DOWNTIME ACTIVITIES
Downtime activities are a two-step process usually, with a possible third step, resource requirements, and resolutions (dice rolls) along with possible complications.Find the conversion table below for time requirements.
In-Game IRL-Time
1workweek 5d
When it's time to make the rolls, please perform them in #daily-activity-log and ping a staff member to verify
**Character:**
**Downtime Activity:**
**Tools Proficiency (if needed):**
**Start/end:**
**Yield:**
**Flavor:**
**Approved by:**
TRAINING
RESOURCES: Receiving training in a language or tools Proficiency normally takes 4 workweeks (to a minimum of one workweek), but this time is reduced by the number of workweeks equal to the characters Intelligence OR Wisdom modifier (penalty in these ability scores do not affect the time required) training costs 25sp per workweek and requires another player to serve as a teacher.
Additionally, the money spent is transferred to the teacher or spent in materials required to learn. (Maximum of 2 learned tools proficiencies at a time)
A new tools Proficiency can be learned without a teacher from the library, however the time required to finalize is doubled
Upon training completion, a character gains HALF PROFICIENCY, and full proficiency in 3x the time required to learn it.
(So a character who took 3 (15d) workweeks to learn a tools Proficiency needs 45d to become fully Proficient.)
Complications that arise while training typically involve the teacher. For every four workweeks spent in training there is a 10% chance of complications.
WORK
Resources: preforming a job requires one workweek of effort.
Resolution: To determine the wage of the character, roll a 3d10 and times the result by x4.
If a character is Proficient in a tool set for their work, they can add their proficiency bonus with a tool to the equation.
The rolls are made at the end of your downtime.
x6 multiplier at 10th level, 8x at 15 and 10x at 19 level
Ordinary work is rarely filled with complications, still you can encounter unsavory costumers, work colleagues or employers. Every workweek spent Working brings 10% chance of complications
Example:
Character with a 3 proficiency bonus and is proficient with the Alchemist's Tools would roll 2d10 + 3, then times the result by 4
The format typed out on the #weekly-activity-log channel would be:
!r 2d10+3*4
EXAMPLE WORK LOG (to be recorded in #weekly-activity-log)
Character: Ownak
Downtime Activity: Work
Tools Proficiency: Carpenter's Tool
Start/end: 1st-5th
Yield: result of roll
Flavor: Ezekiel spent one workweek refurbishing the Tavern and earned some coin
When the end date comes ping a staff member to your Yield.
CRIME
RESOURCES: A character must spend 1 workweek and 25gp for the reconnaissance of potential targets before committing the intended crime.
RESOLUTION: Character makes three checks depending on the size of the task, the DC can vary.
1) STEALTH
2) DEXTERITY (thieves’ tools)
3) A choice between INVESTIGATION, DECEPTION or PERCEPTION
If all checks fail the character is caught and jailed, additionally they must pay a fine equal to the value of the task.
If the character succeeds one check the heist is a failure but the character escapes.
If all three checks are successful the character earns the full value of the heist.
DC VALUE TARGET
13 100-200cp Pickpocketing
16 250-350cp Rigged Games
18 700-850cp Fencing Stolen Goods
25 100-150sp Well to-do Merchant
COMPLICATIONS
A life of crime is filled with complications, if the character succeeds on only one check, it is bound to arise.
GAMBLING
RESOURCES: 1 workweek of effort, minimum of 1gp maximum 50gp stakes
RESOLUTION: Character makes deception, intimidation or persuasion and insight checks.
If the character is proficient with a gaming set, it may choose to exchange one of the relevant checks.
The DC is 2d10 + 5 for EACH individual check. (Roll for the DC, then roll your check)
Performance Outcome
Total Failure 100% wager lost
Partial Failure 50% wager lost
Profit 50% wager gained
Jackpot 100% wager gained
PIT FIGHTING
If you wish to introduce competitive combat-to-the-death type situations, normal combat rules apply.
RESOURCES: One workweek
RESOLUTION: The character makes 3 checks, athletics and a special constitution check that has a bonus equal the roll of the characters largest hit die.
Character may choose the replace one of the rolls with one weapon attack. The DC for each of the checks is 5 + 2d10, generate a separate DC for each check
Successes Value
0 Lose your bouts,
nothing earned
1 Win 50cp
2 Win 100cp
3 Win 200sp
Characters involved in pit fighting must deal with their opponents, the people who bet on matches and the promotors. Every workweek spent in pit fighting brings a 10% chance of complications.
RESEARCH
RESOURCES: Typically, a character needs access to a library or a sage to conduct the research. It requires 1 workweek of effort, as well as 50gp worth of materials, bribes, gifts and other expenses.
RESOLUTION: Character declares the focus of the research, the character makes an intelligence check with a +1 bonus per 100gp spent beyond the initial 100gp, to a maximum of +6.
If the character has access to a well-stocked library or a sage it has advantage on the check.
DC Outcome
1-5 No effect
6-10 You learn one piece of lore
11-20 You learn two pieces of lore
+21 You learn three pieces of lore
The greatest risk in research is uncovering false information, not all lore is truthful or accurate, a rival with a scholarly bent might lead you astray, especially if the subject is known to the rival. Every workweek spent researching brings a 10% chance of complications.
ANIMAL TRAINING
RESOURCES: One workweek
RESOLUTION: The player makes 4 checks, two animal handling checks using the trainers stats and 2 wisdom checks using the animals stat block.
The DC for these checks goes up depending on how complex the action is.
An animal with 3 or lower INT score may only learn 1 simple concept. An animal with 4+ INT score can learn either 2 Simple concepts or 1 advance concept.
Simple Concept: DC 14 for 1 animal handling and DC 10 for 1 wisdom check.
Advanced Concept: DC 16 for both animal handling and DC 14 for both wisdom checks
The animal handling is to see if you teach the animal correctly and the 2 wisdom checks are to see if the animal retains and understands these concepts.
If you have Vehicle proficiency or use a stable you may get Advantage on these checks.
Simple Concepts:
United Bulwark: Whenever your beast companion becomes the target of an attack while you are within 5 feet of your beast, you may use your reaction to impose disadvantage on that attack roll, and vice versa.
Cooperative Opportunity: Whenever you or your beast companion benefits from the Disengage action against a creature, you and your beast gain the benefit of disengage against the same creature.
Advanced Concepts
Fetch: As an action, you can command your beast to attempt a Dexterity (Sleight of Hand) check to take an object a creature adjacent to your beast companion is holding. The DC is equal to 8 plus the target creature's proficiency and dexterity bonus.
Harry: For you animals action you may send them out to an enemy. If you do so you may get adv on your long ranged attack's for your next turn.
Instinctual Direction: Your weapon attacks against creatures adjacent to your beast can’t have disadvantage from non-magical sources.
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