**Requirement:** Access to a calming location for at least a week, whether in an isolated space, a quiet room, or a peaceful spot away from harsh lights and loud noises. ___ Adventurers visit many places during their travels, filled with loud noise, bright lights, and a thousand things clamouring for their attention. Not everyone can deal with this constantly – some adventurers need to be alone where they can take a deep, calming breath. Taking this time to calm down is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 10. Over the course of one week, you must make three DC 11 Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) Tests. - **On a success**, you have Advantage on Saving Throws to resist the [Frightened](https://a5e.tools/rules/conditions) Condition, and you may use an Action to end the Frightened Condition on yourself ***once before the start of your next period of Downtime.*** - **If you succeed by 5 or more**, you may do this twice. - **On a failure**, you have Advantage on Saving Throws to resist the Frightened Condition. You may also expend one use of this benefit to, as an Action, end the Frightened Condition on a creature that you can touch and who shares a language with you. #vsFrightened #vsAllyFrightened