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Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
     Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with me.


Cost: 50gp per level of spell, 1 day of downtime
Prerequisites: Access to a Wizard willing to share his spells.</br> A character can spend downtime between adventures acquiring spells from local wizards, provided he can find them and schedule time around them. This requires one day of downtime per spell. Note: This is changed from the 'Copying a Spell into the Book as listed on p114 of the Player's Handbook, where it only requires 2 hours per level of the spell. While you lose some time copying lower level spells into your book, it saves a great deal of time once you get to 5th-level spells and greater and simplifies the system a bit.


Cost: Time (Varies), Gold (Varies)
Prerequisites: Varies
A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within another nation's borders, the character will need to gain permission (this is usually reflected through ranks of Renown with the appropriate nation or person) in the form of a land grant or a deed. Land can also be acquired by inheritance or other means.
     Royal charters and land grants are usually given by the crown as a reward for faithful service (Renown) or they may be able to be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100gp or as much as 1000gp. A large estate might cost 5000gp or more, if it can be bought at all.
     Once the estate is secured, a character needs access to building materials and laborers. The table below shows the cost of building the stronghold and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.

Stronghold Cost Time
Abbey 50000gp 400 days
Guildhall 5000gp 60 days
Home, Poor 50gp 15 days
Home, Modest 500gp 30 days
Home, Comfortable 1000gp 30 days
Home, Wealthy 5000gp 60 days
Keep or small castle 50000gp 400 days
Noble estate with manor 25000gp 150 days
Outpost or fort 15000gp 100 days
Palace or Large Castle 500000gp 1200 days
Temple 50000gp 400 days
Tower, fortified 15000gp 100 days
Trading Post 5000gp 60 days


Cost: 1 or more days of downtime, 4gp per day spent.
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
     At the end of the period spent carousing (1 or more days, 4gp per day), the player rolls percentile and adds the character's Charisma (Carousing) modifier to the die roll and then consults the table below.

Die Roll Result
01-10 You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10gp to avoid jail time, or you can try to resist arrest.
11-20 You regain consciousness in a strange place with no memory of how you got there and you have been robbed of 3d6x5 gp.
21-30 You make an enemy. This person, business, or faction is now hostile to you. The DM determines the offended party. You decide how you offended them.
31-40 You are caught up in a whirlwind romance. Roll a d20. On a 1-5 the romance ended badly. On a 6-10, the romance ends amicably. On an 11-20, the romance is ongoing. You determine the identity of the love interest, within reason. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.
41-80 You earn modest winnings from gambling. You earn gold equal to your lifestyle expenses for the time spent carousing.
81-90 You earn modest winnings from gambling and gain 1d20x4 gp.
91+ You make a small fortune gambling. You earn 4d6x10gp. Your carousing becomes the stuff of local legend.


Cost: 2.5 gp per day
Prerequisites. Proficiency appropriate to object crafted.
     You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with the skill related to the object you are trying to create (blacksmithing for armor, carpentry for tables, etc). You might also need access to special materials or locations necessary to create it.
     For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1500gp) takes 300 days to craft by yourself.
     Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite skills, possess proper tools, and work together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item.
     While crafting, you earn 1gp per day from crafting related tasks.


Cost: 3gp per day spent creating cover identity
Time varies (See below)
It doesn't hurt to have an identity to fall back on. At anytime, an angry cult, government, former lover, or mob of monsters could be trying to track a character down. A PC can spend time establishing a new identity for when things go bad by forging documents, creating a disguise, and presenting the public with an alter ego.
     Creating a false identity requries a character to stay in a specific area for a time to help spread the word of this new identity.The more populated an area is, the easier it is for that PC to create a new identity since there is less of a chance the PC will be recognized. Likewise, the more famous a PC is the more difficult it becomes to create or maintain a false identity, as the PC might be recognizable to even those who have yet to meet the character.

The time required depends upon the PC's location:

  • Village: 60 days
  • Town: 30 days
  • City: 10 days

For every level above 3rd that the PC has attained: +10 days

Maintaining a Cover Identity

Once a cover identity is established, that cover must be maintained as a character’s fame and notoriety grows. For every level the character attains after establishing a cover identity, that character must spend ten days of downtime and 1d6 x 10 gp maintaining the cover identity before it can be used.


Characters below the highest level character in the group may spend downtime to have 'mini' adventures. These adventures are usually against things much easier than you'd normally expect as part of a group. For example, a 5th-level character might clear some zombies out of a crypt or assist some lower-level adventurers with a problem a little too difficult for them.
     Spending 1 day of downtime adventuring earns you XP as if you had defeated a Medium encounter of your level. You do not earn treasure or money from downtime adventuring.
     If using this downtime activity would increase your XP above the highest XP value among all the PCs in your party, it increases your XP to that total instead; any XP earned beyond this amount is lost. This activity allows you only to catch up, not to get ahead.


Cost: 10 days per point of Renown current with faction.
Prerequisites. Must have 1 or more Renown with faction.
A character can spend downtime improving his or her renown with a particular organization. Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character's renown increases by 1.


Establishing contacts in a settlement allow a character to gain information in that specific settlement. When a character is establishing contacts in a settlement, that character spends time in public places buying people meals and drinks, socializing, and perform in various favors for people. After a predetermined amount of time spent establishing contacts based on the size of the population of the settlement, that character gains advantage on any Charisma (Streetwise) and Intelligence (Investigation) checks when trying to learn more about events happening within that settlement.

For every day spent in an area gaining contacts a PC must spend 2d6 gp on drinks, meals, and gifts with potential contacts.

  • Village: 10 days
  • Town: 30 days
  • City: 90 days

If settlement is extremely closed or isolationist +20 days

If community generally looks down upon the race, class, or background of the PC +10 days

For every two levels the PC has attained -1 day (it takes a minimum of 1 day to establish contacts)


Cost: 10 days downtime
Prerequisite: 10 Renown with a Church.
     A character who has earned 10 Renown with a Religious faction can lead rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with such rites.
     A character who spends at least 10 days performing sacred rites gains inspiration at the start of each day for the next 2d6 days.


Sometimes crime does pay. In large cities and settlements with limited law enforcement characters might be able to spend their time committing small crimes – shoplifting, smash and grabs, shake downs, pick pocketing, burglaries, and collecting protection fees for the local thieves guild are all ways a PC might choose to earn cash during downtime.
     The specific nature of these criminal activities are up to the player and DM. This downtime activity only works with smaller crimes which keep physical violence limited to theft and minimal property damage. More heinous or risky crimes should be played out as normal.
     At the end of a time period spent committing a crime spree, the character must roll on the Crime Spree Downtime Table. If the character has training in a specific skill that would aid in the crimes they choose to commit (e.g. A PC trained in Stealth committing burglaries or in Intimidation shaking down shopkeepers for protection fees), the DM can allow the character to roll twice on the table and use the higher result.

Die Roll Result
01-30 The authorities catch you and you are jailed for 1d10 days. You can avoid jail by paying a fine of 10 gp per day you are jailed.
31-40 You unwittingly commit a crime against a fellow criminal attached to an organized crime ring of the DM’s choice. This organization is now an enemy and seeks retribution.
41-60 You earn enough money to recuperate lifestyle expenses (up to moderate) for the time spent committing crime.
61-80 Crime does pay! You recuperate all your lifestyle expenses (up to comfortable) for the time spent committing crime and gain 4d6 x 10 gp.
81-100 Crime does pay! Surprisingly well! You recuperate all your lifestyle expenses (up to wealthy) for the time spent committing crime and gain 5d10 x 10 gp.


Cost. 1 day of downtime
Prerequisite. Proficiency appropriate to profession.
You can work between adventures, allowing you to earn money appropriate to the proficiency or profession. Typically, this is 1gp per day but may be more or less depending upon the profession. If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you may earn even more.


Cost. 3 days of downtime.
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
     After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can chose one of the following results.

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.


Cost. 1d4 days per DC Difficulty of topic, 1gp per day research takes.
Prerequisite. Town or larger settlement.
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
     When you begin your reasearch, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a more specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as Intelligence (Investigation) check to find clues pointing towards the information you seek, or a Charisma (Perusasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
     For each day of research, you must spend 1gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.


Cost. 30 days, 300gp
Provided a suitable trainer can be found, a character may remove one character level from a class he possesses and add it to another that he also possesses.


Cost. 1-30 days of downtime.
Prerequisite. Must own a business.
Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel or farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.
     Once per month, the DM will have a character roll percentile dice. The player may spend downtime days acquired during the month and add them to this roll. Characters may and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens). If a character has a proficiency appropriate for the business (usually Merchant or Administration) he may add his proficiency bonus to this roll as well.

Roll Result
01-20 Debt. You owe one and a half times that business's monthly maintenance cost.
21-30 Debt. You owe the business's monthly maintenance cost.
31-40 Debt. You owe half the business's monthly maintenance cost.
41-60 Break Even. The business covers its own maintenance costs for the month.
61-80 Profit. The business pays its own maintenance and earns you 1d6x5 gp.
81-90 Profit. The business pays its own maintenance and earns you 2d8x5 gp.
91+ Profit. The business pays its own maintenance and earns you 3d10x5 gp.


Cost. 10 days downtime - may sell multiple items in this time.
Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.
     A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.
     For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts ten days. On a successful check, a buyer for the item is found.
     A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches occur simultaneously, and the results of multiple failures or successes aren't added together.
     For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic item table, applying the modifier based on the item's rarity, as shown by the Salable Magic Items table. The character also makes a Charisma (Merchant) or Charisma (Persuasion) check and adds that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item.
     You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.

Salable Magic Items

Rarity Base Price Sell modifier*
Common 100gp +10
Uncommon 500gp +0
Rare 5000gp -10
Uncommon 500gp -20

Selling a Magic Item

Roll Result
01-20 A buyer offering 1/10th the base price.
21-40 A buyer offering a quarter of the base price and a shady buyer offering half the base price.
41-80 A buyer offering half the base price and a shady buyer offering the full base price.
81-90 A buyer offering the full base price.
91+ A shady buyer offering one and a half times the base price, no questions asked.


Cost. Varies. See table
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
     Sowing a rumor about an individual or faction requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. The DM rolls for this secretly. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.

Settlement Time Required
Village 2d6 days
Town 4d6 days
City 6d6 days

     The character must spend 1 gp per day to cover the cost of drinks, social apperances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction and further attempts to propagate it fail.
     Shifting a community's general attitude toward a person or faction doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.


Cost. 7 days of downtime.
You can train an animal one specific trick. See Animal Handling for full details.


Cost. 250 days, gold cost varies.
Prerequisites. Often must have access to a trainer.
You can spend time between adventures learning a new proficiency.
     First, you must find an instructor willing to teach you. This usually requires Renown with the right faction, but not always. The DM determines how long it takes and whether one or more ability checks are required.
     The training lasts for 250 days and often requires 1gp or more per day. After you spend the requisite amount of time and money, you learn the new proficiency.