D&D 5E Revised Xanathar's Downtime Rules (Finalized)

ad_hoc

(they/them)
I think I have finalized the rules.

I have added in one more activity, mostly to help strength characters though I like the theme and mechanic too.

Community Aid:

Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check.

11-15 - 2 dice
16-20 - 3 dice
21+ - 4 dice

You gain insight and contacts within the community.
The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity.
You may only have up to 4 of these dice at any time.

Gathering Allies:

This may take the form of carousing, politicking, information gathering, etc.
Choose a social class and spend GP accordingly: 10gp for lower class, 50gp for middle class, or 250gp for upper class.
Make a Charisma (Persuasion) or Charisma (Deception) check.

11-15 - 1 Favour
16-20 - 2 Favours
21+ - 3 Favours

The player may spend 1 favour to request the help of a person from the chosen social class for 1 task.
A player may have no more than 3 favours at any time.

Alternative: Instead of a social class the player may choose a specific group such as a religious community, faction, or thieves’ guild. Cost determined by DM.

Research:

Spend 100gp
Make an Intelligence (Investigation) check.

11-15 - 1 Piece of Lore
16-20 - 2 Pieces of Lore
21+ - 3 Pieces of Lore

The player may spend 1 piece of lore to ask the DM 1 question regarding a person, place, or thing. The DM must answer truthfully if it is something that could have been learned.
A player may have no more than 3 pieces of lore at any time.

Alternative: Choose 1 of Arcana, History, Nature, or Religion. Gain advantage on all checks of the chosen skill. You lose this benefit the next time you perform a downtime activity.

Religious Services:

The character spends time performing deeds in service of their god, oath, or ideal.
Make an Intelligence (Religion) or Wisdom (Insight) check.
11-15 - 2 dice
16-20 - 3 dice
21+ - 4 dice

The player gains d4s which may be spent to add to the total of an Attack Roll or Saving Throw. You may choose to spend the die after the roll. These dice cannot be used in conjunction with the Bless spell and only 1 die may be spent on each roll.
A player may have no more than 4 of these dice at any time.

Crime:

Choose a DC. Choose 2 of the 3 following checks: Dexterity (Thieves’ Tools), Intelligence (Investigation), and Charisma (Deception).
Make the 2 chosen checks plus Dexterity (Stealth) at the chosen DC.

0 successes – player is caught and fined
1 success – failure
2 successes – half payout
3 successes – full payout

Payout (full/ half/ fine)
DC 10 – 200gp / 100gp / 200gp
DC 15 – 400gp, 1 Table B roll / 400gp / 400gp
DC 20 – 800gp, 1 Table C roll / 800gp / 800gp
DC 25 – 1600gp, 2 Table C rolls / 1600gp / 1600gp

Arena Fighting:

Make 3 d20 rolls and add the following bonuses:
Strength (Athletics) or Dexterity (Acrobatics)
Wisdom (Insight) or Charisma (Intimidation)
Constitution Mod + Hit Die

Roll 2d10+5 for each roll to generate DCs.

0 successes – lose
1 success – 150gp
2 successes – 300gp, 1 Table B roll
3 successes – 600gp, 1 Table C roll

Gambling:

Choose a GP amount (up to 2000gp) to wager.
Choose 3 of the 4 following checks – Dexterity (Sleight of Hand), Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation).
Make the checks and roll 2d10+5 for each check to generate DCs.

0 successes – lose all gold wagered
1 success – lose half of gold wagered
2 successes – keep wager and win half more
3 successes – keep wager and win that amount more

The player may trade in winnings of 250gp for 1 Table B roll or 500gp for 1 Table C roll.

Relaxation:

You may reroll 1 die on an Attack Roll, Saving throw, or Ability Check. You must use the new roll.

Community Aid:

Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check.

11-15 - 2 dice
16-20 - 3 dice
21+ - 4 dice

You gain insight and contacts within the community.
The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity.
You may only have up to 4 of these dice at any time.

Foraging:

Search for medicinal ingredients. Make an Intelligence (Nature) or Wisdom (Survival) check.
If you have and are proficient with an Herbalism Kit then you may forgo the cost.

11-15 - 1d4+1 Healing Potions – Cost 25gp
16-20 - 1d4+1 Greater Healing Potions – Cost 50gp
21+ - 1d3 Superior Healing Potions – Cost 100gp

Spell Research:

Spend 25gp per day for use of a library (plus the usual costs for adding spells to spell books).
Level 1 – 1 day
Level 2 – 3 days
Level 3 – 7 days

Scribe Scroll:

Level 1 – 1 day – 75gp
Level 2 – 3 days – 150gp
Level 3 – 7 days – 300gp

Magic Item Values:

Consumable:
Buy/Sell

Uncommon 1d6x100gp / 200gp
Rare 1d6x200gp / 400gp
Very Rare 1d6x500gp / 1000gp
Legendary Unknown

Permanent: Buy/Sell

Uncommon 1d6x1000gp / 2000gp
Rare 1d6x2000gp / 4000gp
Very Rare 1d6x5000gp / 10000gp
Legendary Unknown

Buy Magic Item:

Spend 100gp plus up to 500gp more.
Make a Charisma (Persuasion) or Intelligence (Arcana) check with a bonus of up to +5, 1 for every additional 100gp spent.

5-10 - 1d4+1 rolls on Table B
11-15 - 1d4+1 rolls on Table C
16-20 - 1d4 rolls on Table F
21-25 - 1 roll on Table G
26+ - 1 roll on Table H

The player may choose to take a lower result. Once items have been chosen and prices determined the player may purchase 1 permanent item or up to 2 consumable items.

Sell Magic Item:

Spend 100gp.
Make a Charisma (Persuasion) or Wisdom (Insight) check.

1-10 - Offer is 50% value
11-20 - Offer is 100% value
21+ - Offer is 150% value
 

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