Saturday, October 22, 2016

[CRIT] D&D 5e Downtime Actions Overhaul

Last Updated 4/8/17
Thanks to Darkwynters for all the helpful feedback! He’s responsible for the new “Scribe Scroll or Create Potion” downtime activity.

The Downtime Cycle

If the party is travelling or waiting between sessions, your character receives a number of downtime days equal to the days spent travelling or waiting. This is called a downtime cycle.

Spending Downtime Days

At the beginning of each session before play begins, you can spend downtime days to perform downtime activities. When play begins, you lose all remaining downtime days.
If you are in Civilization, you must pay 1gp for each downtime day that you spend.

Renown

At the beginning of each downtime cycle, if you are in Civilization, you have an extra number of downtime days equal to your total Renown. You do not need to spend 1 gp when you spend any of these downtime days. Any unused downtime days granted from renown disappear at the end of the downtime cycle.

Activity Tags

A downtime activity may have one or more of the following tags listed beneath it:
  • Automatic: When you use this downtime activity for the first time, it occurs again for every week’s worth of downtime days you spend thereafter. A week is 10 days. You do not have to spend downtime days to use this action.
  • Extended Project: Days spent on this activity can accumulate over multiple downtime cycles.
  • Civilization: In order to spend downtime days on this activity, you must either be located in or travelling through a civilized area. If you are in civilization, you must pay 1gp for each downtime day that you spend.
  • Income: You do not have to pay 1 gp per downtime day you spend on this action.
  • Matching: When other characters help you with this activity, they choose to give you advantage on one of the ability checks made as part of the activity. If they do, they must each spend the same amount of downtime days that you end up spending.
  • Teamwork: Other characters can contribute their downtime days to help you with this activity.
  • (Special): This is used to modify other tags. If this tag is appended to another tag, then there are exceptions to that tag discussed in the activity’s description.

Appraising

Civilization (Special)
Spend one downtime day to determine the cost of one item.
If you are not in civilization, you must spend a number of downtime days equal to 6 - your Intelligence modifier.
If you have the Spellcasting feature, appraising an item in this way also counts as a free cast of identify.
Record this activity as “Appraising (days spent).” For example, appraising an item for 10 days would be recorded as “Appraising (10).”

Building a Stronghold

Extended Project, Income, Teamwork
You must have acquired a plot of land (a royal charter, a land grant, or a deed) in order to use this downtime activity. The cost for acquiring a plot of land is typically equal to the stronghold’s construction cost divided by 100.
In order to build the stronghold, you must spend a number of downtime days equal to the Construction Time. For each downtime day you spend, you must also spend an amount of gold listed under Construction Cost.
After constructing the stronghold, you must use the Maintaining a Stronghold downtime activity during the next downtime cycle.
Record this activity as “Build a Stronghold: [Stronghold] (days spent / days left).” For example, working on building a manor for 52 days would be recorded as “Build a Stronghold: Manor (52/150).”
Stronghold
Plot of Land Cost
Construction Cost
Construction Time
Abbey
5,000 gp
125 gp
400 days
Guildhall, town or city
500 gp
83 gp
60 days
Keep or small castle
5,000 gp
125 gp
400 days
Manor or estate
2,500 gp
17 gp
150 days
Outpost or fort
1,500 gp
150 gp
100 days
Palace or large castle
50,000 gp
417 gp
1,200 days
Temple
5,000 gp
125 gp
400 days
Tower, fortified
1,500 gp
150 gp
100 days
Trading post
500 gp
83 days
60 days

Carousing

Civilization, Income
Spending a downtime day on this activity costs an amount of gp equal to your level. Roll d100 + your level to determine the results.
Record this activity as “Carousing (days spent).” For example, carousing for 12 days would be recorded as “Carousing (12).”
d100 Roll
Result
0-40
You are placed in a scenario that the DM determines by rolling on a bigass table. It won’t necessarily be good or bad, but it sure as hell will be interesting!
41-80
You recoup the money you spent in order to carouse.
81-90
You recoup double the money you spent in order to carouse.
91+
You recoup quadruple the money you spent in order to carouse.

Crafting

Extended Project, Income, Teamwork
For each downtime day you spend crafting, you contribute 5 gp worth of value to an item that you create.
For example, crafting plate mail takes 300 downtime days, because plate mail is worth 1,500 gp and you contribute 5 gp per downtime day that you spend to craft it.
Record this activity as “Crafting: [Item] (days spent / days needed).” For example, spending 60 days on crafting a suit of plate mail would be recorded as “Crafting: Plate Mail (60/300).”

Crafting (Magical)

Extended Project, Income, Teamwork
For each day you spend crafting, you contribute 25 gp worth of value to an item you create. The item you select must be listed in the Dungeon Master’s Guide. You can also add a magic bonus to a weapon or armor. Items that are already magical cannot be modified, and the “masterwork” property is removed when a weapon becomes a magical item.
At least one character spending downtime days on this activity must have the Spellcasting class feature and meet the Minimum Spellcaster Level.
Record this activity as “Crafting (Magic): [Item] (days spent / days needed).” For example, spending 60 days on crafting a jar of oil of sharpness (a rare magic item) would be recorded as “Crafting (Magic): Oil of Sharpness (60/200).”
Item Rarity
Creation Cost
Spellcaster Level
Max Bonus
Common
100 gp
3rd
+0
Uncommon
500 gp
3rd
+1
Rare
5,000 gp
6th
+2
Very Rare
50,000 gp
11th
+3
Legendary
500,000 gp
17th
+4

Gaining Renown

Civilization, Extended Project
Select a faction you are a member of. Spend a number of downtime days equal to 10 x your Renown score with that faction to increase your Renown with that faction by +1.
Record this activity as “Gain Renown: [Faction] (days spent / days needed).” For example, if you had Renown (Zhentarim) 5 and spent 42 days interacting with the Zhentarim, it would be recorded as “Gain Renown: Zhentarim (42/50).”

Maintaining a Stronghold

Automatic, Income
You spend 1 downtime day to manage the assets of your stronghold. This includes paying the stronghold’s upkeep according to the table below.
If you cannot pay the upkeep on your stronghold, it does not function until upkeep is paid.
Record this activity as “Maintain a Stronghold: [Stronghold] (days spent).” For example, taking a day to manage the assets of your abbey would be recorded as “Maintain a Stronghold: Abbey (1).”
Stronghold
Upkeep Cost
Abbey
20 gp
Guildhall, town or city
5 gp
Keep or small castle
100 gp
Manor or estate
10 gp
Outpost or fort
50 gp
Palace or large castle
400 gp
Temple
25 gp
Tower, fortified
25 gp
Trading post
10 gp

Recuperating

You can spend 1 downtime day to take a long rest.
Additionally, you can spend 3 downtime days to make a saving throw with advantage to recover from a disease, a poison, or an effect preventing you from regaining hit points.
Record this activity as “Recuperating (days spent).” For example, recuperating for 6 days would be recorded as “Recuperating (6).”

Researching (Lore)

If you spend a number of downtime days equal to 6 - your Intelligence modifier, you have advantage on the next Intelligence check you make.
If you spend a number of downtime days equal to 20 - your Intelligence score, you get a natural 20 on the next Intelligence (Choose one: Arcana, History, Nature, Religion) check you make.
Record this activity as “Researching (Lore): [Lore] (days spent).” For example, researching Arcana for 10 days would be recorded as “Researching (Lore): Arcana (10).”

Researching (Spell)

Extended Project
You must have the Spellcasting feature in order to learn a spell.
In order to learn a spell from the spell list for your class, you must spend a number of downtime days equal to 30 x the level of a chosen spell, and pay an amount of gold per downtime day you spend equal to that spell’s level.
In order to learn a spell from a different spell list, the amount of downtime days you spend and the amount of gold you spend is doubled.
Record this activity as “Researching (Spell): [Spell] (days spent / days needed).” For example, researching the spell Fireball for 40 days would be recorded as “Researching (Spell): Fireball (40/90).”
Spell Level
Downtime Days
Cost per day
1st
30
2 gp
2nd
60
3 gp
3rd
90
4 gp
4th
120
5 gp
5th
150
6 gp
6th
180
7 gp
7th
210
8 gp
8th
240
9 gp
9th
270
10 gp

Running a Business

Automatic, Income, Teamwork
In order to purchase a business, you must pay its construction cost. If you wish to expand the business by one size, you must pay the difference in construction costs.
When you create a business, you decide what skill is required to run it. That skill is rolled on the profit table each time this downtime action is used. The DM may impose advantage or disadvantage on this roll to account for events like market crashes and festivals.
If you cannot pay the amount of the maintenance cost specified by the result, any subsequent rolls for this business are permanently decreased by -3.
You can elect to spend multiple downtime days on this action. If you spend less than a week’s worth of downtime days on Running a Business, the number of days you spend is added to the next Running a Business roll. If you spend consecutive weeks’ worth of downtime days running a business, you multiply the maintenance cost by the number of weeks.
Record this activity as “Running a Business: [Business] (days spent).” For example, managing your bakery for 17 days would be recorded as “Running a Business: Bakery (17).”
Business (Size)
Maintenance Cost
Construction Cost
Tiny
25 sp
160 gp
Mom & Pop
5 gp
400 gp
Average
10 gp
800 gp
Large
20 gp
2,000 gp
Multiple
80 gp
4,000 gp
Local chain
120 gp
8,000 gp
Chain
160 gp
20,000 gp
Local Monopoly
320 gp
50,000 gp
Monopoly
640 gp
100,000 gp

d20 Roll
Profit
4
You pay twice the maintenance cost.
5-9
You pay the maintenance cost.
10-14
The business covers its maintenance cost.
15-19
You earn money equal to the maintenance cost.
20-24
You earn money equal to twice the maintenance cost.
25-29
You earn money equal to three times the maintenance cost.
30+
You earn money equal to four times the maintenance cost.

Selling an Item

Civilization, Income
You can spend 1 downtime day to sell as many mundane items as you want at half price, so long as each item is worth less than 25 gp.
If you want to sell items worth more than 25 gp, you must spend 1 downtime day per item. If you want to sell an item for full price, spend 1 additional downtime day per item you sell at full price.
If you want to sell an item through the black market, use the Selling an Item (Magic) downtime activity. The item’s rarity is the one with a Base Price closest to the value of the treasure.
Record this activity as “Sell Items (days spent).” For example, spending 2 days to sell a number of odds & ends - one of which is worth more than 25 gp - would be recorded as “Sell Items (2).”

Scribe Scroll or Create Potion

Civilization, Extended Project
You must have the Spellcasting feature and the ability to scribe scrolls in order to use this activity.
Select a spell that you know. If you spend a number downtime days as shown in the table below, you gain a scroll containing that spell. The spell contained in the scroll uses the level the caster had when they spent their first downtime day to create it.
Scribe scroll also costs a number of gold pieces equal to 50 x the spell’s level x the caster’s level.
Creating a potion is the same as scribing a scroll, but potions cannot be made using spells above 3rd level.
Record this activity as “Scribe Scroll/Create Potion: [spell name] (days spent).” For example, spending 6 downtime days to scribe a scroll of fireball would be recorded as “Scribe Scroll: Fireball (6).”
Spell Level
Time
1st
2 downtime days
2nd
4 downtime days
3rd
6 downtime days
4th
10 downtime days
5th
16 downtime days
6th
26 downtime days
7th
42 downtime days
8th
68 downtime days
9th
110 downtime days

Selling an Item (Magic)

Civilization, Matching
Select a magic item that you want to sell and make a DC 20 Intelligence (Investigation) check. You cannot sell a legendary magic item. On a failed check, no buyer for the magic item is found. On a successful check, a buyer is found, and a number of downtime days are spent based on Days to Find Buyer. On a failed check, 10 downtime days are spent and no buyer is found.
If a buyer is found, roll d100 + the item’s d100 Roll Modifier + a Charisma (Persuasion) check. The result determines the Buyer’s Offer.
Record this activity as “Sell Item (Magic): [Item] (days spent).” For example, spending 30 days to search for a buyer for a potion of superior healing would be recorded as “Sell Item (Magic): Potion of Superior Healing (30).”
Rarity
Base Price
Find Buyer
d100 Roll Modifier
Common
100 gp
1d4 days
+10
Uncommon
500 gp
1d6 days
+0
Rare
5,000 gp
1d8 days
-10
Very Rare
50,000 gp
1d10 days
-20
d100 Roll
Buyer’s Offer
20 or lower
10% base price
21-40
25% base price
41-80
50% base price
81-90
100% base price
91+
150% base price

Spellcasting Services

Civilization, Matching
Choose the spell you want to have cast. The process for finding someone to cast the chosen spell depends on that spell’s level. You cannot use spellcasting services to cast a spell higher than 5th level.
Make a DC 20 Intelligence (Investigation) check. If you succeed, you spend a number of downtime days equal to the spell’s level. If you fail, you spend 10 downtime days. The cost for casting a spell is shown in the table below.
Record this activity as “Spellcasting Services: [Spell] (days spent).” For example, searching for someone to cast Mass Cure Wounds for 10 days would be recorded as “Spellcasting Services: Mass Cure Wounds (10).”
Spell Level
Casting Cost
1st
10 + component cost
2nd
20 + (component cost x 2)
3rd
60 + (component cost x 3)
4th
240 + (component cost x 4)
5th
1,200 + (component cost x 5)

Sowing Rumors

Civilization, Matching
You may spend a number of downtime days depending on the Size of the Population Center you are in.
Make a Charisma (Persuasion) check with a DC determined by the Size of the Population Center you are in. If you succeed, you shift a community’s attitude of a person or organization one step towards either friendly or hostile. Some individual characters’ attitudes might not be affected.
Record this activity as “Sow Rumors: [Rumor] (days spent).” For example, spending 17 days to spread a rumor about a mayor’s adultery would be recorded as “Sow Rumor: “The Mayor is an Adulterer” (17).”
Size of Population Center
Downtime Days Spent
Charisma (Persuasion) DC
Village
2d6
10
Town
4d6
15
City
6d6
20

Training (Level)

Civilization (Special)
You may spend a number of downtime days equal to your current total level to gain a number of experience points equal to 20 x your current total level.
In order to train for a level in any location, a PC in your party must have at least one more level than you in the class you are training for. Otherwise, you must hire a trainer in a civilized area, paying them an amount of gp equal to your current total level per downtime day you spend.
Record this activity as “Training: [Level & Class] (days spent).” For example, spending 70 downtime days towards training from level 5 to level 6 with the intent of placing a level in the Rogue class would be recorded as “Training: Level 6 Rogue (70).”

Variant: Training to Level

Some DMs require that when you have enough experience points to gain a level, you have to undergo additional training in order to gain that level.
In order to train to gain a level, you must hire a trainer in a civilized area. The number of downtime days you need to spend and the amount of gold you need to spend per downtime day are listed in the table below.
Level Attained
Training Time
Training Cost
2nd-4th
10 downtime days
20 gp per day
5th-10th
20 downtime days
40 gp per day
11th-16th
30 downtime days
60 gp per day
17th-20th
40 downtime days
80 gp per day

Training (Proficiency)

Civilization (Special), Extended Project
You may learn any proficiency by spending a total of 250 downtime days.
In order to learn a proficiency while in any location, the proficiency must be known by a PC or NPC in your party. Otherwise, you must hire a trainer in a civilized area, paying them 1 gp per downtime day you spend.
Record this activity as “Training: [Proficiency] (days spent / days needed).” For example, spending 30 downtime days towards learning Undercommon would be recorded as “Training: Undercommon (30/250).”

Busking

Civilization, Income
For each downtime day you spend busking, you gain 1 gp.
Record this activity as “Busking (days spent).” For example, performing music on the street for 21 days would be recorded as “Busking (21).”