do between adventures is relax. Whether a PC wants a 
hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for 
adventurers who need a break. This option is also ideal for players who don't want to make 
use of the downtime system. 
 
While relaxing, a PC gains advantage on saving throws to recover from long-acting diseases 
and poisons. In addition, at the end of the week, a PC can end one effect that keeps the PC 
from regaining hit points, or can restore one ability score that has been reduced to less than 
its normal value. This benefit cannot be used if the harmful effect was caused by a spell or 
some other magical effect with an ongoing duration. 
This is the default option for PCs who do not present a proposal.