**Requirement:** An Ally or Contact to the party. ___ You are bound to build a network of [[Allies, Contacts, and Rivals|allies and contacts]] you’ve relied upon over your adventures, and you’ve decided it is time to return the favour. Work with your GM to establish which contact you are helping, what help they require, and how you are helping them. Use the Aid and Rewards table to categorize the kind of aid you are giving. You may act as an intermediary during negotiations, provide valuable knowledge, act as hired muscle for physical labour or confrontations, or lend your aid during a time- consuming task. Aiding an Ally is an [[Campcraft#Extended Tests|Extended Test]] with a Goal of 12. Over the course of a week, you must make three DC 12 Tests using a Skill or Tool appropriate to the situation. On a success, they become an Ally (page 86) if they are not already one, and you gain an additional reward as specified in the Aid and Rewards table. On a failure, you cannot call upon them for aid until the start of your next period of Downtime as they work to further their own goals without you. AID AND REWARDS | Aid Provided | Reward | | ------------------------ | -------------------------------------------------------------------------------------------------------------------------- | | Acted as an intermediary | You are loaned a magic item of the GM’s choice, of rare quality or below, until the start of your next period of Downtime. | | Knowledge | You double your proficiency bonus with one Skill of your choice until the start of your next period of Downtime. | | Muscle | You may add 1d4 to Strength and Constitution Saving Throws until the start of your next period of Downtime. | | Time | You gain 50 gp × half your proficiency bonus. | #temporaryMagicItem #temporaryProficiency #saveBonus #money