Between adventures, your character has time to spend in the Refuge. This can be spent making a living, partying like an animal, or working on a variety of projects. You also need to find a way to live, too, and meet your living expenses.
Lifestyle expenses are paid by the week. Prices are provided/day.
|Wretched||—||High chance of violence, disease, fatigue|
|Squalid||1 sp||Medium chance of violence, disease, fatigue|
|Poor||2 sp||Low chance of violence, disease, fatigue|
|Modest||1 gp||Stable between adventures|
|Comfortable||2 gp||Low chance of gaining contacts, theft|
|Wealthy||4 gp||Medium chance of gaining contacts, theft; staff of servants|
|Aristocratic||10 gp+||High chance of gaining contacts, intrigue. Staff of servants|
You may live off the land instead of living in the Refuge. If so, you eke out a Poor lifestyle. proficiency in the Survival skill grants you a Comfortable lifestyle (no theft, chance of beasts)
- Building a Stronghold
A character can spend time between adventures building a stronghold. Before work can begin, you must obtain a plot of land. This can be territory you have cleared through your adventuring efforts or land in the Refuge if you have gained sufficient sway.
There is available land in the Refuge for building, but not within the confines of the town itself. A simple plot of land inside the town costs 100gp.
|Guildhall, town or city||5,000gp||60 days|
|Keep or Small Castle||50,000gp||400 days|
|Noble Estate with Manor||25,000gp||150 days|
|Outpost or Fort||15,000 gp||100 days|
|Palace or Large Castle||500,000 gp||1,200 days|
|Temple||50,000 gp||400 days|
|Tower, fortified||15,000 gp||100 days|
|Trading post||5,000 gp||60 days|
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling and anything else that you face you your adventures.
This costs 4gp/day, as if you were living a wealthy lifestyle. However, depending on your cunning and on whether luck favors you, you may win back all the living costs and more—or end up on top of a mountain, naked, sleeping next to an ogre. Could go either way.
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically a type of artisan’s tools). You might also need access to special materials or locations necessary to create it.
For each day of downtime, you can craft one or more items with a total market value not exceeding 5gp, and you spend half this in raw materials. If you are making something that costs more than 5gp, you can build it in increments of 5gp.
While crafting, you can maintain a modest lifestyle without having to pay 1gp/day, or a comfortable lifestyle at half the normal cost.
- Crafting a Magic Item
If you can cast spells, acquire a formula for creating a specific potion or other item, and gain other resources, you will have the ability to craft magical items.
- Gaining Renown
If you are a member of a guild, clan, or other organization, you can spend your time undertaking minor tasks for higher ranked members of the organization and socializing with its members. If you do this for 10x(Current Renown) days, your renown increases by 1.
- Performing Sacred Rites
A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in a temple can lead these rites. A layperson can offer sacrifices in a temple or assist a priest with a rite.
If you spend at least 10 days performing sacred rites, you gain Inspiration (Advantage on one roll of your choice) at the start of each day for the next 2d6 days.
- Practicing a Profession
If you work a day job between adventures, you can maintain a modest lifestyle without having to pay 1gp per day. This benefit lasts as long as you continue to work.
If you are a member of an organization that can provide gainful employment (guild, temple, thieve’s gang), you can support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
After three days of rest, you can make a DC 15 constitution saving throw. If you succeed, you can choose one of the following:
- 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.
You can research lost information about the world and the magic & monsters within it. Research may require Persuasion checks (asking around for data), Investigation checks (reading old tomes and deciphering lost languages), or other skill checks.
If you are researching a particular question or topic, contact the Dungeon Master for information. You must spend an extra 1gp/day on research, in addition to your lifestyle expenses.
- Running a Business
Starting a business takes a significant investment up front. You may need to own property, a structure, or have access to significant supplies & stocks. Once you own a business, the longer you spend running it, the more likely it is to succeed. Spending 30 consecutive days running a business is the best way to keep it going.
- Selling Magical Items
Finding a buyer for a magical item can be extremely difficult. We’ll worry about that when we actually find some.
- Sowing Rumors
You can spend time between adventures learning a new language or training with a set of tools.
First, you must find an instructor willing to teach you. There may or may not be one within the confines of the Refuge. It is possible for another PC to train you, but they must agree to use their downtime for this purpose.
Training lasts for 250 days and costs 1gp/day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.