Downtime (Revised)

by bunnies1230

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Contents

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
Introduction

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!

Activities

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.

Activities

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.
Activities

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:

(Number of Rounds * 30) - (Number of Lost Rounds * 30) + (100 Victory Prize)
Activities

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.

Activities

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!

Activities

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).

Activities

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
Appendix | Training Costs
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
Appendix | Training Costs
 

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