Mistwell
Crusty Old Meatwad
I have not seen much mentioned here about the Downtime Rules.
In the Adventurer's League, after each adventure (usually after each 4 hour session) you get Downtime Days for your character (usually in blocks of 10 days). These are recorded on your character sheet right along with gold and XP earned for that adventure (and Renown points, which is a different topic).
You can then spend Downtime Days on various things. There are those things mentioned in the Basic Rules, and then some special things. I wanted to mention the special things in this thread, and see if people are using Downtime Days in their home adventures, and how they are being used.
So here are the basic uses:
Crafting. You can craft nonmagical objects.
Practicing a Profession. You can use this downtime activity to maintain a lifestyle, effectively spending your downtime to keep a standard of living.
Recuperating. If you’re affected by a debilitating injury, disease, or poison and you haven’t found a way to get rid of it by the end of an episode or an adventure, you can use downtime to attempt to shake it off. If you don’t succeed, or if you don’t spend downtime days to rid yourself of the condition, you begin the next episode or adventure affected by it.
Training. You can spend downtime days to work toward learning a new language or set of tools. (I have highlighted this one because I find it's quite useful. Yes, you can learn to use Thieves Tools, for instance, by simply spending Downtime Days)
Spellcasting Services: If you finish an episode or adventure, need a spell cast, and have access to spellcasters, you can spend one downtime day (and pay lifestyle expenses) to have an appropriate spell cast. Spellcasting services are available in settlements of town size or larger, and have a cost associated with them. Alternatively, another party member can provide the service. Both you and the spellcaster in your party spend one downtime day to have the spells cast. Anyone in the party can pay the cost for consumed material components for spells such as raise dead. If you have the Acolyte background, you can also receive spellcasting for free at your temple, depending on the type and your level.
Catching Up: Sometimes the rest of your party levels up a bit before you do. Instead of watching them go on higher-level adventures while leaving you at home, you can catch up. When you’re catching up, your character is assumed to be going on a small side adventure, such as guarding a caravan or patrolling the wilderness. Catching up is a special downtime activity only available at 4th level and 10th level, to get your character to the next tier of play. At 4th level, you can spend 20 downtime days to level up to the start of 5th level. At 10th level, you can spend 100 downtime days to level up to the start of 11th level. You still pay lifestyle expenses when you spend downtime catching up.
Other Downtime Options Available During Adventures or Unlocked Through Play (this is where I think Downtime really shines):
Things I have seen for this include:
1) Gaining Advantage on Diplomacy Check. If you have the Noble background, and spend Downtime Days at a certain location paying the upkeep cost for an expensive lifestyle, you get advantage on a useful diplomacy check with the inkeeper to obtain certain information
2) Repairing Damaged Items. The character may repair a damaged suit of armor or weapon. The character must spend an amount of downtime equal to the total penalty of all of the character's affected items. For example, if, at the end of the fight, a character's weapon has a -3 penalty and the character's plate armor has a modified AC of 13 (-5 penalty), repairing the armor requires 8 total downtime days in addition to appropriate lifestyle costs.
3) Exploration Bonuses
I can't recall which AL short adventure this was in, but I recall the DM asked why your character wanted to go explore some ruins (I think it was a tower) prior to the adventure. Some options (I think based on Faction or Background) included "To find valuable manuscripts" or "To find treasure" or "To find a new spell" or "To seek magic items" or "To gain intelligence I can use against my enemies" or things like that. Then, at the conclusion of the combat portion of the adventure, PCs could spend Downtime Days to further whatever end they had stated at the beginning of the adventure. For each set of Downtime Days spent in this way (I think it was sets of 3 days, or maybe 5 days or 10 days), you could roll on a random chart to see what your exploration efforts turned up. You could find treasure, an item, a valuable contact, clues in ruins, a map, etc..
4) Special Faction-Related Downtime Activities. This is an example from the Mulmaster adventures.
Members of the five factions that have achieved rank 3 [which is related to Renown points, a different topic] have access to the following special downtime activities when adventuring in and around Mulmaster.
Harpers: Arcane Amnesty
You have friends within the Cloaks—an order of arcanists in Mulmaster—that are sympathetic to the Harpers’ cause. You have advantage on any social interaction checks to exonerate you or anyone in your group for using restricted magic in and around the city. In addition, you can spend downtime days to have an arrested caster freed from prison or harsh punishment. The cost is 1 downtime day per level of the violating spell.
Order of the Gauntlet: Judge Friend
You are a dueling judge, and have overseen many duels in Mulmaster. You have the ear of friends within the dueling judge community, and can call upon the services of a battlehardened warrior to lend you aid. At the beginning of an adventure or when appropriate, you can spend 5 downtime days to recruit a veteran (see appendix B of the Monster Manual). The veteran performs any tasks within reason and capability, but parts ways with you after taking part in one combat or at the end of the adventure.
Emerald Enclave: Secluded Haven
You have a secret place just outside the city where you and your allies can rest, recuperate, and find mounts. When you use the recuperating downtime activity (see the Basic Rules or the Player’s Handbook), you can apply the effects to your entire group. In addition, at the beginning of an adventure or when appropriate, you can spend downtime days to borrow mounts (riding horses, ponies, or mules) for yourself and your group. The cost is 1 downtime day per mount borrowed. All mounts must be returned at the end of the adventure. If any mount dies during the course of the adventure, you must pay half its value in gold.
Lords’ Alliance: Hawk Association
You are part of the Hawks, the secret police of Mulmaster. You maintain law and order through intimidation and strongarm tactics. You can coerce information from the common folk for your benefit, gaining advantage on any Charisma (Intimidation) checks to do so. Once per adventure at the beginning of an adventure, you can spend 3 downtime days to learn an adventure secret. The Dungeon Master provides you with a secret that only you know about the adventure, and you gain advantage on all checks to recall related information for the duration of the adventure.
Zhentarim: Procure Illicit Goods
You have contacts among smugglers residing in the ghettos of the city, who are able to procure restricted and illicit items for you. At the beginning of an adventure or when appropriate, you can spend 2 downtime days to gain one of the following items for the duration of the adventure: carrion crawler mucus, serpent venom, or a moldering scroll holding a 1st-level spell of your choice. Then roll on the Procure Illicit Goods table to see what happens as a result of your dealings
Procure Illicit Goods (Mulmaster)
d20 Result
1–3 You are caught red-handed and jailed for 1d8 days. You do not gain the item. You must spend additional downtime days to cover this jail time, but you do not spend your lifestyle costs for these days. You can avoid jail by paying 50 gp per day of jail time.
4–6 You are accosted by the city watch while making the deal. You lose 100 gp and begin the adventure at half your hit point maximum, but you manage to retain possession of the item.
7–12 You find a fence willing to sell you the item, but it’s going to cost you. Make a DC 10 Charisma (Persuasion) check. If you succeed, you pay 50 gp for the item. If you fail, you pay 200 gp for the item.
13–18 You are able to swindle or fast-talk your way into obtaining the item, gaining it for free.
19–20 You manage to obtain one item for free while attempting to steal another. Make a DC 10 Dexterity (Sleight of Hand) check. If you succeed, choose two different items instead of one. You gain both of the items for free. If you fail, you instead gain one item for free.
Do you use Downtime Days as a reward for your adventures? How have you used it?
In the Adventurer's League, after each adventure (usually after each 4 hour session) you get Downtime Days for your character (usually in blocks of 10 days). These are recorded on your character sheet right along with gold and XP earned for that adventure (and Renown points, which is a different topic).
You can then spend Downtime Days on various things. There are those things mentioned in the Basic Rules, and then some special things. I wanted to mention the special things in this thread, and see if people are using Downtime Days in their home adventures, and how they are being used.
So here are the basic uses:
Crafting. You can craft nonmagical objects.
Practicing a Profession. You can use this downtime activity to maintain a lifestyle, effectively spending your downtime to keep a standard of living.
Recuperating. If you’re affected by a debilitating injury, disease, or poison and you haven’t found a way to get rid of it by the end of an episode or an adventure, you can use downtime to attempt to shake it off. If you don’t succeed, or if you don’t spend downtime days to rid yourself of the condition, you begin the next episode or adventure affected by it.
Training. You can spend downtime days to work toward learning a new language or set of tools. (I have highlighted this one because I find it's quite useful. Yes, you can learn to use Thieves Tools, for instance, by simply spending Downtime Days)
Spellcasting Services: If you finish an episode or adventure, need a spell cast, and have access to spellcasters, you can spend one downtime day (and pay lifestyle expenses) to have an appropriate spell cast. Spellcasting services are available in settlements of town size or larger, and have a cost associated with them. Alternatively, another party member can provide the service. Both you and the spellcaster in your party spend one downtime day to have the spells cast. Anyone in the party can pay the cost for consumed material components for spells such as raise dead. If you have the Acolyte background, you can also receive spellcasting for free at your temple, depending on the type and your level.
Catching Up: Sometimes the rest of your party levels up a bit before you do. Instead of watching them go on higher-level adventures while leaving you at home, you can catch up. When you’re catching up, your character is assumed to be going on a small side adventure, such as guarding a caravan or patrolling the wilderness. Catching up is a special downtime activity only available at 4th level and 10th level, to get your character to the next tier of play. At 4th level, you can spend 20 downtime days to level up to the start of 5th level. At 10th level, you can spend 100 downtime days to level up to the start of 11th level. You still pay lifestyle expenses when you spend downtime catching up.
Other Downtime Options Available During Adventures or Unlocked Through Play (this is where I think Downtime really shines):
Things I have seen for this include:
1) Gaining Advantage on Diplomacy Check. If you have the Noble background, and spend Downtime Days at a certain location paying the upkeep cost for an expensive lifestyle, you get advantage on a useful diplomacy check with the inkeeper to obtain certain information
2) Repairing Damaged Items. The character may repair a damaged suit of armor or weapon. The character must spend an amount of downtime equal to the total penalty of all of the character's affected items. For example, if, at the end of the fight, a character's weapon has a -3 penalty and the character's plate armor has a modified AC of 13 (-5 penalty), repairing the armor requires 8 total downtime days in addition to appropriate lifestyle costs.
3) Exploration Bonuses
I can't recall which AL short adventure this was in, but I recall the DM asked why your character wanted to go explore some ruins (I think it was a tower) prior to the adventure. Some options (I think based on Faction or Background) included "To find valuable manuscripts" or "To find treasure" or "To find a new spell" or "To seek magic items" or "To gain intelligence I can use against my enemies" or things like that. Then, at the conclusion of the combat portion of the adventure, PCs could spend Downtime Days to further whatever end they had stated at the beginning of the adventure. For each set of Downtime Days spent in this way (I think it was sets of 3 days, or maybe 5 days or 10 days), you could roll on a random chart to see what your exploration efforts turned up. You could find treasure, an item, a valuable contact, clues in ruins, a map, etc..
4) Special Faction-Related Downtime Activities. This is an example from the Mulmaster adventures.
Members of the five factions that have achieved rank 3 [which is related to Renown points, a different topic] have access to the following special downtime activities when adventuring in and around Mulmaster.
Harpers: Arcane Amnesty
You have friends within the Cloaks—an order of arcanists in Mulmaster—that are sympathetic to the Harpers’ cause. You have advantage on any social interaction checks to exonerate you or anyone in your group for using restricted magic in and around the city. In addition, you can spend downtime days to have an arrested caster freed from prison or harsh punishment. The cost is 1 downtime day per level of the violating spell.
Order of the Gauntlet: Judge Friend
You are a dueling judge, and have overseen many duels in Mulmaster. You have the ear of friends within the dueling judge community, and can call upon the services of a battlehardened warrior to lend you aid. At the beginning of an adventure or when appropriate, you can spend 5 downtime days to recruit a veteran (see appendix B of the Monster Manual). The veteran performs any tasks within reason and capability, but parts ways with you after taking part in one combat or at the end of the adventure.
Emerald Enclave: Secluded Haven
You have a secret place just outside the city where you and your allies can rest, recuperate, and find mounts. When you use the recuperating downtime activity (see the Basic Rules or the Player’s Handbook), you can apply the effects to your entire group. In addition, at the beginning of an adventure or when appropriate, you can spend downtime days to borrow mounts (riding horses, ponies, or mules) for yourself and your group. The cost is 1 downtime day per mount borrowed. All mounts must be returned at the end of the adventure. If any mount dies during the course of the adventure, you must pay half its value in gold.
Lords’ Alliance: Hawk Association
You are part of the Hawks, the secret police of Mulmaster. You maintain law and order through intimidation and strongarm tactics. You can coerce information from the common folk for your benefit, gaining advantage on any Charisma (Intimidation) checks to do so. Once per adventure at the beginning of an adventure, you can spend 3 downtime days to learn an adventure secret. The Dungeon Master provides you with a secret that only you know about the adventure, and you gain advantage on all checks to recall related information for the duration of the adventure.
Zhentarim: Procure Illicit Goods
You have contacts among smugglers residing in the ghettos of the city, who are able to procure restricted and illicit items for you. At the beginning of an adventure or when appropriate, you can spend 2 downtime days to gain one of the following items for the duration of the adventure: carrion crawler mucus, serpent venom, or a moldering scroll holding a 1st-level spell of your choice. Then roll on the Procure Illicit Goods table to see what happens as a result of your dealings
Procure Illicit Goods (Mulmaster)
d20 Result
1–3 You are caught red-handed and jailed for 1d8 days. You do not gain the item. You must spend additional downtime days to cover this jail time, but you do not spend your lifestyle costs for these days. You can avoid jail by paying 50 gp per day of jail time.
4–6 You are accosted by the city watch while making the deal. You lose 100 gp and begin the adventure at half your hit point maximum, but you manage to retain possession of the item.
7–12 You find a fence willing to sell you the item, but it’s going to cost you. Make a DC 10 Charisma (Persuasion) check. If you succeed, you pay 50 gp for the item. If you fail, you pay 200 gp for the item.
13–18 You are able to swindle or fast-talk your way into obtaining the item, gaining it for free.
19–20 You manage to obtain one item for free while attempting to steal another. Make a DC 10 Dexterity (Sleight of Hand) check. If you succeed, choose two different items instead of one. You gain both of the items for free. If you fail, you instead gain one item for free.
Do you use Downtime Days as a reward for your adventures? How have you used it?