Downtime Activities

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

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

Magistery Rank Base Earnings per week
Apprentice 10gp
Disciple 15gp
Adept+ 20gp

Experimentation

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

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 1 weeks 50 gp + base material cost
Uncommon 4 weeks 200 gp + base material cost
Rare 20 weeks 2,000 gp + base material cost
Very Rare 50 weeks 20,000 gp + base material cost
Legendary 100 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 for instance would take an apprentice 4 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 4 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)

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

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 Cost Time to train proficiency (doubled for expertise)
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
Leatherworker’s tools 20 gp 8 weeks
Mason’s tools 30 gp 8 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 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' Cant1 N/A N/A N/A
Druidic2 N/A Druids N/A
Old Tongue3 Dwarvish Disuse 50 weeks
Katrin4 Heiroglyphs Katrin 50 weeks
  • 1Thieves 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.
  • 2Druidic is a very secretive language that is only known to druids, using their own Druidic script.
  • 3The 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.
  • 4Katrin 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.

Relaxing

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

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

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

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
1-5 You learn nothing
6-10 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)

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 150 gp 1 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

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

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