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Common 50 gp 1 Resources
Uncommon 200 gp 5 This activity requires one workweek of effort
Rare 2,000 gp 50 from a character, plus the character must risk
Very rare 20,000 gp 100 at
Legendary 100,000 gp 500 least 100 gp, to a maximum of 1,000 gp, unless
you decide that gambling is a big enough
To make a magic item, a character also needs business to support larger wagers.
whatever tool proficiency is appropriate, as is
normal for crafting any object, or the character Resolution
needs proficiency in the Arcana skill. The player must make a series of checks, with a
DC determined at random based on the quality
5. Brewing Potions of Healing of the opposition that the character runs into.
Part of the risk of gambling is that you never
Potions of healing fall into a special category know who might end up sitting across the table
for from you.
item crafting, separate from other magic items. The character makes three checks: Wisdom
A (Insight), Charisma (Deception), and
character proficient with the herbalism kit can Charisma
create them. The time and money needed to (Intimidation). The DC is 5 + 2d10, generating
create such a potion is summarized on the a
Potion of Healing Creation table. separate DC for each check. Consult the
Gambling Results table to see how the
Potion of Healing Creation character
Type Time Cost does.
Healing 1 day 25 gp
Greater healing
Superior healing
1
3
workweek
workweeks
100 gp
1,000 gp
8. Pit Fighting
This downtime activity covers boxing, wrestling,
Supreme healing 4 workweeks 10,000 gp
and other nonlethal forms of combat. If you
want
6. Crime to introduce an arena with battles to the death,
Sometimes it pays to be bad. This activity gives use standard combat rules.
a
character the chance to make some extra cash, Resources
at
This activity requires one workweek of effort
the risk of arrest.
from a character.
Resources
A crime spree requires a character to spend one Resolution
week and at least 25 gp gathering information The character must make a series of checks,
on with
potential targets, and then committing the a DC determined at random based on the
crime. quality
of the opposition that the character runs into.
The challenge in pit fighting lies in the mystery
Resolution of your opponents.
The character must make a series of checks, The character makes three checks: Strength
with (Athletics), Dexterity (Acrobatics), and
one DC for all the checks determined by the Wisdom
profit sought from the crime. (Insight). The DC is 5 + 2d10, generating a
The chosen DC can be 10, 15, 20, or 25. separate DC for each check. Consult the Pit
Successful completion of the crime yields a Fighting Results table to see how the character
number of gold pieces based on the chosen DC, does.
as shown on the Loot Value table.
To attempt the crime, the character makes
three checks: Dexterity (Stealth), Dexterity 9. Relaxation
with Sometimes, the best thing a character can do
thieves tools, and the players choice of between adventures is relax. Whether a
Intelligence (Investigation), Wisdom character wants a hard-earned vacation or
(Perception), or Charisma (Deception). needs
2
to recover from injuries, this is the ideal option learns using the Research table.
for adventurers who need a break.
Resources 12. Scribing a Spell Scroll
Relaxation requires one week. You need to With time and patience, a spellcaster can
maintain at least a modest lifestyle while transfer a spell to a scroll, creating a spell scroll.
relaxing to gain the benefits. You also need to This activity represents the time and effort it
stay at home, at an inn, or in some other takes to produce such an item.
location
that affords rest. Resources
Scribing a spell scroll takes time and money
Resolution based on the level of the spell you wish to
While relaxing, you gain advantage on saving scribe,
throws to recover from long-term diseases and as shown in the Spell Scroll Costs table. You
poisons. In addition, at the end of the week, you must
can end one effect that prevents you from also provide any material components required
regaining hit points or restore one ability score by the spell. Moreover, you must have the spell
that has been reduced to below its normal prepared or among your known spells in order
value, to scribe a scroll of it, and you must have
unless the harmful effect is caused by a spell or proficiency in the Arcana skill.
other magical effect with an ongoing duration. If you scribe a cantrip, the version on the scroll
works as if the caster is 1st level.
10. Religious Service Spell Scroll Costs
Characters with a religious bent might wish to Level Cost Time
Cantrip 15 gp 1 day
spend their downtime in service to a temple. 1st 25 gp 2 days
This activity has the chance of winning the 2nd 250 gp 2 workweeks
favor 3rd 500 gp 4 workweeks
of the temples leaders. 4th 2,500 gp 6 workweeks
Resources 5th 5,000 gp 8 workweeks
6th 15,000 gp 1 2 workweeks
Religious service requires one workweek of time 7th 25,000 gp 24 workweeks
and no gold piece cost. 8th 50,000 gp 48 workweeks
Resolution 9th 250,000 gp 96 workweeks
The character chooses to make either an
Intelligence (Religion) or a Charisma 13. Selling a Magic Item
(Persuasion) check. The result of the check Selling a magic item is by no means an easy
determines the benefits of service, as shown on task.
the Religious Service table. Con artists and thieves are always looking out
for an easy score, and theres no guarantee that
11. Research a
Forewarned is forearmed. The research activity character will receive a good offer even if a
allows a character to delve into lore concerning legitimate buyer is found.
a Resources
monster, location, magic item, or some other Finding a buyer for one of your magic items
topic. requires one workweek of work and 100 gp in
Resources expenses, spent to spread word of the sale. You
Research requires one workweek of work and at must pick one item at a time to sell.
least 100 gp spent on materials, bribes, gifts, Resolution
and A character who wants to sell an item must
other expenses. Typically, a character needs make
access to a library or sage to conduct research. a Charisma (Persuasion) check to determine
Resolution what kind of offer comes in. The character can
The character declares the focus of the always opt to not sell, instead wasting the
researcha specific person, place, or thing. workweek and trying again later. Use the Magic
After Item Base Prices and Magic Item Offer tables to
a workweek of research, a character makes an determine the sale price.
Intelligence check with a +1 bonus per 100 gp
spent beyond the initial 100 gp, to a maximum 14. Training
of Given enough free time and the services of an
+6. In addition, a character with access to a instructor, a character can learn a language or
particularly well-stocked library or pick up proficiency with a tool.
knowledgeable sages gains advantage on this
check. Determine how much lore a character
3
Resources honest trade to earn a living.
Training in a language or tool takes at least 10 Resources
workweeks, but reduce this time by a number of Taking on a job requires one workweek of work.
workweeks equal to the characters Intelligence Resolution
modifier (an Intelligence penalty doesnt To determine how much money a character
increase the time needed). Training costs 100 earns, the character makes an ability check:
gp Strength (Athletics), Intelligence with a
per workweek. set of
Complications tools, Charisma (Performance), or
Complications that arise while training typically Charisma with
involve the teacher. a musical instrument. Consult the Wages
table to
15. Work see how much money is generated by the
checks
When all else fails, an adventurer can turn to an total.