Downtime Activities
THIS IS DRAFT FORM, none of this is final but it's sort of the direction we'll be heading.
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.
More rules and guidance to come soon.
The categories of Downtime include:
- #Gambling (potentially gaining or losing money)
- Carousing (potentially gaining vital trade contacts)
- Relaxing (gain advantage against diseases and poisons)
- Pit Fighting (potentially gain prize winnings)
- Religious Service (potentially gaining religious favor)
- Research (potentially learning some piece of useful lore)
- Scribing Spell Scroll(s) (create a spell scroll for personal use)
- #Training (may gain proficiency with skills or tools, or learn a language)
- Working in the Artificery (gaining gold)
- #Crafting (Creating magical items for personal use, or for sale)
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:
Rarity | Time to craft | Cost in materials |
---|---|---|
Common | 2 weeks | 50 gp + base material cost |
Uncommon | 10 weeks | 200 gp + base material cost |
Rare | 100 weeks | 2,000 gp + base material cost |
Very Rare | 200 weeks | 20,000 gp + base material cost |
Legendary | 1000 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 20 years to craft a legendary item, they might contract 19 helpers and craft it in 1 year (although you would have to pay 19 skilled artisans a year's salary...so it's a give and take)
Crafting a +1 Plate Mail for instance would take an apprentice 10 weeks, and cost them 200gp 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 1700 gold and 30 days (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)
Crafting healing potions are slightly different than normal crafting:
Type | Time | Cost |
---|---|---|
Healing (2d4 + 2 hp) | 1 day | 25gp |
Greater Healing (4d4 + 4) | 1 week | 100gp |
Superior Healing (8d4 + 8) | 4 weeks | 1,000gp |
Supreme Healing (10d4 + 20) | 8 weeks | 10,000gp |
Training
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
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 |
Tool | Varies |
Tools
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 Proficiency | 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 |
Glassblower’s tools | 60 gp | 8 weeks |
Jeweler’s tools | 150 gp | 12 weeks |
Leatherworker’s tools | 20 gp | 8 weeks |
Mason’s tools | 30 gp | 8 weeks |
Painter’s supplies | 20 gp | 8 weeks |
Potter’s tools | 20 gp | 10 weeks |
Smith’s tools | 100 gp | 10 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 twice as much time, although the material consumption is the same, so if you had no training in jeweler's tools, it would take you 150 gold and 12 weeks to become proficient, but if you wanted to go straight to expert, it cost 300 gold and 36 weeks in total to do so.
Languages
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
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
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' Cant | N/A | N/A | N/A |
Druidic | N/A | Druids | N/A |
Old Tongue | Dwarvish | Disuse | 50 weeks * |
Katrin | Heiroglyphs | Katrin | 50 weeks |
- The Old Tongue requires prior fluency of any language that also uses the Dwarvish script.