Downtime
In between adventures you spend your time
in and around town preparing for your next adventure.
You get one Downtime action to spend doing
one of the following. Although you cannot repeat the same downtime twice if you
have multiple actions
Characters can invest in the businesses at
the costs listed below to unlock additional actions, services and Items
Level up - No downtime action cost
Raise your
characters level by 1 provided you have the necessary experience
[Lvls
1-4]-20gp, [Lvls 5-9]-60gp, [Lvls 10-14]-180gp [Lvls 15-19]-540gp [Lvl
20]-1620gp + 5 Magicite
Multiclass Training - No downtime action cost
As long as
you meet the requirements you may multiclass
Requires
Magicite or 50gp [multiply the training cost by 10 for every subsequent
multiclass]
Purchase goods – no downtime action cost
Players can
purchase as many items as they like at the cost listed in the Players handbook
Guild Bank – No downtime action cost
You can
store gold, Items or other treasure in a locked chest for later use
Crafting
You can
craft items from the player’s handbook with a material cost of half the price
listed. Some items may take longer than a week to craft
Work Hard
You spend
your downtime working. You earn (your level x your tier) xD8gp. If you have appropriate tool proficiencies you can add an
extra 1D8 to the amount earned.
Work Harder
You push
your limits doing hard labour. You earn double the amount of gold you normally
would from working hard
But your hit
points are reduced by ¼ of your maximum for your next adventure
Improve Candlelight *cost listed is investment cost*
Lv1 Alchemist – [300gp] – purchase a
potion at reduced cost, test potions to expand potion selection or collect 1
free healing potion
Lv2 Blacksmith – [750gp] – improve
weapons and armour temporarily
Lv- Creature Tamer –[150gp] – purchase
pets and mounts
Lv0 Enchanter/Artificer – [150gp and 3
Magicite] – purchase temporary enchantments for weapons and armour
Lv0 Library – [150gp] – gain a D4 study
dice to add to any intelligence check or saving throw
Lv1 Monument Of Heroes – [600gp and 4
Magicite] make offerings to gain % buffs to Exp
Lv1 Poisoner – [150gp] - purchase a poison at reduced cost
Lv0 Tinkerers research– [1 Magicite and
150gp] – purchase explosives, tinkerers gear and weapons and alter weapons and
armour to hold more enchantments
Lv1 Training School – [300gp] - gain a
D6 fitness dice to add to a strength, dexterity or constitution check or saving
throw
Lv0 Temple – [150gp] – pray to a deity
and receive a random boon or ability
Construct Guild Hall - [6,000] – gain
access to hirelings and guildhall actions and reputation
Purchase Property
May purchase the following [owners of
property pay a set amount each week
in upkeep]
Small Townhouse
500gp – Upkeep 10gp per week per adventurer. Supports 2 Adventurers
Choose 1 from 5 benefits when spending
downtime
Extra Time -
receive an extra downtime action although cannot work hard
Solid income
- Re-roll results of 1 and 2 on the dice when using the “Work Hard” downtime
action.
Secret Fund
- Receive 10% discount on any purchases
Warm Fire –
for your next adventure gain your level +5 temporary hit points
Medium Townhouse 5000gp – upkeep 20gp per week per adventurer.
Supports 4 adventurers
Choose 1 from 5 benefits when spend
downtime
Extra Time -
receive 2 extra downtime actions although cannot work hard
Solid income
- Re-roll any dice when using the “Work Hard” downtime action.
Secret Fund -
Receive 20% discount on any purchases
Hearty
Breakfast – for your next adventure gain your level x2 +5 temporary hit points
Manor House 25,000gp - upkeep 70gp per week per adventurer.
Supports 8 adventurers
Choose 1 from 4 benefits when spend
downtime
Extra Time -
receive 3 extra downtime actions although cannot work hard
Wealthy
Benefactors – if you choose to craft or invest you reduce the cost by 1/4
High Society
– Roll on the High Society random table.
The Good
Life – start your next adventure with your x3 your level +10 temporary hit
points
Small Storefront 500gp –Upkeep 15gp per week
Gain all of the following benefits
Can perform
the “Work Hard” downtime action using double the amount of dice you normally
would.
Receive 30%
Discounts on your stores related goods.
Alchemist- Level 1
Sells Potions in town in addition
characters can spend downtime to do one of the following.
Invest – 300gp
Raise the
alchemist to level 2
Collect Healing Potion - Free
Purchase – Buy
1 Potion at reduced cost
Potion Testing – Collect a number of random
potions - 15gp
Roll 2D8 3 times
and collect those potions from the table below. Each colour has a varying
effects determined by a secret D100 roll
D8 Roll
|
Potion colour
|
D8 Roll
|
Potion Attribute
|
1
|
Clear potion
|
1
|
Viscous
|
2
|
Red potion
|
2
|
Bubbly
|
3
|
Blue potion
|
3
|
Stinky
|
4
|
Purple potion
|
4
|
Lumpy
|
5
|
Green potion
|
5
|
Sweet
|
6
|
Yellow potion
|
6
|
Cold
|
7
|
Black potion
|
7
|
Oily
|
8
|
Orange potion
|
8
|
Grainy
|
Blacksmith- Level 2
Sells weapons and armour in addition
characters can spend downtime to do one of the following.
Invest – 750gp
Raise the
Blacksmith to level 3 – Improve temper and folded steel improved +1 weapon and
+1 shield crafting
Temper 10gp
Temper one melee
weapon or 10 pieces of ammunition made of metal that weapon or ammunition gives
you +1 to hit for your next adventure.
Shaved Steel 10gp
Chose one
melee weapon or 10 pieces of ammunition made of metal that weapon or ammunition
gives you +1 to damage for your next adventure.
Silvered Coating 10gp
Pick 1
weapon that weapon counts as magical for resistances and immunities for your
next adventure
Creature Tamer- Level --
Sells mounts and pets in addition
characters can spend downtime to do one of the following.
Invest – 150gp
Raise the
Creature Tamer to level 0 – Various pets and horse mounts
Enchanter/Artificer- Level 0
Can enchant weapons and armour in addition
characters can spend downtime to do one of the following.
Invest – 3 Magicite shards and 200gp
Raise the Enchanter/Artificer to level 1
– can produce better elemental and martial enchantments, enchanting apparatus
becomes better and can produce permanent enchantments
Purchase - Buy Enchanted Stone/Lacrima at
reduced cost
Elemental -
Fire, Ice, Lightning, Force
Martial -
Guiding, Rending, Repulsion, Intervention, Interruption, Prevention, Extension,
Rejuvenation, Conservation, Expedition
Library- Level 0
Help adventurers learn about monsters and
gain advantage in intellectual pursuits in addition characters can spend downtime to do one of the following.
Invest- 150gp
Raise the
Library to level 1- better study die options, unlocks monster research action
and training options
Study 10gp
For your
next adventure gain one study die (d4), on one Intelligence based skill you may
use this study die to add to your dice after you roll but before you know the
result. Recovers after a short rest
Monument Of Heroes- Level 0
Increases starting level to 2 and
characters get extra Exp on adventures. In addition characters can spend downtime to invest.
Invest – 600gp and 4Magicite
Raise the
Monument of Heroes to level 1 – raises % increase to adventurers Exp unlocks
gold % increase option and starting level to 3
Make offering – gain extra exp
Players can make an offering
of up to 100gp at the monument of heroes; at the end of your next encounter you
gain an the same amount of Exp as gold you spent in addition to the exp from
the encounter.
Poisoner - Level 0
Sells Poisons in addition characters can
spend downtime to do one of the following.
Invest – 150gp
Raise the
Poisoner to level 1 – sells better and wider selection of poisons
Purchase Tier 1 Poison
Exhaustion
poison, Sandman Poison, Vertigo Poison, Gutwrencher Poison, Alchemists Fire,
Acid, Antitoxin, Simple Poison
Tinkerer- Level 0
Sells black-powder/clockwork/magi-tek
weapons and items in addition characters can spend downtime to do one of the
following.
Fund research – instead of investing in
the Tinkerer adventurers may fund the tinkerer’s research every 150gp spent in
this way raises the tinkerers level and gives access to more research options
and a wider selection of items for sale
Rune magic – 1 Magicite 100gp – research
into ancient rune magic and its uses
Advanced Weapons Lv1 – 50gp – research
into advanced weapons like the repeater crossbow and whip sword
Waygate Construction Lv1 – 75gp – research
into paired portals that allow teleportation
Blackpowder Lv1 – 50gp – research into
the use of blackpowder in weapons
Magicite Integration Lv1 – 3 Magicite 20gp
– research into Lacrima and its integration into weapons and armour
Clockwork prosthetics Lv1 – 20gp –
research into blueprints for clockwork limbs
Traps Lv1 – 40gp – research into
devices for trapping
Training School- Level 1
Help adventurers learn new skills and be
better in physical challenges in addition characters can spend downtime to do
one of the following.
Invest – 300gp
Raise
Training School to Level 2 – Increases Fitness Dice to D8 more training options
[endurance, skill]
Casual Fitness training- Free
Gain 1
fitness die (d6), on one Strength, Dexterity or Constitution check or saving
throw you may use this Fitness die to add to your dice after you roll but
before you know the result. Recovers after a short rest
Intense Fitness training- 15gp
Gain 2
fitness die (d6), on one Strength or Constitution check or saving throw you may
use this Fitness die to add to your dice after you roll but before you know the
result. Recovers after a short rest
Weapon Training 15gp
Gain
proficiency in 1 weapon or +1 to your your proficiency bonus for an existing
weapon proficiency for your next adventure.
Temple- level 0
Adventurers can pray to get additional
bonuses usually extra temporary HP or extra spells in addition characters can
spend downtime to do one of the following.
Invest- 150gp
Raise Temple
to Level 1 additional pray tables and better pray dice and open sanatorium
actions [remove curses and recover from diseases or lingering injuries].
Pray [free]
Acolyte
background characters get +1 to the Pray roll. Paladin and cleric characters roll
twice on the pray roll and pick the result they want.
Pray Modifiers
Donate 0gp
-1
Donate up to
1gp in one visit +0
Donate over
10gp in one visit +1
Donate over
30gp in one visit +2
Donate over
70gp in one visit +3
If you
donate over 200gp in one visit you may pick your boon
Total
donation to a single god equal over 500gp +1 on that gods pray table
Acolyte
Background - +1
Cleric or
Paladin – roll twice choose one
Cleric or
Paladin Worshiping your god - +1
Trained in
Religion - +1
Choose 1 of
the gods below and roll 1d6 on the table applying the relevant modifiers you
then have that effect for your next adventure. Spells gained use no spell slots
need no concentration or components and recover after a long rest unless stated
otherwise
Edea [Peace and Protection]
D12 Roll
|
Boon
|
Effect
|
1
|
Edea’s Pity
|
Gain your level in temporary hit points
|
2
|
Edea’s Pity
|
Gain your level in temporary hit points
|
3
|
Edea’s Pity
|
Gain your level in temporary hit points
|
4
|
Boon of Protection
|
you gain the Armour of Agathys [spell]
|
5
|
Boon of Protection
|
you gain the Armour of Agathys [spell]
|
6
|
Focussed Protection
|
You gain Protection from Energy [spell]
|
7
|
Edea’s Protection
|
You gain 3 charges of shield [spell] once expended they are lost
|
8
|
Edea’s Protection
|
You gain 3 charges of shield [spell] once expended they are lost
|
9
|
Divine Armour
|
Gain the Shield of faith [Spell] may choose one additional target for
the spell when you cast it
|
10
|
Divine Armour
|
Gain the Shield of faith [Spell] may choose one additional target for
the spell when you cast it
|
11
|
Shield Of Fate
|
You gain Deathward [Spell]
|
12
|
Edea’s Holy shield
|
You gain Sanctuary [Spell] the DC is 16 on the saving throw
|
Pelor [Light and Strength]
D6 Roll
|
Boon
|
Effect
|
1
|
Ignored
|
Nothing happens
|
2
|
Ignored
|
Nothing happens
|
3
|
Ignored
|
Nothing happens
|
4
|
Ignored
|
Nothing happens
|
5
|
Boon Of Light
|
You gain Light [Spell]
|
6
|
Holy Light
|
You gain Colour Spray [Spell]
|
7
|
Boon of Might
|
You gain Enlarge [Spell]
|
8
|
Crusading Light
|
You gain the Crusaders mantle [Spell]
|
9
|
Crusading Light
|
You gain the Crusaders mantle [Spell]
|
10
|
Pelor’s Might
|
You gain Blinding Smite [Spell]
|
11
|
Pelor’s Might
|
You gain Blinding Smite [Spell]
|
12
|
The Holy Light of Pelor
|
You gain 1 charge of sunbeam [Spell] once expended it is are lost
|
Varta [Misery and Hope]
D12 Roll
|
Boon
|
Effect
|
1
|
Ignored
|
Nothing happens
|
2
|
Ignored
|
Nothing happens
|
3
|
Boon of Hope
|
You gain Guidance [Spell]
|
4
|
Boon of Hope
|
You gain Guidance [Spell]
|
5
|
Boon of Hope
|
You gain 3 charges of the Guidance [Spell] once expended they are
lost
|
6
|
Boon of Misery
|
You gain Blur [Spell]
|
7
|
Varta’s Embrace
|
You gain 3 charges of Bless [Spell] once expended they are lost
|
8
|
Varta’s Misery
|
You gain 3 charges of Bane [Spell] once expended they are lost
|
9
|
Varta’s Blessing
|
You gain Enhance ability [Spell]
|
10
|
Varta’s Blessing
|
You gain Enhance ability [Spell]
|
11
|
Varta’s Courage
|
You gain Heroism [Spell] and cast it at Lv9
|
12
|
True Hope
|
You gain Beacon of Hope [Spell]
|
Credit to Adam Koebel and Steven Lumpkin for inspiration
No comments:
Post a Comment