Guide to Recreational Times

by Spox

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Flynn's Guide to Recreational Times

This document is for the storytellers and world-builders in the world of the Dungeon & Dragons. It's meant to be your go-to homemade downtime activity guidelines and much more with how exactly time is spent outside of adventuring.

Between adventures, you might want to consider asking your players what their characters are interested in pursuing during his or her downtime. They might choose to study another class, increase their constitution, practice a new skill, or just simply buy a few items. Whenever a player selects a downtime activity, from what's available according to the Dungeon Master (DM), it's their duty to make sure they have the resources to complete their objective. These resources can be: time, money, knowledge, and or status. Then finally, the DM controls thw activity's resolution, informing the player of the results and any complications that have ensued.

Lifestyles (as described in the 5th chapter of the Player's Handbook) provide the players with a simple way to describe how their characters are living. Each lifestyle has an expense which covers all necessities and pleasantries their characters would ever need or want. At the beginning of each session, state a number of weeks that would have occurred since the last session and require them to pay the price they are used to living, determined by their background according to the Background Condition table below and pay the price to sustain that lifestyle across the sessions. The DM may determine an otherwise cheaper or more expensive lifestyle expense.

About the Author

H'lo, it's me--Flynn, played by Caidon (or Spoxy, online alias). I'm a young and small bard who wanted to hone down on absolutely everything I could, but a lot of DMs just can't come up with exactly how to do it. Bingo! Here's the solution! I made this guide to enhance the gameplay value of Intelligence and Charisma in Dungeons and Dragons: 5th Edition.

As a player who holds the bard, paladin, and warlock classes near and dear to him, I believe these classes do not get to use their abilities outside of their purpose in bold, and a spellcasting ability, when there can be a whole lot more to Intelligence and Charisma than that.

If you would like to assist in play testing any of the content provided by this supplement, please join my Discord server, Ducks and Dice. If you have any suggestions or ideas that I should put in this document, you can reach out by using:


Email: conner.cai002@gmail.com (Please subject all emails as, "Flynn's Guide to Epic Times!")


Discord: Spoxy#3621

Background Conditions
Background Lifestyle Feature Name
Acolyte Comfortable Shelter the Faithful
Charlatan Comfortable False Identity
Criminal Modest Criminal Contact
Entertainer Modest By Popular Demand
Folk Hero Comfortable Rustic Hospitality
Guild Artisan Modest* Guild Membership
Hermit Poor Discovery**
Noble Wealthy Position of Privilege
Outlander Poor Wanderer
Sage Modest Researcher**
Sailor Modest Ship's Passage
Soldier Comfortable Military Rank**
Urchin Poor City Secrets**

* Guild Artisan requires a modification to it's Lifestyle Expensive as highlighted in the Guild Artisan: Guild Membership background feature.


** These backgrounds do not have background achievements.


The lifestyle expense for these lifestyles can be found on the last page of this document.

Background Features

Many Backgrounds in the Player's Handbook can modify how a party can use their downtime and even bring benefits to it. I won't ignore you, I promise. The character's background either will disclose close connections with people of a religious following, maybe they have spent their whole life tricking and deceiving others. A player's previous small-time achievements should not be forgotten.

Previous to this guideline, I would have completely ignored these benefits but now is the most perfect time to reintroduce some of them for a even better downtime experience. Some will require a prerequisite achievement to be made in-game to receive the full benefit of. This is called a background achievement. This achievement will be link to having your background to come to complete fruition on the adventure.

If you look at Chapter 4: Personality and Background in the Player's Handbook, it list a set of backgrounds and amongst them, background features. This kind of feature, coincidentally gives you aid in exploring many different activities. If you have preaching experience, a church might hire you for extra and gift you many more favors. If you are a natural traveler, you might be more aware when traveling. Below are examples of many backgrounds along with their benefits and achievements.

Flynn's Guide to Recreational Times

State of Life

Background Achievements

The idea and concept of background achievements which are detailed below, are from Marc's 5e Background Achievements project which he had begun on a spreadsheet in collaboration with Ragner. Marc can be reached using the following:


Email: marc.rahn@venturerebels.de


Discord: Marc#6305

Acolyte: Shelter the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.

Initial Feature. While near a temple with an established presence of your faith, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Achievement. As an acolyte, when you get at least ten citizens self-actualize (See Religious Service), those people will begin to support you (but only you) at a modest lifestyle and offer you and your allies free healing and care at any place with an established presence of your faith.

Charlatan: False Identity

You can tease out ones' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you are perfectly willing to use for your advantage.

Initial Feature. When viewing an official document from an organization, you can flawlessly recreate and forge document another document under that organization's name.

Achievement. As a charlatan, after you make at least ten allied contacts (See Carousing) under a new persona (fake form of identification and unique disguise), any Charisma (Persuasion) check for any downtime activity, can be substituted with a Charisma (Deception) check to use your second identity.

Criminal: Criminal Contact

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld.

Initial Feature. You have advantage on the Charisma (Persuasion) check used to find a messenger (See Messaging).

Achievement. After sending at least ten messages through the same messenger, you can send messages to and from a specific contact from great distances in half the time.

Folk Hero: Rustic Hospitality

The people of your home village already regard you as their champion, others call for you to stand against the tyrants and monsters that threaten the common folk everywhere. Since you come from the ranks of the common folk, you fit in among them with ease.

Initial Feature. You can find a place to rest or recuperate among other commoners, gaining the opportunity to roll a Recuperation dice which is determined by the class which the character has the most levels in and add it to your Sanity Point pool or any Charisma check involved with communicating with commoners during downtime.

Achievement As a folk hero, after protecting a village from at least five potential danger, the common folk of that village will shield you from anyone searching for you (except from the law), though they will not risk their lives for you.

Guild Artisan: Guild Membership

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. As an established and respected member of a guild, you can rely on certain benefits that membership provides.

Feature. You must pay dues of 5 gp per workweek to the guild to remain in the guild’s good graces. In some cities and towns, your guild may have a guildhall which offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. If you are accused of a crime, your guild will also support you if a good case can be made for your innocence or if the crime is justifiable.

Life and Guild Expenses
Lifestyle Price/Day Price/Week
Wretched --- ---
Squalid 11 sp 5 gp
Poor 12 sp 6 gp
Modest 2 gp 10 gp
Comfortable 3 gp 15 gp
Wealthy 5 gp 25 gp
Aristocratic 11 gp 55 gp
Flynn's Guide to Recreational Times

State of Life

Noble: Position of Privilege

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. Thanks to your noble birth, people are inclined to think the best of you.

Feature. People of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Outlander: Wanderer

You grew up in the wilds, far from civilization and the comforts of town and technology. You have an excellent memory for maps and geography.

Initial Feature. You can always recall the general layout of terrain, settlements, and other features that you have been before.

Achievement. When traveling through familiar terrain, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Sailor: Ship's Passage

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Initial Feature. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route and it will double the time to travel across sea.

Achievement. As a sailor, after traveling on the same ship three times, you can completely avoid oversea complications when preforming any downtime. The main head of the ship will then trust you to navigate, effectively spending half the time traveling across sea.

Travel Time

There are situations where keeping track of the passage of time is important, you might determine a non-player character (NPC) dead after the expiration of Gentle Repose. Only giving the players 10 days to search for another NPC before that happens. Most spells of that nature scale by days, so for long journeys, a scale of days might work better than workweeks (5 days, remember). However, you might use a different time scale depending on the context of the situation at hand.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect.

Travel Pace
Pace Hour Day Workweek Effect
Fast 5 miles 40 miles 200 miles DC 12 March
Normal 3 miles 24 miles 120 miles DC 10 March
Slow 2 miles 16 miles 80 miles Use stealth; DC 8 March

Mounts and Vehicles. Many animals can move faster than a humanoid for up to an hour. A mounted character can ride at a gallop for about an hour everyday of travel, covering twice the usual distance for a fast pace. These numbers are displayed on the Gallop Pace table.

Characters in wagons, carriages, or other land vehicles sets a normal pace, also riding at a gallop for an hour everyday of travel. Characters in a waterborne vessel are limited to the speed of the vessel, and they do not suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Gallop Pace
Pace Hour Day Workweek Effect
Fast 10 miles 45 miles 225 miles DC 10 March
Normal 8 miles 31 miles 155 miles DC 8 March
Slow 7 miles 24 miles 120 miles Use stealth; DC 6 March

Forced March. The Travel Pace table and Gallop Pace assumes that characters travel for 8 hours in day without any stops.Each character must make a Constitution saving throw if they are traveling for more than one day. The DC is shown in the Effect column for their pace. On a failed saving throw, a character suffers one level of exhaustion.

Rest and Recuperation

The campaign benefits when characters have time between adventures to engage in other activities. Allowing weeks to pass stretches the campaign over a longer period of time and helps to manage the characters' level progression, preventing them from gaining too much power too quickly.

Allowing characters to pursue side interests between adventures also encourages players to become more invested in the campaign world. When a character owns a tavern in a village or spends time carousing with the locals, that character's player is more likely to respond to threats to the village and its inhabitants.

As your campaign progresses, your players' characters might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests.

Flynn's Guide to Recreational Times

State of Life and Travel

Creating Downtime

Downtime is the alloted time given by the DM to the players to explore the world around them without going on a whole new adventure. Your players may either choose from the list of activities later in this section or pursue a downtime activity that aren't covered in this document or any of the books. As DM, you have the final say on which activities are available and are not available to the characters.

Resources

Every downtime activity requires and exchange of resources from the character pursuing it. These resources are often either gold or the time to do said activity. The downtime activities below require a workweek to complete. The player can split up the time spent in days. For example, Flynn can begin the workweek by attending Religious Service for a day, and pursue a career thereafter. The character spends 8 hours of each day engaged in the downtime activity.

Resolution

The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the steps in the activity, and determine the results.

Complication

Each downtime activity should have the risk of triggering a consequence. The consequences of a complication may introduce new smaller antagonists, give the characters a new obstacle, or majorly inconvene players in number of other ways. To determine when a complication should be triggered, have the player roll a DC 6 Intelligence saving throw, only upon failure should a complication occur.

Example Downtime Activities

The following activities are suitable for any character who can afford to pursue them. The activities you allow might depend on the nature of the area where the characters are located.

Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community.

Resources. The activity takes one workweek of time.

Resolution. At the end of the required time, the character must make an Intelligence (Religion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

Religious Service
Check Total Result
1-10 Your efforts fail to make a lasting impression on the community.
11-20 Your efforts grant you one favor.
21+ Your efforts grant you two favors.

A favor is a promise of future assistance from a representative of the temple or church. It can be expended to ask the temple for help in dealing with a specific problem or for wisdom. Below are examples that can be modified per the DM's liking.

  • A follower of one faith can self-actualize to your faith.
  • Reduce the cost of a cleric spell once by 50%.
  • Create an omen, a vision, or a minor miracle at a key moment.

Favors earned need not be expended immediately. A character can have a maximum number of unused favors equal to the character‘s Intelligence (Religion) modifier (minimum of one).

Training

Given enough free time, a character can home their skills or choose to learn a new language, skill, or pick up proficiency with a tool.

Proficiency Training. Receiving training in a language or tool typically takes at least three workweeks, but this time is either reduced (if the modifier is positive) or increased (if the modifier is negative) by a number of workweeks equal to the character’s Intelligence modifier. The cost for this training is equal to the character's level multiplied 25 gp per workweek.

Experience Training. The time to develop a new level is dependent on the current level of the character. The cost for this training is equal to the character's level multiplied 50 gp per workweek.

Level Experience
1 60 xp
2 120 xp
3 240 xp
4 760 xp
5 1,500 xp
6 1,800 xp
7 2,200 xp
8 2,800 xp
Level Experience
9 3,200 xp
10 4,200 xp
11* 3,000 xp
12-13* 4,000 xp
14 5,000 xp
15-16 6,000 xp
17-18 8,000 xp
19 10,000 xp

Working

Working in Xanathar's Guide to Everything describes working as an honest trade to earn a living. While not guaranteeing a predictable wage.

Resources. Simply one workweek.

Resolution. To determine how much money a character earns, the character has makes an ability check relevant to the job they decide to work. For example, a Bard preforming at a local tavern will need to make a Charisma (Performance) check. Consult the Wages table to see how much money is generated according to the total of the check.

Flynn's Guide to Recreational Times

State of Rest

Check Total Daily Weekly
7 or lower 1 sp 1d6+5 (9) sp
8-10 2 sp 1d4 (4) gp
11-13 1 gp 1d4+5 (8) gp
14-17 2 gp 1d6+10 (14) gp
18-20 3 gp 1d8+15 (20) gp
21+ 4 gp 1d10+20 (26) gp
Paying for your Lifestyle

In Xanathar's Guide to Everything this table, could have been great, but unfortunately it forces you to find Lifestyle Expenses and multiply them by seven to get a "weekly wage", that's extremely predictable because it only has one number to it.

This here fixes two problems I have with the original Work downtime activity. One, you don't need to look up the earning by looking at directly what they need to live a specific way. Two, the weekly wage is now actually randomized... Exciting!

Lifestyle Expenses
Lifestyle Price/Day Price/Week
Wretched --- ---
Squalid 1 sp 5 sp
Poor 2 sp 1 gp
Modest 1 gp 5 gp
Comfortable 2 gp 10 gp
Wealthy 4 gp 20 gp
Aristocratic 10 gp 50 gp

Additional information on the lifestyles themselves can be found in fifth chapter of the Player's Handbook.