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Heron's Manual
Volume 1: Pursuing Activities
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### # Table of Contents ###
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Introduction
](#intro) - #### [
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Player Activities
](#player_activies) - #### [
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Activity Times
](#activity_times) - [
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No Specific Time
](#action) - [
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10+ Minutes
](#action) - [
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1 Hour
](#1hour) - [
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2 Hours
](#2hours) - [
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3+ Hours
](#3hours) - #### [
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Activity Locations
](#activity_locations) - [
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Free Time
](#free) - [
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Rest, Short
](#short) - [
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Rest, Long
](#long) - [
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Travel
](#travel_location) - #### [
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Activity Properties
](#activity_properties) - [
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Dangerous Activities
](#dan) - [
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Distracting Activities
](#dis) - [
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Exhausting Activities
](#exh) - [
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Focused Activities
](#foc) - [
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Relaxing Activities
](#relaxe) - [
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Rest Activities
](#rest) - [
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Restrictive Activities
](#restrictive) - [
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Strenuous Activities
](#strenuous) - [
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Travel Activities
](#travel_property) - #### [
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Running Activity
](#running_activities) - [
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Associated Ability Check or Skill
](#ass_ability_skill) - [
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Associated Bundle
](#ass_Bundle) - [
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Associated Supplies
](#ass_supplies) - [
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Helping
](#ass_supplies) - #### [
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Activity Practice
](#activity_locations) - [
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Logging Hours & Earning Proficiency
](#free) - ### [
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Travel & Camping
](#running_activities) - #### [
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Choosing How to Travel
](#ass_ability_skill) - [
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Method
](#method) - [
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Travel Challenge
](#challenge) - [
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Pace
](#Pace) - #### [
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Travel Activity
](#travel_activity) - [
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Favored, Associated, Hindered, & Forbidden Activities
](#fahf) - [
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Resolving
](#resolving) - #### [
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Camping & Resting
](#camping_resting) - [
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Finding Camp
](#finding) - [
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Boosting Camp
](#boosting_camp) - [
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Resting Activities
](#resting_activities) - [
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Healing, Recuperating, & Tending to Wounds
](#hrt) - [
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Quality of Rest
](#quality) - ### [
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Full List of Activities
](#list_activities) - [
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Appraisal
](#appraisal) - [
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Attuning
](#attuning) - [
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Bonding
](#attuning) - [
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Boosting Camp
](#boost) - [
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Brewing
](#brewing) - [
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Building
](#building) - [
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Cooking
](#building) - [
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Crafting
](#building) - [
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Crafting Magical Item
](#building) - [
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Designing Blueprint
](#appraisal) - [
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Disguising
](#appraisal) - [
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Extracting
](#appraisal) - [
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Finding Camp
](#appraisal) - [
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Foraging
](#appraisal) - [
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Healing
](#appraisal) - [
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Hunting
](#appraisal) - [
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Identifying
](#building) - [
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Identifying Magical Item
](#building) - [
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Imbuing
](#appraisal) - [
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Keeping Watch
](#appraisal) - [
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Learning
](#appraisal) - [
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Map Making
](#appraisal) - [
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Navigating
](#appraisal) - [
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Mining
](#mine) - [
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Planning Ritual
](#appraisal) - [
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Performing Ritual
](#appraisal) - [
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Reading
](#appraisal) - [
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Recuperate
](#appraisal) - [
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Repair
](#appraisal) - [
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Researching Formula
](#appraisal) - [
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Scouting
](#appraisal) - [
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Scribing
](#appraisal) - [
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Setting Up Traps
](#appraisal) - [
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Tend to Companions (Animals)
](#appraisal) - [
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Tend to Wounds
](#appraisal) - [
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Tracking
](#appraisal) - [
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Trailblazing
](#appraisal) - [
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Training
](#appraisal)
*Created by JKyle*
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# Introduction ###
## Player Activities These are a list of additional actions that can be taken. Often times they are more complex or take more time then other actions. Activities help give you a guideline of what you can do while traveling, resting, or when you have nothing else to do. Activities can be pursued to improve your character, make new gear, and earn money. Activities can be a character's hobby, or their career path. When thinking about doing an Activity you have main four aspect to consider: Time, Location, Properties, and Skills & Gear needed. Most activities have a specific amount of time they will take while others really depend on what you are doing with the activity. In any case you need to make sure you have enough time planned out for the activity. Some activities can be performed any where as long as you have the time available to focus on them. Other activities require you to be traveling while in some cases the activity preferred or require time is during a short or long rest. Typically if the activity is under 2 hours it can the majority of the time be performed during a long rest. Under 1 hour and you can perform it during a short rest. This is sometimes not the case. Activities have properties that tell you what to expect when doing an activity. This may be a warning that the activity is dangerous or could risk exhaustion. This can also tell you if the activity is something that could be done while traveling or have advantages if done during a rest. You will need to know what you will need to undergo the activity. Some activities are simple and just require pure effort and/or skill. All you have to do is roll and beat a require DC to have an success. Other activities can be more complex gear such as bundles, kits, and misc. supplies are required or make the activity easier. Most of the time it is NOT a requirement to have the gear to attempt the activity but having the right gear would in most cases significantly improve chance of success. Consult further down into the book for details given about the times, locations, properties, skills, and gear associated with activities. Each time you perform an activity you gain practice with that activity. Once you have reached 1000 hours of practice on an activity you can add Half your Proficiency Bonus on top of any existing proficiency bonuses you add from skills and bundles to the activity related rolls. Once you have reached 3000 hours you can add your full Proficiency Bonus. With the activities Training and Learning this is not the case. ## Activity Time Activities take time to complete. The time could be any where from 10 minutes to 8 hours. In order to receive credit for the activity you need to usually have access to that full time with out interruption. An activity with the Distraction property are super sensitive to this and will end and fail if concentration is lost in anyway. Activities mentioned that have a ~ symbol next to their time or instead of the their time are looser do not have a specific time or do not require the full time to be used. ##### Time Table Below is a table of times and the activities that commonly take that amount of time. | Time | Activity | |:---:|:-----------:| | ~ | Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazing | | 10min | Appraisal, Bonding, Healing, Identifying | | 1hr | Attuning, Boosting Camp, Cooking, Disguising, Finding Camp, Identifying, Keeping Watch, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds | | 2hr | Disguising, Foraging, Hunting, Keeping Watch, Learning, Mining, Reading | | 4hr | Learning, Reading, Training | | 8hr | Brewing, Crafting, Designing Blueprint, Extracting, Imbuing, Planning Ritual, Performing Ritual, Repair, Researching Formula, Scribing, Training | | 9hr+ | Building, Extracting, Performing Ritual | #### No Specific Time (~ or +-) Like stated in the intro of this section activities that fit this category either the time changes depending on what you doing with the activity, they do not require a standard time frame, and/or do not require the use of the full time in order to receive credit and success for the activity. The activities that have a ~ that fit in this category can be interrupted or have the times changed and adjusted depending on what you doing with the activity. These are activities like Keep Watch which can be split into 1 or 2 hour chucks but do not have to use that full time to receive credit and success for the time used. Similarly activities like Map Making, Navigation, or Scouting are based on the Travel Legs of where you are going therefore based on the total time traveling. If an activity has a + and/or a - next to their time then they could take any longer and/or shorter then that amount of time. The amount of time determined will be decided before the activity They still need the full time to be completed in order for the activity to be successful. Example of this is performing a ritual. The amount of time a ritual takes is solely dependent on the ritual's plan. #### 10+ Minutes The occasional activity takes less then an hour to complete. This does not mean these activities can be repeated countless times in a day. Typically these activities are limited to an X amount that can be done with in a time from or without taking a short or long rest. #### 1 Hour Hour long activities can be done during a short rest in most cases and as long as they do not have the Strenuous property. Two of these activities can be done during a long rest and in some cases they will even have advantage if done during a long rest when they have the Rest property.
*Created by JKyle*
\pagebreak #### 2 Hours 2 Hour long activities can be done during a long rest in most cases and as long as they do not have the Strenuous property. In some cases they will even have advantage if done during a long rest when they have the Rest property. #### 3+ Hours These are activities that take a long time usually 4 to 8 hours. They can not be fit into a rest and most be done on their own dedicated time. ## Activity Locations Activities can be broken down into there the best place to do them is. You have activities that could be done any time, activities that gain advantages if done during a short and/or long rest, activities because of the time they take can not be done during a rest, and activities that are only for traveling. ##### Location Table | Location | Activity | |:---:|:-----------:| | Free Time | Appraisal, Bonding, Boosting Camp, Brewing, Building, Cooking, Crafting, Designing Blueprint, Disguising, Extracting, Finding Camp, Foraging, Healing, Hunting, Identifying, Imbuing Keeping Watch, Learning, Mining Planning Ritual, Performing Ritual, Reading, Repair, Researching Formula, Scribing, Setting Up Traps, Training | | Rest, Short | Appraisal, Attuning, Bonding, Boosting Camp, Cooking, Disguising, Healing, Identifying, Keeping Watch, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds | | Rest, Long | Appraisal, Attuning, Bonding, Boosting Camp, Cooking, Disguising, Foraging, Healing, Hunting, Identifying, Keeping Watch, Learning, Reading, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds | | Travel | Finding Camp, Foraging, Hunting, Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazing | #### Free Time These are activities that do need to be done during a rest or travel or that can NOT be done during a rest or travel. Your characters might take several days off from adventuring to pursue these activities. #### Rest, Short & Rest, Long Activities that take 1 and/or 2 hours and are not strenuous. These activities can fit perfectly in a rest sometimes gain advantage for doing so. #### Travel These are activities that can be done while travel some of which can only be done while traveling. \columnbreak ## Activity Properties ##### Property Table | Property | Activity | |:---:|:-----------:| | Dangerous | Foraging, Hunting, Setting Up Traps, Scouting | | Distracting | Appraisal, Attuning, Bonding, Boosting Camp, Brewing, Building, Cooking, Crafting, Designing Blueprint, Disguising, Extracting, Healing, Identifying, Imbuing, Learning, Map Making, Mining, Navigating, Planning Ritual, Performing Ritual, Reading, Repair, Researching Formula, Scribing, Tend to Companions, Tend to Wounds, Trailblazing, Training | | Exhausting | Brewing, Building, Crafting, Designing Blueprint, Extracting, Imbuing, Learning, Mining, Planning Ritual, Performing Ritual. Reading, Repair, Researching Formula, Scouting, Scribing, Trailblazing, Training | | Focused | Cooking, Healing, Map Making, Navigating, Scouting, Setting Up Traps, Tend to Companions, Tend to Wounds, Tracking, Trailblazing | | Relaxing | Recuperate, Tend to Companions, Tend to Wounds | | Rest | Attuning, Foraging, Healing, Identifying, Keeping Watch, Learning, Reading | | Restrictive | Appraisal, Bonding, Healing, Identifying, Recuperate | | Strenuous | Extracting, Learning, Mining, Performing Ritual | | Travel | Finding Camp, Foraging, Hunting, Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazingp | #### Dangerous Activities Activities that require you go off alone and separate from the group. Thus risking being attack or trapped without help. Chance of encounter occurs. #### Distracting Activities These activities require your full attention. Passive perception suffers a -5. #### Exhausting Activities Activities that if you do more then twice with out taking a long rest then you will suffer one level of exhaustion after finishing the second. #### Focused Activities Activities that can only be performed max of twice during travel or rest (twice by the same PC or twice by 2 different PCs). Only the highest of the two check results will determine the effect. If a character fails their check, they still suffer the consequences.
*Created by JKyle*
\pagebreak #### Relaxing Activities Activities that if done during a Long Rest will increase your quality of rest (sleep). With an activity you can only increase the quality of rest once per a long rest. Meaning doing two Relaxing activities will NOT increase your rest quality beyond the first time. If you are camping and do NOT have the proper camping equipment then you can NOT benefit from a Relaxing activity's rest quality increase. #### Rest Activities Are activities that if performed during a Short or Long Rest will have an Advantage. #### Restrictive Activities These are activities that have some restriction to how many times you can do them typically on the same creature or object within certain time frame. This is like healing, appraisal, or identifying. Once you have used those activities on an object or creature you can not go back to do them again unless significant time goes by or new information is revealed are examples. The restriction for each the activity are detailed further down. #### Strenuous Activities These are activities that can occur a chance of giving exhaustion during the activity even the first time doing the activity. A CON Saving Throw will sometimes be required and fail save will mean a level or more of exhaustion. #### Travel Activities Activities that can be performed during a travel leg. Some can only be performed during travel. Only one activity can be performed per a character during each travel leg. Going at medium or face pace might prevent the activity or cause a Disadvantage on the roll. ## Running Activities When running an activity you want to first declare the activity you want to run and then make sure you have what you need. The right amount of time to complete it, the the right location to do it, and the correct skill, bundles, and supplies needed if any are needed at all. #### Ability Stats All Activities are based on an Ability Stat. Sometime mulitple different Ability Stats could be used. Depending on what you are doing with the activity changes the Ability Stat that is rolled (this is determined by the GM). Sometimes you can choose the Ability Stat you want to use though the optimal Ability Stat may make the roll easier then using non-optimal Ability Stat. You may have disadvantage or some kind of negative bonus if you use the non-ptimal Ability Stat. For example if you use WIS (perception) instead of INT (Investigation) on the Finding Camp activity then you will have DIS on the roll. \columnbreak ##### Ability Stat Table | Ability Stat | Activity | |:---:|:-----------:| | **Physical Stats** | Strength (STR) | Boosting Camp, Building, Mining, Trailblazing, Training | | Dexterity (DEX) | Boosting Camp, Brewing, Building, Cooking, Crafting, Repair, Training | | Constitution (CON) | Training | | **Mental Stats** | Intelligence (INT) | Appraisal, Attuning, Building, Crafting, Designing Blueprint, Extracting, Finding Camp, Identifying, Imbuing, Learning, Map Making, Planning Ritual, Performing Ritual, Reading, Repair, Researching Formula, Scouting, Tracking, Training| | Wisdom (WIS) | Bonding, Brewing, Cooking, Extracting, Finding Camp, Forging, Healing, Hunting, Identifying, Imbuing, Keeping Watch, Navigating, Planning Ritual, Performing Ritual, Reading, Recuperate, Scribing, Setting Up Traps, Tend to Companions, Tend to Wounds, Tracking, Training | | **Social Stat** | Charisma (CHR) | Disguising, Training | #### Skills Most Activities are able to use a Skill on the roll though some you can NOT. When you use a Skill you can add your proficiency bonus to the roll if you are proficient in that Skill. Sometime mulitple different Skill could be used. Depending on what you are doing with the activity changes the skill that is added to the roll (this is determined by the GM). Sometimes you can choose the Skill you want to use though the optimal Skill may make the roll easier then using non-optimal Skill. You may have disadvantage or some kind of negative bonus if you use the non-optimal Skill. For example if you use WIS (perception) instead of INT (Investigation) on the Finding Camp activity then you will have DIS on the roll.
*Created by JKyle*
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##### Skill Table | Skill | Ability Stat | Activity | |:---:|:-----------:|:-----:| | **Physical Skills** | Acrobatics | DEX | Building. Training | | Athletics | STR |Boosting Camp, Building, Mining, Trailblazing, Training | | Slieght of Hand | DEX | Boosting Camp, Brewing, Building, Cooking, Repair, Scribing, Training | | Stealth | DEX |Boosting Camp, Training | | **Mental Skills** | Animal Handling | WIS | Bonding, Training, Tend to Companions (Animals), Training | | Arcana | INT (WIS) |Appraisal, Attuning, Brewing, Building, Cooking, Crafting, Extracting, Identifying, Imbuing, Learning, Planning Ritual, Performing Ritual, Repair, Scribing, Training | | Culture | WIS | Appraisal, Identifying, Training | | History | INT | Building, Training | | Insight | WIS | Training | | Investigation | INT | Appraisal, Building, Finding Camp, Identifying, Scouting, Tracking, Training | | Medicine | WIS |Brewing, Cooking, Healing, Recuperate, Repair, Tend to Wounds , Training | | Nature | WIS | Appraisal, Brewing, Cooking, Crafting, Foraging, Hunting, Identifying, Learning, Repair, Scribing, Training | | Perception | WIS | Finding Camp, Keeping Watch | | Religion | INT (WIS) | Appraisal, Building, Crafting, Extracting, Identifying, Imbuing, Learning, Planning Ritual, Performing Ritual, Scribing, Training | | Survival | WIS | Foraging, Hunting, Navigating, Setting Up Traps, Tracking, Training | | **Social Skills** | Intimidation | CHR (STR) | Training | | Performance | CHR | Training | | Persuasion | CHR (INT, WIS) | Training | | Deception | CHR (INT, WIS) | Disguising, Training |
#### Bundles Bundles include Supply Bundles, Tools, and Kits. Most Activities are able to use a Bundle on the roll though some you can NOT. When you use a Bundle you can add your proficiency bonus to the roll if you are proficient in that Bundle. Even if you not proficient in the Bundle using one could give you a bonus such as advantage on the roll. Sometime multiple different Bundles could be used. Depending on what you are doing with the activity changes the Bundle that is added to the roll (this is determined by the GM). Sometimes you can choose the Bundle you want to use though the optimal Bundle may make the roll easier then using non-optimal Bundle. You may have disadvantage or some kind of negative bonus if you use the non-optimal Bundle.
| Bundle | Ability Stat | Activity | |:---:|:-----------:|:-----:| |**Common** |Carpenter's Kit | STR | Building, Crafting, Repair, Training |Cartographer's Tools | WIS | Map Making, Scribing, Training |Cobbler's Tools | DEX | Crafting, Repair, Training
*Created by JKyle*
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| Bundle | Ability Stat | Activity | |:---:|:-----------:|:-----:| |Cooking Utensils *(Cooking Speciality Foods)* | INT, WIS | Cooking, Training |Climbers Kit | STR | Training |Fishing Supplies | DEX, INT, WIS | Training |Gaming Sets | DEX or WIS| Training |Glassblower's Tools | DEX | Building, Crafting, Repair, Training |Healer’s Kit *(Heals, has 10 uses)* | WIS | Healing, Recuperate, Tend to Wounds, Training |Herbalist's Kit *(Heals, has 10 uses. Helps with any herb related activity)* | WIS | Appraisal, Brewing, Crafting, Repair, Healing, Recuperate, Tend to Wounds, Training |Leatherworker's Tools | DEX | Crafting, Repair, Training |Mason’s Tools | STR | Building, Crafting, Repair, Scribing, Training |Mess Kit *(Eating/Cooking Foods)* | DEX, INT, WIS | Cooking, Training |Musical Instruments | CHR | Training |Navigator's Tools | WIS | Navigating, Scouting, Tracking, Taining |Painter's Supplies | DEX | Brewing, Building, Scribing, Training |Performer’s Supplies | CHR | Training |Potter's Tools | DEX | Crafting, Repair, Training |Smith’s Tools | STR | Building, Crafting, Repair, Training |Tinker’s Tools | INT | Crafting, Repair, Training |Weaver's Tools | DEX | Crafting, Repair, Scribing, Training |Woodcarver's Tools | DEX | Building, Crafting, Repair, Scribing, Training |**Uncommon** |Alchemist's Supplies | INT | Brewing, Crafting, Repair, Identifying, Training |Brewer’s Supplies | WIS | Brewing, Training |Cryptographer’s Tools | INT | Training |Mining Supplies | STR | Mining, Training |Jeweler's Tools | DEX | Appraisal, Crafting, Repair, Identifying, Training |Surgeon's Kit *(Heals, has 10 uses)* | DEX, WIS, INT | Healing, Tend to Wounds, Training |Tattooist’s Tools | DEX | Scribing, Training |Torture Tools | DEX, STR,WIS | Training |Thieves' Tools | DEX, INT| Training |Translation Kit | INT, WIS| Training |**Rare** |Artificer's Tools | INT | Building, Crafting, Repair, Identifying, Training |Culinary Tools *(Cooking Magical Foods)* | INT, WIS | Cooking, Training |Disguise Kit | CHR | Disguising, Training |Engineering Kit | INT | Building, Crafting, Training |Forensics Kit | INT | Training |Forgery Kit | DEX | Training |Gunsmith's Kit | INT | Crafting, Repair, Training
*Created by JKyle*
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| Bundle | Ability Stat | Activity | |:---:|:-----------:|:-----:| |Imbuing Tools | DEX, INT, WIS | Imbuing, Training |Poisoner's Kit | INT | Brewing, Training |Scrollscriber's Supplies | INT, WIS | Scribing, Training |Wandmaker's Tools | DEX, INT, WIS | Crafting, Repair, Training
#### Supplies This is miscellaneous gear or ingredients that is needed or would help. This could come in the form pretty much anything. Very few activities absolutely need supplies. For most activities it more depends on what you are doing with activity that determines if supplies will be needed or not. Creative use of supplies in the activity will potentially give bonuses.
#### Helping A player can use the Help Action on pretty much any activity except for training (where helping works differently). The Help Action gives the primary roller Advantage on the roll. Typically only ONE helper can assist on any single roll but may be special circumstance where you can have more then one helper in which case Advantage may stack or a + bonus may be given for the extra help in these rare situations. The Helper mechanically does not need to doing anything besides state they are helping before the roll occurs but solid roleplay explanation may give additional bonus.
# Full List of Activities ###
## Activity List Below is a full quick reference table of all Activities available to players. What is indicated on the list is the norm not always the requirement. Like seen else where you can sometimes use, for example, different Skills for that aren't listed in the below chart. Details are specified further down for each activity.
| Activity | Ability Stat | Skill | Bundle | Supplies | Time | Properties | Page |:---:|:-----------:|:-----:|:---:|:---:|:----:|:----:|:---- | Appraisal | INT, WIS | Investigation | Yes | No | 10min | Distracting, Restrictive | | Attuning | INT | Arcana | No | No | 1hr+ |Distracting, Rest| | Bonding | WIS | Animal Handling | No | No | 10min | Distracting, Restrictive | | Boosting Camp | DEX, STR, WIS | Stealth, Athletics | No | Yes | 1hr | Distracting, Focused | | Brewing | WIS, DEX | Yes | Brewer’s Supplies | Yes | 8hr | Distracting, Exhausting | | Building | INT, DEX, STR | Yes | Yes | Yes | 1day | Distracting, Exhausting | | Cooking | WIS, DEX | Nature, Survival |Cooking Utensils | Yes | 1hr | Distracting, Focused, Rest| | Crafting | INT, WIS, DEX | Yes | Yes | Yes | 8hr | Distracting, Exhausting | | Designing Blueprint | INT | No | Yes | Yes | 8hr | Distracting, Exhausting | | Disguising | CHR | Deception, Performance | Disguise Kit | Yes | 1hr, 2hr | Distracting | | Extracting | INT, WIS | Arcana, Religion | No | Yes | 8hr+- | Distracting, Exhausting, Strenuous| | Finding Camp | INT, WIS | Investigation, Perception | No | No | 1hr | Travel | Foraging | WIS | Survival, Nature | No | No | 2hr | Dangerous, Rest, Travel | | Healing | WIS | Medicine | Healing Kit, Herbalist Kit, Surgeon Kit | Yes | 10min | Distracting, Focused, Rest, Restrictive | | Hunting | WIS | Survival, Nature | No | No | 2hr | Dangerous, Travel |
*Created by JKyle*
\pagebreak
| Activity | Ability Stat | Skill | Bundle | Supplies | Time | Properties | Page |:---:|:-----------:|:-----:|:---:|:---:|:----:|:----:|:---- | Identifying | INT, WIS | Yes | Yes | No | 10min, 1hr |Distracting, Rest, Restrictive| | Imbuing | INT, WIS | Arcana, Religion | Imbuing Tools | Yes | 8hr | Distracting, Exhausting| | Keeping Watch | WIS | Perception | No | No | 1hr~, 2hr~ | Rest, Travel | | Learning | INT, WIS | Yes | No | No | 2hr+ | Distracting, Exhausting, Rest, (Strenuous) | | Map Making | INT | No | Cartographer's Tools | No | ~ | Distracting, Focused, Travel| | Mining | STR | Athletics | Mining Supplies | Yes | 2hr | Distracting, Exhausting, Strenuous| | Navigating | WIS | Survival | Navigator's Tools | No | ~ | Distracting, Focused, Travel| | Planning Ritual | INT, WIS | Arcana, Religion| No | Yes | 8hr | Distracting, Exhausting| | Performing Ritual | INT, WIS | Arcana, Religion| No | Yes | 8hr+- | Distracting, Exhausting, Strenuous| | Reading | INT, WIS | No | No | Yes | 2hr+ | Distracting, Exhausting, Rest | | Recuperate | WIS | Medicine | Healing Kit, Herbalist Kit | No | 1hr | Relaxing, Restrictive | | Repair | INT, DEX | Yes | Yes | Yes | 8hr | Distracting, Exhausting| | Researching Formula | INT | No | No | Yes | 8hr | Distracting, Exhausting | | Scouting | INT | Investigation | Navigator's Tools | No | 1hr~ | Dangerous, Exhausting, Focused, Travel| | Scribing | WIS, DEX | Yes | Yes | Yes | 8hr |Distracting, Exhausting| | Setting Up Traps | WIS | Survival | No | Yes | 1hr | Dangerous, Focused | | Tend to Companions (Animals) | WIS | Animal Handling | No | No | 1hr | Distracting, Focused, (Relaxing)| | Tend to Wounds | WIS | Medicine | Healing Kit, Herbalist Kit, Surgeon Kit | Yes | 1hr | Distracting, Focused, (Relaxing)| | Tracking | INT, WIS | Investigation, Survival| Navigator's Tools | No | ~ | Focused, Travel| | Trailblazing | STR | Athletics | No | Yes | ~ | Distracting, Exhausting, Focused, Travel | | Training | Yes | Yes | Yes | Yes | 4hr, 8hr | Distracting, Exhausting|
## Appraisal This is the activity of determining the value of an object. Usually that is the monetary value. Determining how much it may be worth on average at market value. Appraisal can be done without knowing what the item is or if it is magical though if you do NOT know what the item is or that it is magical then it may make the DC harder or give you inaccurate appraisal. #### Ability Stat Appraisal typically uses the ability stat of Intelligence though on occasion Wisdom may be called for depending on what is being evaluating. #### Skill Appraisal typically uses the skill Investigation though on occasion Nature, Religion or even Arcana may be called for depending on what is being evaluating. #### Bundle A bundle that corresponds with the item being Appraised such as Jeweler's Tools for appraising a gem will give advantage and if you are proficient in the Jeweler's Tools you can add your Proficient Bonus (again if are you are already proficient in the skill being used.).
*Created by JKyle*
\pagebreak #### Supplies No supplies are typically used or needed though clever use of supplies approved by the GM may give a bonus. #### Time / Location Appraisal typically takes 10 minutes though in special circumstances this could change. Appraisal can be done anywhere at anytime. #### Properties Appraisal is a Distracting and Restrictive activity. ##### Appraisal Distracting Activity Appraisal requires your full attention. Passive perception suffers a -5. ##### Appraisal Restrictive Activity In this case the restriction is that you can NOT appraise the same item twice unless you acquire new information on the item. ## Attuning This is the activity of connecting magical item to you. Most magical items can NOT be used until they are attuned to you. Most magical items need to be identified first before they can be attuned. This means at the bare minimum you need to know that the item is magical and what the primary purpose of the magical item. #### Ability Stat Attuning typically uses the ability stat of Intelligence though on occasion Wisdom may be called for depending on what is being evaluating. Sometimes will NOT need to roll to attune. If you did need to roll and are unsuccessful you will have to attempt to attune again. #### Skill Attuning always takes the Arcana Skill. Sometimes will NOT need to roll to attune. If you did need to roll and are unsuccessful you will have to attempt to attune again. #### Bundle No Bundles are needed when Attuning. #### Supplies No Supplies are needed when Attuning. #### Time / Location Attuning typically takes 1 hour + the time to identify the magical item if needed though sometimes attuning could take a longer or even shorter amount of time. Attuning can be done anywhere at anytime. But you get advantage for doing during a rest. #### Properties Attuning is a Distracting and Rest activity. ##### Attuning Distracting Activity Attuning requires your full attention. Passive perception suffers a -5. ##### Attuning Rest Activity If you attune during a short or long rest you gain advantage on the roll. ## Bonding This is the activity of gaining the trust of companion and forming a deeper connection with them. You can only attempt to increase your bond with your companion once per a day and it must be rolled with Animal Handling during a long rest. If you combine bonding with Tend to Animals activity not only will the bond roll take zero additional time but you will also have advantage on the roll and using two Tend to Animal activities will give you a +1 on the roll. Training your companion is different then bonding this is depicted in the training activity. #### Stages of Bonding There are 5 Stages of Bond and occasional special bond stages for some companions. You will need to complete a certain number of successes to form the increasing bonds. The number of Successes, the DC required, and the Modifier is recorded under the description of each stage. Failing below a 3 on a bonding (non-training) Animal Handling Check will reverse a previous success which may lower your bond unless you are at the Bond Stage 5: Absolute Trust then it takes something horrific or a betrayal of some kind roleplay-wise to lower the bond. If you are at the trust stage betraying them may remove the trust altogether making you have to regain it. Below the Stage description are listed as well as a table that gives an overview of all the stages.
**Stage 1: Wild (Untamed) -** At this stage, they have a mind of their own and will act completely on their own. When at this stage they can be unpredictable. **Stage 2: No Bond (Tamed) -** at this stage, the companion will not follow constantly or not at all. They may disappear at random times. They may test you, tease you, and will only try to communicate with you at the bare minimum. They may act hostel or negatively towards you. You won't be able to give them any commands or may have to roll Animal Handling with a disadvantage and at a DC 20+. You will have disadvantages on any non-bonding checks dealing with them including Animal Handling and the DCs will be 20+. Depending on your actions they may leave and never return. Companions at this stage can NOT typically revert back to Wild. **Stage 3: Pet -** They will follow you to most locations. Stay around more often. Communicate more regularly. You may be able to give them some simple commands but you may have disadvantages. More complex commands may be impossible or have a DC 15+ roll. You may have disadvantages on any non-bonding checks dealing with them. You can also train with them at this point to do a variety of activities but you may have a disadvantage during the training. If they are not trained in a command you give them it may be impossible or have a DC 20+.
*Created by JKyle*
\pagebreak **Stage 4: Trust -** Most companions can only gain the trust stage with one PC. They will trust you, listen to you, and follow your commands tho you still may need to roll but you will have no disadvantage. They will communicate with you whenever they can. You can start training them to fight, attack, and forge/hunt small prey for you without disadvantage. You will have NO disadvantage on any checks dealing with them. You will have an advantage on animal handling checks made during a long rest. Meaning 1 Tending to Animal activity will give you a +1 and 2 will have no additional benefit to the role. **Stage 5: Absolute Trust -** They will trust you absolutely, listen to you without question, and follow your commands without you needing to roll the majority of the time. You will have an advantage on all checks dealing with them. And trainings will no longer have negative modifiers. **Special Bond Stage -** On rare occasions, some companions will have unlockable special bonding levels. These could be magical. | Stage | Successes | Difficulty Class | Modifier |:------:|:-------:|:--------:|:-------:| | Wild (Untamed) | - | - | - | No Bond (Tamed) | 20 | 10 | -5 | Pet | 2 | 10 | 0 | Trust | 3 | 10 | 0 | Absolute Trust | 5 | 10 | 0 #### Ability Stat Bonding always uses the Wisdom Ability Stat. #### Skill Bonding always uses the Animal Handling Skill. #### Bundle No Bundle can be used when Bonding. #### Time / Location Bonding takes 10 minutes but if you pair it will Tend to Companions (Animals) activity in order to gain the bonuses to the roll it will take 1 hour or 2 hours. Bonding activity must be done at a Long Rest. #### Properties Bonding is a Distracting and Restrictive activity. ##### Bonding Distracting Activity Bonding requires your full attention. Passive perception suffers a -5. ##### Bonding Restrictive Activity In this case the restriction is that you can only bond with the same companion once a day at a long rest. ## Boosting Camp Before boosting camp you need to find a camp. See page XX. Your found camp will have certain amount of base set properties. Based on how well you rolled to find the camp you could have 1 or 2 Comfortable properties, 1 or 2 Defendable properties, and/or 1 or 2 Hidden properties. But you are not stuck with the amount of properties your found camp has you can use 1 hour or more time attempting to boost your camp. This time spent is considered part of your long or short rest so doing more then 2 hours will usually interrupt your rest unless you have an ability that gives you more time awake. When boosting your camp you have three options you can Rearrange Camp (this increases the Comfortability property. In turn increasing the comfort of the camp therefor increasing your quality of rest that you will have.), Fortify Camp (this increases the Defendable property. In turn increasing defense of the camp.), or Camouflage Camp (this increases the Hidden property. In turn increasing stealth of the camp.) ### Rearrange Camp A type of Boosting Camp activity that increase the Comfortable property level of your camp. You can move rocks and rearrange the surrounding nature to make the camp more comfortable. You are LIMITED overall to having an Average Comfortable (Level 3 Rest) unless you have a Average Bedroll. You are limited with this activity specifically, to having a Super Comfortable (Level 4 Rest) unless you have a Rich Bedroll. Also limited in having 2 levels in the Comfortability property of the camp. Natural occurrences such as storms may lower the quality of rest though having other gear could prevent that from occurring. Like for example a tent may prevent the rest quality from being lowered by a storm. ### Fortify Camp A type of Boosting Camp activity that increases the Defendable property level of your camp. Build barricades or other obstacles around your camp. You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and rampart around it. All ways of increasing the defendability of the camp. Making harder for intruders to get in. You are limited to 2 levels of the defendability Property. Being creative with the resources around you or with you can lower the DC of the roll that will be needed. ### Camouflage Camp A type of Boosting Camp activity that increases the Hidden Property level of your camp. Surround the camp with bushes. Cover tents with leafs. Are All methods of hiding your camp making it harder for intruders to find you. You are limited to 2 levels of the Hidden Property. Being creative with the resources around you or with you can lower the DC of the roll that will be needed. #### Ability Stat Rearrange Camp is a straight up WIS or INT roll. Fortifying Camp is a STR Check. Camouflaging Camp is a DEX Check. #### Skill Fortifying Camp is a Athletics Check. Camouflaging Camp is a Stealth Check. You can not use a skill on the Rearrange Camp Boosting Camp activity. #### Bundle No Bundle can be used when Boosting Camp.
*Created by JKyle*
\pagebreak #### Time / Location Boosting Camp is a 1 hour activity. The Boosting Camp activity must be done at a Long Rest. #### Properties Boosting Camp is a Distracting and Focus activity no matter the type you are doing. ##### Boosting Camp Distracting Activity Boost Camp requires your full attention. Passive perception suffers a -5. ##### Boosting Camp Focus Activity Boosting Camp activity can only be done a MAX of twice during a Long Rest **(twice by the same PC or twice by 2 different PCs)** Only the HIGHEST of the two check results will determine the effect. If a character fails their check, they still suffer the consequences. ## Brewing Brewing is the act of mixing together potions, poisons, or other concoction of liquids such as an alcoholic beverage. You typically need to have a formula and the right supplies before you can brew something. #### Ability Stat Brewing uses WIS or DEX. WIS is typically the go to Ability Stat to use when Brewing especially when making more complex concoction like potions or poison. If you use DEX on complex concoction then the DC could be harder. DEX is better for simpler concoction like an alcoholic beverages or juices. #### Skill When using the Ability Stat WIS you could use a number of different skills for Brewing. Arcana (with WIS), Medicine, and Nature are skills that could be used when rolling with WIS on the Brewing Activity. If you are using DEX for your Ability Stat then rolling the skill of Sleight of Hand will be needed. #### Bundle Yes, Brewing Supplies Bundle can be used to give you positive bonuses and as normal you are able to, if proficient in the Bundle, add your Proficiency Bonus on top of any Proficiency Bonus you may being add from your skill, that you are using for the roll. Creative use with other Bundles could also give you bonuses to your roll. #### Supplies Supplies including various components and ingredients will be needed to brew. Sometimes not having the correct supplies needed could make the task more difficult, dangerous, or even impossible to do. Sometimes a listed supply in a formula could be skipped though this is often times not recommended as every ingredient has its purpose typically. Being creative with supplies could make rolls easier. #### Time / Location Since brewing a potion or poison seen as the most common use of this activity the default time is set at 8 Hours, but for brewing together simpler concoction like an alcoholic beverage or juice the time could take as little as 10 minutes. Brewing can be done pretty much at any location as you have the time for it. Majority of the time Brewing can NOT be done during a Rest. #### Properties Brewing is a Distracting and Exhausting Activity. ##### Brewing Distracting Activity Brewing requires your full attention. Passive perception suffers a -5. ##### Brewing Exhausting Activity If you do the Brewing Activity more then TWICE (16 Hours) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second. ## Building Building can be a complex activity. Building typically takes a lot time, effort, materials (supplies), money, and even maintenance is needed. Maintenance on smaller building typically will not have to be acknowledged especially if the maintenance cost is under 1gp. You need to have Blueprint of what you want to build before you can starting Building. Below is table of examples of the general average cost of both building and maintenance. Keep in mind though based o verity of factors like how much players are involved in the process can change the time and/or cost of the project.
### Construction Costs
| Building | Low | Mid | Hight | Time |:------:|:-------:|:--------:|:-------:|:----| | Abbey | 30,000gp | 50,000gp | 80,000gp | 200 to 400 Days | Cabin | 500gp | 1,000gp | 1,500gp | 60 to 90 Days | GuildHall | 10,000gp | 15,000gp | 20,000gp | 100 to 300 Days | House | 600gp | 1,100gp | 1,500gp | 70 to 100 Days | Keep | 30,000gp | 50,000gp | 80,000gp | 200 to 400 Days | Outpost (Fort) | 10,000gp | 15,000gp | 20,000gp | 100 to 300 Days | Castle | 300,000gp | 500,000gp | 800,000gp | 1,200 to 1,500 Days | Shop | 600gp | 1,100gp | 1,500gp | 70 to 100 Days | Temple | 30,000gp | 50,000gp | 80,000gp | 200 to 400 Days
*Created by JKyle*
\pagebreak | Building | Low | Mid | Hight | Time |:------:|:-------:|:--------:|:-------:|:----| | Tower, Fortified | 10,000gp | 15,000gp | 20,000gp | 100 to 300 Days | Trading post | 3,000gp | 5,000gp | 8,000gp | 100 to 300 Days
### Maintenance Costs
| Building | Cost Per Day | Skilled Hirelings | Unskilled Hirelings |:------:|:-------:|:--------:|:-------:| | Abbey | 20gp | 5 | 25 | | Cabin | 5sp | - | 1 | | Farm | 5sp | 1 | 2 | | GuildHall | 5gp | 5 | 3 | | House | 5sp to 1gp | - | 1 | | Keep | 100gp | 50 | 50 | | Outpost (Fort) | 50gp | 20 | 40 | | Castle | 400gp | 200 | 100 | | Shop | 2gp | 1 | - | | Temple | 1gp to 25gp | 2 to 10 | 0 to 10 | | Tower, Fortified | 25gp | 10 | - | | Trading post | 10gp | 2 | 4 | #### Ability Stat The Building Activity could use DEX, INT, and/or STR. Building is such a long activity that will need to be performed multiple times most likely, especially, for larger projects. Because of this multiple different checks may be require multiple times. #### Skill For Building multiple different skills could, can and may be used. Acrobatics, Arcana, History, Investigation, and/or Religion may all be used one or more times depending on the project being built. #### Bundle Yes, for Building a wide range of Bundles could and may be needed. This includes Artificer's Tools, Carpenter's Kit, Engineering Kit, Glassblower's Tools, Mason's Tools, Painter's Supplies, Woodcarver's Tools. Building could be much harder if not impossible with out the proper Bundle. The right bundles could give you Advantage and/or other positive bonuses as well if you are Proficient in the one you use you can add your Proficiency Bonus on top of any Proficiency Bonus you may already from your Skill that you are using. Creating use could potentially allow you to use other Bundles as well. #### Supplies Ton of materials (Supplies) will be needed for building. With out the right materials Building could be harder or impossible. You could collect your own materials needed but for bigger projects especially, this could be tenuous and a challenging task. For most bigger/complex projects it may be easier for you to use a construction company to get everything you need. They will often times be able to lump everything you need from materials to labor into one large some of Gold. #### Time / Location Building as you can see above can take several days to finish. though that is composed of several 1 Day building activities. You may be require to potentially do 60+ building activities depending on the project. Because building takes a Day for a single activity you can not do it during a rest otherwise as long as you have the time you can do it any other location. #### Properties Building is a Distracting and Exhausting Activity. ##### Building Distracting Activity Building requires your full attention. Passive perception suffers a -5. ##### Building Exhausting Activity If you do the Building Activity more then TWICE (1 Day) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.