System	
  Reference	
   Document	
  5.1 	
   88	
  
Between Adventures 
Between	
  trips	
  to	
  dungeons	
  and	
  battles	
  against	
  
ancient	
  evils,	
  ad venturers	
  need	
  time	
  to	
  rest,	
  
recuperate,	
  and	
  prepare	
  for	
  their	
  next	
  adventure.	
  
Many	
  adventurers	
  also	
  use	
  this	
  time	
  to	
  perform	
  
other	
  tasks,	
  such	
  as	
  crafting	
  arms	
  and	
  armor,	
  
performing	
  research,	
  or	
  spending	
  their	
  hard -­‐‑earned	
  
gold.	
  
	
   In	
  some	
  cases,	
  the	
  passage 	
  of	
  time	
  is	
  something	
  
that	
  occurs	
  with	
  little	
  fanfare	
  or	
  description.	
  When	
  
starting	
  a	
  new	
  adventure,	
  the	
  GM	
  might	
  simply	
  
declare	
  that	
  a	
  certain	
  amount	
  of	
  time	
  has	
  passed	
  and	
  
allow	
  you	
  to	
  describe	
  in	
  general 	
  terms	
  what	
  your	
  
character	
  has	
  been	
  doing.	
  At	
  othe r	
  times,	
  the	
  GM	
  
might	
  want	
  to	
  keep	
  track	
  of	
  just	
  how	
  much	
  time	
  is	
  
passing	
  as	
  events	
  beyond	
  your	
  perception	
  stay	
  in	
  
motion.	
  
Lifestyle Expenses 
Between	
  adventures,	
  you	
  choose	
  a	
  particular	
  quality	
  
of	
  life	
  and	
  pay	
  the	
  cost	
  of	
  maintaining	
  that	
  lifestyle.	
   	
  
	
   Living	
  a	
  particular	
  lifestyle	
  doesn’t	
  have	
  a	
  huge	
  
effect	
  on	
  your	
  character,	
  but	
  your	
  lifestyle	
  can	
  affect	
  
the	
  way	
  other	
  individuals	
  and	
  groups	
  react	
  to	
  you.	
  
For	
  example,	
  when	
  you	
  lead	
  an	
  aristocratic	
  lifestyle,	
  
it	
  might	
  be	
  easier	
  for	
  you	
  to	
  influence	
  the	
  n obles	
  of	
  
the	
  city	
  than	
  if	
  you	
  live	
  in	
  poverty. 	
  
Downtime Activities 
Between	
  adventures,	
  the	
  GM	
  might	
  ask	
  you	
  what	
  
your	
  character	
  is	
  doing	
  during	
  his	
  or	
  her	
  downtime.	
  
Periods	
  of	
  downtime	
  can	
  vary	
  in	
  duration,	
  but	
  each	
  
downtime	
  activity	
  requires	
  a	
  certain	
  num ber	
  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.	
  The	
  days	
  do	
  not	
  need	
  to	
  
be	
  consecutive.	
  If	
  you	
  have	
  more	
  than	
  the	
  minimum	
  
amount	
  of	
  days	
  to	
  spend,	
  you	
  can	
  ke ep	
  doing	
  the	
  
same	
  thing	
  for	
  a	
  longer	
  period	
  of	
  time,	
  or	
  switch	
  to	
  a	
  
new	
  downtime	
  activity.	
   	
  
	
   Downtime	
  activities	
  other	
  than	
  the	
  ones	
  presented	
  
below	
  are	
  possible.	
  If	
  you	
  want	
  your	
  character	
  to	
  
spend	
  his	
  or	
  her	
  downtime	
  performing	
  an	
  activity	
  
not	
  covered	
  here,	
  discuss	
  it	
  with	
  your	
  GM.	
  
Crafting 
You	
  can	
  craft	
  nonmagical	
  objects,	
  including	
  
adventuring	
  equipment	
  and	
  works	
  of	
  art.	
  You	
  must	
  
be	
  proficient	
  with	
  tools	
  related	
  to	
  the	
  object	
  you	
  are	
  
trying	
  to	
  create	
  (typically	
  artisan’s	
  tools).	
  You	
  might	
  
also	
  need	
  access	
  to	
  special	
  materials	
  or	
  locations	
  
necessary	
  to	
  create	
  it.	
  For	
  example,	
  someone	
  
proficient	
  with	
  smith’s	
  tools	
  needs	
  a	
  forge	
  in	
  order	
  
to	
  craft	
  a	
  sword	
  or	
  suit	
  of	
  armor. 	
  
	
   For	
  every	
  day	
  of	
  downtime	
  you	
  spend	
  crafting,	
  you	
  
can	
  craft	
  one	
  or	
  more	
  items	
  with	
  a	
   total	
  market	
  
value	
  not	
  exceeding	
  5	
  gp,	
  and	
  you	
  must	
  expend	
  raw	
  
materials	
  worth	
  half	
  the	
  total	
  market	
  value.	
  If	
  
something	
  you	
  want	
  to	
  craft	
  has	
  a	
  market	
  value	
  
greater	
  than	
  5	
  gp,	
  you	
  make	
  progress	
  every	
  day	
  in	
  5 -­‐‑
gp	
  increments	
  until	
  you	
  reach	
  the	
  market	
  value 	
  of	
  
the	
  item.	
  For	
  example,	
  a	
  suit	
  of	
  plate	
  armor	
  (market	
  
value	
  1,500	
  gp)	
  takes	
  300	
  days	
  to	
  craft	
  by	
  yourself. 	
  
	
   Multiple	
  characters	
  can	
  combine	
  their	
  efforts	
  
toward	
  the	
  crafting	
  of	
  a	
  single	
  item,	
  provided	
  that	
  
the	
  characters	
  all	
  have	
  proficiency	
  with	
  the	
  re quisite	
  
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.	
  For	
  
example,	
  three	
  characters	
  with	
  the	
  requisite	
  tool	
  
proficiency	
  and	
  the	
  proper	
  facilities	
  can	
  craft	
  a 	
  suit	
  
of	
  plate	
  armor	
  in	
  100	
  days,	
  at	
  a	
  total	
  cost	
  of	
  750	
  gp. 	
  
	
   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. 	
  
Practicing a Profession 
You	
  can	
  work	
  between	
  adventure s,	
  allowing	
  you	
  to	
  
maintain	
  a	
  modest	
  lifestyle	
  without	
  having	
  to	
  pay	
  1	
  
gp	
  per	
  day.	
  This	
  benefit	
  lasts	
  as	
  long	
  you	
  continue	
  to	
  
practice	
  your	
  profession. 	
  
	
   If	
  you	
  are	
  a	
  member	
  of	
  an	
  organization	
  that	
  can	
  
provide	
  gainful	
  employment,	
  such	
  as	
  a	
  temple	
  or	
  a	
  
thieves’	
  guild,	
  you	
  earn	
  enough	
  to	
  support	
  a	
  
comfortable	
  lifestyle	
  instead. 	
  
	
   If	
  you	
  have	
  proficiency	
  in	
  the	
  Performance	
  skill	
  
and	
  put	
  your	
  performance	
  skill	
  to	
  use	
  during	
  your	
  
downtime,	
  you	
  earn	
  enough	
  to	
  support	
  a	
  wealthy	
  
lifestyle	
  instead. 	
  
Recuperating 
You	
  can	
  use	
  downtime	
  between	
  adventures	
  to	
  
recover	
  from	
  a	
  debilitating	
  injury,	
  disease,	
  or	
  poison. 	
  
	
   After	
  three	
  days	
  of	
  downtime	
  spent	
  recuperating,	
  
you	
  can	
  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	
  savin g
throws	
  against	
  o ne	
  disease	
  or	
  poison	
  currently
affecting	
  you.