TEXT: ©2017	Wizards	of	the	Coast	LLC	
  1	
  Unearthed	Arcana:	Downtime	
  This	Is	Playtest	Material	
  The	material	here	is	presented	for	playtesting	and	to	
  spark	your	imagination.	These	game	mechanics	are	in	
  draft	form,	usable	in	your	campaign	but	not	refined	by	
  design	iterations	or	full	game	development	and	editing.	
  They	aren’t	officially	part	of	the	game	and	aren’t	
  permitted	in	D&D	Adventurers	League	events.	
  	 If	we	decide	to	make	this	material	official,	it	will	be	
  refined	based	on	your	feedback,	and	then	it	will	appear	
  in	a	D&D	book.	
  In	a	typical	campaign,	it’s	possible	for	the	
  characters	to	start	at	1st	level,	dive	into	an	epic	
  story,	and	reach	10th	level	and	beyond	in	a	short	
  amount	of	time.	While	that	pace	works	fine	for	
  many	campaigns,	some	DMs	prefer	a	campaign	
  with	pauses	built	into	it—times	when	
  adventurers	do	things	other	than	go	on	
  adventures.	
  	 By	introducing	downtime	activities	that	take	
  weeks,	months,	or	even	years	of	effort,	you	can	
  give	your	campaign	a	longer	timeline	that	allows	
  events	in	the	world	to	play	out	over	the	course	of	
  years.	Wars	begin	and	end,	tyrants	come	and	go,	
  and	royal	lines	rise	and	fall	over	the	course	of	an	
  entire	lifetime	of	adventure.	
  	 The	downtime	rules	also	provide	ways	for	
  characters	to	spend	the	monetary	treasure	they	
  amass	on	their	adventures.	
  	 The	options	given	here	can	be	used	as	
  alternatives	to	the	downtime	options	in	the	
  Player’s	Handbook	and	Dungeon	Master’s	Guide,	
  or	you	can	use	the	material	here	to	inspire	your	
  creation	of	new	options.	
  Overview	
  The	downtime	system	presented	here	is	built	on	
  two	basic	elements.	
  	 First,	it	offers	short-term	activities,	ones	that	
  can	usually	be	completed	in	a	workweek	(5	
  days)	or	longer.	These	activities	cover	what	
  characters	at	levels	1–10	might	do	between	
  adventures.	It	includes	buying	or	creating	magic	
  items,	pulling	off	heists,	and	working	a	job.	
  Higher	level	characters	can	also	use	these	
  activities,	but	they	have	the	resources	and	power	
  to	take	on	greater	ambitions	beyond	the	scope	of	
  these	rules.	
  	 Second,	this	downtime	system	introduces	the	
  concept	of	foils.	Foils	are	NPCs	who	oppose	the	
  characters	or	whose	goals	put	them	against	the	
  party.	A	foil	might	be	a	villain	who	wishes	to	
  destroy	the	characters,	or	a	good-aligned	cleric	
  who	sees	the	characters	as	meddlers	and	
  troublemakers.	Foils	work	their	plots	while	the	
  characters	engage	in	downtime	activities,	
  introducing	interesting	complications	to	the	
  campaign.	
  The	Basics	
  The	downtime	system	allows	characters	to	
  pursue	long-term	activities	between	game	
  sessions.	A	character	selects	a	downtime	activity	
  and	pays	the	cost	of	that	activity	in	time	and	
  money.	You,	as	DM,	then	follow	the	rules	for	the	
  activity	to	resolve	it,	informing	the	player	of	the	
  results	and	any	complications	that	ensue.	
  Choosing	an	Activity	
  As	DM,	you	should	present	the	players	with	a	list	
  of	activities	they	can	pursue.	These	activities	
  work	for	characters	of	any	level.	
  	 The	activities	you	allow	depend	on	your	
  campaign	and	the	nature	of	the	area	where	the	
  characters	are.	For	example,	you	might	disallow	
  the	creation	of	magic	items,	or	decide	that	the	
  characters	are	in	a	town	that	is	too	isolated	from	
  major	markets	for	them	to	buy	such	items.	You	
  decide	which	activities	are	available,	not	the	
  players.	
  	 Consider	handling	downtime	away	from	the	
  game	table.	For	example,	you	could	have	the	
  players	pick	their	activities	at	the	end	of	a	
  session,	by	email	or	text,	or	when	you	next	see	
  them	in	person.	
  Resolving	Activities	
  Each	activity	tells	you	how	to	resolve	it.	Many	
  require	a	check,	so	be	sure	to	note	the	
  character’s	bonuses	as	needed.	Follow	the	steps	
  in	the	activity	and	determine	the	results.	
  	 Most	activities	require	a	workweek	(5	days)	or	
  more	to	complete.	Some	activities	require	days,	
  weeks	(7	days	apiece),	or	months	(30	days	
  apiece).	A	character	must	spend	8	hours	of	each	
  day	engaged	in	the	downtime	activity	for	that	
  day	to	count	toward	the	activity’s	completion.	
  The	days	don’t	need	to	be	consecutive.	
  	 If	you	want	multiple	weeks	to	pass	in	the	
  campaign	world	between	sessions,	report	back	
  
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  2	
  the	results	of	any	downtime	activities	and	ask	
  for	each	character’s	next	moves.	Otherwise,	you	
  can	send	out	the	results	to	each	player	by	text	or	
  email,	or	catch	the	players	up	at	the	start	of	the	
  next	session.	
  	 If	an	activity	requires	some	decisions,	you	can	
  have	the	players	decide	either	before	the	next	
  session	or	at	the	start	of	it.	Some	DMs	like	to	
  focus	on	the	activity,	but	for	some	groups	it’s	a	
  good	idea	to	let	the	players	talk	things	out,	so	
  long	as	it	doesn’t	drag	out	and	eat	up	too	much	
  time	at	the	game	table.	
  Complications	
  Each	activity	includes	complications	you	can	
  throw	at	the	characters.	Complications	are	
  meant	to	add	flavor,	depth,	and	drama	to	the	
  campaign.	They	might	spawn	entire	adventures,	
  introduce	NPCs	who	vex	the	party,	and	give	the	
  characters	headaches	as	they	try	to	navigate	the	
  politics	and	social	network	of	the	community	
  they’re	in.	
  	 In	general,	there	is	a	10	percent	chance	that	a	
  given	activity	has	a	complication.	You	can	use	
  them	more	or	less	often,	depending	on	what	you	
  feel	is	best	for	your	campaign.	
  	 Complications	can	also	come	from	the	party’s	
  foils,	as	described	below.	In	the	complication	
  table	for	an	activity,	the	options	that	are	most	
  likely	to	involve	a	foil	are	marked.	
  Foils	
  Foils	are	NPCs	who	actively	oppose	the	
  characters.	They	might	be	villains	you	have	
  featured	in	past	adventures	or	plan	to	use	in	the	
  future.	They	can	also	include	good	or	neutral	folk	
  who	are	at	odds	with	the	characters,	whether	
  because	they	are	rivals,	they	have	opposing	
  goals,	or	they	simply	dislike	one	another.	
  	 The	cultist	of	Orcus,	whose	plans	the	
  characters	have	foiled;	the	ambitious	merchant	
  prince	who	wants	to	rule	the	city	with	an	iron	
  fist;	and	the	nosy	high	priest	of	Helm	who	is	
  convinced	the	characters	are	up	to	no	good	are	
  all	examples	of	foils.	
  	 A	foil	is	an	NPC	with	an	agenda	that	changes	
  over	time.	As	the	characters	take	downtime	
  between	adventures,	their	foils	rarely	rest,	
  continuing	to	spin	plots	and	work	against	the	
  characters.	
  Creating	a	Foil	
  The	first	step	in	creating	a	foil	is	building	an	NPC	
  or	picking	one	from	your	current	cast	of	
  characters.	
  	 It’s	a	good	idea	to	have	two	or	three	foils	at	a	
  time,	each	with	an	agenda.	At	least	one	should	be	
  a	villain,	and	the	others	might	be	neutral	or	
  good.	Their	conflict	with	the	characters	might	be	
  social	or	political,	rather	than	include	direct	
  attacks.	
  	 The	best	foils	are	personal.	Find	links	in	the	
  characters’	backstories	or	recent	adventures	that	
  provide	a	good	explanation	for	what	sparked	the	
  foil’s	actions.	The	best	trouble	for	the	characters	
  is	trouble	they	created	for	themselves.	
  Example	Foils	
  d20	
  Foil	
  1	
  Tax	collector	who	is	convinced	the	characters	
  are	dodging	fees	
  2	
  Politician	who	is	concerned	that	the	
  characters	are	causing	more	trouble	than	
  they	solve	
  3	
  High	priest	who	worries	the	characters	are	
  diminishing	the	temple’s	prestige	
  4	
  Wizard	who	blames	the	characters	for	some	
  recent	troubles	
  5	
  Rival	adventuring	party	
  6	
  Bard	who	loves	a	scandal	enough	to	spark	
  one	
  7	
  Childhood	rival	or	member	of	a	rival	clan	
  8	
  Scorned	sibling	or	parent	
  9	
  Merchant	who	blames	the	characters	for	any	
  business	woes	
  10	
  Newcomer	out	to	make	a	mark	on	the	world	
  11	
  Sibling	or	ally	of	defeated	enemy	
  12	
  Official	seeking	to	restore	a	tarnished	
  reputation	
  13	
  Deadly	foe	disguised	as	a	social	rival	
  14	
  Fiend	seeking	to	tempt	the	characters	to	evil	
  15	
  Spurned	romantic	interest	
  16	
  Political	opportunist	seeking	a	scapegoat	
  17	
  Traitorous	noble	looking	to	foment	a	
  revolution	
  18	
  Would-be	tyrant	who	brooks	no	opposition	
  19	
  Exiled	noble	looking	for	revenge	
  20	
  Corrupt	official	paranoid	that	crimes	will	be	
  revealed	
  Motivation	
  An	effective	foil	has	a	clear	reason	for	interfering	
  with	the	characters’	plans.	Think	about	what	the	
  foil	wants,	how	and	why	the	characters	stand	in	
  the	way,	and	how	the	conflict	could	be	resolved.	
  
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  	 Motivation	is	the	why	behind	a	foil’s	actions.	
  It’s	the	foundation	for	the	NPC’s	role	in	the	
  campaign.	The	Example	Foils	table	offers	some	
  examples	you	can	build	from.	
  Goals	
  Once	you	know	a	foil’s	motivation,	consider	
  possible	goals.	What	outcome	is	the	foil	trying	to	
  create?	Ideally,	this	outcome	involves	the	
  characters	or	something	they	care	about.	The	foil	
  might	want	to	take	over	the	town,	slay	one	or	all	
  of	the	characters,	or	help	a	certain	temple	
  become	the	center	of	the	most	powerful	religion	
  in	the	region.	
  Assets	
  Think	about	the	resources	that	the	foil	can	call	
  upon.	Is	there	money	for	bribes?	Is	there	a	small	
  army	of	obedient	fanatics?	Does	the	foil	hold	
  sway	over	any	guilds,	temples,	or	groups?	
  	 Make	a	list	of	the	foil’s	assets,	and	consider	
  how	they	can	be	used.	
  Actions	
  With	the	what	and	why	covered,	the	meat	of	a	
  foil’s	presence	in	the	campaign	comes	down	to	
  actions.	Make	a	list	of	three	or	four	actions	the	
  foil	might	take.	
  	 Each	time	you	resolve	one	or	more	workweeks	
  of	downtime,	pick	one	of	the	actions	the	foil	
  might	take	and	introduce	it	into	play.	An	action	
  might	be	a	direct	attack,	such	as	an	assassination	
  attempt,	that	you	play	out	during	a	session,	or	it	
  might	be	a	background	activity	that	you	describe	
  as	altering	the	campaign	in	some	way.	For	
  example,	a	foil	who	wants	to	increase	the	
  prestige	of	the	temple	of	a	war	god	might	hold	a	
  festival	with	drink,	food,	and	gladiatorial	games.	
  Even	if	the	characters	aren’t	involved,	the	event	
  becomes	the	talk	of	the	town.	
  	 Actions	should	build	a	path	toward	achieving	
  the	NPC’s	goals.	For	each	action,	make	note	of	
  NPCs	who	might	change	in	response	to	it,	what	it	
  might	change	in	the	town’s	politics,	and	so	on.	Of	
  course,	if	the	characters	get	involved,	those	
  outcomes	might	change.	
  	 The	concept	behind	actions	is	simple.	They	
  show	the	characters	that	the	campaign	is	a	living	
  world	by	making	the	foils	participants	in	the	
  campaign’s	action.	
  	 The	examples	of	complications	given	for	
  downtime	activities	are	ideal	plans	for	a	foil	to	
  make	against	the	characters.	Use	them	as	
  inspiration	for	plans	of	your	own	creation,	or	
  throw	them,	as	written,	at	the	characters	when	it	
  seems	appropriate.	You	can	use	a	complication	
  in	place	of	a	foil’s	actions,	or	in	addition	to	one.	
  Not	every	bad	thing	that	happens	to	the	
  characters	is	caused	by	a	foil.	Some	events	might	
  just	be	due	to	bad	luck.	
  Events	
  In	addition	to	actions,	consider	how	the	
  campaign	setting	might	shift	due	to	the	foil’s	
  influence.	What	are	the	background	events,	
  changes	in	attitudes,	and	anything	else	that	
  might	occur	to	illustrate	a	foil’s	influence?	
  	 Imagine	if	the	characters	do	nothing	to	oppose	
  a	foil.	What	happens	next?	How	does	the	world	
  change?	Introduce	such	events	along	with	the	
  foil’s	actions	to	make	your	campaign	feel	alive.	
  You	can	use	an	event	in	place	of	an	action,	
  especially	if	a	session	isn’t	going	to	involve	a	foil.	
  Events	are	also	a	good	way	to	show	the	influence	
  of	multiple	foils,	without	having	all	of	them	take	
  action	against	the	characters	at	once.	Events	let	
  foils	have	their	time	in	the	spotlight	without	
  causing	the	other	ones	to	fade	away	completely.	
  Revise	
  Remember	that	foils	are	characters	who	can	
  change	over	time.	If	the	characters	thwart	one	
  plan,	a	foil	might	pursue	another.	A	foil	might	
  also	become	an	ally,	or	achieve	all	goals	and	thus	
  become	inactive.	Between	sessions,	revise	your	
  foils	as	needed	to	account	for	how	things	have	
  progressed	in	the	campaign.	
  Example	Foil:	Myron	Rodemus	
  The	Rodemus	clan	was	once	a	small	but	
  powerful	family	of	traders,	but	thirty	years	ago,	
  they	pulled	up	stakes	and	left	town	overnight.	
  Now,	Myron	Rodemus,	the	family’s	youngest	son,	
  has	returned	to	the	city	to	reclaim	his	family’s	
  place	of	prestige.	
  	 In	truth,	the	Rodemuses	fled	because	they	had	
  contracted	lycanthropy.	Absorbed	into	a	clan	of	
  wererats,	they	liquidated	their	assets	and	delved	
  into	smuggling	in	a	distant	city	out	of	fear	that	
  their	secret	would	be	impossible	to	maintain	in	
  their	home	city.	Myron	fought	his	way	to	the	
  topmost	ranks	of	the	wererat	clans	and,	along	
  with	a	small	army	of	followers,	has	returned	to	
  claim	his	rightful	place	among	the	city’s	elite.	If	
  he	doesn’t	succeed,	he’s	vowed	leave	the	city	in	
  ruins.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  4	
  	 Goals.	Myron	wants	to	become	the	most	
  respected,	most	important	merchant	in	town,	
  someone	to	whom	even	the	prince	must	yield.	
  	 Assets.	He	has	a	small	fortune	in	gold;	his	own	
  skills	as	a	wererat,	alchemist,	and	necromancer;	
  a	group	of	wererats	that	is	dedicated	to	him;	the	
  service	of	twin	dwarf	sisters	who	are	superb	
  assassins;	a	shield	guardian	that	protects	him;	
  and	an	alliance	with	a	hobgoblin	lord,	who	lives	
  in	the	mountains	outside	of	the	city.	
  	 Actions.	Myron	works	to	discredit	and	ruin	
  other	merchants.	His	wererats	spy	on	his	rivals	
  and	feed	information	to	the	hobgoblins,	leading	
  them	to	raid	caravans.	The	wererats	sneak	into	
  warehouses,	unleashing	hordes	of	rats	to	spoil	
  goods.	Myron	even	throws	a	few	of	his	own	
  caravans	and	warehouses	away	to	throw	off	
  suspicion.	
  	 If	Myron’s	plans	fail,	he	has	a	terrible	
  alternative.	His	knowledge	of	alchemy	has	
  allowed	him	to	breed	a	deadly	plague	that	he	will	
  unleash	on	the	city	via	hordes	of	rats.	If	he	can’t	
  rule,	then	no	one	will.	
  Myron’s	Plans	
  Type	
  Description	
  Event	
  Rats	become	a	noticeable	problem	in	the	
  streets,	with	swarms	sighted	in	rundown	
  neighborhoods.	Folk	demand	action	be	
  taken.	
  Action	
  Caravan	raids	become	more	common,	and	
  folk	talk	of	gathering	a	small	army	to	drive	
  the	goblinoids	away.	Myron	contributes	
  generously	to	the	effort.	
  Action	
  Warehouses	are	overrun	with	rats,	ruining	
  thousands	of	gold	pieces	worth	of	goods.	
  Myron	blames	the	city	guard	for	a	lax	
  effort.	
  Action	
  Should	the	characters	interfere,	Myron	
  sends	his	assassins	against	them.	
  Event	
  A	sudden	storm	creates	minor	flooding,	
  washing	dozens	of	dead,	bloated,	diseased	
  rats	from	the	sewers.	Terror	about	plague	
  rips	through	town.	
  Action	
  Myron	fans	the	flames	of	panic,	spreading	
  rumors	that	the	characters	or	other	rivals	in	
  town	are	responsible	for	the	disease.	
  	
  Example	Foil:	Temple	of	Pholtus	
  The	temple	of	Pholtus,	inflexible	god	of	the	sun,	
  seeks	to	impose	its	strict	rules.	The	high	priest,	
  Cheldar,	wishes	to	bring	as	many	folk	as	possible	
  under	the	temple’s	sway.	Though	only	in	town	
  for	two	years,	the	temple	is	already	a	powerful	
  force	due	to	Cheldar’s	brilliant	oration.	
  	 Goals.	Cheldar	wants	to	make	the	temple	of	
  Pholtus	the	most	influential	religion	in	town	by	
  bringing	about	peace	and	stability	for	all.	He	
  believes	keeping	adventurers	in	check	or	driving	
  them	out	of	town	is	an	important	step	in	that	
  plan.	
  	 Assets.	The	high	priest	Cheldar	has	his	
  charismatic	oration,	divine	spellcasting	ability,	
  and	a	few	hundred	common	folk	recently	
  converted	to	the	temple’s	cause.	
  	 Actions.	Cheldar	is	stern,	but	fundamentally	a	
  good	person.	He	seeks	to	win	support	by	
  providing	charity,	promoting	peace,	and	working	
  to	enforce	law	and	order.	However,	he	is	
  skeptical	of	the	characters,	convinced	that	
  adventurers	are	troublemakers	who	will	ruin	the	
  peace.	He	wants	only	officials	of	the	town	or	the	
  temple	to	be	involved	in	handling	any	crises	that	
  arise.	He	genuinely	believes	in	his	goals,	but	can	
  be	made	an	ally	by	sufficiently	good-hearted	
  characters.	
  Cheldar’s	Plans	
  Type	
  Description	
  Event	
  The	grand	festival	of	Pholtus	sees	the	
  streets	filled	with	somber	worshipers	who	
  maintain	a	24-hour	torchlit	vigil	during	the	
  winter	solstice.	They	offer	food,	drink,	and	
  shelter	to	all	in	the	temple	of	Pholtus.	
  Action	
  Cheldar	appears	in	a	tavern	frequented	by	
  adventurers,	along	with	a	small	group	of	
  followers,	seeking	converts.	A	few	NPC	
  adventurers	join	his	cause.	
  Action	
  Cheldar	rails	against	forces	of	chaos	in	a	
  public	address	in	the	town	square,	laying	
  blame	for	recent	troubles	on	adventurers	
  meddling	in	things	best	left	alone.	
  Event	
  The	characters	find	that	adventurers	in	
  town	receive	an,	at	best,	icy	reception,	as	
  the	mood	turns	against	them.	
  Action	
  Cheldar	demands	that	the	city	levy	
  enormous	taxes	on	adventurers,	claiming	
  that	they	must	pay	their	fair	share	to	keep	
  the	city	safe.	After	all,	such	wanderers	can	
  simply	leave	if	their	actions	bring	the	city	
  trouble.	The	common	folk	don’t	have	that	
  option.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  5	
  Sample	Downtime	
  Activities	
  The	following	activities	are	available	for	any	
  character	who	can	afford	to	pursue	them.	As	DM,	
  you	have	final	say	on	which	activities	are	
  available	to	the	characters.	
  Buying	a	Magic	Item	
  Purchasing	a	magic	item	requires	time	and	
  money	to	contact	people	willing	to	sell	items.	
  Even	then,	there	is	no	guarantee	they	will	have	
  the	desired	items.	
  Resources	
  Finding	magic	items	to	purchase	requires	one	
  workweek	of	effort	and	100	gp	minimum	in	
  expenses.	Spending	more	time	and	money	
  increases	your	chance	of	finding	a	high-quality	
  item.	
  Resolution	
  A	character	seeking	to	buy	a	magic	item	makes	a	
  Charisma	(Persuasion)	check	to	determine	the	
  quality	of	seller	found.	The	character	gains	a	+1	
  bonus	for	every	workweek	beyond	the	first	
  spent	seeking	a	seller	and	a	+1	bonus	for	every	
  100	gp	spent	on	the	search.	The	total	bonus	for	
  time	and	money	spent	can’t	be	greater	than	+10.	
  	 As	shown	on	the	Buying	Magic	Items	table,	the	
  total	of	the	check	dictates	which	table	in	the	
  Dungeon	Master’s	Guide	to	roll	on	to	determine	
  which	items	are	on	the	market.	
  	 Using	the	Magic	Item	Price	table,	you	then	
  assign	prices	to	the	available	items,	based	on	
  their	rarity.	Halve	the	price	of	any	consumable	
  item—such	as	a	potion	or	a	scroll—when	using	
  the	table	to	determine	an	asking	price.	
  	 You	have	final	say	in	determining	which	items	
  are	for	sale	and	their	final	price,	no	matter	what	
  the	tables	say.	
  	 If	the	characters	seek	a	specific	magic	item,	
  first	decide	if	it’s	an	item	you	want	to	allow	in	
  the	game.	If	so,	include	the	item	among	the	
  offerings	if	it	appears	on	a	table	that	the	result	
  allows	you	to	roll	on.	
  Buying	Magic	Items	
  Check	
  Total	
  Result	
  1–5	
  Roll	1d6	times	on	Magic	Item	Table	A.	
  6–10	
  Roll	1d4	times	on	Magic	Item	Table	B.	
  11–15	
  Roll	1d4	times	on	Magic	Item	Table	C.	
  16–20	
  Roll	1d4	times	on	Magic	Item	Table	D.	
  21–25	
  Roll	1d4	times	on	Magic	Item	Table	E.	
  26–30	
  Roll	1d4	times	on	Magic	Item	Table	F.	
  31–35	
  Roll	1d4	times	on	Magic	Item	Table	G.	
  36–40	
  Roll	1d4	times	on	Magic	Item	Table	H.	
  41+	
  Roll	1d4	times	on	Magic	Item	Table	I.	
  Magic	Item	Price	
  Rarity	
  Asking	Price	
  Common	
  (1d6	+	1)	×	10	gp	
  Uncommon	
  1d6	×	100	gp	
  Rare	
  2d10	×	1,000	gp	
  Very	rare	
  (1d4	+	1)	×	10,000	gp	
  Legendary	
  2d6	×	25,000	gp	
  Complications	
  The	magic	item	trade	is	fraught	with	dangers.	
  The	large	sums	of	money	involved,	and	the	
  power	offered	by	a	magic	item,	attract	thieves,	
  con	artists,	and	other	villains.	If	you	want	to	
  make	things	more	interesting	for	the	characters,	
  roll	on	the	Magic	Item	Purchase	Complications	
  table	or	invent	your	own	complication.	
  Magic	Item	Purchase	Complications	
  d12	
  Complication	
  1*	
  The	item	is	a	fake,	planted	by	an	enemy.	
  2*	
  The	item	is	stolen	by	the	party’s	enemies.	
  3	
  The	item	is	cursed	by	a	god.	
  4*	
  The	item’s	original	owner	will	kill	to	reclaim	it;	
  the	party’s	enemies	spread	news	of	its	sale.	
  5	
  The	item	is	at	the	center	of	a	dark	prophecy.	
  6*	
  The	seller	is	murdered	before	the	sale.	
  7	
  The	seller	is	a	devil	looking	to	make	a	bargain.	
  8	
  The	item	is	the	key	to	freeing	an	evil	entity.	
  9*	
  A	third	party	bids	on	the	item,	doubling	its	
  price.	
  10	
  The	item	is	an	enslaved,	intelligent	entity.	
  11	
  The	item	is	tied	to	a	cult.	
  12*	
  The	party’s	enemies	spread	rumors	that	the	
  item	is	an	artifact	of	evil.	
  *Might	involve	a	foil	
  Carousing	
  Carousing	is	a	good	default	downtime	activity	for	
  most	characters.	Between	adventures,	who	
  doesn’t	want	to	relax	with	a	few	drinks	and	a	
  group	of	friends	at	the	local	pub?	
  Resources	
  Carousing	covers	a	workweek	of	fine	food,	
  strong	drink,	and	socializing.	A	character	can	
  attempt	to	carouse	among	lower-,	middle-,	or	
  upper-class	folk.	A	character	can	carouse	with	
  the	lower	class	for	25	gp	to	cover	expenses,	or	
  100	gp	for	the	middle	class.	Carousing	with	the	
  
  ©2017	Wizards	of	the	Coast	LLC	
  6	
  upper	class	requires	500	gp	for	the	workweek	
  and	access	to	the	local	nobility.	
  	 A	character	with	the	noble	background	can	
  mingle	with	the	upper	class,	but	other	characters	
  can	do	so	only	if	you,	as	DM,	judge	that	the	
  character	has	made	sufficient	contacts.	
  Resolution	
  After	a	workweek	of	carousing,	a	character	
  stands	to	make	contacts	within	the	selected	
  social	class.	The	character	makes	a	Charisma	
  (Persuasion)	check	using	the	Carousing	table.	
  Carousing	
  Check	
  Total	
  Result	
  1–5	
  Character	has	made	a	hostile	contact.	
  6–10	
  No	effect	results.	
  11–15	
  Character	has	made	an	allied	contact.	
  16–20	
  Character	has	made	two	allied	contacts.	
  21+	
  Character	has	made	three	allied	contacts.	
  	
  	 Contacts	are	NPCs	who	now	share	a	bond	with	
  the	character.	Each	one	owes	the	character	a	
  favor	or	has	some	reason	to	bear	a	grudge.	A	
  hostile	one	works	against	the	character,	placing	
  obstacles	but	stopping	short	of	committing	a	
  crime	or	violence.	Allied	contacts	are	friends	
  who	will	render	aid	to	the	character,	but	will	not	
  risk	their	lives.	
  	 A	harmful	contact	might	point	the	town	guard	
  in	the	character’s	direction	or	argue	with	a	
  character	who	tries	to	rally	the	town	to	a	cause.	
  Helpful	contacts	stand	by	the	character	and	help	
  in	any	way	possible.	
  	 Low-class	contacts	include	criminals,	laborers,	
  mercenaries,	the	town	guard,	and	any	other	folk	
  who	would	frequent	the	cheapest	taverns	in	
  town.	
  	 Middle-class	contacts	include	guild	members,	
  spellcasters,	town	officials,	and	other	folk	who	
  would	frequent	more	upscale	establishments.	
  	 Upper-class	contacts	are	nobles	and	their	
  direct	servants.	Carousing	in	this	case	covers	
  formal	banquets,	state	dinners,	and	the	like.	
  	 Once	a	contact	has	helped	or	hindered	a	
  character,	the	character	needs	to	carouse	again	
  to	get	back	into	the	NPC’s	good	graces.	A	contact	
  provides	help	once,	not	help	for	life.	The	contact	
  remains	friendly,	and	that	can	influence	roleplay	
  and	how	the	characters	interact	with	them,	but	it	
  doesn’t	come	with	a	guarantee	of	help.	
  	 You	can	assign	specific	NPCs	as	contacts.	You	
  might	decide	that	the	barkeep	at	the	Wretched	
  Gorgon	and	a	guard	stationed	at	the	western	
  gate	are	the	character’s	allied	contacts.	Assigning	
  specific	NPCs	gives	the	players	concrete	options.	
  It	brings	the	campaign	to	life	and	seeds	the	area	
  with	NPCs	that	the	characters	care	about.	On	the	
  other	hand,	it	can	prove	difficult	to	track	and	
  might	render	a	contact	useless	if	it	doesn’t	come	
  into	play.	
  	 Alternatively,	you	can	allow	the	player	to	make	
  an	NPC	a	contact	on	the	spot,	after	carousing.	
  When	the	characters	are	in	the	area	in	which	
  they	caroused,	a	player	can	expend	an	allied	
  contact	and	designate	an	NPC	they	meet	as	a	
  contact,	assuming	the	NPC	is	of	the	correct	social	
  class	based	on	how	the	character	caroused.	The	
  player	should	provide	a	reasonable	explanation	
  for	this	relationship	and	work	it	into	the	game.	
  	 Using	a	mix	of	the	two	approaches	is	a	good	
  idea,	since	it	gives	you	the	added	depth	of	
  specific	contacts	while	giving	players	the	
  freedom	to	ensure	that	the	contacts	they	
  accumulate	are	useful.	
  	 The	same	process	can	apply	to	hostile	contacts.	
  You	can	give	the	characters	a	specific	NPC	they	
  should	avoid,	or	you	might	introduce	one	at	an	
  inopportune	or	a	dramatic	moment.	
  	 A	character	can	have	a	number	of	unspecified	
  allied	contacts	at	a	time	no	higher	than	1	+	the	
  character’s	Charisma	modifier	(minimum	of	1).	
  Specific,	named	contacts	don’t	count	toward	this	
  limit,	only	ones	that	can	be	used	at	any	time	to	
  declare	an	NPC	as	a	contact.	
  Complications	
  Characters	who	carouse	risk	bar	brawls,	
  accumulating	a	cloud	of	nasty	rumors,	and	
  building	a	bad	reputation	around	town.	You	can	
  roll	on	the	carousing	complications	tables	to	
  create	a	complication,	pick	one	as	you	see	fit,	or	
  make	your	own.	As	a	rule	of	thumb,	there	is	a	10	
  percent	chance	that	a	character	triggers	a	
  complication	for	each	workweek	of	carousing.	
  Low-Class	Carousing	Complications	
  d10	
  Complication	
  1*	
  A	pickpocket	lifts	1d10	×	10	gp	from	you.	
  2*	
  A	bar	brawl	leaves	you	with	a	scar.	
  3	
  You	have	fuzzy	memories	of	doing	something	
  very,	very	illegal,	but	can’t	remember	exactly	
  what.	
  4*	
  You	are	banned	from	a	tavern	for	obnoxious	
  behavior.	
  5	
  After	a	few	drinks,	you	swore	in	the	town	
  square	to	pursue	a	dangerous	quest.	
  6	
  Surprise!	You’re	married.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  7	
  7	
  Streaking	naked	through	the	streets	seemed	
  like	a	great	idea	at	the	time.	
  8*	
  Everyone	is	calling	you	by	some	weird,	
  embarrassing	nickname,	like	Puddle	Drinker	
  or	Bench	Slayer,	and	no	one	will	say	why.	
  9	
  Sure,	you	were	drunk	when	you	agreed	to	
  fund	the	orphanage,	but	a	contract	is	a	
  contract.	
  10	
  You	don’t	know	how	your	hair	turned	blue,	
  but	you	think	it	should	grow	out	to	its	normal	
  color.	Maybe.	
  *Might	involve	a	foil	
  Middle-Class	Carousing	Complications	
  d8	
  Complication	
  1*	
  You	accidentally	insult	a	guild	master,	and	
  only	a	public	apology	will	let	you	do	business	
  there	again.	
  2	
  You	swore	to	complete	some	quest	on	behalf	
  of	a	temple	or	guild.	
  3*	
  A	social	gaffe	has	made	you	the	talk	of	the	
  town.	
  4*	
  A	particularly	obnoxious	person	has	taken	an	
  intense	romantic	interest	in	you.	
  5*	
  You	have	made	a	rival	out	of	a	local	
  spellcaster.	
  6	
  You	have	been	recruited	to	help	run	a	local	
  festival,	play,	or	similar	event.	
  7	
  You	made	a	drunken	toast	that	scandalized	
  the	locals.	
  8	
  You	spent	an	additional	100	gp	trying	to	
  impress	people.	
  *Might	involve	a	foil	
  Upper-Class	Carousing	Complications	
  d8	
  Complication	
  1*	
  A	pushy	noble	family	wants	to	marry	off	one	of	
  their	scions	to	you.	
  2	
  You	tripped	and	fell	during	a	dance,	and	
  people	can’t	stop	talking	about	it.	
  3	
  You	have	agreed	to	take	on	a	noble’s	debts.	
  4*	
  You	have	been	challenged	to	a	joust	by	a	
  knight.	
  5*	
  You	have	made	a	rival	out	of	a	local	noble.	
  6	
  A	boring	noble	insists	you	visit	each	day	and	
  listen	to	long,	tedious	theories	of	magic.	
  7*	
  You	have	become	the	target	of	a	variety	of	
  embarrassing	rumors.	
  8	
  You	spent	an	additional	500	gp	trying	to	
  impress	people.	
  *Might	involve	a	foil	
  Crafting	an	Item	
  If	you	can’t	buy	or	find	the	item	you	need,	you	
  can	attempt	to	craft	it.	
  Resources	
  A	character	needs	the	appropriate	tools	for	the	
  item	to	be	crafted,	and	raw	materials	worth	half	
  of	the	item’s	selling	cost.	To	determine	how	
  many	workweeks	it	takes	to	create	an	item,	
  divide	its	cost	by	50.	A	character	can	complete	
  multiple	items	in	a	workweek	if	their	combined	
  cost	is	50	gp	or	less.	
  	 For	items	that	cost	more	than	50	gp,	a	
  character	can	complete	them	over	long	periods	
  of	time,	as	long	as	the	work	in	progress	is	stored	
  in	a	safe	location.	
  	 Multiple	characters	can	combine	their	efforts.	
  Divide	the	time	needed	to	create	an	item	by	the	
  number	of	characters	working	on	it.	As	DM,	use	
  your	judgement	when	determining	how	many	
  characters	can	collaborate	on	an	item.	A	
  particularly	tiny	item,	like	a	ring,	might	allow	
  only	one	or	two	workers,	whereas	a	large,	
  complex	item	might	allow	four	or	more	workers.	
  	 A	character	needs	to	be	proficient	with	the	
  tools	needed	to	craft	an	item	and	have	access	to	
  the	appropriate	equipment.	As	DM,	you	need	to	
  make	any	judgment	calls	regarding	whether	a	
  character	has	the	correct	equipment.	The	
  following	table	provides	some	examples.	
  Proficiency	
  Items	
  Herbalism	kit	
  Antitoxin,	potion	of	healing	
  Leatherworker’s	tools	
  Leather	armor,	boots	
  Smith’s	tools	
  Armor,	weapons	
  Weaver’s	tools	
  Cloaks,	robes	
  	 Assume	that	a	character	can	sell	items	crafted	
  in	this	way	at	their	listed	price.	
  Crafting	Magic	Items	
  Magic	items	require	more	than	just	time,	effort,	
  and	materials	to	create.	Creating	a	magic	item	is	
  a	long-term	process	that	involves	one	or	more	
  adventures	to	track	down	rare	materials	and	the	
  lore	needed	to	create	the	item.	
  	 Potions	of	healing	and	spell	scrolls	are	
  exceptions	to	the	following	rules.	For	more	
  information,	see	“Brewing	Potions	of	Healing”	in	
  this	section	on	crafting	and	“Scribing	a	Spell	
  Scroll”	on	page	12.	
  	 To	start	with,	a	character	needs	a	formula	for	a	
  magic	item	in	order	to	create	it.	The	formula	is	
  like	a	recipe.	It	lists	the	materials	needed	and	
  steps	required	to	make	the	item.	
  	 An	item	invariably	requires	an	exotic	material	
  to	complete	it.	This	material	can	range	from	the	
  skin	of	a	yeti	to	a	vial	of	water	taken	from	a	
  whirlpool	in	the	Elemental	Plane	of	Water.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  8	
  Finding	that	material	should	take	place	as	part	of	
  an	adventure.	
  	 The	Magic	Item	Ingredients	table	suggests	the	
  challenge	rating	of	a	creature	that	the	characters	
  need	to	face	to	acquire	the	materials	for	an	item.	
  Note	that	facing	a	creature	does	not	necessarily	
  mean	that	the	characters	must	collect	items	from	
  its	corpse.	The	creature	might	guard	a	place	or	
  resource	that	the	characters	need.	
  Magic	Item	Ingredients	
  Item	Rarity	
  CR	Range	
  	
  Common	
  1–3	
  	
  Uncommon	
  4–8	
  	
  Rare	
  9–12	
  	
  Very	rare	
  13–18	
  	
  Legendary	
  19+	
  	
  	
  	 Pick	a	monster	or	location	that	is	a	thematic	fit	
  for	the	item.	Ideally,	the	two	should	share	a	
  similar	element	or	nature.	For	example,	
  mariner’s	armor	might	require	the	essence	of	a	
  water	weird.	A	staff	of	charming	might	need	the	
  cooperation	of	a	specific	arcanaloth,	who	will	
  help	only	if	the	characters	complete	a	task	for	it.	
  Creating	a	staff	of	power	might	rely	on	finding	a	
  piece	of	an	ancient	stone	that	was	once	touched	
  by	the	god	of	magic—a	stone	guarded	by	a	
  suspicious	androsphinx.	
  	 In	addition	to	facing	a	specific	creature,	
  creating	an	item	comes	with	a	gold	piece	cost	
  needed	for	other	materials,	tools,	and	so	on,	
  based	on	the	item’s	rarity.	Those	values,	as	well	
  as	the	time	a	character	needs	to	work	in	order	to	
  complete	the	item,	are	shown	on	the	Magic	Item	
  Crafting	Time	and	Cost	table.	Halve	the	listed	
  price	and	creation	time	for	any	consumable	
  items.	
  Magic	Item	Crafting	Time	and	Cost	
  Item	Rarity	
  Cost	
  Workweeks	
  Common	
  50	gp	
  1	
  Uncommon	
  200	gp	
  5	
  Rare	
  2,000	gp	
  50	
  Very	rare	
  20,000	gp	
  100	
  Legendary	
  100,000	gp	
  500	
  	 To	make	a	magic	item,	a	character	also	needs	
  whatever	tool	proficiency	is	appropriate,	as	is	
  normal	for	crafting	any	object,	or	the	character	
  needs	proficiency	in	the	Arcana	skill.	
  Complications	
  Most	of	the	complications	involved	in	creating	an	
  item,	especially	a	magic	one,	are	linked	to	the	
  difficulty	in	finding	rare	items	needed	to	
  complete	the	work.	The	complications	a	
  character	might	face	as	byproducts	of	the	
  process	of	creation	are	most	interesting	when	
  the	characters	are	working	on	a	magic	item.	It’s	
  unlikely	that	a	suit	of	armor	or	a	pair	of	boots	
  can	cause	serious	complications	for	a	character’s	
  life.	
  Craft	an	Item	Complications	
  d8	
  Complication	
  1*	
  Rumors	swirl	that	what	you’re	working	on	is	
  unstable	and	a	threat	to	the	entire	community.	
  2*	
  You	have	no	idea	why	everyone	thinks	your	
  work	requires	you	to	make	blood	sacrifices,	
  but	that’s	what	folk	are	saying.	
  3*	
  Your	tools	are	stolen,	forcing	you	to	buy	new	
  ones.	
  4	
  A	local	wizard	shows	keen	interest	in	your	
  work	and	insists	on	observing	you.	
  5*	
  A	powerful	noble	offers	a	hefty	price	for	your	
  work	and	is	not	used	to	hearing	no	as	an	
  answer.	
  6*	
  A	dwarf	clan	accuses	you	of	stealing	their	
  secret	lore	to	fuel	your	work.	
  7	
  A	paladin	approaches	you	and	claims	that	the	
  item	you	are	working	on	is	the	key	to	
  completing	a	heroic	quest.	
  8*	
  A	rival	spreads	rumors	that	your	work	is	
  shoddy	and	prone	to	failure.	
  *Might	involve	a	foil	
  Brewing	Potions	of	Healing	
  Potions	of	healing	fall	into	a	special	category	for	
  item	crafting,	separate	from	other	magic	items.	A	
  character	proficient	with	the	herbalism	kit	can	
  create	them.	The	time	and	money	needed	to	
  create	such	a	potion	is	summarized	on	the	
  Potion	of	Healing	Creation	table.	
  Potion	of	Healing	Creation	
  Type	
  Time	
  Cost	
  Healing	
  1	day	
  25	gp	
  Greater	healing	
  1	workweek	
  100	gp	
  Superior	healing	
  3	workweeks	
  1,000	gp	
  Supreme	healing	
  4	workweeks	
  10,000	gp	
  Crime	
  Sometimes	it	pays	to	be	bad.	This	activity	gives	a	
  character	the	chance	to	make	some	extra	cash,	at	
  the	risk	of	arrest.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  9	
  Resources	
  A	crime	spree	requires	a	character	to	spend	one	
  week	and	at	least	25	gp	gathering	information	on	
  potential	targets,	and	then	committing	the	crime.	
  Resolution	
  The	character	must	make	a	series	of	checks,	with	
  one	DC	for	all	the	checks	determined	by	the	
  profit	sought	from	the	crime.	
  	 The	chosen	DC	can	be	10,	15,	20,	or	25.	
  Successful	completion	of	the	crime	yields	a	
  number	of	gold	pieces	based	on	the	chosen	DC,	
  as	shown	on	the	Loot	Value	table.	
  	 To	attempt	the	crime,	the	character	makes	
  three	checks:	Dexterity	(Stealth),	Dexterity	with	
  thieves’	tools,	and	the	player’s	choice	of	
  Intelligence	(Investigation),	Wisdom	
  (Perception),	or	Charisma	(Deception).	
  	 If	none	of	the	checks	succeed,	the	character	is	
  caught	and	jailed.	The	character	must	pay	a	fine	
  equal	to	the	potential	payout	and	must	spend	
  one	week	in	jail	per	25	gp	value.	
  	 If	one	check	succeeds,	the	heist	fails	but	the	
  character	escapes.	
  	 If	two	checks	succeed,	the	heist	is	a	partial	
  success,	netting	the	character	half	the	payout.	
  	 If	all	three	succeed,	the	character	earns	the	full	
  payout.	
  Loot	Value	
  DC	
  Value	
  10	
  50	gp,	robbery	of	a	struggling	merchant	
  15	
  100	gp,	robbery	of	a	prosperous	merchant	
  20	
  200	gp,	robbery	of	a	noble	
  25	
  1,000	gp,	robbery	of	one	of	the	richest	figures	
  in	town	
  Complications	
  A	life	of	crime	is	filled	with	complications.	Roll	
  on	the	Crime	Complications	table	(or	create	a	
  complication	of	your	own)	if	the	character	
  succeeds	at	only	one	check.	If	the	character’s	foil	
  is	involved	in	crime	or	law	enforcement,	roll	if	
  the	character	succeeds	on	only	two	checks.	
  Crime	Complications	
  d10	
  Complication	
  1*	
  A	bounty	equal	to	your	earnings	is	offered	for	
  information	about	your	crime.	
  2*	
  An	unknown	person	contacts	you,	threatening	
  to	reveal	your	crime	if	you	don’t	render	a	
  service.	
  3	
  Your	victim	is	financially	ruined	by	your	crime.	
  4*	
  Someone	who	knows	of	your	crime	has	been	
  arrested	on	an	unrelated	crime.	
  5	
  Your	loot	is	a	single,	easily	identified	item	that	
  you	can’t	fence	in	this	region.	
  6	
  You	robbed	from	someone	who	was	under	a	
  local	crime	lord’s	protection,	and	who	now	
  wants	revenge.	
  7	
  Your	victim	calls	in	a	favor	from	a	guard,	
  doubling	the	efforts	to	solve	the	case.	
  8	
  Your	victim	approaches	one	of	your	
  adventuring	companions	to	solve	the	crime.	
  9*	
  A	paladin	or	cleric	of	justice	swears	to	avenge	
  your	robbery.	
  10*	
  Your	victim	has	a	heart	of	gold;	everyone	in	
  town	is	looking	for	you,	the	thieving	scumbag.	
  *Might	involve	a	foil	
  Gambling	
  Games	of	chance	are	a	way	to	make	a	fortune,	
  but	perhaps	a	better	way	to	lose	one.	
  Resources	
  This	activity	requires	one	workweek	of	effort	
  from	a	character,	plus	the	character	must	risk	at	
  least	100	gp,	to	a	maximum	of	1,000	gp,	unless	
  you	decide	that	gambling	is	a	big	enough	
  business	to	support	larger	wagers.	
  Resolution	
  The	player	must	make	a	series	of	checks,	with	a	
  DC	determined	at	random	based	on	the	quality	
  of	the	opposition	that	the	character	runs	into.	
  Part	of	the	risk	of	gambling	is	that	you	never	
  know	who	might	end	up	sitting	across	the	table	
  from	you.	
  	 The	character	makes	three	checks:	Wisdom	
  (Insight),	Charisma	(Deception),	and	Charisma	
  (Intimidation).	The	DC	is	5	+	2d10,	generating	a	
  separate	DC	for	each	check.	Consult	the	
  Gambling	Results	table	to	see	how	the	character	
  does.	
  Gambling	Results	
  Result	
  Value	
  0	successes	
  Lose	all	the	money	you	bet,	plus	
  accrue	a	debt	equal	to	that	amount.	
  1	success	
  Lose	half	the	money	you	bet.	
  2	successes	
  Gain	one-and-a-half	times	the	amount	
  you	bet.	
  3	successes	
  Gain	double	the	amount	you	bet.	
  Complications	
  Gambling	tends	to	draw	a	variety	of	unsavory	
  characters.	The	potential	complications	involved	
  in	it	come	from	run-ins	with	the	law	and	various	
  criminals	tied	to	it.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  10	
  Gambling	Complications	
  d8	
  Complication	
  1*	
  You	are	accused	of	cheating.	You	decide	
  whether	you	actually	did	or	were	framed.	
  2*	
  The	town	guard	raids	the	gambling	hall	and	
  throws	you	in	jail.	
  3	
  You	accrue	a	debt	during	the	game,	one	that	
  your	opponent	insists	you	pay	by	taking	on	a	
  task.	
  4*	
  A	noble	in	town	loses	badly	to	you	and	loudly	
  vows	to	get	revenge.	
  5	
  You	won	a	sum	from	a	low-ranking	member	of	
  a	thieves’	guild,	and	the	guild	wants	its	money	
  back.	
  6	
  A	local	crime	lord	insists	you	start	frequenting	
  the	lord’s	gambling	parlor	and	no	others.		
  7	
  You	have	a	reputation	for	good	luck,	leading	
  other	gamblers	to	hound	you	to	team	up.	
  8	
  A	high-stakes	gambler	comes	to	town	and	
  insists	that	you	take	part	in	a	game.	
  *Might	involve	a	foil	
  Pit	Fighting	
  This	downtime	activity	covers	boxing,	wrestling,	
  and	other	nonlethal	forms	of	combat.	If	you	want	
  to	introduce	an	arena	with	battles	to	the	death,	
  use	standard	combat	rules.	
  Resources	
  This	activity	requires	one	workweek	of	effort	
  from	a	character.	
  Resolution	
  The	character	must	make	a	series	of	checks,	with	
  a	DC	determined	at	random	based	on	the	quality	
  of	the	opposition	that	the	character	runs	into.	
  The	challenge	in	pit	fighting	lies	in	the	mystery	
  of	your	opponents.	
  	 The	character	makes	three	checks:	Strength	
  (Athletics),	Dexterity	(Acrobatics),	and	Wisdom	
  (Insight).	The	DC	is	5	+	2d10,	generating	a	
  separate	DC	for	each	check.	Consult	the	Pit	
  Fighting	Results	table	to	see	how	the	character	
  does.	
  Pit	Fighting	Results	
  Result	
  Value	
  0	successes	
  Lose	your	bouts,	earning	nothing.	
  1	success	
  Win	50	gp.	
  2	successes	
  Win	100	gp.	
  3	successes	
  Win	200	gp.	
  Complications	
  Characters	involved	in	pit	fighting	must	deal	
  with	their	opponents,	the	folk	who	bet	on	
  matches,	and	with	the	matches’	promoters.	
  Pit	Fighting	Complications	
  d8	
  Complication	
  1*	
  A	rival	fighter	swears	to	take	revenge	on	you.	
  2*	
  A	crime	boss	approaches	you	and	offers	to	pay	
  you	to	intentionally	lose	a	few	matches.	
  3	
  You	defeat	a	popular	local	champion,	drawing	
  the	crowd’s	ire.	
  4*	
  You	defeat	a	noble’s	servant,	drawing	the	
  wrath	of	the	noble’s	house.	
  5*	
  You	are	accused	of	cheating.	Whether	the	
  allegation	is	true	or	not,	your	reputation	is	
  tarnished.	
  6	
  You	accidentally	deliver	a	near-fatal	wound	to	
  a	foe.	
  7	
  A	noble	approaches	you	with	an	offer	to	join	a	
  stable	of	pit	fighters.	
  8	
  A	new	fighter	in	town	feuds	with	you,	calling	
  you	out	in	public	and	demanding	a	match.	
  *Might	involve	a	foil	
  Relaxation	
  Sometimes,	the	best	thing	a	character	can	do	
  between	adventures	is	relax.	Whether	a	
  character	wants	a	hard-earned	vacation	or	needs	
  to	recover	from	injuries,	this	is	the	ideal	option	
  for	adventurers	who	need	a	break.	
  Resources	
  Relaxation	requires	one	week.	You	need	to	
  maintain	at	least	a	modest	lifestyle	while	
  relaxing	to	gain	the	benefits.	You	also	need	to	
  stay	at	home,	at	an	inn,	or	in	some	other	location	
  that	affords	rest.	
  Resolution	
  While	relaxing,	you	gain	advantage	on	saving	
  throws	to	recover	from	long-term	diseases	and	
  poisons.	In	addition,	at	the	end	of	the	week,	you	
  can	end	one	effect	that	prevents	you	from	
  regaining	hit	points	or	restore	one	ability	score	
  that	has	been	reduced	to	below	its	normal	value,	
  unless	the	harmful	effect	is	caused	by	a	spell	or	
  other	magical	effect	with	an	ongoing	duration.	
  Complications	
  Relaxation	rarely	comes	with	complications.	If	
  you	want	to	make	life	interesting	for	the	
  characters,	introduce	an	action	or	event	
  connected	to	a	foil.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  11	
  Religious	Service	
  Characters	with	a	religious	bent	might	wish	to	
  spend	their	downtime	in	service	to	a	temple.	
  This	activity	has	the	chance	of	winning	the	favor	
  of	the	temple’s	leaders.	
  Resources	
  Religious	service	requires	one	workweek	of	time	
  and	no	gold	piece	cost.	
  Resolution	
  The	character	chooses	to	make	either	an	
  Intelligence	(Religion)	or	a	Charisma	
  (Persuasion)	check.	The	result	of	the	check	
  determines	the	benefits	of	service,	as	shown	on	
  the	Religious	Service	table.	
  Religious	Service	
  Check	
  Total	
  Result	
  1–10	
  No	effect.	You	leave	no	lasting	impression.	
  11–20	
  You	earn	one	favor.	
  21+	
  You	earn	two	favors.	
  	 A	favor	is	a	promise	for	future	assistance.	It	
  can	be	expended	to	ask	the	temple	for	help	in	
  dealing	with	a	problem,	for	political	or	social	
  support,	or	to	reduce	the	cost	of	cleric	
  spellcasting	by	50	percent.	
  	 At	one	time,	a	character	can	have	a	number	of	
  unexpended	favors	no	higher	than	1	+	their	
  Charisma	modifier	(minimum	of	one	favor).	
  Complications	
  Temples	can	be	labyrinths	of	political	and	social	
  scheming.	Even	the	best-intentioned	sect	can	fall	
  prone	to	rivalries.	Serving	a	temple	risks	a	
  character’s	becoming	embroiled	in	such	
  struggles.	
  Religious	Service	Complications	
  d6	
  Complication	
  1*	
  You	have	offended	a	priest	through	your	words	
  or	actions.	
  2	
  Blasphemy	is	still	blasphemy	even	if	you	did	it	
  by	accident.	
  3	
  A	secret	sect	in	the	temple	offers	you	
  membership.	
  4*	
  A	rival	temple	tries	to	recruit	you	as	a	spy.	
  5	
  The	temple	elders	implore	you	to	take	up	a	
  holy	quest.	
  6	
  You	accidentally	discover	that	an	important	
  person	in	the	temple	is	a	fiend	worshiper.	
  *Might	involve	a	foil	
  Research	
  Forewarned	is	forearmed.	The	research	activity	
  allows	a	character	to	delve	into	lore	concerning	a	
  monster,	location,	magic	item,	or	some	other	
  topic.	
  Resources	
  Research	requires	one	workweek	of	work	and	at	
  least	100	gp	spent	on	materials,	bribes,	gifts,	and	
  other	expenses.	Typically,	a	character	needs	
  access	to	a	library	or	sage	to	conduct	research.	
  Resolution	
  The	character	declares	the	focus	of	the	
  research—a	specific	person,	place,	or	thing.	After	
  a	workweek	of	research,	a	character	makes	an	
  Intelligence	check	with	a	+1	bonus	per	100	gp	
  spent	beyond	the	initial	100	gp,	to	a	maximum	of	
  +6.	In	addition,	a	character	with	access	to	a	
  particularly	well-stocked	library	or	
  knowledgeable	sages	gains	advantage	on	this	
  check.	Determine	how	much	lore	a	character	
  learns	using	the	Research	table.	
  Research	
  Check	
  Total	
  Result	
  1–5	
  No	effect.	
  6–10	
  You	learn	one	piece	of	useful	lore.	
  11–20	
  You	learn	two	pieces	of	useful	lore.	
  21+	
  You	learn	three	pieces	of	useful	lore.	
  	
  Each	piece	of	useful	lore	is	the	equivalent	of	one	
  true	statement	about	a	person,	place,	or	thing.	
  Examples	include	knowledge	of	a	creature’s	
  resistances,	the	password	needed	to	enter	a	
  sealed	dungeon	level,	the	spells	commonly	
  prepared	by	an	order	of	wizards,	and	so	on.	
  	 For	a	monster	or	an	NPC,	you	can	reveal	
  elements	of	stats	or	personality.	For	a	place,	you	
  can	reveal	secrets	about	it,	such	as	a	hidden	
  entrance,	the	answer	to	a	riddle,	or	the	nature	of	
  a	creature	that	guards	the	place.	
  	 You	can	also	give	out	specific	pieces	of	
  information	with	research,	especially	if	the	
  players	want	to	know	about	a	specific	thing.	
  	 Alternatively,	a	player	can	track	how	many	
  nonspecific	pieces	of	lore	have	been	
  accumulated	by	their	character.	At	any	time	
  during	play,	the	player	can	expend	a	piece	of	lore	
  to	learn	about	a	monster,	a	place,	a	person,	and	
  so	on;	the	character	has	a	sudden	insight	or	
  recalls	the	relevant	information.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  12	
  	 At	one	time,	a	character	can	have	a	number	of	
  unexpended	nonspecific	pieces	of	lore	no	higher	
  than	1	+	their	Intelligence	modifier	(minimum	of	
  one	piece	of	lore).	
  Complications	
  The	greatest	danger	in	research	is	uncovering	
  false	information.	Not	all	lore	is	truthful,	and	a	
  foil	with	a	scholarly	bent	might	try	to	lead	the	
  characters	astray,	especially	if	the	object	of	the	
  research	is	known	to	the	foil.	The	foil	might	plant	
  false	information,	bribe	sages	to	give	bad	advice,	
  or	steal	key	tomes	needed	to	find	the	truth.		
  	 In	addition,	a	character	might	run	into	other	
  complications	during	research.	If	you	want	to	
  introduce	a	complication,	use	the	Research	
  Complications	table,	or	create	an	incident.	
  Research	Complications	
  d6	
  Complication	
  1	
  You	accidentally	damage	a	rare	book.	
  2*	
  You	offend	a	sage,	who	demands	an	
  extravagant	gift.	
  3	
  If	you	had	known	that	book	was	cursed,	you	
  never	would	have	opened	it.	
  4*	
  A	sage	with	strange	theories	on	reality	
  becomes	obsessed	with	convincing	you.	
  5*	
  Your	actions	cause	you	to	be	banned	from	a	
  library	until	you	make	reparations.	
  6	
  You	uncovered	useful	lore,	but	only	by	
  promising	to	complete	a	dangerous	task	in	
  return.	
  *Might	involve	a	foil	
  Scribing	a	Spell	Scroll	
  With	time	and	patience,	a	spellcaster	can	
  transfer	a	spell	to	a	scroll,	creating	a	spell	scroll.	
  This	activity	represents	the	time	and	effort	it	
  takes	to	produce	such	an	item.	
  Resources	
  Scribing	a	spell	scroll	takes	time	and	money	
  based	on	the	level	of	the	spell	you	wish	to	scribe,	
  as	shown	in	the	Spell	Scroll	Costs	table.	You	must	
  also	provide	any	material	components	required	
  by	the	spell.	Moreover,	you	must	have	the	spell	
  prepared	or	among	your	known	spells	in	order	
  to	scribe	a	scroll	of	it,	and	you	must	have	
  proficiency	in	the	Arcana	skill.	
  	 If	you	scribe	a	cantrip,	the	version	on	the	scroll	
  works	as	if	the	caster	is	1st	level.	
  Spell	Scroll	Costs	
  Level	
  Cost	
  Time	
  Cantrip	
  15	gp	
  1	day	
  1st	
  25	gp	
  2	days	
  2nd	
  250	gp	
  2	workweeks	
  3rd	
  500	gp	
  4	workweeks	
  4th	
  2,500	gp	
  6	workweeks	
  5th	
  5,000	gp	
  8	workweeks	
  6th	
  15,000	gp	
  12	workweeks	
  7th	
  25,000	gp	
  24	workweeks	
  8th	
  50,000	gp	
  48	workweeks	
  9th	
  250,000	gp	
  96	workweeks	
  Complications	
  Crafting	a	scroll	is	a	solitary	task,	unlikely	to	
  attract	much	attention.	The	complications	that	
  arise	are	more	likely	to	involve	the	preparation	
  needed	to	scribe	a	scroll.	
  Scribe	a	Scroll	Complications	
  d6	
  Complication	
  1	
  You	buy	up	the	last	of	the	rare	ink	used	to	craft	
  scrolls,	angering	a	wizard	in	town.	
  2*	
  The	priest	of	a	temple	of	good	accuses	you	of	
  trafficking	in	dark	magic.	
  3	
  A	wizard	eager	to	collect	one	of	your	spells	in	a	
  book	presses	you	to	sell	the	scroll.	
  4	
  Due	to	a	strange	error	in	creating	the	scroll,	it	
  is	instead	a	random	spell	of	the	same	level.	
  5	
  The	rare	parchment	you	bought	for	your	scroll	
  has	a	barely	visible	map	on	it.	
  6*	
  A	thief	attempts	to	break	into	your	workroom.	
  *Might	involve	a	foil	
  Selling	a	Magic	Item	
  Selling	a	magic	item	is	by	no	means	an	easy	task.	
  Con	artists	and	thieves	are	always	looking	out	
  for	an	easy	score,	and	there’s	no	guarantee	that	a	
  character	will	receive	a	good	offer	even	if	a	
  legitimate	buyer	is	found.	
  Resources	
  Finding	a	buyer	for	one	of	your	magic	items	
  requires	one	workweek	of	work	and	100	gp	in	
  expenses,	spent	to	spread	word	of	the	sale.	You	
  must	pick	one	item	at	a	time	to	sell.	
  Resolution	
  A	character	who	wants	to	sell	an	item	must	make	
  a	Charisma	(Persuasion)	check	to	determine	
  what	kind	of	offer	comes	in.	The	character	can	
  always	opt	to	not	sell,	instead	wasting	the	
  workweek	and	trying	again	later.	Use	the	Magic	
  Item	Base	Prices	and	Magic	Item	Offer	tables	to	
  determine	the	sale	price.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  13	
  Magic	Item	Base	Prices	
  Rarity	
  Base	Price	
  Common	
  50	gp	
  Uncommon	
  200	gp	
  Rare	
  2,000	gp	
  Very	rare	
  10,000	gp	
  Legendary	
  25,000	gp	
  Magic	Item	Offer	
  Check	
  Total	
  Result	
  1–10	
  50%	of	base	price	
  11–20	
  100%	of	base	price	
  21+	
  150%	of	base	price	
  Complications	
  The	greatest	risk	in	selling	a	magic	item	lies	in	
  attracting	thieves,	tricksters,	and	anyone	else	
  who	wants	the	item	but	doesn’t	want	to	pay	for	
  it.	Other	folk	might	try	to	undermine	a	deal	in	
  order	to	bolster	their	own	business	or	seek	to	
  discredit	the	characters	as	legitimate	sellers.	
  Magic	Item	Sale	Complications	
  d8	
  Complication	
  1*	
  The	characters’	enemies	secretly	arrange	to	buy	
  the	item	to	use	it	against	them.	
  2*	
  The	item	is	stolen.	
  3*	
  A	rival	circulates	rumors	that	the	item	is	a	fake.	
  4	
  A	sorcerer	claims	the	item	as	birthright	and	
  demands	the	characters	hand	it	over.	
  5	
  The	item’s	previous	owner,	or	surviving	allies,	
  vow	to	retake	it	by	force.	
  6*	
  The	buyer	is	murdered	before	the	sale.	
  7	
  The	buyer’s	sinister	reputation	makes	it	clear	
  the	item	will	be	used	to	commit	evil.	
  8	
  The	item	is	a	lost	relic	belonging	to	a	holy	order.	
  *Might	involve	a	foil	
  Training	
  Given	enough	free	time	and	the	services	of	an	
  instructor,	a	character	can	learn	a	language	or	
  pick	up	proficiency	with	a	tool.	
  Resources	
  Training	in	a	language	or	tool	takes	at	least	10	
  workweeks,	but	reduce	this	time	by	a	number	of	
  workweeks	equal	to	the	character’s	Intelligence	
  modifier	(an	Intelligence	penalty	doesn’t	
  increase	the	time	needed).	Training	costs	100	gp	
  per	workweek.	
  Complications	
  Complications	that	arise	while	training	typically	
  involve	the	teacher.	
  Training	Complications	
  d6	
  Complication	
  1*	
  Your	instructor	disappears,	forcing	you	to	
  spend	a	workweek	finding	a	new	one	
  2	
  Your	teacher	instructs	you	in	rare,	archaic	
  methods,	which	draw	comment	from	others.	
  3*	
  Your	teacher	is	a	spy	sent	to	learn	your	plans	
  for	the	near	future.	
  4	
  Your	teacher	is	a	wanted	criminal.	
  5	
  Your	teacher	is	a	cruel	taskmaster.	
  6	
  Your	teacher	comes	to	you	asking	for	help	
  dealing	with	some	threat.	
  *Might	involve	a	foil	
  Work	
  When	all	else	fails,	an	adventurer	can	turn	to	an	
  honest	trade	to	earn	a	living.	
  Resources	
  Taking	on	a	job	requires	one	workweek	of	work.	
  Resolution	
  To	determine	how	much	money	a	character	
  earns,	the	character	makes	an	ability	check:	
  Strength	(Athletics),	Intelligence	with	a	set	of	
  tools,	Charisma	(Performance),	or	Charisma	with	
  a	musical	instrument.	Consult	the	Wages	table	to	
  see	how	much	money	is	generated	by	the	check’s	
  total.	
  Wages	
  Check	
  Total	
  Value	
  9	or	less	
  Poor	lifestyle	for	the	week	
  10	–	14	
  Modest	lifestyle	for	the	week	
  15	–	20	
  Comfortable	lifestyle	for	the	week	
  21+	
  Comfortable	lifestyle	for	the	week,	+25	gp	
  Complications	
  Work	is	rarely	filled	with	enough	complications	
  to	alter	a	character’s	life	significantly.	Still,	the	
  Work	Complications	table	can	add	some	
  difficulties	to	a	worker’s	life.	There	is	a	10	
  percent	chance	per	workweek	that	a	character	
  encounters	a	complication.	
  Work	Complications	
  d6	
  Complication	
  1*	
  A	difficult	customer	or	a	fight	with	a	coworker	
  reduces	the	lifestyle	you	earn	by	one	category.	
  2*	
  Your	employer’s	financial	difficulties	result	in	
  your	not	being	paid.	
  3*	
  A	coworker	with	ties	to	an	important	family	in	
  town	takes	a	dislike	to	you.	
  
  ©2017	Wizards	of	the	Coast	LLC	
  14	
  4	
  Your	employer	is	involved	with	a	dark	cult	or	a	
  criminal	enterprise.	
  5*	
  The	local	crime	ring	targets	your	business	for	a	
  shakedown.	
  6*	
  You	gain	a	reputation	for	laziness	(unjust	or	not,	
  your	choice),	giving	you	disadvantage	on	checks	
  made	for	this	downtime	activity	for	30	days.	
  *Might	involve	a	foil	
  	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA37 - Downtime.pdf