Contents
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2Introduction
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2Structure
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- 2Resources
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- 2Resolution
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- 2Complications
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2Usage
- 2Time
- 2Work Intervals
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2Available Activities
- 2Major Activities
- 2Minor Activities
- 2Mundane Activities
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3Activities
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3Alchemy/Brewing
- 3Resources
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3Carousing
- 3Resources
- 3Resolution
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3Crafting with Artisan's Tools
- 3Resources
- 3Resolution
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4Crafting a Magic Item
- 4Resources
- 4Resolution
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5Crime
- 5Resources
- 5Resolution
- 5Complications
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5Foraging
- 5Resources
- 5Resolution
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5Gambling
- 5Resources
- 5Resolution
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6Magic Item Shopping
- 6Resources
- 6Resolution
- 6Complications
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6Pit Fighting
- 6Resources
- 6Resolution
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7Research
- 7Resources
- 7Resolution
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7Revelation
- 7Resources
- 7Resolution
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8Scribing a Spell Scroll
- 8Resources
- 8Resolution
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8Tattooing
- 8Resources
- 8Resolution
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8Training
- 8Resources
- 8Resolution
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9Work
- 9Resources
- 9Resolution
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9Worship
- 9Resources
- 9Resolution
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10Appendix
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10Training Costs
- 10Instrument
- 10Tool Training
- 10Language Training
- 11Skill Training
- 11Weapon/Armor Training
Downtime
After a few weeks of braving stressful circumstances, between travel, exploration, and combat, having a short respite is much needed and well deserved. Every so often, your GM may tell the party they have a period to spend on downtime activities.
Structure
Each activity is outlined in an easy to follow structure, guiding through how to start, perform the activity, and how to determine the rewards.
Resources
The type of activity, how much time it takes to perform, what supplies and proficiencies may be needed.
Resolution
How to complete the activity, typically by resolving rolls and referencing tables.
Complications
Some activities have a risk attached, such as drawing the attention of a rival, getting scammed, or having a bounty.
Usage
Time
Downtime has different daily time allotments depending on the locale. Any amount of that time can be used for Minor activity. Mundane activities have short or no requirements or restrictions, within reason. Exclusively in urban areas, you can spend up to half of the daily time allotment devoted to Major activity each day.
| Locale | Time Allotment | Major | Minor |
|---|---|---|---|
| Urban/Town | 12 hours | ⚫ | ⚫ |
| Wilderness | 6 hours | ⚫ | |
| Traveling > 1h/day | 2 hours | ⚫ |
Activity Intervals
Each activity has a minimum interval of time to be considered completed, defined as follows:
- Half Workday - 3 hours
- One Workday - 6 hours
- One Workweek - 42 hours (7 workdays)
An activity can be repeated as desired, gaining rewards or progress to rewards at the end of each work interval.
Available Activities
Major Activities
Major activities are generally more time consuming, and require the downtime to take place in a city.
| Name | Activity Interval |
|---|---|
| Carousing | One Workweek |
| Crime | One Workweek |
| Gambling | One Workweek |
| Pit Fighting | One Workweek |
| Relaxation | One Workweek |
| Revelation | One Workweek |
Minor Activities
| Name | Activity Interval |
|---|---|
| Alchemy/Brewing | Half Workday |
| Crafting with Artisan’s Tools | Half Workday |
| Crafting a Magic Item | Half Workday |
| Foraging | Half Workday |
| Magic Item Shopping | Half Workday |
| Research | One Workday |
| Scribing a Spell Scroll | One Workday |
| Tattooing | One Workday |
| Training | One Workday |
| Work | One Workday |
| Worship | One Workweek |
Mundane Activities
| Buying Non-Magical Items | |
| Investigating for Points of Interest | |
| Mail Correspondence | |
| Meeting with NPCs | |
| Selling Non-Magical Items | |
| Shopping at Known Magic Vendors |
Activities
Alchemy/Brewing
Refer to the Alchemy, Herbalism, & Poisons GMBinder.
Resources
Minor Activity. Interval of one Half Workday with your proficient tools.
Carousing
Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?
Resources
Major Activity. Interval of one Workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk.
A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.
A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.
Resolution
After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
Carousing
| Check Total | Outcome |
|---|---|
| 1-5 | Made a Hostile contact |
| 6-10 | No new contacts |
| 11-15 | One Allied contact |
| 16-20 | Two Allied contacts |
| 21+ | Three Allied contacts |
Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town. Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments. Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.
Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.
At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit—only ones that can be used at any time to declare an NPC as a contact.
Crafting with Artisan’s Tools
Artisan’s tools allows you to craft mundane items cheaper than buying them.
Resources
Minor Activity. Interval of one Half Workday. Requires ownership of the chosen tool, the gold pieces to finance the crafting process.
Resolution
Choose a tool and one or more non-magical items craftable with your tool. Your DM will provide the market value of the item. Divide it by two to determine the crafting cost. When spending a full workday, you may make progress in up to 100gp increments toward your product(s). For a half workday, 50gp increments.
Cheaper than Generic Brand
If you’re proficient in Smith’s Tools, you can craft a set of Plate Armor for 750gp in 7 1/2 workdays! With Glassblower’s Tools, you could spend a half workday to craft 100 Vials at 5sp each!
Crafting a Magic Item
Talented characters or enchanters are capable of imbuing items with magical properties, but the creation of such items is a lengthy, expensive task.
Resources
Minor Activity. Interval of one Workday. The character must be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table.
The character must provide residuum equal in value to the determined gold cost of creating the item. The residuum is consumed in the process and leaves nothing behind - save for a random pleasant odor.
Residuum
This curious substance is incredibly useful as a magical conductor, straddling the line between mineral and solidified magical energy. Most often found deep within the ground, it is highly sought after as a magical conductor. While enchanting, the provided residuum is imbued with the magical energy, and then bonds with the item the enchanter chooses.
Additionally, the GM may decide that certain items also require specialty materials or a specific location to be created.
Resolution
Crafting Magic Items
| Rarity | Min Character Level | Max Enchantment | Base Price Range (gp) |
|---|---|---|---|
| Common | - | 1st-level | 25-100 |
| Uncommon | 3rd | 2nd-level | 100-900 |
| Rare | 6th | 5th-level | 1k-9k |
| Very Rare | 11th | 7th-level | 10k-90k |
| Legendary | 17th | 9th-level | 100k-900k |
The main appeal of crafting is not only the freedom to create an item you want, but that it costs less. The item’s creation cost, determined by the DM, is typically 50-75% of its base price. A character engaged in the crafting of a magic item makes progress in 100 gp increments, spending that amount for each Workday until the total cost is paid. A character proficient in Arcana makes progress in 200 gp increments.
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 100 gp worth of effort for each day spent helping to craft the item.
Do It Yourself!
Creating a Wand of Fireballs worth 4,000 gp might cost only 2,000 gp to craft over 20 days! With assistance, that same Wand of Fireballs could be crafted for 2,000 gp over only 10 days of effort!
Alternatively, a willing and capable enchanter could perform these tasks. They may be able to offer services such as a faster item turnaround for a fee. Not enough gold? Pay half upfront and allow the enchanter to craft as you earn the rest. As practiced artisans, they likely have capabilities to enchant items with properties beyond your reach.
Crime
Sometimes crime does pay. Make some extra cash, at the risk of complications.
Resources
Major Activity. Interval of one Workweek. The character must declare which tier of target they wish to case from the Crime Targets table, which determines the DCs and potential payout.
Crime Targets
| Check DCs | Goal DC | Potential Score | Target |
|---|---|---|---|
| 10 | 30 | 100gp | struggling |
| 15 | 45 | 250gp | prosperous |
| 20 | 60 | 500gp | noble |
| 25 | 75 | 1200gp | aristocratic |
Resolution
The character must make a series of three skill checks from the following:
- Intelligence (Investigation)
- Wisdom (Perception)
- Charisma (Deception)
- Dexterity (Sleight of Hand)
- Dexterity (Stealth)
- Dexterity (Thieves’ Tools)
Crime Payout
The sum of the checks determines the Check Total and the success of the activity. If the character surpasses the check goal, they receive the full score. If short of the goal, subtract the Goal DC from the Check Total to determine what percentage of the loot they scored.
| Difference | Score % |
|---|---|
| 0 or more | 100% |
| -1 to -10 | 75% |
| -11 to -20 | 50% |
| -21 or lower | 0% |
Foraging
Refer to the Alchemy, Herbalism, & Poisons GMBinder.
Resources
Minor Activity. Interval of one Half Workday with your proficient tools, or a maximum of 2 hours per day while traveling.
Gambling
Games of chance are a way to make a fortune—and perhaps a better way to lose one.
Resources
Major Activity. Interval of one Workweek, plus a stake of at least 100 gp.
Resolution
The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character may choose to make three checks from the following:
- Wisdom (Insight)
- Wisdom (Gaming Set)
- Charisma (Deception)
- Charisma (Intimidation)
- Dexterity (Sleight of Hand)
- Dexterity (Gaming Set)
The goal DC is the sum of 6d10 + 15. Add together all three checks, and then subtract the goal DC from that total to determine the outcome in the Gambling Results table.
Gambling Results
| Diff. | Outcome |
|---|---|
| +21 or higher | Gain double the amount you bet. |
| +11 to +20 | Gain the amount you bet plus half again more. |
| +10 to -10 | Break even |
| -11 to -20 | Lose half the money you bet. |
| -21 or lower | Lose all the money you bet, and accrue a debt equal to that amount. |
Magic Item Shopping
Buying and Selling magic items requires time and money to seek out and contact people willing to do business.
Resources
Minor Activity. Interval of one Workday, dependent on item rarity. Some items may not be purchasable through this activity, whether because the area would not have such an item, or it would otherwise be unobtainable. Your DM has the final say regarding what items can be sought.
Resolution
For each item, make an Intelligence (Investigation) or Charisma (Persuasion) check to find an interested party. An ally can use their downtime to assist with the search, granting advantage on the check. You spend a number of days based on the item's rarity and the success of the skill check, as shown in the Salable Magic Items table. On successful check, you find a vendor, but you can always opt not to buy or sell, instead forfeiting the workday(s) of effort to try again later. The viability of haggling is up to GM discretion.
Salable Magic Items
| Rarity | Any DC | DC 15 | DC 20 | DC 25 |
|---|---|---|---|---|
| Common | 2 days | 1 day | 1/2 day | Instant |
| Uncommon | 3 days | 2 days | 1 day | 1/2 day |
| Rare | 5 days | 4 days | 3 days | 1 day |
| Very Rare | 10 days | 7 days | 5 days | 3 days |
Complications
The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every item put up for sale brings a 10 percent chance of a complication. If your check to find buyers was 15 or higher, you learn about the complication’s nature.
Pit Fighting
Engage in pit fighting for glory and coin.
Resources
Major Activity. Interval of one Workweek. Must be done when spending downtime in a location with an active pit fighting scene; most large towns will qualify.
Resolution
You engage in a best-of-9 fight, taking place on the first day of the workweek. You spend the rest of the activity’s workweek relaxing and recuperating from the encounter.
Contestants roll against each other each round, with the opponent’s rolls determined by 1d20 + a modifier of the DM’s choosing, depending on the difficulty of the opponent. A natural 20 rolled by either contestant counts as two successes.
You enter the fight with a certain strategy in mind, relying on your weapons, agility, or brute strength to carry you through. You will be using this same skill check or attack roll the entire fight. Choose one of the following to determine your sole fighting style.
- Brute Strength. Strength (Athletics) skill check
- Agility. Dexterity (Acrobatics) skill check
- Fortitude. Constitution ability check + one hit die roll
- Weapon Mastery. Attack roll using one of the character’s weapons
Three times per fight, you may incorporate a class feature with an appropriate thematic modification.
| Ability | Benefit |
|---|---|
| Rage | Gain advantage on a strength check |
| Uncanny Dodge | Reduce the your opponent’s roll by half |
| Extra Attack | Gain advantage on an attack roll |
| Action Surge | Roll an additional attack against the DC of your opponent’s last roll |
| Battle Master | Spend a superiority die and add it to an attack roll |
Twice per fight, you may attempt to gain advantage for the next roll by succeeding on a DC 15 skill check. On a failure, you gain disadvantage.
- Strength/Charisma (Intimidation) - Anger or frighten your opponent
- Dexterity (Sleight of Hand) - Sabotage your opponent
- Charisma (Performance) - Inspire the crowd to cheer you on
You may win gold even if you lose the fight, up to a top prize of 370gp. Prize money is calculated as follows:
Research
Gain greater knowledge about a rising threat, a lost magic item, or simply the history of the world through meticulous research.
Resources
Minor Activity. Interval of one Workday. Requires access to a library, sage, or source of knowledge and at least 25 gp spent on materials, bribes, gifts, and other expenses.
The character declares the focus of the research — a specific person, place, or thing. Not every library or sage will have information on any given topic, so some research may be fruitless despite a thorough search.
Resolution
For each workday of Research, the character makes an Intelligence ability check with a +1 bonus per 25 gp spent beyond the initial 25 gp, to a maximum of +6. The GM may allow the character to add their proficiency bonus to the check, when relevant.
Determined by the skill check's total, the GM is the final arbiter concerning what information the character is able to find.
If the check total is below 25, there is a chance of misinformation, misdirection, or complete fabrication woven into the character's findings. The information obtained is found in-world, and should be subject to scrutiny in the event of false narratives or unreliable history books.
Revelation
Forewarned is forearmed. The revelation downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic. The difference between this downtime activity and your standard research activity is that the information requested and given will be at a meta-level.
The purpose of this activity is to reward resourceful players and learned characters with lore and details in a straightforward, riddle-free method they may not otherwise have the ability to obtain. This of course does not mean that the full truth will be revealed, but all lore that is learned will be given without the intent to misdirect.
Resources
Major Activity. Interval of one Workweek. Requires access to a library or a sage (tapping into a source of knowledge) and at least 25 gp spent on materials, bribes, gifts, and other expenses.
Resolution
The character declares the focus of the revelation — a specific person, place, or thing. Up to DM discretion, you may choose two related focuses, declaring one as your Major. If two focuses are declared, the first and third pieces pertain to the Major, and the second and fourth pieces pertain to the secondary.
After one workweek, the character makes an Intelligence or Wisdom ability check with a +1 bonus per 25 gp spent beyond the initial 25 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Revelation Outcomes table.
Revelation Outcomes
| Check Total | Outcome |
|---|---|
| 1-5 | No effect. |
| 6-10 | You learn one piece of lore. |
| 11-20 | You learn two pieces of lore. |
| 21-25 | You learn three pieces of lore. |
| 26+ | You learn four pieces of lore. |
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
The DM is the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources
Minor Activity. Interval varying between 1 Hour and one Workday. Referencing the Spell Scroll Costs table, the character must spend an amount of Time and Cost (in paper and magical ink) required by the level of the spell they want to scribe. Provide any material components required for one casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.
Spell Scroll Costs
| Spell Level | Time | Cost |
|---|---|---|
| Cantrip | 1 hour | 15gp |
| 1st | 2 hours | 25gp |
| 2nd | 3 hours | 125gp |
| 3rd | 1 workday | 250gp |
| 4th | 2 workdays | 1,250gp |
| 5th | 3 workdays | 2,500gp |
| 6th | 5 workdays | 7,500gp |
| 7th | 7 workdays | 12,500gp |
| 8th | 14 workdays | 25,000gp |
| 9th | 21 workdays | 100,000gp |
Resolution
For scrolls 4th-level and higher, after each full Workday spent scribing, the character can make an Intelligence (Arcana) skill check (with advantage if proficient) with a DC equal to 10 + the spell's level. On a success, the character made great progress during that workday and they reduce the remaining time until the scroll is complete by 1 workday.
At the end of the required time, the character gains a successfully scribed the scroll.
Tattooing
Gain magical tattoos with unique and powerful abilities at the cost of sitting in a chair getting stabbed for hours and several thousand gold.
Resources
Minor Activity. Interval of one Workday. Proficiency in Tattooist's Tools or access to a professional tattoo practitioner.
Resolution
Refer to Magical Tattoos (Revised).
Training
Given enough free time and the services of an instructor, a character can hone their talents or gain new ones.
Resources
Minor Activity. Interval of one Workday. Receiving training requires a variable amount of time and gold pieces dependent on the discipline (skill, weapon, language, tool, or instrument) chosen. Training towards Expertise requires Proficiency in that tool or skill and requires the same time and cost as gaining Proficiency.
Resolution
The GM will calculate the required time and cost associated with the character's chosen training by referencing the Training Costs tables. Each discipline has a base hour requirement, which is divided by the sum of each of the character's relevant ability scores to obtain the functional hour requirement. That is then divided by 6 to determine the number of workdays required,
At the end of the required workweeks, the character gains the proficiency or expertise they have been training towards.
One for the Nerds
To become proficient in Tinker's Tools, a character with an Intelligence score of 10 would need to train for 25 workdays and 175 gp, but their party member with Intelligence score of 16 only needs 16 workdays at a cost of 110 gp!
Work
When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.
Resources
Minor Activity. Interval of one Workday. Requires the use of proficiency in at least one tool or skill.
Resolution
Choose a skill or tool you are proficient in. Using a tool proficiency requires you to provide your own tool. Provide a narrative description of what kind of work your character could do with the skill or tool.
You earn a daily wage in gold pieces equal to your chosen skill or tool modifier. After every fifth workday spent on this activity, you earn a bonus in gold pieces of three times your daily wage.
Valuable Labor
If you choose to spend 10 workdays on this activity, you can earn the bonus twice!
Worship
Characters with a religious bend might want to spend downtime in service to a temple, attending rites, proselytizing in the community or simply communing and meditating.
Resolution
Minor Activity. Interval of one Workweek. Requires access to or the creation of a temple or place of worship whose beliefs and ethos align with the character's.
Resolution
At the end of the required time, the character chooses to make either an Intelligence (Religion) or Wisdom (Religion) or Charisma (Persuasion) skill check. Refer to the Worship Outcomes table.
Worship Outcomes
| Check Total | Outcome |
|---|---|
| 1-5 | No effect. |
| 6-10 | You earn one favor. |
| 11-20 | You earn two favors. |
| 21+ | You earn three favors. |
A favor, in broad terms, is a promise of future assistance through your faith.
The player can invoke it as a free action, spending one favor to gain one of the following benefits:
- Aid from an organization aligned to your beliefs for help in dealing with a specific problem
- Reduce the cost of one spell's material component requirement by 50 percent
- Re-roll one ability check, saving throw, or attack roll, using either result
Alternatively, the player may invoke a favor to call upon an Intervention.
Intervention
As an action, describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your character's level, a deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If a deity intervenes, you can't use this feature again for 28 days. Otherwise, you can use it again after you finish a long rest.
Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's highest mental ability modifier (minimum of one unused favor).
Appendix - Training Costs
Instrument Training
| Instrument | Hours | Gold/day | Ability Score(s) |
|---|---|---|---|
| Bagpipes | 2500 | 9 | DEX + INT |
| Drum | 1500 | 7 | DEX + INT |
| Dulcimer | 2500 | 9 | DEX + INT |
| Flute | 2500 | 9 | DEX + INT |
| Horn | 2000 | 8 | DEX + INT |
| Lute | 2500 | 9 | DEX + INT |
| Lyre | 2500 | 9 | DEX + INT |
| Pan flute | 2000 | 8 | DEX + INT |
| Shawn | 2000 | 8 | DEX + INT |
| Viol | 2500 | 9 | DEX + INT |
Tool Training
| Tool | Hours | Gold/day | Ability Score(s) |
|---|---|---|---|
| Alchemist's supplies | 2500 | 9 | INT |
| Brewer's supplies | 2500 | 9 | INT |
| Calligrapher's supplies | 1500 | 7 | INT |
| Carpenter's tools | 1000 | 6 | INT |
| Cartographer's tools | 2000 | 8 | INT |
| Cobbler's tools | 1500 | 7 | INT |
| Cook's utensils | 1000 | 6 | INT |
| Dice set | 1000 | 6 | INT |
| Disguise kit | 2500 | 9 | INT |
| Forgery kit | 2500 | 9 | INT |
| Glassblower's tools | 2500 | 9 | INT |
| Herbalism kit | 2500 | 9 | INT |
| Jeweler's tools | 2500 | 9 | INT |
| Leatherworker's tools | 2000 | 8 | INT |
| Mason's tools | 2000 | 8 | INT |
| Navigator's tools | 2500 | 9 | INT |
| Painter's supplies | 2000 | 8 | INT |
| Playing card set | 1000 | 6 | INT |
| Poisoner's kit | 2500 | 9 | INT |
| Potter's tools | 1500 | 7 | INT |
| Smith's tools | 2500 | 9 | INT |
| Thieves' tools | 3000 | 10 | INT |
| Tinker's tools | 1500 | 7 | INT |
| Weaver's tools | 1000 | 6 | INT |
| Woodcarver's tools | 1500 | 7 | INT |
Language Training
| Language | Hours | Gold/day | Ability Score(s) |
|---|---|---|---|
| Abyssal | 2000 | 8 | INT |
| Aquan | 2500 | 9 | INT |
| Auran | 2500 | 9 | INT |
| Celestial | 2000 | 8 | INT |
| Common | 1000 | 6 | INT |
| Deep Speech | 3000 | 10 | INT |
| Draconic | 1500 | 7 | INT |
| Dwarvish | 1000 | 6 | INT |
| Elvish | 1000 | 6 | INT |
| Giant | 2500 | 9 | INT |
| Gnoll | 1500 | 7 | INT |
| Gnomish | 1000 | 6 | INT |
| Goblin | 1500 | 7 | INT |
| Halfling | 1000 | 6 | INT |
| Ignan | 3000 | 10 | INT |
| Infernal | 2000 | 8 | INT |
| Orc | 1500 | 7 | INT |
| Primordial | 3000 | 10 | INT |
| Sylvan | 2000 | 8 | INT |
| Terran | 3000 | 10 | INT |
| Undercommon | 1500 | 7 | INT |
Skill Training
| Skill | Hours | Gold/day | Ability Score(s) |
|---|---|---|---|
| Acrobatics | 3000 | 10 | DEX |
| Animal Handling | 3000 | 10 | WIS |
| Arcana | 3000 | 10 | INT |
| Athletics | 3000 | 10 | STR |
| Deception | 3000 | 10 | CHA |
| History | 3000 | 10 | INT |
| Insight | 3000 | 10 | WIS |
| Intimidation | 3000 | 10 | CHA |
| Investigation | 3000 | 10 | INT |
| Medicine | 3000 | 10 | WIS |
| Nature | 3000 | 10 | INT |
| Perception | 3000 | 10 | WIS |
| Performance | 3000 | 10 | CHA |
| Persuasion | 3000 | 10 | CHA |
| Religion | 3000 | 10 | INT |
| Sleight of Hand | 3000 | 10 | DEX |
| Stealth | 3000 | 10 | DEX |
| Survival | 3000 | 10 | WIS |
Weapon/Armor Training
| Weapon/Armor | Hours | Gold/day | Ability Score(s) |
|---|---|---|---|
| Battleaxe | 2000 | 8 | STR + INT |
| Blowgun | 1500 | 7 | DEX + INT |
| Club | 1000 | 6 | STR + INT |
| Crossbow, hand | 2000 | 8 | DEX + INT |
| Crossbow, heavy | 2000 | 8 | DEX + INT |
| Crossbow, light | 1500 | 7 | DEX + INT |
| Dagger | 1500 | 7 | DEX + INT |
| Dart | 1500 | 7 | DEX + INT |
| Flail | 2500 | 9 | STR + INT |
| Glaive | 2500 | 9 | STR + INT |
| Greataxe | 2500 | 9 | STR + INT |
| Greatclub | 1000 | 6 | STR + INT |
| Greatsword | 2500 | 9 | STR + INT |
| Halberd | 2500 | 9 | STR + INT |
| Handaxe | 1500 | 7 | STR + INT |
| Javelin | 1500 | 7 | DEX + INT |
| Lance | 3000 | 10 | DEX + INT |
| Light Armor | 3000 | 10 | STR + INT |
| Light hammer | 1000 | 6 | STR + INT |
| Longbow | 2000 | 8 | DEX + INT |
| Longsword | 2000 | 8 | STR + INT |
| Mace | 1000 | 6 | STR + INT |
| Maul | 2000 | 8 | STR + INT |
| Morningstar | 2000 | 8 | STR + INT |
| Net | 3000 | 10 | DEX + INT |
| Pike | 2500 | 9 | STR + INT |
| Quarterstaff | 1500 | 7 | STR + INT |
| Rapier | 2000 | 8 | STR + INT |
| Scimitar | 2000 | 8 | STR + INT |
| Shortbow | 1500 | 7 | DEX + INT |
| Shortsword | 2000 | 8 | STR + INT |
| Sickle | 1500 | 7 | STR + INT |
| Sling | 1500 | 7 | DEX + INT |
| Spear | 1500 | 7 | STR + INT |
| Trident | 1500 | 7 | STR + INT |
| War pick | 2000 | 8 | STR + INT |
| Whip | 2000 | 8 | DEX + INT |