Downtime Activities (Corebound Awakening Supplement)
Occupation[edit]
You can take one job two times or one job and a past time activity at the same time! Jobs[edit]
Past Time Activities[edit]
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Long-term Activities[edit]
Magical Research[edit]Duration: 1 month – 1 year Requirements: Must have proficiency in Arcana Effect: - **After 1 Month:** Create a new spell appropriate for your core stage. - **After 6 Months:** Create a new spell. - **After 1 Year:** Create a new signature spell. Additional Notes: Research costs **gold and rare materials**, and some discoveries may attract attention from arcane organizations. Advanced Alchemy[edit]Duration: 1 month – 1 year Requirements: Proficiency with Alchemist’s Supplies Effect: - **After 1 Month:** Successfully brew a **healing potion** or **basic alchemical substance** (e.g., acid, alchemist’s fire). - **After 6 Months:** Create **specialized potions** (e.g., Potion of Fire Resistance, Invisibility for 1 minute, or a Paralysis Antidote). - **After 1 Year:** Develop a **custom alchemical formula**, allowing you to craft a **unique potion or elixir** (DM-approved). Additional Notes: Requires **gold and rare ingredients**; brewing failures may result in unpredictable effects. Masterwork Smithing[edit]Duration: 1 month – 1 year Requirements: Proficiency with Smith’s Tools Effect: - **After 1 Month:** Craft a **well-balanced mundane weapon or armor**, granting a slight improvement (e.g., lighter weight, no disadvantage on Stealth). - **After 6 Months:** Forge a **masterwork weapon or armor**, allowing it to be enchanted later or providing a +1 to attack rolls or AC. - **After 1 Year:** Create a **custom enchanted item**, such as a sword with elemental damage or a shield that provides resistance to one damage type. Additional Notes: Some materials **require adventuring to obtain**, and commissioning an enchantment may cost extra. Advanced Engineering[edit]Duration: 1 month – 1 year Requirements: Proficiency with Tinker’s Tools Effect: - **After 1 Month:** Construct a **small mechanical device**, such as a clockwork animal or self-writing quill. - **After 6 Months:** Build a **complex gadget**, such as a retractable climbing device or a miniature automaton that can perform simple tasks. - **After 1 Year:** Invent a **major mechanical creation**, such as a self-loading crossbow, a clockwork horse, or a device that enhances a specific skill. Additional Notes: Some devices **require rare materials** or **time to refine**, and their complexity may limit their reliability. Arcane Scribing[edit]Duration: 1 month – 1 year Requirements: Proficiency in Arcana and access to spell scrolls or spellbooks Effect: - **After 1 Month:** Scribe a **single-use spell scroll** for a spell that you know. - **After 6 Months:** Create an **enhanced scroll** that can store a spell, that allows a non-caster to use a spell. - **After 1 Year:** Develop a **self-recharging spell scroll** (DM-approved), which regains a charge after a long rest or special conditions. Additional Notes: Requires **ink infused with magical essence**, and more powerful scrolls require **rare parchment** or **crystal engraving techniques**. Gemcraft & Enchantment[edit]Duration: 1 month – 1 year Requirements: Proficiency with Jeweler’s Tools Effect: - **After 1 Month:** Craft a **fine gemstone accessory** that sells for higher value or grants minor aesthetic appeal (glowing in the dark, self-cleaning). - **After 6 Months:** Infuse a gem with a **minor magical effect**, such as **glowing in response to danger** or **providing low-light vision**. - **After 1 Year:** Create an **enchanted gemstone** that can be embedded into armor or weapons, **granting a unique bonus** (e.g., fire resistance, a minor boost to attack rolls). Additional Notes: Enchanting gems requires **high-quality materials**, and the more powerful the enchantment, the **rarer the gem required**. Animal Husbandry[edit]Duration: 1 month – 1 year Requirements: Proficiency in Animal Handling Effect: - **After 1 Month:** Train an animal to **perform simple tricks or follow basic commands**. - **After 6 Months:** Raise or tame a **mount or hunting companion** with improved loyalty and basic combat training. - **After 1 Year:** Successfully **domesticate a rare or exotic creature**, making it a permanent ally (DM-approved). Additional Notes: More intelligent or magical creatures require **special care, food, and time**, and they may **resist domestication** without proper bonding. Advanced Leatherworking[edit]Duration: 1 month – 1 year Requirements: Proficiency with Leatherworker’s Tools Effect: - **After 1 Month:** Craft high-quality leather armor with improved flexibility (e.g., no disadvantage on Stealth checks). - **After 6 Months:** Create a **hardened or reinforced leather piece**, granting **+1 AC or resistance to minor environmental hazards**. - **After 1 Year:** Develop a **special enchanted leather item** (e.g., boots of silent movement, a cloak that provides minor resistance to elements). Additional Notes: Requires **hides from exotic creatures** for best results. More resilient materials allow **higher durability or enchantment potential**. Equestrian Training[edit]Duration: 1 month – 1 year Requirements: Proficiency in Animal Handling Effect: - **After 1 Month:** Train a horse or riding animal to obey complex riding commands. - **After 6 Months:** Develop a **strong bond with a mount**, improving its endurance and reaction time. - **After 1 Year:** Breed or raise a **superior mount**, such as a warhorse, a riding griffon, or another **exotic rideable creature** (DM approval required). Additional Notes: Some mounts require **specialized food, care, and training**. Rare creatures demand **extra time and resources**. Fortification Building[edit]Duration: 1 month – 1 year Requirements: Proficiency with Mason’s Tools or Carpenter’s Tools Effect: - **After 1 Month:** Construct a **small defensive structure** (e.g., barricade, reinforced gate). - **After 6 Months:** Build a **modest fortification**, such as a guard tower or a reinforced stone wall. - **After 1 Year:** Design and oversee construction of a **fully defensible stronghold** (DM-approved), such as a **castle section, bunker, or siege-proof walls**. Additional Notes: Large projects require **materials, workers, and funding**. Stronger defenses may **attract attention from military or ruling factions**. |
Downtime Activities[edit]
Carousing[edit]Requirements: At least 10 gp for drinks, food, and social expenses Resources Required: None Resolution: - Success Conditions: You gain a new contact (DM decides their influence) or pick up an interesting rumor. - Failure Consequences: You make an enemy, lose money, or embarrass yourself in a way that damages your reputation. - Complications: You may get into a fight, be accused of a crime, or wake up somewhere unexpected with missing belongings. Outcome: Gain a new acquaintance, information, or a minor favor from an NPC. Gambling[edit]Requirements: Minimum 10 gp bet Resources Required: Access to a gambling establishment or informal game Resolution: - Success Conditions: You win **1.5x – 3x** your wager based on your performance in the game. - Failure Consequences: You lose **half or all** of your wager, depending on the outcome. - Complications: Risk of cheating accusations, debt collectors demanding payment, or criminal organizations taking an interest in your skills (or debts). Outcome: Win or lose money, possibly gain connections or enemies in the gambling world. Pit Fighting[edit]Requirements: None Resources Required: A fighting ring or underground brawl Resolution: - Success Conditions: You win the fight and earn gold based on the opponent's difficulty. - Failure Consequences: You take injuries (temporary HP reduction), lose the fight, or gain a rival who challenges you in the future. - Complications: Risk of serious injury, attracting unwanted attention from gamblers or criminals, or being forced into an unexpected rematch. Outcome: Earn gold, increase notoriety, and possibly gain respect (or enemies) among the fighting scene. Crime[edit]Requirements: None Resources Required: Tools for the crime (lockpicks, disguise, or similar equipment) Resolution: - Success Conditions: You successfully steal money or valuable items without getting caught. - Failure Consequences: You are caught in the act, fined, or imprisoned based on the severity of the crime. - Complications: Guards or bounty hunters may pursue you, rival criminals may take notice and interfere, or an unexpected obstacle (e.g., magical security, hidden traps) complicates the heist. Outcome: Gain stolen goods or money, with a risk of legal trouble or rival interference. Religious Service[edit]Requirements: None Resources Required: None Resolution: - Success Conditions: You gain goodwill from a religious group and may receive divine guidance or minor blessings. - Failure Consequences: Your service goes unnoticed, or your actions are misinterpreted, leading to distrust from the faith. - Complications: Religious factions may ask for further service, a rival faith may take offense to your presence, or you may become involved in a religious dispute. Outcome: Earn minor blessings, favors, or access to divine knowledge and assistance. Scouting & Mapping[edit]Requirements: None Resources Required: Cartography tools (optional) Resolution: - Success Conditions: You create a useful map or gain valuable geographic knowledge of an area. - Failure Consequences: You get lost, misinterpret landmarks, or record incorrect information. - Complications: Encounter hostile creatures, traverse hazardous terrain, or stumble upon something unexpected (e.g., ruins, a hidden settlement, or a secret path). Outcome: Gain a map or detailed knowledge of an area, which may aid in travel, navigation, or strategic planning. Foraging[edit]Requirements: None Resources Required: None Resolution: - Success Conditions: You gather enough food and water to sustain yourself and up to five others for a day. - Failure Consequences: You find little to nothing, wasting time and energy. - Complications: You encounter dangerous wildlife, poisonous plants, or deplete local resources, making future foraging more difficult. Outcome: Acquire food, herbs, or crafting materials that may be useful for survival or trade. Selling Exotic Goods[edit]Requirements: Must have rare or valuable items to sell Resources Required: A buyer or merchant willing to trade Resolution: - Success Conditions: You successfully sell the item for a fair or inflated price, maximizing your profit. - Failure Consequences: You sell at a loss, struggle to find a buyer, or attract unwanted attention. - Complications: Risk of fraud, robbery, counterfeit goods, or interference from trade guilds, black market dealers, or local authorities. Outcome: Gain money or trade goods while possibly gaining new contacts or drawing suspicion. Seafaring & Shipwork[edit]Requirements: None Resources Required: A ship or dockwork available Resolution: - Success Conditions: You earn wages for your labor or gain experience in sailing and ship maintenance. - Failure Consequences: You struggle with the work, receive minimal pay, or suffer from exhaustion. - Complications: Risk of injury, bad weather, ship malfunctions, or conflicts with the crew or port authorities. Outcome: Earn modest pay and increase your knowledge of sailing, navigation, and ship maintenance. Street Performance[edit]Requirements: Proficiency in Performance or a musical instrument Resources Required: None Resolution: - Success Conditions: You put on an entertaining performance and earn gold or recognition from the crowd. - Failure Consequences: Your performance fails to impress, resulting in little to no earnings and possible embarrassment. - Complications: A jealous rival may challenge you, city guards may demand a permit or a portion of your earnings, or an influential patron may take an interest in your skills. Outcome: Earn gold and possibly gain fame, a patron, or job offers. Diplomatic Influence[edit]Requirements: Proficiency in Persuasion, Deception, or Intimidation Resources Required: None Resolution: - Success Conditions: You successfully gain favor with a noble, merchant, or local leader, increasing your social standing. - Failure Consequences: Your efforts are ignored, or you offend the wrong person, damaging your reputation. - Complications: Political intrigue, blackmail attempts, spies monitoring your activities, or a rival working against your influence. Outcome: Earn favors, political access, or increased social status. Arcane Experimentation[edit]Requirements: Proficiency in Arcana Resources Required: Magical materials (optional) Resolution: - Success Conditions: You gain insight into a spell, rune, or magical effect, possibly creating a minor magical enhancement. - Failure Consequences: Your experiment fails, producing no results or consuming valuable materials. - Complications: Magical backlash, unstable spell effects, or attracting unwanted attention from arcane scholars, rival mages, or extraplanar entities. Outcome: Learn a magical insight or refine a spell, possibly unlocking a minor magical discovery. Repairing Equipment[edit]Requirements: Proficiency with appropriate tools (e.g., Smith’s Tools, Tinker’s Tools) Resources Required: Basic repair materials Resolution: - Success Conditions: You successfully restore damaged weapons, armor, or tools to working condition. - Failure Consequences: The repair is ineffective, wasting materials and time. - Complications: The equipment is beyond repair, requires rare components, or an unexpected mishap (e.g., fire, structural failure) damages other gear. Outcome: Equipment is restored, and its durability may be slightly improved if well maintained. Tinkering & Inventing[edit]Requirements: Proficiency with Tinker’s Tools Resources Required: Mechanical components and crafting materials Resolution: - Success Conditions: You successfully create a small functioning mechanical device, such as a clockwork gadget, trap, or minor tool. - Failure Consequences: The invention fails, breaks apart, or malfunctions unexpectedly. - Complications: The device is unstable, draws unwanted attention from inventors or thieves, or requires rare components for further improvement. Outcome: Gain a useful gadget, tool, or prototype, which may serve a practical or creative function. Practicing a Skill[edit]Requirements: None Resources Required: None Resolution: - Success Conditions: You make measurable progress in improving a skill, tool, or language. - Failure Consequences: Your practice is unproductive, yielding no improvement. - Complications: Distractions, setbacks, or a misunderstanding in training slow your progress. Outcome: Incremental progress toward mastering a chosen skill, tool, or language (DM’s discretion on when proficiency or fluency is achieved). |