Noncombat Proficiencies
Skills
Skill checks are made with a d20 dice roll, adding the character's half level bonus, quest bonus, relevant ability score modifier, and +5 if the player is trained in the skill. Skill checks can either fail, attain a weak success, attain a moderate success, or attain a strong success, depending on the roll and the level of the challenge.
Table of Skills
Skill | Ability | Category |
---|---|---|
Acrobatics | Dex | Mobility |
Appeal | Cha | Social |
Arcana | Int | |
Athletics | Str | Mobility |
Debate | Int | Social |
Endurance | Con | |
Handle Animal | Wis | |
Insight | Wis | |
Impress | Cha | Social |
Medicine | Wis | |
Perception | Wis | |
Repair | Int | |
Research | Int | Investigation |
Sleight of Hand | Dex | |
Socialize | Cha | Investigation |
Stealth | Dex | Mobility |
Survival | Wis |
Mobility skills
Mobility skills are used to navigate perilous circumstances, with the circumstances dictating the skill to be used. If the obstacle does not carry some form of risk, then no roll is required.
A successful roll crosses a dangerous obstacle. A hard success crosses the obstacle and leaves the character with some form of preparedness or advantage on any immediate actions following the crossing. A weak success can force a hard bargain or difficult choice. A failure won't grind things to a halt, but will incur a major cost.
Investigation skills
Investigation skills are used to find out information the players don't know. The sources a player draws from changes based on the skill used, but the process remains the same. Using an investigation skill takes up one period of downtime.
First, the player declares what topic they would like to investigate. Next, the player declares what specific source(s) they are drawing from, such as a specific library or local taverns. The player character then spends four hours investigating and will turn up three pieces of information. Depending on the roll, between zero and three of those pieces of information will be true and useful, while the others will be false or misleading.
Acrobatics (Dex)
Mobility
Acrobatics is used to perform feats of agility and balance. Outside of combat, Acrobatic follows the mobility skill rules. Inside of combat, Acrobatics can be used to circumnavigate dangerous terrain.
Appeal (Cha)
Social
Appeal is the art of persuasion through emotions. Bargaining through appeal involves flattery and exaggeration. Deceiving through appeal manipulates the targets emotions to believe something that isn't true. Intimidation through appeal involves playing on the target's fears.
Arcana (Int)
Arcana is used to detect and evaluate magic, and is the skill used when performing a ritual. As a standard action a character can attempt to detect magic. On a weak success, the character learns the general strength of magic in the area around them. On a moderate success, the character learns what the specific sources of magic are. On a strong success the character learns specific details about the magic used.
Training in Arcana enables the casting of Rituals.
Athletics (Str)
Mobility
Athletics is used for regular climbing, swimming, and jumping. Outside of combat, Athletics follows the mobility skill rules. Inside of combat, Athletics can be used to circumnavigate dangerous terrain.
Debate (Int)
Social
Debate is the art of persuasion through logic and facts. Bargaining through debate shows how both you and the target will benefit from the deal. Deceiving thorugh debate involves manipulating facts and figures to misportray the nature of things. Intimidation through debate involves detailing how the character is capable of harming the target.
Endurance (Con)
Endurance is used for pushing beyond your characters limits in extended swimming, climbing, or forced marches, and is the skill to recover from diseases, injuries, and poisons.
When traveling, if there are inclement conditions or the party is attempting to travel for more than eight hours without a long rest, make an Endurance check for each hour. The quality of the check will determine any additional resources consumed, or in the event of a failure if an illness or injury occurs.
Handle Animal (Wis)
Handle Animal covers all interactions with non-sapient creatures, from calming a raging beast to riding a mount in difficult scenarios. The difficulty of the check is based on the objective and the circumstances of the check.
Insight (Wis)
Insight is used to discern the truth. Insight is used to oppose deception and detect if someone is under a magical influence.
Magical influence includes charm, illusion, and polymorph effects. Examples include "Charm Person", "Alter Self", and the Changeling's "Changeling Disguise" racial.
Once per conversation, each PC can make an insight check to answer one of the following questions
- Who's really in control here?
- What is an NPC about to do?
- What should I be on the lookout for?
- What is an NPC's motivation?
- What does an NPC wish I do?
Impress (Cha)
Social
Impress is the art of persuasion through establishing authority and reputation. Bargaining through impress involves demonstrating the character as an impartial arbiter who can improve both parties quality of life. Deceiving through impress involves giving a false impression of the character's status. Intimidating through impress invokes a reputation of carrying out threats.
Medicine (Wis)
Medicine is used to cure ailments of all kinds. For injuries and diseases a character trained in medicine can make a check once per day to improve the target. For poisons, the check can be made once per endurance check against the poison. A strong success will improve the patient's condition, while a regular success will give the patient advantage on their next endurance check. Failure will impose disadvantage on the patient's next endurance check.
Inside of combat, Medicine can be used to stabilize downed and dying allies. An easy success will stabilize the target, while a regular success will give the target the opportunity to use their Second Wind if it has not already been used. A strong success will give the target the full ability to expend healing surges to recuperate.
Perception (Wis)
Perception is used to search for hidden things, see through illusions, follow tracks, listen for sounds, and as a defense against stealth and sleight of hand.
Examples of hidden things include traps, clues, and secret doors. Character's automatically detect anything hidden below their passive perception. Active perception requires the space and time to actively examine a PC's surroundings.
Once per scene, each PC can make a perception check to answer one of the following questions
- What happened here recently?
- What is about to happen?
- What should I be on the lookout for?
Repair (Int)
Repair is used to fix objects, constructs and mechanical devices. For constructs and living constructs Repair can be used the same way Medicine is for the stabilization of downed and dying allies.
If a vehicle is actively under attack, repair checks can be made to help the vehicle resist damage or improve its condition. A strong success will improve the vehicle's condition, while a regular success will give the vehicle advantage on their next endurance check. Failure will impose disadvantage on the vehicle's next endurance check.
In some scenarios Repair is also the relevant skill for fixing broken magical contraptions, with the complexity varying with the complexity of the contraption.
Research (Int)
Investigation
Research is the ability to gather information from static sources such as libraries and newspapers. Researching can also be used to examine and understand ruins and architecture.
In addition to its purpose as a downtime investigation skill, Research is used for surveying crime scenes or other such detail-oriented searches.
Sleight of Hand (Dex)
Sleight of Hand is used for any fine finger movements, such as pickpocketing, lockpicking, and disabling traps. Against creatures, the check is made against an opposed perception roll if they are aware of the character's actions, or against passive perception if they are not.
When attempting to lockpick, disable a trap, or engage with a fine motor mechanism, the complexity of the challenge varies based on the complexity of the mechanism. Upon three total failures the character can no longer progress on the challenge and risks alerting any nearby guards or activating the mechanism.
Stealth (Dex)
Mobility
Stealth is used to hide yourself and your actions. Outside of combat, Stealth follows the mobility skill rules.
Inside of combat, Stealth follows a particular set of specific rules. At the end of any move action that did not break the "Hidden" status where the character has Total Concealment or Superior Cover, that character may roll Stealth to become hidden. If the stealth roll beats each enemy's passive perception, the character becomes hidden. Keep track of this roll. Once hidden, a character must follow the following rules or lose the hidden status.
- Maintain (basic) cover or concealment. If cover or concealment ever drops, even mid-action, that character loses hidden.
- Stay quiet. Against enemies that can hear, anything louder than a whisper will break hidden
- Keep still. Movement more than 10' requires rerolling Stealth with disadvantage (against each enemy's passive perception), with this new roll replacing the initial one made to become hidden.
- Don't attack. If a power has the "Hidden" keyword then it is exempt from this rule.
- Avoid enemies. Enemies can make active perception rolls as a minor action to find a hidden character. If the perception roll beats the stealth roll associated with the hidden status, the character loses hidden.
Any action that breaks hidden does not fully end the status until the end of the action, so powers that include movement before an attack keep the hidden status until the end of the attack.
Hidden comes with two main benefits
- The character gains Edge on attacks against enemies they are hidden to.
- The enemies must guess the location of the character when making an attack. Note, characters become hidden at the end of a move action, so enemies will typically guess the "last known location" which will be the same as the one the character became hidden in.
Survival (Wis)
Survival is used for navigation and acquiring supplies. Traveling without a map requires a Survival check for each day of travel to avoid getting lost.
While traveling in inclement conditions, trained Survival checks can be made to help other group members. A strong success can upgrade an ally's Endurance check result by two steps (Eg from failure to moderate success), a regular success upgrades an ally's check result by one, but a failure imposes disadvantage on the Endurance check of the character attempting the Survival roll.
Outside of inclement conditions, characters trained in Survival can attempt to gather supplies once per day during their downtime. A strong success acquires two days worth of supplies, a moderate success acquires one days worth of suppplies, and a weak success acquires half a day's worth of supplies.
Competencies
At first level select four competencies. Some races, classes, and feats may grant additional competencies. When you pick a competency, pick an individual competency from within the categories, e.g. Knowledge of Creatures (Animate).
Knowledge of Creatures
Knowledge of Creatures covers knowing general traits of creatures in the category, from general society to vulnerabilities and resistances
Animate
Animated creatures are ones that are created through some form of magic. They don't need to eat, breathe, or sleep. Example: golems, skeletons, and warforged
Beast
Beasts are ordinary animals and other creatures akin to them that operate on instinct. Examples: Deer, Owlbears, Squarks
Humanoid
Humanoid creatures either are human or resemble humans in form, behavior, facial features, or all three. Most humanoids are bipedal. Examples: elves, gnolls, hobgoblins, and humans.
Immortal
Immortals are spirits bound to a plane. Immortals cannot be killed or born, instead their spiritual energy is merely dispersed and will usually later reform. Examples: angels, demons, elementals
Monsters
This category covers anything that's not part of the above. Examples: beholders, dragons, and manticores
Knowledge of Culture
Knowledge of Culture covers knowing organizational structures, membership, functions, and mythology.
Dragonmarked Houses
The Dragonmarked Houses are the economic backbone of Khorvaire. Competency in Dragonmarked Houses means you know the heads of each house, their guilds, and important historical events related to the guild
Language
When you choose this proficiency you learn one language of your choice. You may choose this proficiency any number of times.
Comptencies and Backstory
A character's competencies can say a lot about their backstory. Where did you learn these pieces of knowledge or skills? What experience do you have using them? What drew you to learn the skills you did?
Nobility
The royal families of the Five Nations do not uniformly hold power over their subjects, but they are still at the center of political power in Khorvaire. Competency in Nobility means you know the ruling families of each of the Five Nations, the order of succession for each, and how to conduct yourself in court and other formal affairs.
Religion
Religion subtly shapes Khorvaire, with the Church of the Silver Flame, the Sovereign Host, and the Blood of Vol as the most prominent religions. Competency in Religion means you know the beliefs of each faith and important rituals for each.
Knowledge of Geography
Knowledge of Geography pertains to the topologic features, political structure, and native creatures of the area.
Aeranel
Aeranel is the island continent controlled by the elves, off the southeast coast of Khorvaire.
Argonessen
Argonessen is the mysterious continent of dragons, guarded by barbarians and mystical storms.
The Five Nations
The Five Nations include Aundair, Breland, the Mournland (Formerly known as Cyre), Karrnath, and Thrane.
The Frostfell
The Frostfell is a frozen wasteland to the north that has remained mostly unexplored
Greater Khorvaire
Greater Khorvaire includes all the nations of Khorvaire that seceded during the Last War. These include Darguun, the Demon Wastes, Droamm, the Eldeen Reaches, the Lhazaar Principalities, the Mror Holds, Qbarra, the Shadow Marches, the Talenta Plains, Valenar, and Zilargo.
Khyber
Khyber is the underworld, filled with demons and aberrations, but also great treasure in the form of Khyber Dragonshards.
The Oceans
The Oceans of Eberron are full of life, with both monsters and undersea civilizations.
Sarlona
Sarlona is a mysterious, distant continent to the east of Khorvaire, and also the birthplace of humanity. In the north are barbaric wildlands, in the middle is the empire of Riedra, and in the south lies the rebel state of Adar.
Xen'Drik
Xen'drik is a jungle continent full of ancient giant ruins and mysterious magic. Xen'drik is home to both the Drow and the Thri-kreen races.
Knowledge of History
Knowledge of History covers important people, places, and things from the time period that would still be known in the modern day.
The Last War and Contemporary History
The Last War raged on for nearly 100 years. Competency in The Last War and Contemporary History covers the causes of the Last War, the major battles, the creation of the Warforged, the various secessions, and the Treaty of Thronehold.
The Kingdom of Galifar
The Kingdom of Galifar was founded almost 1000 years ago in a bloody war of unification. Significant events include the War of the Mark, the founding of the Church of the Silver Flame, and the Lycanthropic purge.
The Age of Dragonmarks
The Age of Dragonmarks started over 3,000 years ago, suddenly appearing on particular lineages of gnomes, halflings, elves, dwarves and orcs. Significant events include the migration of humans from Sarlona, the founding of Sharn, and Karrn's war of conquest.
The Age of Monsters
The Age of Monsters covers the Dhakaani Empire's rise and fall. Significant events include the Dragon-Elf wars, the first Elven settlements in modern Valenar, and the mythic Dwarven Kingdom of Stone.
The Age of Giants
The Age of Giants covers the Giant empires on Xen'drik, the enslavement and escape of the Elves, and the annihilation of the Giant empire by the Dragons of Argonessen.
Pre-History
Mythology suggest there were cataclysmic wars that shook the very foundations of Eberron before the Age of Giants, but almost all knowledge of this era has been lost to time.
Competencies and Checks
Competencies are not skills - usually, you won't have to roll for them. Rather than make a "knowledge check", your character either knows or doesn't know the piece of information based on their competencies. Similarly, either your character can do an activity that requires extensive training but usually doesn't involve risk, such as a performance or craft.
However, sometimes a check is needed - an impressive performance to convince a wealthy patron, for example, or maybe a dangerous set of vehicular movements. In these cases, make an appropriate ability check with a +5 training bonus if you have the appropriate competency.
Other times, a competency is relevant to a skill check you are already making (Usually this is a research check). In this case you have advantage on that skill check if you have the competency.
Knowledge of The Planes
The thirteen planes orbit Eberron in an eclectic fashion, affecting the material plane through coterminious phases and manifest zones.
Daanvi and Kythri
The planes of order and chaos, Daanvi and Kythri's impact on the material plane isn't obvious. Daanvi is home to all forms of mechanical creatures, while Kythri is home to miscellaneous elementals.
Dal Quor and Xoriat
Collectively known as the psychic planes, Dal Quor and Xoriat are each estranged from the material in their own way. Dal Quor is the plane of dreams, while Xoriat is the plane of madness.
Demiplanes and the Astral Sea
The Astral Sea joins the various planes and is home to all sorts of portals. Prominent demiplanes include Baator, home of the devils, and The Dark Realms.
Dolurrh, Irian, and Mabar
Each of Dolurrh, Irian, and Mabar relate to the grand cycle of creation and destruction. When they die, mortal souls travel to Dolurrh. Irian constantly produces energy and planar motes, while Mabar consumes and destroys.
Fernia and Risia
Fire and ice, Fernia and Risia represent the cruel and dangerous aspects of both heat and cold.
Lammania and Thelanis
The wild planes, Lammania represents the raw and real aspects of nature while Thelanis is the realm of the Fae.
Shavarath and Syrania
Representing War and Peace, Shavarath and Syrania are each important planar hubs, containing the highest densities of civilized
Performance
Proficiency in performance means a character has an an appreciable level of skill and could make a living on it.
Acting
Proficiency in acting covers live theater. Proficiency in acting is suggested for creating disguises.
Music
Proficiency in music covers every instrument, singing, and whistling. It's suggested that a few forms are specified as the ones the character is proficient in.
Storytelling
Storytelling covers anything from dramatic recounts of heroism to spooky campfire stories. Proficiency in storytelling is suggested for bluffs and deception.
Tools
Tools can simplify tasks or make others possible.
Alchemist's tools
Alchemist's tools allow characters to craft potions with herbs and other reagents they gather or purchase.
Artisan's Tools
Artisan's tools cover a large variety of tools, pick two each time you choose this competency. You may choose this proficiency any number of times.
Brewer's Supplies
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
Calligrapher's Supplies
Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine their source.
Carpenter's Tools
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Cartographer's Tools
Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you.
Cobbler's Tools
Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
Cooking Utensils
Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Glassblower's Tools
Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
Jeweler's Tools
Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.
Leatherworker's Tools
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
Mason's Tools
Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.
Painter's Supplies
Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.
Potter's Tools
Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels.
Smith's Tools
Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.
Tattoo Utensils
Whether it's body paint or actual needlework, Tattoo Utensils allow characters to decore themselves and others.
Tinker's Tools
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Weaver's Tools
Weaver’s tools allow you to create cloth and tailor it into articles of clothing.
Woodcarver's Tools
Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.
Forgery Tools
Forgery tools are used to create fake documents
Poisoner's Tools
Poison tools are used to create poisons that can be ingested or applied to a weapon.
Thieves Tools
Thieves tools are used to pick locks and disable traps.
Other
The following competencies don't fall into any other category.
Boating
Boating is used to control watercraft. Examples include small sailboats and large elemental galleons.
Driving
Driving is used to control land vehicles. Examples include chariots and elemental land carts.
Gambling
Proficiency in Gambling gives a character a leg up in any games of chance.
Piloting
Piloting is used to control air vehicles. Examples include a Sharn Sky Skiff or an Airship.
Languages
Languages are listed as Language (script) with a descriptor of who commonly speaks the language
Material Plane Languages
These languages are all available as the "One Extra" language option for various races, however it is expected that players come up with some form of justification for more obscure language choices.
Aquis (Rellanic) - Spoken by the vast majority of underwater inhabitants, Aquis is the shared tongue of both the Sahuagin and Merfolk.
Argon (Common) - Spoken by the Seren Barbarian tribes, this is the native language of the humanoid inhabitants of Argonessen
Common (Common) - Spoken by just about everyone, Common is the trade language of Khorvaire
Draconic (Iokharic) - Words of power spoken naturally by dragons, Draconic is one of the oldest known languages
Droammish (Davek) - A mishmash of various 'monster' languages, Droammish is the pidgin language of Droamm
Dwarven (Davek) - A regional language shared by the clans of the Mror Holds, House Kundarak bank records are kept in Dwarven.
Elven (Rellanic) - An regional language dating back to the Elves time on Xen'drik, Elven has been carefully preserved by the Elven Academy on Aeranel.
Giant (Rellanic) - Rare in Khorvaire, Giant is the dominant language on Xen'drik, both written in the ruins of the Giant's ancient empire and preserved by the Drow.
Gnomish (Davek) A regional language spoken within Zilargo, Gnomish is used in the official documentation and records of the kingdom
Goblin (Davek) - While currently associated with the Goblin underclass, the Dhakaani Empire used to rule the continent of Khorvaire.
Halfling (Common) A regional language of the Talenta plains, many of the old clan stories are only told in Halfling.
Khyber (Davek) - Also referred to as "Undercommon", Khyber is the shared language of the dark and dangerous denizens that live below the surface.
Quorar (Supernal) - Spoken by the Inspired, Quorar is the language reserved for the high class of Riedra.
Riedran (Old Common) - The common language of the ordinary citizens of Riedra, it shares a number of cognates with Common due to their shared heritage.
Stonespeech (Davek) - The secret language of House Sivis, Stonespeech is the cryptographic language used for modern communication in Khorvaire.
Planar Languages
These languages, by default, are not available to players at level 1, however they may be learned learned later.
Amarinthe (Supernal) - Amarinthe is the language shared by the inhabitants of Dolurrh, Irian, and Mabar
Axial (Supernal) - Axial is spoken by the inhabitants of Daanvi and Kythri
Daelkyr (Supernal) - Not so much a language as a reference to the insane sounds made by creatures from the plane of Xoriat
Elemental (Supernal) - Elemental is the language of the residents of Fernia and Risia
Primal (Sylvan) - Primal is the primary language of the residents of Thelanis and Lammania, however many residents of Thelanis have picked up a number of mortal languages from their play things.
Primordial (Supernal) - As close to common as any planar language, spoken Primordial can be understood by all creatures as it is the fundamental words of creation, but reading, writing, and speaking require specific understanding
Celestial (Supernal) - Celestial is the language spoken by the inhabitants of Shavarath and Syrania
Picking Languages
Most communication will happen in common. Other languages won't be used for plot-critical information, but rather to add flavor or offer an alternative route to the objective. Furthermore, parties that all share a non-common language can communicate "in secret" to avoid eavesdropping.
Downtime
Overview
Spend downtime periods to accomplish activities. Some activities require skill checks, some take multiple periods to complete. Downtime provides an opportunity for characters to generate resources, contacts, and acquire new options.
On The Road
While on the road, you can choose one downtime activity per day. You work on this while walking, riding, or while in camp.
Craft
Crafting is the process of converting raw materials to usable items. Certain types of crafting have an associated competency that is required to engage in the activity.
Forgery (Competency required): Forgery creates false documents, such as IDs or letters.
Mundane Items: Mundane items cover most ordinary adventuring equipment such as 10' poles.
Poisons (Competency required): Crafted poisons are intended to be used outside of combat, such as an ingestible sleeping poison or a dangerous paralyzing toxin applied to the handle of a chest.
Craft Limits
Your craft limit is based on your level and the chart on the following page. Each downtime you can craft items up to your craft limit. When you craft you can make partial progress on an item that you later finish during another downtime period. Functionally, characters can choose between crafting multiple weaker items or incrementing
Forage
Foraging acquires rations based on the Survival skill. The difficulty of foraging depends on the terrain you are foraging in. A strong success generates two rations, a moderate success generates one ration, and a weak success generates half a ration.
Forced March
The forced march downtime action can only be taken as an entire group, as it entails pushing forward an additional 50% travel distance. Each player participating in the forced march must make an endurance check, with the success or failure determining any bonus resource expenditure or possible negative long-term conditions.
Hunker Down
Hunkering down helps mitigate the dangers of travel, giving advantage on endurance checks to resist diseases, poisons, and inclement weather effects. You also regain one missing healing surge.
Treat Condition
Characters trained in medicine can treat allies diseases or injuries during their downtime, making a medicine check and helping their ally depending on the result.
Transcribe Ritual
Transcribing a ritual allows you to copy a ritual from a ritual scroll or an acquired ritual book into your own ritual book, enabling you to cast the ritual. Transcribing a ritual costs money in special inks equal to the component cost of the ritual. The "Market Price" of buying a ritual covers these ink costs. Characters trained in Arcana can instantly appraise the value of any inks found as treasure.
Transcribing a ritual transcribes a number of pages equal to your level into your ritual book (Rituals take pages equal to level, so a level 2 character could transcribe on 2nd level ritual or two 1st level rituals). You can make partial progress on transcription, e.g. if you are level 3 you can transcribe one 2nd level ritual and get one page transcribed out of another 2nd level ritual. You may attempt to transcribe rituals with a level higher than yours, however doing so progresses at half pace (So a first level character would take 4 days to transcribe a 2nd level ritual).
In Town
While in town you can choose two downtime activities per day. Usually one will be in the morning to early afternoon and the other would be in the evening. Each town has a level associated with it and a wealth value based on that level. Different activities will earn or spend gold proportional to that wealth value.
Carouse
Carousing involves celebrating, drinking, and partying. To go carousing, you spend gold equal to three times a town's wealth value. Your character spends the time enjoying themselves, acquiring 1d4 contacts that can provide quest opportunities, resources, or information appropriate to the level of the town.
Craft
While in town, more intricate types of crafting are possible.
Alchemy (Competency required): Alchemical items include beneficial potions, throwable flasks, and other consumable goods.
Magic Items: Permanent magic items can be crafted by any character trained in Arcana. Common magic items only require Residuum and a base mundane item to be enchanted, but rarer items require special ingredients like Manticore Hearts that can be hard to buy,
Crafting chart
Level | Max per Downtime |
---|---|
1 | 5 gp |
2 | 25 gp |
3 | 65 gp |
4 | 120 gp |
5 | 205 gp |
6 | 310 gp |
7 | 440 gp |
8 | 595 gp |
9 | 785 gp |
10 | 1000 gp |
Crime
Crime generates currency but comes at the risk of getting caught. Four skill checks are required, with the difficulty of the skill checks based on the town's level.
If committing a crime as an individual, you must make each of the checks listed for the crime. Working with a group, you may delegate skill checks amongst members. Working as a group usually will make the job easier through specialization, but does not increase the value of the reward gained. Multiple party members may commit separate crimes to earn separate rewards, but this requires each to make their own skill checks and risk failure.
0 successes results in getting caught. 1 success means narrowly escaping, resulting in a reward for bringing you in. 2 successes earns gold equal to four times a town's wealth value. 3 successes earns gold equal to six times a town's wealth value.
Fraud is based in deception, convincing others that whatever you're hawking is worth far more than it actually is. The skill checks for fraud are Appeal, Debate, Impress, and Insight, as you establish marks and use every trick in the book to get them to hand over their money
Theft is the direct acquisition of others' property without their permission. The skill checks for theft are Acrobatics, Athletics, Stealth, and Sleight of Hand, as you break into secure places and bypass security measures.
Gamble
When you choose to gamble, set a wager value in gold pieces. The minimum wager is equal to one-fifth of the wealth value of a town, and the maximum wager is equal to four times the wealth value of a town. Roll a twenty sided die, or if you are competent in gambling roll two and choose one die to keep. You receive your wager multiplied by the result of the die in silver pieces (This is equal to multiplying your wager by your die result then dividing by 10)
Religious Service
Going to a temple and praying can acquire contacts, quests, and potentially result in miracles
Research
Characters may spend their downtime researching foes, quests, lore, or anything else. The mechanics of this are explained under the Research skill description
Rest
Resting restores one missing healing surge. Furthermore, your character advantage on any endurance checks they need to make to recover from diseases and injuries.
If you are already at max healing surges, you instead gain a temporary healing surge. A character can have no more than their constitution modifier + 2 temporary healing surges. Like temporary hit points, temporary healing surges are the first to be consumed and are not automatically recovered by rests.
Shop
Shopping involves both buying and selling items. A given shopping trip only takes 1 downtime period for one character, and can cover any amount of purchasing or selling. Mundane items can be reliably procured in almost all towns, however buying and selling magic items is subject to some restrictions
Buying magic items For any magic items with a level no more than 2 below the town's, the party can easily find the item. If the magic item is between the level of the town - 1 and the level of the town + 2, roll a twenty sided dice. On a 10 or higher, the item is available. If the item is above the level of the town + 2, the item is most likely unavailable unless a contact has specific knowledge of the item's availability.
Selling magic items is generally straightforward if the town is a sufficiently high level for the item. However, if the town is 5 or more levels below the level of an item, the item is too powerful and expensive to sell in the town.
Strongholds
If you are in the same town as your Stronghold, during your downtime you may interact with one of the services provided by your Stronghold. These services might be from your specific Stronghold, benefits related to your class, one of your artisans, or even another source like a legendary magic item.
Train
Training allows characters to develop new competencies or training with a weapon or . Training takes significant amounts of time, taking 50 downtime periods per competency. You do not need to spend all of this time consecutively - you can make partial progress then finish your training later.
Starting training requires finding a trainer, which takes 1 activity period, but may also be provided by an existing NPC contact. A given trainer covers a group of competencies, EG "Knowledge of Creatures". Trainers usually stay local to a town, so once you find a trainer in a town then you don't need to spend time finding them again.
Work
Working generates gold based on a town's level. Skilled labor, represented by competency in Artisan's Tools or any of the Performance options, generates double that.