Each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count.

If you want your character to spend his or her downtime performing an activity not covered here, discuss it with the DM.



Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.

A carousing character spends money as though maintaining a wealthy lifestyle. At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing Table (right) to determine what happens to the character.



A character can craft non-magical objects, including adventuring equipment and works of art. They must be proficient with tools related to the object they are trying to create. They might also need access to special materiais or locations necessary to create it.

For every day of downtime spent crafting, a character can craft one or more items with a total market value not exceeding 5 gp, and must expend raw materiaIs worth half the total market value. If something they want to craft has a market value greater than 5 gp, they make progress every day in 5-gp increments until they reach the market value of the item.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item.

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.



The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce.

Item Rarity+ Creation Cost Minimum Level
Common 100 gp 3rd
Uncommon 500 gp 3rd
Rare 5,000 gp 6th
Very rare 50,000 gp 11th
Legendary 500,000 gp 17th

A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days.

If a spell will be produced by the item being created, the creator must expend one spell slot of the spell’s level for each day of the creation process. The spell’s material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item’s creation.

Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent to craft the item.

While crafting a magic item, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost.



A character can spend downtime improving his or her renown within a particular organization. Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character’s renown increases by 1.



A character can work between adventures. allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long they continue to practice their profession. If your character is a member of an organization that can provide gainful employment, such as a tempIe or a thieves’ guild. they earn enough to support a comfortable lifestyle instead. If your character has proficiency in the Performance skill and puts your performance skill to use during their downtime, they earn enough to support a wealthy !lifestyle instead.



A character can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.



The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome. or location). The DM might also require you to make one or more ability checks. such as an Intelligence (Investigation) check to find clues pointing toward the information you seek. or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.

For each day of research. you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses.



Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession. A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items.

Legendary magic items and priceless artifacts can’t be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.



A character can spend time between adventures learning a new language or training with a set of tooIs. First, you must find an instructor willing to teach you. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

A character must spend time training or studying before they gain the benefits of a new class. Once a character has earned enough experience points to attain a new level, he or she must train for 250 days and spend 250 gp before gaining any class features associated with the new class.


For A Few Dragons More Maded Maded