Skip to main content

Downtime and Downtime Activities

  • These are rules for ways players can spend their downtime, and for DMs to use to better adjudicate the way they work. Some of these rules differ from base rules (see: crafting).
  • Most days should have some downtime, whether it’s at night when the party is bedding down for the evening, or during a day of travel. A player may choose every day during these downtime opportunities to work on some downtime activity, whether that be scavenging for supplies, crafting items, or making money in some way or another, to name a few options.
    • A player can use their downtime for one such activity once each day, or to assist another player with their downtime activity. Assisting another player counts for anything from the help action, to using a spell or feature to boost the other player’s rolls; doing anything like this means the assisting player is giving up their downtime for that day.
  • Each day should only have one period of downtime.
    • If a player would like to do downtime activities both during the day and night (for example: if a character is staying home instead of scouting the city for leads on an investigation with the others in the party), instead of granting extra chances to make checks, the DM should give the player a situational bonus (or advantage) as they see appropriate for the extra time being put in.
    • During a longer period of downtime (say multiple weeks or a month), the DM should instead just call for one check per week and multiply its effectiveness by seven (with a minimum progress of four days).

Crafting rules:

  • When crafting an item, the DM sets a time and cost to complete the crafting process (see current crafting rules on page 187 in the PHB for a basic idea of crafting times, e.g. 1 day per 5 gp, which the DM can adjust up or down as they see fit for the narrative’s pace). The players then can spend adventuring downtime to make checks to craft these items.
  • Adventuring downtime includes travel time during which they are not actively aiding the travel experience (by keeping watch, driving the transportation, navigating, etc.), time while the party is taking a field rest, and any day during which the party is not actively adventuring.
  • When a character attempts to make crafting progress during adventuring downtime, they may make an appropriate check using their skill or artisan’s tools relating to the task at hand. The standard DC is 10 for 1 day’s work. The DM may increase the DC if the check is being made under difficult circumstances. For every increment of 10 higher than the DC the player succeeds on with their skill check, the character completes an additional day’s worth of crafting towards the total time necessary for the project, to a maximum of three days work.
  • If a character has a feature which reduces the time or cost it takes to craft something, these features are reworked in the following ways:
    • Time reduction now instead raises the result of a relevant crafting check to be one step higher than the rolled result (a failure becomes one day, one day becomes two, etc.). In addition, the cap for how many day’s worth of crafting you can accomplish in one downtime increases from three days to four.
    • This bonus to crafting applies to relevant crafting projects you provide help with during downtime as well.
    • If the feature reduces the cost of creating an item, divide the cost by the number of days needed to complete the project, and apply their cost reduction to each day they work on the project or provide help to it.
  • If the character has both a relevant skill and artisan tool proficiency to the crafting check being made, they have advantage on the check.

Scroll Crafting:

Scroll crafting follows regular crafting rules, with a few additional requirements.

  • In order to craft a spell scroll, you will need proficiency in Arcana, and to know the spell or have it prepared, or to receive help on the project every time you work on it from someone who does know the spell or have it prepared. You can craft a scroll of a lower level spell being upcast to a higher level, provided you or the person helping you on the project who can cast this spell has the ability to cast a spell of that level or higher.
  • Scroll costs, time to create, and their DC/+to hit modifiers are based on the level of spell scroll being created.
    • Cantrips: DC13 to save or +5 to hit. Requires 25 gold and 1 day to craft.
    • 1st level spells: DC14 to save or +6 to hit. Requires 75 gold and 3 days to craft.
    • 2nd level spells: DC14 to save or +6 to hit. Requires 150 gold and 6 days to craft.
    • 3rd level spells: DC15 to save or +7 to hit. Requires 250 gold and 9 days to craft.
    • 4th level spells: DC15 to save or +7 to hit. Requires 500 gold and 12 days to craft.
    • 5th level spells: DC16 to save or +8 to hit. Requires 1000 gold and 16 days to craft.
    • 6th level spells: DC16 to save or +8 to hit. Requires 2000 gold and 21 days to craft.
    • 7th level spells: DC17 to save or +9 to hit. Requires 4000 gold and 27 days to craft.
    • 8th level spells: DC17 to save or +9 to hit. Requires 8000 gold and 34 days to craft.
    • 9th level spells: DC19 to save or +11 to hit. Requires 16,000 gold and 42 days to craft.
Table of Contents