*A modified ruleset for running downtime activities, with a goal of encouraging roleplaying opportunities and creating meaningful characters choice with minimal complexity.* # Downtime Turns During downtime, players take turns performing [[#Downtime Activities]] over the course of one [[Week]] (ten days). For simplicity, turns will start/end on the 1st, 11th, and 21st of each month. These activities can result in additional roleplay, combat, exploration, or any combination of gameplay. If other players want to participate in the same activity and all players agree, characters can share that turn together. The DM also takes a turn to progress the world forward. Most of this happens behind the screen, but some information reaches the party through investigation, research, or NPC exposition. ## Turn Order Downtime turn order is determined by a straight d20 roll by the players, with the DM taking their turn at initiative 21. After each week, reroll the d20 or reverse the order to keep things fresh. # Downtime Settings Downtime does not occur in a vacuum, you must find *somewhere* to stay, and each **Downtime Setting** comes with it's own advantages and disadvantages. A Downtime Setting could be a single street, a district of a city, the entirety of a small town, or some other location altogether. Each Downtime Setting has 4 distinct components: - **Lifestyle** - **Reputations** - **Points of Interest** - **Boons** ## Lifestyle Living accommodations vary based on the wealth and desirability of a location. Cost of living is measured per [[Week]] (10 days) and includes lodgings, food, water, and mundane necessities. Each lifestyle comes with an associated Lifestyle Bonus, which affects the success of other downtime activities. A setting may have multiple costs of living associated with it. You must choose one when you settle there, paying the corresponding cost of living each week and gaining the corresponding **Lifestyle Bonus**. | Lifestyle | Cost/Week | Lifestyle Bonus | | ------------ | --------: | --------------- | | Wretched | - | -3 | | Squalid | 1 gp | -2 | | Poor | 2 gp | -1 | | Modest | 10 gp | 0 | | Comfortable | 20 gp | 1 | | Wealthy | 40 gp | 2 | | Aristocratic | 100 gp | 3 | ## Reputations Each setting is associated with one or more factions, and that association can be be positive or negative, representing that faction's positive or negative regard for that setting. When you begin a period of downtime you gain (or lose) 1 point of Reputation with all of the factions associated with that setting. Reputation cannot go below 0. You may expend 1 Point of Reputation to reroll a [[Persuasion]], [[Intimidation]], or [[Deception]] check against a member of that faction. Alternatively, you may expend 1 Point of Reputation to reroll any check related to a downtime activity while in a setting controlled by that faction. ## Points of Interest A list of places that may be of interest within the setting. ## Boons Bonuses to certain Downtime Activities granted by residence within a setting. Settings can have multiple boons or none at all. Player character increase their **Lifestyle Bonus** by **1** when pursuing downtime activities benefiting from a boon. ## Considering Bastions The existence of a [[Bastions|Bastion]] within a setting alters the setting, modifying the cost of living, boons, points of interest, and reputations of the setting appropriately at the DM's discretion. # Downtime Activities ## Recover You may spend downtime taking an [[Extended Rest]] to recover from [[Lingering Injury|Lingering Injuries]]. ## Level Up Leveling up is not an instantaneous process, and you must spend downtime between adventures learning and practicing your abilities to gain a new Level. The training time required depends on the level to be gained, as shown on the table below. | Level Attained | Training Time | | -------------- | ------------- | | 2–4 | 10 days | | 5–10 | 20 days | | 11–16 | 30 days | | 17–20 | 40 days | ## Craft You spend your downtime [[Crafting]]. The Crafting Time is reduced by **(Lifestyle Bonus x 10)%**. ## Work You spend your downtime working a job. You may work utilizing any of you proficiencies, so long as you can make a compelling argument for what work you would be able to find that uses that proficiency in the setting you are in . Weekly wages are determined by the following formula: **Weekly Wages = (7 + Lifestyle Bonus) x [[Proficiency Bonus]]** Naturally, if you have Half-Proficiency or Expertise in a skill, you halve or double your proficiency bonus when calculating your wages. The table below explores all possible wages: | | Wretched | Squalid | Poor | Modest | Comfortable | Wealthy | Aristocratic | +++ | | -------------------- | -------- | ------- | ------ | ------ | ----------- | ------- | ------------ | ----- | | **Proficency Bonus** | **-3** | **-2** | **-1** | **0** | **1** | **2** | **3** | **4** | | **1** | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | | **2** | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | | **3** | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | | **4** | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | | **5** | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | | **6** | 24 | 30 | 36 | 42 | 48 | 54 | 60 | 66 | | **8** | 32 | 40 | 48 | 56 | 64 | 72 | 80 | 88 | | **10** | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | | **12** | 48 | 60 | 72 | 84 | 96 | 108 | 120 | 132 | ## Train You undergo training to learn a new [[Language]] or become proficient with a new [[Tools and Supplies#Tools and Supplies|Tool]]. The time it takes to train in a new tool or language is determined by the following formula: **Training Time in Weeks = 10 - (Lifestyle Bonus + Modifier for Associated Ability Score)** Intelligence is the associated score for new Languages, Charisma for musical instruments. Each [[Tools and Supplies|Artisan's Tool]] has it's own ability score associated with it. ## Research You research a topic of your choosing, whether that be through study in a library or temple, performing experiments, or socializing with those knowledgeable on the subject matter, or through acts of subterfuge. After 1 week of dedicated research to a topic, roll an [[Arcana]], [[Deception]], [[History]], [[Intimidation]], [[Investigation]], [[Persuasion]], [[Religion]], or [[Stealth]] check, whichever is appropriate for the manner of research, adding your **Lifestyle Bonus** to the roll. The amount of information received is determined as follows: | Check Total | Outcome | | ----------- | ------------------------------- | | 1–5 | You learn nothing. | | 6–10 | You learn one piece of lore. | | 11–20 | You learn two pieces of lore. | | 21+ | You learn three pieces of lore. | Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. As DM, you are the final arbiter concerning exactly what a character learns. 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. ## Trade You spend your downtime buying and/or selling magic items. Some items, such as non-magical and Common magic items, can always be bought and sold with trivial ease, requiring no real expenditure of downtime. Rarer magic items take time to find a buyer for, or are sold with extremely limited availability. Naturally, trade of rare items is easier in wealthier settings. ### Selling Items When determining the number of weeks it takes to sell a magic item, use the following table: | | | | Life | Style | Bonus | | | | | --------------- | ------ | ------ | ------ | ----- | ----- | ----- | ----- | ----- | | **Item Rarity** | **-3** | **-2** | **-1** | **0** | **1** | **2** | **3** | **4** | | **Uncommon** | 8 | 4 | 2 | 1 | - | - | - | - | | **Rare** | 16 | 8 | 4 | 2 | 1 | - | - | - | | **Very Rare** | 32 | 16 | 8 | 4 | 2 | - | - | - | | **Legendary** | 64 | 32 | 16 | 8 | 4 | 1 | 1 | - | | **Artifact** | 128 | 64 | 32 | 16 | 8 | 2 | 2 | 1 | An item marked as "-" can be sold with a simple trip to the market and does not require dedicated time to sell. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. ### Buying Items At the beginning of each downtime, the DM should consult the table below to determine the number of items available for sale within each downtime setting, and use the [Roll Tables in the DMG](https://www.dndbeyond.com/sources/dnd/dmg-2024/random-magic-items) to determine which items are available. | | | | Life | Style | Bonus | | | | | --------------- | ------ | ------ | ------ | ----- | ----- | ----- | ----- | ----- | | **Item Rarity** | **-3** | **-2** | **-1** | **0** | **1** | **2** | **3** | **4** | | **Common** | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | | **Uncommon** | - | - | 1 | 2 | 3 | 4 | 5 | 6 | | **Rare** | - | - | - | 1 | 2 | 3 | 4 | 5 | | **Very Rare** | - | - | - | - | - | 1 | 2 | 3 | | **Legendary** | - | - | - | - | - | - | 1 | 2 | The DM may add any additional items of their choice for sale, based on what they think should be available in that location. Some basic magic items, such as a [[Potion of Healing]] or a [[Shortsword, +1]], are available generally for sale in most settings Alternatively, if you are searching for a specific item, it can be commissioned from an artisan. A commission takes the appropriate amount of time and cost for the item's rarity as described in the appropriate [[Crafting]] rules for that item. You may spend time on other activities while waiting for the item's completion. ## Adventure & Ambition You find yourself too restless to settle down or too ambitious to consider rest. You may forego the standard downtime activities to instead pursue a personal adventure, resolved through normal play in conjunction with the Dungeon Master. # Ending Downtime Downtime ends at the discretion of the party, namely when the time comes for them to adventure again. Downtime can be ended earlier than initially planned by a simple agreement between the party members. # Examples ## Example Setting Template ### Setting Name, Region Name - **Lifestyle:** Lifestyle tier(s) available - **Boons:** List of boons with applicable activities - **Reputations:** Faction names with + or - indicators - **Points of Interest:** List of notable locations with brief descriptions or links ## Example Settings ### The Royals District, Krashaprovos - **Lifestyle**: Wealthy or Aristocratic - **Boons**: Research (All Academics, High Society & Government), Train (All Academics), Work(Persuasion, Deception, Intimidation, Religion, Arcana) - **Reputations**: +Crown Aligned, -City Aligned - **Points of Interest**: [[The Keep]], [[Three Old Kegs]], [[The Silverhand Academy]], [[The Steam & Brass Spa]], [[Gabriel's Artisan Patterns|The Gap]] ### The Gryphon Ward, Krashaprovos - **Lifestyle**: Comfortable or Wealthy - **Boons**: Craft, Trade, Train (All Tools), Work (All Tools) - **Reputations**: Neutral - **Points of Interest**: [[The Tri-Market]], [[The Black Market of Krashaprovos]] ### The Military District, Krashaprovos - **Lifestyle**: Modest or Comfortable - **Boons**: Research (Ongoing Military Conflicts), Work (Athletics) - **Reputations**: +Crown Aligned, +The Alavastian Army, -City Aligned - **Points of Interest**: [[Sea Garrison Prison]], [[Military Docks]], [[The Squire's Call]] ### The Reef, Krashaprovos - **Lifestyle**: Modest or Comfortable - **Boons**: Trade, Research (Rumors from other lands), Train (Sea Vehicles, [[Athletics]]), Work (Sea Vehicles, Athletics, Acrobatics) - **Reputations**: +City Aligned, +Swashbuckler's Guild, -Crown Aligned - **Points of Interest**: [[The Swashbuckler's Guild Headquarters]], [[The Sloshed Swallow]] ### The Raven Ward, Krashaprovos - **Lifestyle**: Wretched, Squalid, or Poor - **Boons**: Research (Underworld), Train ([[Thieves' Tools]], [[Thieves' Cant]], [[Disguise Kit]], [[Poisoner's Kit]]), Crime, Gambling - **Reputations**: +City Aligned, -Crown Aligned - **Points of Interest**: [[The Beak]]