Downtime Activities: Difference between revisions
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* [[#Working in the Artificery]] (gaining gold) | * [[#Working in the Artificery]] (gaining gold) | ||
* [[#Crafting]] (Creating magical items for personal use, or for sale) | * [[#Crafting]] (Creating magical items for personal use, or for sale) | ||
* [[#Selling a Magic Item]] (Privately selling obtained or crafted magical items) | |||
* [[#Training]] (may gain proficiency with skills or tools, or learn a language) | * [[#Training]] (may gain proficiency with skills or tools, or learn a language) | ||
* [[#Relaxing]] (gain advantage against diseases and poisons) | * [[#Relaxing]] (gain advantage against diseases and poisons) | ||
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Working in the artificery can be considered the default downtime activity. Apprentices are allowed to assist in the workshop, and Disciples and above are allowed more complex projects and endeavors, including experimentation. Artificers get specialized bonuses for working in the Artificery and experimentation. | Working in the artificery can be considered the default downtime activity. Apprentices are allowed to assist in the workshop, and Disciples and above are allowed more complex projects and endeavors, including experimentation. Artificers get specialized bonuses for working in the Artificery and experimentation. | ||
===Basic help and assistance=== | ===Basic help and assistance=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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== Crafting == | == Crafting == | ||
The general rules for crafting are you can craft any item you desire from the standard list up to "very rare" and the cost & time requirements are as follows: | The general rules for crafting are you can craft any item you desire from the standard list up to "very rare" and the cost & time requirements are as follows, including the amount of time it may take to develop, research, or recover a recipe, crafting method, or other instruction to create an object of magical power: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Rarity !! Time to craft !! Cost in materials | ! Rarity !! Time to craft !! Time to Research !! Cost in materials | ||
|- | |- | ||
| Common || 1 weeks || 50 gp + base material cost | | Common || 1 weeks || 1 day || 50 gp + base material cost | ||
|- | |- | ||
| Uncommon || 4 weeks || 200 gp + base material cost | | Uncommon || 4 weeks || 1 week || 200 gp + base material cost | ||
|- | |- | ||
| Rare || 20 weeks || 2,000 gp + base material cost | | Rare || 20 weeks || 2 weeks || 2,000 gp + base material cost | ||
|- | |- | ||
| Very Rare || 50 weeks || 20,000 gp + base material cost | | Very Rare || 50 weeks || 3 weeks || 20,000 gp + base material cost | ||
|- | |- | ||
| Legendary || 100 weeks || 100,000 gp + base material cost | | Legendary || 100 weeks || 4 weeks || 100,000 gp + base material cost | ||
|} | |} | ||
Note, the above times are for Apprentices, as they have less free time than Disciples and above to pursue personal interests. Graduating to Disciple will not change the material costs, but would reduce the amount of time it requires to craft these items. Additionally, these are total weeks of work, and could be divided among multiple crafters. Generally, wealthy adventurers don't wait 2 years to craft a legendary item, they might contract 19 helpers and craft it in 5 weeks (although you would have to pay 19 skilled artisans a month's salary...so it's a give and take) | Note, the above times are for Apprentices, as they have less free time than Disciples and above to pursue personal interests. Graduating to Disciple will not change the material costs, but would reduce the amount of time it requires to craft these items. Additionally, these are total weeks of work, and could be divided among multiple crafters. Generally, wealthy adventurers don't wait 2 years to craft a legendary item, they might contract 19 helpers and craft it in 5 weeks (although you would have to pay 19 skilled artisans a month's salary...so it's a give and take) | ||
Crafting a +1 Plate Mail for instance would take an apprentice | Crafting a +1 Plate Mail (Rare) for instance would take an apprentice 20 weeks, and cost them 2000gp if they already have plate mail. If they don't already have plate mail, they would first have to obtain plate mail for 1500 gp, and then craft magical enchantments upon it for a total of 3500 gold and 20 weeks (but 19 Armor Class!). Please note that this will also require proficiency in the appropriate tools for the object being enchanted (e.g. jewelry tools for enchanting a ring) | ||
Equipment can be upgraded with various precious metals to provide specific benefits. | |||
{| class="wikitable" | |||
|- | |||
! Material !! Weight !! Strength !! Benefit !! Cost | |||
|- | |||
| Steel || Steel || Steel || Typical non-magical weapon or armor || Base Material (no extra) | |||
|- | |||
| Mithral || Aluminum || Steel || Mithral is a light, flexible metal. If armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. || 500 gp | |||
|- | |||
| Adamantine || Steel || Tungsten Carbide || If cast into armor, any critical hit against you becomes a normal hit. If cast into a weapon, any successful attack roll to an object or mechanical construct is a critical hit. || 500 gp | |||
|} | |||
Here are some proficiencies you will need for crafting equipment, expertise in the skill will halve the crafting time required: | |||
{| class="wikitable" | |||
|- | |||
! Proficiency!! Items | |||
|- | |||
| Herbalism kit|| Antitoxin, potion of healing | |||
|- | |||
| Leatherworker’s tools|| Leather armor, boots | |||
|- | |||
| Smith’s tools||Armor, weapons | |||
|- | |||
|Weaver’s tools||Cloaks, robes | |||
|- | |||
|Woodcarver's tools||Ammunition, arrows, bolts | |||
|} | |||
Crafting Wondrous items may require special, specific ingredients. | |||
Crafting healing potions are slightly different than normal crafting (and requires proficiency with a herbalism kit): | Crafting healing potions are slightly different than normal crafting (and requires proficiency with a herbalism kit): | ||
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|- | |- | ||
| Supreme Healing (10d4 + 20) || 4 weeks || 10,000gp | | Supreme Healing (10d4 + 20) || 4 weeks || 10,000gp | ||
|} | |||
==Selling a Magic Item== | |||
''NOTE: SELLING A MAGIC ITEM MAY INCUR COMPLICATIONS'' | |||
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. | |||
''Resources''. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell. | |||
''Resolution''. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. | |||
{| class="wikitable" | |||
|- | |||
! Rarity !! Base Price* !! Time to Sell !! Cost to Attempt | |||
|- | |||
| Common|| 100 gp||1 day||10 gp | |||
|- | |||
| Uncommon|| 400 gp||1 week||25 gp | |||
|- | |||
| Rare|| 4,000 gp||2 weeks|| 250 gp | |||
|- | |||
| Very Rare|| 40,000 gp||3 weeks||2500 gp | |||
|- | |||
| Legendary|| 200,000 gp||4 weeks||5000 gp | |||
|} | |||
<nowiki>*</nowiki>Generally halved for consumable items like potions | |||
<nowiki>**</nowiki>Rare, Very Rare, and Legendary item sales are extremely difficult and have increasingly high likelihoods of complication. | |||
Scrolls: | |||
{| class="wikitable" | |||
|- | |||
! Scroll Level !! Base Price | |||
|- | |||
| Cantrip || 30 gp | |||
|- | |||
| 1st || 50 gp | |||
|- | |||
| 2nd || 500 gp | |||
|- | |||
| 3rd || 1,000 gp | |||
|- | |||
| 4th || 5,000 gp | |||
|- | |||
| 5th || 10,000 gp | |||
|- | |||
| 6th || 30,000 gp | |||
|- | |||
| 7th* || 50,000 gp | |||
|- | |||
| 8th* || 100,000 gp | |||
|- | |||
| 9th* || 500,000 gp | |||
|} | |||
<nowiki>*</nowiki>Selling scrolls of 7-9th level is extremely difficult and has a high likelihood of complication | |||
Magic Item Offers: | |||
{| class="wikitable" | |||
|- | |||
! Persuasion Result !! Offer | |||
|- | |||
| 1-10 || 50% of Base Price | |||
|- | |||
| 11-20 || 100% of Base Price | |||
|- | |||
| 21+ || 150% of Base Price | |||
|} | |} | ||
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! Skill Proficiency !! Time to train | ! Skill Proficiency !! Time to train | ||
|- | |- | ||
| Acrobatics || 50 weeks | | [[Acrobatics]] || 50 weeks | ||
|- | |- | ||
| Animal Handling || 50 weeks | | [[Animal Handling]] || 50 weeks | ||
|- | |- | ||
| Arcana || 40 weeks | | [[Arcana]] || 40 weeks | ||
|- | |- | ||
| Athletics || 60 weeks | | [[Athletics]] || 60 weeks | ||
|- | |- | ||
| Deception || 50 weeks | | [[Deception]] || 50 weeks | ||
|- | |- | ||
| History || 40 weeks | | [[History]] || 40 weeks | ||
|- | |- | ||
| Insight || 50 weeks | | [[Insight]] || 50 weeks | ||
|- | |- | ||
| Intimidation || 50 weeks | | [[Intimidation]] || 50 weeks | ||
|- | |- | ||
| Investigation || 50 weeks | | [[Investigation]] || 50 weeks | ||
|- | |- | ||
| Medicine || 50 weeks | | [[Medicine]] || 50 weeks | ||
|- | |- | ||
| Nature || 50 weeks | | [[Nature]] || 50 weeks | ||
|- | |- | ||
| Perception || 50 weeks | | [[Perception]] || 50 weeks | ||
|- | |- | ||
| Performance || 50 weeks | | [[Performance]] || 50 weeks | ||
|- | |- | ||
| Persuasion || 50 weeks | | [[Persuasion]] || 50 weeks | ||
|- | |- | ||
| Religion || 40 weeks | | [[Religion]] || 40 weeks | ||
|- | |- | ||
| Sleight of Hand || 50 weeks | | [[Sleight of Hand]] || 50 weeks | ||
|- | |- | ||
| Stealth || 50 weeks | | [[Stealth]] || 50 weeks | ||
|- | |- | ||
| Survival || 50 weeks | | [[Survival]] || 50 weeks | ||
|- | |- | ||
| | | [[#Tools|Tools]] || Varies | ||
|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Tool !! Cost !! Time to train | ! Tool !! Cost !! Time to train* | ||
|- | |- | ||
| [[ | | [[Alchemist's supplies]] || 100 gp || 12 weeks | ||
|- | |- | ||
| [[ | | [[Brewer's supplies]] || 40 gp || 16 weeks | ||
|- | |- | ||
| [[Calligrapher's Supplies]] || 20 gp || 12 weeks | | [[Calligrapher's Supplies]] || 20 gp || 12 weeks | ||
|- | |- | ||
| [[ | | [[Carpenter's tools]] || 20 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Cartographer's tools]] || 30 gp || 12 weeks | ||
|- | |- | ||
| [[ | | [[Cobbler's tools]] || 10 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Cook's utensils]] || 3 gp || 8 weeks | ||
|- | |- | ||
| [[Disguise Kit]] || 100 gp || 24 weeks | | [[Disguise Kit]] || 100 gp || 24 weeks | ||
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| [[Gaming Set]] || 20gp || 8 weeks | | [[Gaming Set]] || 20gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Glassblower's tools]] || 60 gp || 8 weeks | ||
|- | |- | ||
| [[Herbalism Kit]] || 10 gp || 8 weeks | | [[Herbalism Kit]] || 10 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Jeweler's tools]] || 150 gp || 12 weeks | ||
|- | |- | ||
| [[Land and Water Vehicles]] || 80 gp || 12 weeks | | [[Land and Water Vehicles]] || 80 gp || 12 weeks | ||
|- | |- | ||
| [[ | | [[Leatherworker's tools]] || 20 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Mason's tools]] || 30 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Musical Instruments]] || 10gp || 24 weeks | ||
|- | |- | ||
| [[ | | [[Navigator's tools]] || 50 gp || 32 weeks | ||
|- | |- | ||
| [[ | | [[Painter's supplies]] || 20 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Poisoner's kit]] || 150 gp || 32 weeks | ||
|- | |- | ||
| [[ | | [[Potter's tools]] || 20 gp || 10 weeks | ||
|- | |||
| [[Smith's tools]] || 100 gp || 10 weeks | |||
|- | |- | ||
| [[Thieves' tools]] || 75 gp || 24 weeks | | [[Thieves' tools]] || 75 gp || 24 weeks | ||
|- | |- | ||
| [[ | | [[Tinker's tools]] || 100 gp || 12 weeks | ||
|- | |- | ||
| [[ | | [[Weaver's tools]] || 5 gp || 8 weeks | ||
|- | |- | ||
| [[ | | [[Woodcarver's tools]] || 5 gp || 8 weeks | ||
|} | |} | ||
Unlike other skills, gaining a tool expertise (double proficiency bonus) costs | |||
Unlike other skills, gaining a tool expertise (double proficiency bonus) costs double the training time, but the material cost is the same. | |||
As an example, Proficiency with [[Smith's tools]] costs 100 gp and takes 10 weeks of downtime. A pre-requisite to Expertise is Proficiency, so once you gain proficiency in Smith's tools, you are now eligible to train Expertise, which takes twice the time, but the same additional cost. | |||
So after you have proficiency with Smith's Tools, you can spend an additional 100 gp and 20 weeks of downtime to gain expertise in Smith's Tools. This provides you with twice your proficiency bonus with any check associated with those tools, and it also allows you to use them for crafting with higher efficiency, halving any crafting time associated with them. | |||
Tool Proficiency: X gold, Y weeks | |||
Tool Expertise: Prerequisite: Tool Proficiency in the same tool, X gold, and 2*Y weeks. | |||
=== Languages === | === Languages === | ||
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| Undercommon || Elvish || Drow / Duergar || 50 weeks | | Undercommon || Elvish || Drow / Duergar || 50 weeks | ||
|- | |- | ||
| Thieves' Cant<sup> | | Thieves' Cant<sup>2</sup> || N/A || N/A || N/A | ||
|- | |- | ||
| Druidic<sup> | | Druidic<sup>3</sup> || N/A || Druids || N/A | ||
|- | |- | ||
| Old Tongue<sup> | | Old Tongue<sup>4</sup> || Dwarvish || Disuse || 50 weeks | ||
|- | |- | ||
| Katrin<sup> | | Katrin<sup>5</sup> || Heiroglyphs || Katrin || 50 weeks | ||
|} | |||
* <sup>1</sup>Time to train expertise is double the normal training time, but halves future crafting time with those tools and doubles the proficiency bonus with it. | |||
* <sup>2</sup>Thieves Cant is not exactly a language, but a secondary function of other languages to relay secret messages within plain speech using a series of ticks, motions, and cues to signify words to ignore or pay special attention to. Generally speaking in thieves cant requires twice as long to relay a message, however anyone not paying close attention and also having knowledge of Thieves Cant would have no way to decipher the code. | |||
* <sup>3</sup>Druidic is a very secretive language that is only known to druids, using their own Druidic script. | |||
* <sup>4</sup>The Old Tongue is an ancient language that has been replaced entirely by Common, except in some old architecture and original texts. Learning the old tongue requires prior fluency of any language that uses the Dwarvish script. | |||
* <sup>5</sup>Katrin is a language unique to [[Eomas]], spoken almost exclusively by the [[Katrin]] near the base foothills of Mithaniel Marr, it is an uncommon language, although some merchants and traders are versed, few outside of the Katrin themselves are fluent. | |||
==== Weapons ==== | |||
Training with weapons can be challenging, but allow you all of the benefits of gaining proficiency with a particular weapon, similar to the Weapons Master feat. Simple and Martial weapons are listed in the PHB, but "Special" weapons take extra time. These are weapons typically of the wrong size, or extremely specialized use, and may require reforging or redesigning the weapon itself in order to be used. | |||
{| class="wikitable" | |||
|- | |||
! Weapon Type !! Time to Train | |||
|- | |||
| Simple || 10 weeks | |||
|- | |||
| Martial || 14 weeks | |||
|- | |||
| Special || 18 weeks | |||
|} | |} | ||
==Relaxing== | ==Relaxing== | ||
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==Wrestling== | ==Wrestling== | ||
''NOTE: WRESTLING MAY INCUR COMPLICATIONS'' | The Eternal Order has been blacklisted by the Solace Coterie Regulations for Extreme Wrestling (SCREW) for conducting affairs outside of the organization's purview. The EO will have to make recompense if they wish to partake in any future SCREW events, such as the Directive to Raise Influence for Vulnerable Elves events which fundraise for the care of orphaned elven children (commonly known as the SCREW DRIVE). | ||
<s>''NOTE: WRESTLING MAY INCUR COMPLICATIONS'' | |||
Pit fighting requires 4 weeks of effort, including wrestling, and the promotion that you have to participate in for a tournament. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Athletics check, followed by an Acrobatics check, and lastly an Insight check. The DC for all three of these checks is 5+2d10 (each check's DC will be different). The results of a week of wrestling is as follows: | Pit fighting requires 4 weeks of effort, including wrestling, and the promotion that you have to participate in for a tournament. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Athletics check, followed by an Acrobatics check, and lastly an Insight check. The DC for all three of these checks is 5+2d10 (each check's DC will be different). The results of a week of wrestling is as follows: | ||
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| 3 || Win 200 gp | | 3 || Win 200 gp | ||
|} | |} | ||
</s> | |||
==Research== | ==Research== | ||
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! Check Result !! Level of information gained | ! Check Result !! Level of information gained | ||
|- | |- | ||
| 1 | | 1-10 || You learn one useful piece of lore | ||
|- | |- | ||
| 11-20 || You learn two useful pieces of lore | | 11-20 || You learn two useful pieces of lore | ||
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| 21+ || You learn three useful pieces of lore | | 21+ || You learn three useful pieces of lore | ||
|} | |} | ||
==Scribing Spell Scroll(s)== | ==Scribing Spell Scroll(s)== | ||
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. This activity represents the time and effort it takes to produce such an item. You must be able to cast the spell, and have proficiency in Arcana, and all of the material components that may be required. After which, you may expend gold and time to craft a spell scroll: | With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. This activity represents the time and effort it takes to produce such an item. You must be able to cast the spell, and have proficiency in Arcana, and all of the material components that may be required. After which, you may expend gold and time to craft a spell scroll: | ||
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| 1st || 25 gp || 1 day | | 1st || 25 gp || 1 day | ||
|- | |- | ||
| 2nd || | | 2nd || 250 gp || 1/2 week | ||
|- | |- | ||
| 3rd || 500 gp || 1 week | | 3rd || 500 gp || 1 week |
Latest revision as of 17:54, 18 April 2019
As members of the Magistery, you have a lot of resources to research and develop various things, learn languages, hone skills, and even create magical items or new inventions. Some of these downtime activities (particularly the ones with a social aspect) may incur a complication. Perhaps you accidentally create a rival, or earn a bad reputation for something. Complications vary, and it is unpredictable.
To make planning easier, you can always come here to find out which week it is in the year {{#time: Y | now}}, it is currently Week {{#time: W | now}}.
The categories of Downtime include:
- #Working in the Artificery (gaining gold)
- #Crafting (Creating magical items for personal use, or for sale)
- #Selling a Magic Item (Privately selling obtained or crafted magical items)
- #Training (may gain proficiency with skills or tools, or learn a language)
- #Relaxing (gain advantage against diseases and poisons)
- #Gambling (potentially gaining or losing money)
- #Wrestling (potentially gain prize winnings)
- #Research (potentially learning some piece of useful lore)
- #Scribing Spell Scroll(s) (create a spell scroll for personal use)
- #Carousing (potentially gaining vital trade contacts)
- #Religious Service (potentially gaining religious favor)
Working in the Artificery edit edit source
Working in the artificery can be considered the default downtime activity. Apprentices are allowed to assist in the workshop, and Disciples and above are allowed more complex projects and endeavors, including experimentation. Artificers get specialized bonuses for working in the Artificery and experimentation.
Basic help and assistance edit edit source
Magistery Rank | Base Earnings per week |
---|---|
Apprentice | 10gp |
Disciple | 15gp |
Adept+ | 20gp |
Experimentation edit edit source
Experimentation is only available to Disciples and above, and involves a bit of chance. You may attempt to experiment using Arcana, any of your tool proficiencies, or Performance, and the result of your check will determine your earnings.
Check Result | Earnings |
---|---|
1-5 | 3gp |
6-10 | 7gp |
11-20 | 15gp |
21+ | 35gp |
Crafting edit edit source
The general rules for crafting are you can craft any item you desire from the standard list up to "very rare" and the cost & time requirements are as follows, including the amount of time it may take to develop, research, or recover a recipe, crafting method, or other instruction to create an object of magical power:
Rarity | Time to craft | Time to Research | Cost in materials |
---|---|---|---|
Common | 1 weeks | 1 day | 50 gp + base material cost |
Uncommon | 4 weeks | 1 week | 200 gp + base material cost |
Rare | 20 weeks | 2 weeks | 2,000 gp + base material cost |
Very Rare | 50 weeks | 3 weeks | 20,000 gp + base material cost |
Legendary | 100 weeks | 4 weeks | 100,000 gp + base material cost |
Note, the above times are for Apprentices, as they have less free time than Disciples and above to pursue personal interests. Graduating to Disciple will not change the material costs, but would reduce the amount of time it requires to craft these items. Additionally, these are total weeks of work, and could be divided among multiple crafters. Generally, wealthy adventurers don't wait 2 years to craft a legendary item, they might contract 19 helpers and craft it in 5 weeks (although you would have to pay 19 skilled artisans a month's salary...so it's a give and take)
Crafting a +1 Plate Mail (Rare) for instance would take an apprentice 20 weeks, and cost them 2000gp if they already have plate mail. If they don't already have plate mail, they would first have to obtain plate mail for 1500 gp, and then craft magical enchantments upon it for a total of 3500 gold and 20 weeks (but 19 Armor Class!). Please note that this will also require proficiency in the appropriate tools for the object being enchanted (e.g. jewelry tools for enchanting a ring)
Equipment can be upgraded with various precious metals to provide specific benefits.
Material | Weight | Strength | Benefit | Cost |
---|---|---|---|---|
Steel | Steel | Steel | Typical non-magical weapon or armor | Base Material (no extra) |
Mithral | Aluminum | Steel | Mithral is a light, flexible metal. If armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. | 500 gp |
Adamantine | Steel | Tungsten Carbide | If cast into armor, any critical hit against you becomes a normal hit. If cast into a weapon, any successful attack roll to an object or mechanical construct is a critical hit. | 500 gp |
Here are some proficiencies you will need for crafting equipment, expertise in the skill will halve the crafting time required:
Proficiency | Items |
---|---|
Herbalism kit | Antitoxin, potion of healing |
Leatherworker’s tools | Leather armor, boots |
Smith’s tools | Armor, weapons |
Weaver’s tools | Cloaks, robes |
Woodcarver's tools | Ammunition, arrows, bolts |
Crafting Wondrous items may require special, specific ingredients.
Crafting healing potions are slightly different than normal crafting (and requires proficiency with a herbalism kit):
Type | Time | Cost |
---|---|---|
Healing (2d4 + 2 hp) | 1 day | 25gp |
Greater Healing (4d4 + 4) | 1 week | 100gp |
Superior Healing (8d4 + 8) | 3 weeks | 1,000gp |
Supreme Healing (10d4 + 20) | 4 weeks | 10,000gp |
Selling a Magic Item edit edit source
NOTE: SELLING A MAGIC ITEM MAY INCUR COMPLICATIONS
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.
Resources. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.
Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
Rarity | Base Price* | Time to Sell | Cost to Attempt |
---|---|---|---|
Common | 100 gp | 1 day | 10 gp |
Uncommon | 400 gp | 1 week | 25 gp |
Rare | 4,000 gp | 2 weeks | 250 gp |
Very Rare | 40,000 gp | 3 weeks | 2500 gp |
Legendary | 200,000 gp | 4 weeks | 5000 gp |
*Generally halved for consumable items like potions
**Rare, Very Rare, and Legendary item sales are extremely difficult and have increasingly high likelihoods of complication.
Scrolls:
Scroll Level | Base Price |
---|---|
Cantrip | 30 gp |
1st | 50 gp |
2nd | 500 gp |
3rd | 1,000 gp |
4th | 5,000 gp |
5th | 10,000 gp |
6th | 30,000 gp |
7th* | 50,000 gp |
8th* | 100,000 gp |
9th* | 500,000 gp |
*Selling scrolls of 7-9th level is extremely difficult and has a high likelihood of complication
Magic Item Offers:
Persuasion Result | Offer |
---|---|
1-10 | 50% of Base Price |
11-20 | 100% of Base Price |
21+ | 150% of Base Price |
Training edit edit source
Training is an exclusive task that consumes all available free time, but is also not something that requires contiguous work, meaning you can spend 10 weeks training with animal handling, and then switch to carousing for a few weeks, and then continue training animal handling where you left off.
Skills edit edit source
In general, skills are free to learn. There are minor costs associated with buying the right attire, or basic supplies but they are generally provided for by your teacher because while learning the skill, you are also providing free labor to your master who is teaching you the skill. If you are already proficient in a skill, you may train it again and gain expertise with it. The amount of time for training a new skill proficiency (or expertise if you are already proficient) is below:
Skill Proficiency | Time to train |
---|---|
Acrobatics | 50 weeks |
Animal Handling | 50 weeks |
Arcana | 40 weeks |
Athletics | 60 weeks |
Deception | 50 weeks |
History | 40 weeks |
Insight | 50 weeks |
Intimidation | 50 weeks |
Investigation | 50 weeks |
Medicine | 50 weeks |
Nature | 50 weeks |
Perception | 50 weeks |
Performance | 50 weeks |
Persuasion | 50 weeks |
Religion | 40 weeks |
Sleight of Hand | 50 weeks |
Stealth | 50 weeks |
Survival | 50 weeks |
Tools | Varies |
Tools edit edit source
Gaining proficiency with a tool is significantly shorter than with other skills, but requires more investment due to the increase in material consumption for practice, and the lack of valuable product that can be gained by learning (as an example, training in animal handling is free because while you are learning to handle animals, you are also caring for animals and basically paying for yourself, whereas learning how to smith, you will make some really shitty swords wasting a lot of material that nobody wants).
The tool proficiencies are as follows:
Tool | Cost | Time to train* |
---|---|---|
Alchemist's supplies | 100 gp | 12 weeks |
Brewer's supplies | 40 gp | 16 weeks |
Calligrapher's Supplies | 20 gp | 12 weeks |
Carpenter's tools | 20 gp | 8 weeks |
Cartographer's tools | 30 gp | 12 weeks |
Cobbler's tools | 10 gp | 8 weeks |
Cook's utensils | 3 gp | 8 weeks |
Disguise Kit | 100 gp | 24 weeks |
Forgery Kit | 60 gp | 24 weeks |
Gaming Set | 20gp | 8 weeks |
Glassblower's tools | 60 gp | 8 weeks |
Herbalism Kit | 10 gp | 8 weeks |
Jeweler's tools | 150 gp | 12 weeks |
Land and Water Vehicles | 80 gp | 12 weeks |
Leatherworker's tools | 20 gp | 8 weeks |
Mason's tools | 30 gp | 8 weeks |
Musical Instruments | 10gp | 24 weeks |
Navigator's tools | 50 gp | 32 weeks |
Painter's supplies | 20 gp | 8 weeks |
Poisoner's kit | 150 gp | 32 weeks |
Potter's tools | 20 gp | 10 weeks |
Smith's tools | 100 gp | 10 weeks |
Thieves' tools | 75 gp | 24 weeks |
Tinker's tools | 100 gp | 12 weeks |
Weaver's tools | 5 gp | 8 weeks |
Woodcarver's tools | 5 gp | 8 weeks |
Unlike other skills, gaining a tool expertise (double proficiency bonus) costs double the training time, but the material cost is the same.
As an example, Proficiency with Smith's tools costs 100 gp and takes 10 weeks of downtime. A pre-requisite to Expertise is Proficiency, so once you gain proficiency in Smith's tools, you are now eligible to train Expertise, which takes twice the time, but the same additional cost. So after you have proficiency with Smith's Tools, you can spend an additional 100 gp and 20 weeks of downtime to gain expertise in Smith's Tools. This provides you with twice your proficiency bonus with any check associated with those tools, and it also allows you to use them for crafting with higher efficiency, halving any crafting time associated with them.
Tool Proficiency: X gold, Y weeks Tool Expertise: Prerequisite: Tool Proficiency in the same tool, X gold, and 2*Y weeks.
Languages edit edit source
Learning a new language is a skill that can be done exclusively or non-exclusively. Exotic languages must be trained exclusively, as they are not spoken with regularity in the real world, however common languages can be learned alongside other activities. (The assumption here is that common languages you can practice with other Magisters, students, and people outside of the Magistery). When training a language exclusively, your time to train it is halved, however you cannot do any other skill alongside learning a language. Training it non-exclusively takes longer, but allows you the freedom to also pursue other training, crafts, or any other downtime activity.
Common Languages edit edit source
Language | Script | Typical Speakers | Exclusive time to train | Non-exclusive time to train |
---|---|---|---|---|
Common | Common | Humans | 52 weeks | 104 weeks |
Dwarvish | Dwarvish | Dwarves | 52 weeks | 104 weeks |
Elvish | Elvish | Elves | 52 weeks | 104 weeks |
Giantish | Dwarvish | Giants, Ogres | 52 weeks | 104 weeks |
Gnomish | Dwarvish | Gnomes | 52 weeks | 104 weeks |
Halfing | Common | Halfings | 52 weeks | 104 weeks |
Orc | Dwarvish | Orcs | 52 weeks | 104 weeks |
Exotic Languages edit edit source
Exotic languages can only be trained exclusively, as it is far more difficult to practice while doing other things. Some of the exotic languages here are not possible to learn through ordinary means, but are listed anyway because there may be special circumstances in which learning one is possible.
Language | Script | Typical Speakers | Time to train |
---|---|---|---|
Abyssal | Infernal | Demons | 60 weeks |
Celestial | Celestial | Celestials | 60 weeks |
Draconic | Draconic | Dragons | 40 weeks |
Deep Speech | ? | ? | ? |
Infernal | Infernal | Devils | 50 weeks |
Primordial | Dwarvish | elementals | 50 weeks |
Sylvan | Elvish | Fey | 50 weeks |
Undercommon | Elvish | Drow / Duergar | 50 weeks |
Thieves' Cant2 | N/A | N/A | N/A |
Druidic3 | N/A | Druids | N/A |
Old Tongue4 | Dwarvish | Disuse | 50 weeks |
Katrin5 | Heiroglyphs | Katrin | 50 weeks |
- 1Time to train expertise is double the normal training time, but halves future crafting time with those tools and doubles the proficiency bonus with it.
- 2Thieves Cant is not exactly a language, but a secondary function of other languages to relay secret messages within plain speech using a series of ticks, motions, and cues to signify words to ignore or pay special attention to. Generally speaking in thieves cant requires twice as long to relay a message, however anyone not paying close attention and also having knowledge of Thieves Cant would have no way to decipher the code.
- 3Druidic is a very secretive language that is only known to druids, using their own Druidic script.
- 4The Old Tongue is an ancient language that has been replaced entirely by Common, except in some old architecture and original texts. Learning the old tongue requires prior fluency of any language that uses the Dwarvish script.
- 5Katrin is a language unique to Eomas, spoken almost exclusively by the Katrin near the base foothills of Mithaniel Marr, it is an uncommon language, although some merchants and traders are versed, few outside of the Katrin themselves are fluent.
Weapons edit edit source
Training with weapons can be challenging, but allow you all of the benefits of gaining proficiency with a particular weapon, similar to the Weapons Master feat. Simple and Martial weapons are listed in the PHB, but "Special" weapons take extra time. These are weapons typically of the wrong size, or extremely specialized use, and may require reforging or redesigning the weapon itself in order to be used.
Weapon Type | Time to Train |
---|---|
Simple | 10 weeks |
Martial | 14 weeks |
Special | 18 weeks |
Relaxing edit edit source
Sometimes, the best thing a character can do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, this is the ideal option for adventurers who need a break. Relaxation requires two weeks, and costs 4 gold. (You are paying for a modest lifestyle away from the Magistery on a vacation).
Relaxation will gain you advantage against Diseases and Poisons. In addition, at the end of the week, you can end one effect that prevents you from regaining hit points or restore one ability score that has been reduced to below its normal value, unless the harmful effect is caused by a spell or other magical effect with an ongoing duration.
Gambling edit edit source
NOTE: GAMBLING MAY INCUR COMPLICATIONS
Gambling is always fun! Except when you lose. Gambling always requires 1 week of downtime, and a minimum of 100 gp and a maximum of 1,000 gp wagered. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Insight check, followed by Deception, and lastly an Intimidation check. The DC for all three of these checks is 5 + 2d10 (each check's DC will be different). The results of a week of gambling may be as follows:
# of Successes | Result |
---|---|
0 | Lose your wager, accrue debt equal to your wager |
1 | Lose half your wager |
2 | Gain half your wager |
3 | Gain double your wager |
note that gambling assumes you have spent your original wager, so betting 100 gold and getting 3 successes means you walk out with 200.
Wrestling edit edit source
The Eternal Order has been blacklisted by the Solace Coterie Regulations for Extreme Wrestling (SCREW) for conducting affairs outside of the organization's purview. The EO will have to make recompense if they wish to partake in any future SCREW events, such as the Directive to Raise Influence for Vulnerable Elves events which fundraise for the care of orphaned elven children (commonly known as the SCREW DRIVE).
NOTE: WRESTLING MAY INCUR COMPLICATIONS
Pit fighting requires 4 weeks of effort, including wrestling, and the promotion that you have to participate in for a tournament. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Athletics check, followed by an Acrobatics check, and lastly an Insight check. The DC for all three of these checks is 5+2d10 (each check's DC will be different). The results of a week of wrestling is as follows:
# of Successes | Result |
---|---|
0 | Lose your bouts, gain nothing |
1 | Win 50 gp |
2 | Win 100 gp |
3 | Win 200 gp |
Research edit edit source
NOTE: RESEARCH MAY INCUR COMPLICATIONS
Any type of research takes 4 weeks, and you can specify a person, place, or thing to research. An appropriate Intelligence check will be made depending on the topic of research (Arcana, History, Investigation, Nature, or Religion). Members of the Magistery have advantage on Arcana and History checks, and any check may gain a +1 bonus per 100 gp expended (this is due to bribes and greasing the wheels for independent information gathering outside of the Magistery).
Check Result | Level of information gained |
---|---|
1-10 | You learn one useful piece of lore |
11-20 | You learn two useful pieces of lore |
21+ | You learn three useful pieces of lore |
Scribing Spell Scroll(s) edit edit source
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. This activity represents the time and effort it takes to produce such an item. You must be able to cast the spell, and have proficiency in Arcana, and all of the material components that may be required. After which, you may expend gold and time to craft a spell scroll:
Spell Level | Cost | Time |
---|---|---|
Cantrip | 15 gp | 1 day |
1st | 25 gp | 1 day |
2nd | 250 gp | 1/2 week |
3rd | 500 gp | 1 week |
4th | 2,500 gp | 2 weeks |
5th | 5,000 gp | 4 weeks |
6th | 15,000 gp | 8 weeks |
7th | 25,000 gp | 16 weeks |
8th | 50,000 gp | 32 weeks |
9th | 250,000 gp | 48 weeks |
Similar to other crafting tasks, this is not a self-restricted item, so if you had assistants you could scribe scrolls faster, the 96 weeks can be done by 4 people, making the task only take 4 people a total of 24 weeks in real time to complete.
Carousing edit edit source
NOTE: CAROUSING MAY INCUR COMPLICATIONS
Carousing covers 4 weeks of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 25 gp to cover expenses, or 100 gp for the middle class. Carousing with the upper class requires 500 gp for the month and access to the local nobility. A character with the noble background can mingle with the upper class, but other characters need an introduction. After a month of carousing, a character stands to make contacts within the selected social class. You can make a Persuasion check and gain the following contacts:
Check Result | Contacts gained |
---|---|
1-5 | 1 Hostile Contact |
6-10 | No Contacts |
11-15 | 1 Allied contact |
16-20 | 2 Allied contacts |
21+ | 3 Allied contacts |
Religious Service edit edit source
NOTE: RELIGIOUS SERVICE MAY INCUR COMPLICATIONS
Religious folk might wish to spend their downtime in service to a temple. This activity has the chance of winning the favor of the temple’s leaders. Religious service costs 4 weeks of time, and you must make either a Religion or a Persuasion check. The result of the check determines the benefits of service:
Check Result | Favor Earned |
---|---|
1-10 | No effect |
11-20 | You earn one favor |
21+ | You earn two favors |