A period of Downtime is defined as a stretch of time when you are in relative safety. You may undertake Downtime Activities during a period of Downtime. Unless otherwise noted below, each Downtime Activity takes a week to complete. You cannot undertake the same Downtime Activity more than once during a period of Downtime, unless stated otherwise.
>[!info]
>Use the **Category** column to zero in on your goals.
>[!tip] Increasing Your Success Rate
>Gain bonuses to your Downtime Activity rolls by using the [[Plan and Prepare]] activity, by taking on Apprentice to assist you (see [[Train an Apprentice]]), or one of the appropriate options under the **Learning** category.
| Category | Activity | Description | Time (w/ caveats) | Requirements | # |
| --------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Increasing Your Chances** | [[Alchemical Studies, Simple]] | Spend extra time preparing for activities related to Alchemy to increase your chance of success. | 1 week | | #gatherIngredientsBonus #ingredientAvailability #alchemyBonus |
| | [[Plan and Prepare]] | Spend extra time preparing for another Downtime Activity to increase your chance of success. | 1 week | | #downtimeBonus |
| | [[Train an Apprentice]] | Take an apprentice, who grants you Advantage on Tests and Extended Tests made **during periods of Downtime** on relevant Activities as they shadow you and help out | 1 week per class level | | #downtimeBonus |
| | | | | | |
| **Altruistic Acts** | [[Donations]] | Donate funds or begin construction to help a community and gain benefits. Includes infrastructure or philanthropic rewards. | 1 day to donate, or see "Craft (Engineering)" below for construction times | To realize the benefits, must donate at least 1,000 gp | #access #insightBonus #intimidationBonus #localKnowledge #secretPassage #secretFacility #investigationBonus #hiredResearcher #stabilized #vsDisease #localGoodwill #readingRainbow #hirelings #spellComponents #magicItemComponents #alchemicalComponents #lore #discounts |
| | [[Clean up the Streets]] | Take down criminals and make the world a safer place. | | | #vigilanteJustice |
| | [[Defend an Artefact]] | Install defences to secure something precious to you. | | | plots vary... |
| | [[Volunteer in the Community]] | Give back to the community and elevate yourself in their eyes. | | | #gainInspiration #gainAlly #localGoodwill |
| | [[Pest Control]] | Eradicate meddlesome pests from a community or location. | | | #money #localGoodwill |
| | [[Relief Efforts]] | Lend your aid to a settlement devastated by natural or intentional destruction. | | | #gainAlly #temporaryToolProficiency #intelligenceSaveBonus |
| | | | | | |
| **Nefarious Acts** | [[Cause Trouble]] | Cause a scene and stir up some excitement | | | #money #saveBonus #rumor #localKnowledge #charismaBonus #item #localHelp |
| | [[Dark Bargain]] | Become something dark and powerful at a steep price. | | | plots vary... |
| | | | | | |
| **Personal Life** | [[Raise a Family]] | Spend time exploring the messy, complicated endeavour known as family life. | | | #downtimeBonus #temporaryProficiency #temporaryToolProficiency #privateLife |
| | [[Find Companionship]] | Deepen your relationship with a close companion or love interest. | | | #gainContact #bonding |
| | [[Forge a New Path]] | Find your true self and make important changes to your character. | | | #privateLife |
| | [[Reconnect]] | Spend time with friends and loved ones, or raise a family of your own | | | #rival #privateLife |
| | [[Retire]] | Say goodbye to the adventuring life while you have the chance. | | | #privateLife |
| | [[Rock Bottom]] | Succumb to the worst part of yourself. | | | #privateLife |
| | | | | | |
| **Incognito** | [[Create an Identity]] | Create a whole new persona and learn to embody them accurately. | | | #identity #incognito |
| | [[Surveillance]] | Follow a lead and watch their every movement. | | | #tracking #incognito |
| | [[Watch and Learn]] | Stake out a location or follow a person or item. | | | #skillBonus #stealthBonus #lore #incognito |
| | [[Thwart a Rival]] | Throw a spanner in the works of your rivals. | | | #rival #incognito |
| | | | | | |
| **Paying It Back** | [[Aid an Ally]] | Help out a friend and earn some rewards for your troubles. | | | #temporaryMagicItem #temporaryProficiency #saveBonus #money |
| | [[Appease Patron]] | Get into your Patrons’ good graces. | | | #charismaBonus #temporarySpellSlot |
| | | | | | |
| **Religious** | [[Religious Devotion]] | Make offerings and acts of piety to gain Favor points: <br> <br>_A point of favor from a war god might allow a character to find a weapon after they’ve been disarmed, while a point of favor from a nature god might make it easier to find a safe place to camp._ <br> <br>Favor points are lost if your actions work against the interests or philosophy of the deity | 1 day | Must have access to an appropriate temple or shrine | #religiousFavor |
| | [[Practice Faith]] | Show your devotion to your deity. | | | #religionBonus #cultureBonus #historyBonus #enhancedChannelDivinity #enhancedLayOnHands |
| | | | | | |
| **Earning Money** | [[Work]] | Pay your cost of living expenses and earn some coin between adventures. On a successful check after spending a week on this downtime activity, you support a lifestyle reflected by the check result -- see [[Lifestyle Expenses]] | 1 check per week | Could be legal or illegal work, use an appropriate Skill for the work type. Roll well for illegal activities! | #tradeGoods #crime |
| | [[Adventure]] | Undertake a smaller quest to bridge the gap between adventures. | | | #magicItem #money #temporaryContact #mount |
| | [[Assassination]] | Pick off a target and make a daring escape to avoid capture. | | | #money #politics #revenge #rival |
| | [[Enterprise]] | Create a business and grow your brand. | | | #money |
| | [[Establish a Trade Route]] | Enter an agreement to expand a business to other settlements. | | | #money #contact |
| | [[Farmhand]] | Lend a hand on a farm to earn some honest gold. | | | #money #gainAlly #foodAndLodging |
| | [[Farming]] | Grow crops or raise animals on a farm of your own. | | | #money #gatherIngredientsBonus |
| | [[Gamble]] | Risk it all for fame and fortune. | | | #money #reroll |
| | [[Invest]] | Invest your gold and earn interest as your funds are put to good use. | | | #money |
| | [[Mercenary Work]] | Put your adventuring skills to good use as a sword (or wand) for hire. | | | #money #contact #temporaryProficiency #perceptionBonus #survivalBonus #gainInspiration #gainAlly #localGoodwill |
| | [[Perform a Heist]] | Plan and execute a daring heist. | | | #money #magicItem #research |
| | [[Prospect]] | Delve beneath the earth for precious gems and metals. | | | #money |
| | [[Teach a Class]] | Pass on your skills to those willing to learn. | | | #temporaryProficiency #temporaryToolProficiency #money |
| | | | | | |
| **Spending Money** | [[Adopt a Pet]] | Pay a handler or hunter to obtain a creature companion for you. | | | #animalCompanion |
| | [[Commission Magic Item]] | Pay a master crafter to create a magical item for you. | | | #magicItem |
| | [[Defend an Artefact]] | Install defences to secure something precious to you. | | | #stronghold #fortifications #engineering #trapSetting #cursing |
| | [[Let Loose]] | Let your hair down, and have some fun! | | | #gainAlly #charismaSaveBonus |
| | [[Stronghold]] | Build, buy, or otherwise acquire a base of operations to gain resources, bonuses, powers, and abilities. | Building from scratch? See "Craft (Engineering)", below. Otherwise: <br><br>- Weeks = Grade (size) of stronghold to find appropriate purchase, hire staff, etc<br> - Must spend 1 week there to realize benefits<br> - Additional time depends on special materials, specializations, etc | Must be hidden or require approval to purchase or build. | #haven #abilityScoreIncrease #feat #follower #prestige |
| | [[Procure An Item]] | Track down the only seller of an unusual item. | | | #discounts |
| | | | | | |
| **Making Contacts** | [[Bond with an Animal Companion]] | Become closer with a pet or mount, earning their trust and respect. | | | #detectMagic #enhancedSenses #enhancedDetectMagic #attunement #hunt #damageBonus #purify #detectPoison |
| | [[Build a Reputation]] | Display your skills and prove your worth. | | | #charismaBonus #localGoodwill |
| | [[Establish Contacts]] | Mingle with the locals and secure alliances. | | | #gainContact |
| | | | | | |
| **Learning** | [[Consult an Expert]] | Find an expert and prove your worth to earn their trust. | | | #enhancedGatherInformation #gainContact |
| | [[Gather Information]] | Uncover secure or secret information about individuals, events, organizations, or other things that **still exist within living memory**. | | | #attackBonus #abilityCheckBonus #lore #gossip |
| | [[Research]] | Uncover obscure information about individuals, events, organizations, or other things **that have faded beyond living memory** but still exist in recorded history. Alternatively, Research can be used to find facts or information contained within bureaucratic records. | 1-5 weeks | Must have access to a library or libraries that might conceivably contain the information that you are searching for. | #attackBonus #abilityCheckBonus #lore |
| | [[Research an Enemy]] | Research an enemy’s strengths and weaknesses. | | | #lore |
| | | | | | |
| **Training** | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Skill, Tool, or Instrument\|Skill, Tool, or Instrument]] | Learn proficiency in a skill, a tool, or a musical instrument. | Months = 12 minus your Int modifier | Must find tutor to train | #gainProficiency |
| | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Language\|Language]] | Learn a new language in 1, 2, or 3 easy steps! | Months = 12 minus your Int modifier | Must find tutor to train | #language |
| | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Weapon (or Shield Attacks)\|Weapon (or Shield Attacks)]] | Individual weapon type, not a class of weapons. Armor proficiency is light/medium/heavy armor. | Months = 6 minus your Str or Dex modifier (whichever is highest) | Must find tutor to train | #weaponProficiency #armorProficiency #shields |
| | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Relearning\|Swap Class Features]] | Swap prior class feature choice for another.<br><br> *Cannot be used to swap spells entered into spellbooks.* | Feature originally gained at:<br>1st-5th level: 1 week<br>6th-10th level: 2 weeks<br>11th-15th level: 3 weeks<br>16th-20th level: 4 weeks | n/a | #classAbility |
| | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Feat\|Swap Feat]] | Only applies to feats gained via levelling | Months = 8 minus your proficiency bonus | Must find expert to train | #feat |
| | Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Archetype\|Swap Archetype]] | Lose all features of prior sub-class/archetype, gain features of new one | 12 weeks | Sub-classes only. Swapping an entire class (not sub-class) requires reality-altering magic, such as wish or deific intervention.<br> | #classAbility |
| | [[Train a Companion]] | Work with your pet to hone their skills. | | | #allyProficiency |
| | | | | | |
| **Healing** | [[Nursing and Recuperating]] | Nurse yourself or others and alleviate injuries and pain. | | | #healing #temporaryProficiency #medicineBonus #temporaryHP |
| | [[Recovery]] | Gain additional saving throw opportunities against a poison, a disease, or an effect preventing you from regaining hit points. | | | #additionalSavingThrow #vsPoison #vsPoisoned #vsDisease |
| | [[Purge Curse]]<br><br>***Too powerful!*** | Seek out a cure to a magical curse. | | | #vsCurse #vsDisease #vsBlinded #vsDeafened #vsParalyzed #vsPoisoned #vsFatigue #vsStrife #vsCharmed #vsPetrified #vsCursedItem #vsAbilityScoreReduction #vsHpMaximumReduction |
| | | | | | |
| **Crafting** | [[Craft (Basic)]] | Can be used to create weapons, armor, tools, clothing, other equipment, or a work of art. | - Ammo: 50 per week<br> - Tool or equip: 2 per week<br> - Weapon: 1/2 - 2 weeks<br> - Armor: 1-4 weeks<br><br>Additional time depends on item quality, materials, specializations, etc | Must have appropriate tool proficiencies (see tool lists).<br> | |
| | [[Craft (Alchemy)]] | Can be used to create alchemical devices, grenades, incense, liquids and tonics, ointments and pastes, powders, solvents, and tinctures. | Must be proceeded by a successful "Research (Spell or Alchemy)" check -- see above. <br><br>30 days minus check result (whether success or failure) | Must be proficient in and possess Alchemist's Supplies, must be able to procure the appropriate essence (mineral or vital) -- see "Essences", below.<br> | |
| | [[Craft (Magic Items)]] | Can be used to create most types of non-alchemical magic items, such as edibles, weapons or armor, pottery, gemstones, etc | Must be proceeded acquiring any "special components" (monster bits), which can't usually be purchased <br><br>1 week (common) to 57 weeks (max for legendary) | Must be able to procure the appropriate essence (mineral or vital) -- see "Essences", below.<br><br>- Fine or Masterwork base items<br> - Minimum character level<br> - Special components (monster bits)<br> - Appropriate crafting tools<br> - 2 ability checks, usually 2 diff abilities<br> | |
| | [[Spellcraft]] | Learn a Rare spell, or make one modification to the effects of a spell you already know:<br> - Altered: diff damage type, area of effect, creature vs object, etc.<br> - Lingering: ongoing fire damage, impacts target after duration expires, etc<br> - Additional: ice storm freezes target in place<br> - Additional target | Must be proceeded by a successful "Research (Spell or Alchemy)" check -- see above. <br><br>Weeks with successful check results = spell level +1 (not required to be consecutive) | Must have access to the appropriate type of library:<br> - Wizards and sorcerers require a collection of arcane tomes<br> - Clerics and heralds must have access to books of esoteric lore and theological texts.<br> - Druids need a sacred place of nature untouched by civilization.<br> - Bards utilize folios of magical compositions.<br> - Warlocks require forbidden texts and works of the occult.<br> | |
| | [[Craft (Engineering)]] | Can be used to create, intricate tools, vehicles, buildings, or infrastructure | - Tiny (i.e. tool): 1 week<br> - Small (i.e. prosthetic): 2 weeks<br> - Medium (i.e. clockwork furniture): 4 weeks<br> - Large (i.e. 1-room bldg): 8 weeks<br> - Huge (i.e. locomotive engine): 32 weeks<br> - Colossal (i.e. bascule bridge): 64 weeks<br> - Monumental (i.e. dam or palace): 128+ weeks<br><br>Additional time depends on quality, materials, specializations, etc | Must have appropriate tool proficiencies (see tool lists). Projects taking > 4 weeks require a team of assistants and laborers | |
| | [[Excavate]] | Dig for treasure or prepare land for construction. | | | #historyBonus #crafting |
| | [[Build Defenses]] | Prepare a settlement for danger. | | | #fortifications #engineering |
| | | | | | |
| **Prepping for Adventure** | [[A Quiet Moment]] | Take some time away from the overwhelming life of an adventurer. | | | #vsFrightened #vsAllyFrightened |
| | [[Cultural Immersion]] | Return to your roots and spend time with your people. | | | #foodAndLodging #gainAlly #cultureBonus #historyBonus #religionBonus |
| | [[Invent]] | Combine pieces of gear to create new and useful equipment. | | | #tinkersTools #campcraft |
| | [[Master a Spell]] | Perfect the casting of your favourite spell. | | | #spellWithoutSlots |
| | [[03-Mechanics/7-Adventuring/Between Adventures/Meditate\|Meditate]] | Clear your mind and find inner peace. | | | #adventurePrep #enhancedInspiration |
| | [[Prepare Concoctions]] | Create a stockpile of potions for your next adventure. | | | #adventurePrep #magicItem |
| | [[Preventative Medicine]] | Care for another to grant them future health benefits. | | | #enhancedMedicine #hitDice #exertionPoolBonus #vsPoison #vsPoisoned #vsDisease #forcedMarch |
| | [[Return to Nature]] | Spend time in a natural place and reconnect with the land | | | #animalCompanion #gainProficiency #natureBonus #survivalBonus #enhancedWildShape #additionalSpells #enhancedStudiedAdversary |
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# Notes on Missing Options from *A Life Well Lived*
~~Arcane Experimentation~~ (we'll use [[Spellcraft]])
~~Construction~~ (we'll use [[Craft (Engineering)]])
~~Learn a Language~~ (we'll use Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Language|Language]])
~~Learn a New Spell~~ (we'll use a combo of [[Research (Spell or Alchemy)]] and [[Spellcraft]])
~~Learn a Trade~~ (we'll use Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Tool or Instrument|Tool or Instrument]])
~~Learn an Instrument~~ (we'll use Train - [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Between Adventures/Train#Tool or Instrument|Tool or Instrument]])
~~Know Thy Enemy~~ (already a feature name, now [[Research an Enemy]])
~~Resting and Recovery~~ (too close to "Recovery", now [[Nursing and Recuperating]])
~~Track a Target~~ (now called [[Surveillance]])