Downtime Activities (Hyrule Supplement)

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In Hyrule, downtime activities are an optional guideline used to facilitate what player-characters can accomplish between encounters and adventures.

The amount of time that passes between adventures is completely up to the DM of your campaign, but depending on the party's intentions more or less time may be allotted. The shortest considerable downtime might be a single day, but the activities below can allow for full years of time passing. As a rough guideline, a DM may want to afford a month of downtime for each completed adventure; or a week for every significant encounter.

During this downtime, your DM may afford various options for what you can do as the days pass, either selected from those below or engineered for your specific location and campaign. Of course, new options can be discussed between players as well.

As a general rule, each day of downtime that passes encompasses 10 hours dedicated to the downtime activity, 8 hours dedicated to rest, and 6 hours dedicated to other needs. The options below are meant to encompass a workweek (7 days), but some activities can be completed at the day-to-day level.

The options below all assume you are spending most of your downtime in a village or city with a population of at least a few hundred non-hostile individuals.

Carousing[edit]

In Hyrule, Carousing consists of socializing with people of a certain class. When Carousing, you choose whether to carouse as a member of the low class for 50 rupees, a member of the middle class for 500 rupees, or as a member of the upper class, which costs 2,500 rupees or more.

A character with an appropriate Background (such as a Hyrulean Noble) can freely mingle with the upper class, but other characters can only do so if they have at least one high-class contact. Alternatively, a character might use a disguise kit or appropriate magic and the Deception skill to pass as a noble visiting from a distant city.

Resolution[edit]

After a workweek of Carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check and compares the result to the following Carousing table:

Carousing
Check Total Result
1-7 Character makes a Social Faux pas.
8-14 Character makes one new contact, but at level below normal.
For example, a Major Contact would be replaced with a Useful Contact.
A Minor Contact is replaced with no contact.
15-20 Character makes one new contact.
21+ Character makes two new contacts, or one contact at a level higher than normal.
For example, a Useful Contact would be replaced with a Major Contact.

Contacts are NPCs who share some sort of bond with the character. Friendly contacts owe the character a favor, and will provide reasonable aid when called upon to do so. Indifferent contacts know of the character but are only willing to give aid in exchange for something of value, such as a favor in turn. Once a character calls in a favor from a friendly contact, they become an indifferent contact until they are successfully caroused again.

The type of contact a player gains is dependent on who they decided to carouse with. Minor Contacts are obtained by Carousing with the lower class, Useful Contacts by Carousing with the Middle class, and Major Contacts by Carousing with the upper class. See the Contact descriptions below:

  • Minor Contact: Either a low-class contact with a friendly attitude, or a middle-class contact with an indifferent attitude.
  • Useful Contact: Either a middle-class contact with a friendly attitude, or a high-class contact with an indifferent attitude.
  • Major Contact: A high-class contact with a friendly attitude.

Low-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.

High-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.

Complications[edit]

Characters who carouse risk bar brawls, accumulating nasty rumors, or building a bad reputation. Whenever a character finishes Carousing, they roll a d20 and consult one of the following tables based on the class they were carousing with. If a character has committed a Social Faux Pas, they only roll a d6, guaranteeing they have run into a complication of some sort.

Low-Class Complications
Header text Header text
1 You've been roped into a heist, targeting the richest person in town. It kicks off in 8 hours.
2 You accidentally ran a wagon over a prized pet or piece of livestock, and the owner has vowed to take their revenge.
3 You somehow managed to get yourself banned from every tavern and inn within an hour's walk.
4 You wake up in the local jail, serving a sentence for a crime you can't remember.
5 You've misplaced something important, but you don't immediately remember what or where.
6 A pickpocket lifts 1d10 times 50 rupees from you.
7-20 No complication
Middle-Class Complications
Header text Header text
1 You've agreed to join a guild, and have been saddled with more responsibilities than you can handle.
2 You don't know what you did, but everyone is talking about it.
3 You're never going to be able to buy explosives in this town ever again.
4 You've been tasked with organizing a local festival set to start in only a few days.
5 You make a raucous insult and upset the local merchants. Until you make amends, purchasing items costs you twice as much as normal.
6 You agreed to pay for the remodeling of a local guildhall (1000 rupees or more).
7-20 No complication
High-Class Complications
Header text Header text
1 You have fallen madly in love with a local noble. Their family is marrying them to someone else next month.
2 You've angered a local court mage, who put an annoying curse on you. Only they know how to lift it.
3 You've been challenged to a joust or duel.
4 You somehow managed to upset the local ruler and were banished from their holdings for a week.
5 You agreed to go on a dangerous quest and to be paid in exposure.
6 You agreed to take on a local noble's debts (5000 rupees or more).
7-20 No complication

Enterprising[edit]

In Hyrule, there are four main activities that characters can pursue if they want to make rupees fast: Gambling, Heists, Pit Fighting, or Prospecting. While the rewards for such work is much better than what could be earned from working, there is also much more risk involved.

Resolution[edit]

When Enterprising, the character must make a series of checks, with the DC for all the checks chosen by the character according to the level of risk the character wishes to take on.

The chosen DC can be 10, 15, 20, or 25. Depending on the activity and level of success, a character gains or loses rupees as shown on the corresponding Reward Table.

Additionally, while all activities only take a workweek to complete, some have a set cost while others have a variable cost. Whatever the value, a character must pay the cost of an activity in rupees when they begin the activity.

Gambling[edit]

When Gambling, a character must wager a stake of at least 100 rupees or much as 10,000 rupees or more, with the only limit being the ability to find a gambling table willing to match your wager.

The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of these checks.

To determine your payout, multiply your stake by the value that corresponds to your chosen DC and number of successes. A value of 0 means you have lost all your money, while a negative value means you have lost all your money, and accrued a debt equal to your stake times that value.

Gambling Reward Table
DC 10 DC 15 DC 20 DC 25
Zero Successes x0 x0 x-1 x-2
One Success x.9 x.75 x.5 x.25
Two Successes x1.1 x1.25 x1.5 x1.75
Three Successes x1.25 x1.5 x2 x3

Heist[edit]

When planning a Heist, a character must spend at least least 250 rupees to gather information on potential targets before the Heist can begin.

The character makes three checks: Dexterity (Stealth), Charisma (Deception), and Wisdom (Perception). If the character has proficiency with Thieves' Tools, that tool proficiency can replace the relevant skill in one of these checks.

To determine your ill-gotten gains, find the rupee value that corresponds to your chosen DC and number of successes. If your result is No payout, that means the heist has failed, but you managed to escape before you could be captured. If your result is Arrested, you are captured during the Heist, and are imprisoned for a duration as specified in the result.

Heist Reward Table
DC 10 DC 15 DC 20 DC 25
Zero Successes Arrested (1 week) Arrested (1 month) Arrested (3 months) Arrested (1 year)
One Success No payout No payout No payout No payout
Two Successes 250 rupees 750 rupees 2,500 rupees 7,500 rupees
Three Successes 500 rupees 1,500 rupees 5,000 rupees 15,000 rupees


Pit Fighting[edit]

There is no set cost a character must pay in order to engage in Pit Fighting, only a week of downtime in required. During this time, a character will test their meddle in a series of bouts.

The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons.

To determine your winnings, find the rupee value that corresponds to your chosen DC and number of successes. If your result is No payout, that means that you have lost all of your bouts. You gain nothing.

Pit Fighting Reward Table
DC 10 DC 15 DC 20 DC 25
Zero Successes No payout No payout No payout No payout
One Success 50 rupees 250 rupees 1,000 rupees 2,500 rupees
Two Successes 250 rupees 500 rupees 2,000 rupees 5,000 rupees
Three Successes 500 rupees 1,000 rupees 4,000 rupees 10,000 rupees

Prospecting[edit]

A character that wishes hunt for sunken or buried treasure must pay at least 1000 rupees. This covers the cost of researching dig sites, tools and equipment, as well as personnel hired during the workweek. If a character is prospecting with a DC of 10, it costs only 100 rupees.

The character makes three checks: Strength (Athletics), Intelligence (Investigation), and Intelligence (History). If the character has proficiency with Prospector's Kits, that tool proficiency can replace the relevant skill in one of these checks.

To determine the value of your find, find the rupee value that corresponds to your chosen DC and number of successes. If your result is No payout, that means that you have found nothing.

Pit Fighting Reward Table
DC 10 DC 15 DC 20 DC 25
Zero Successes No payout No payout No payout No payout
One Success 50 rupees 125 rupees 500 rupees 750 rupees
Two Successes 250 rupees 500 rupees 2,000 rupees 5,000 rupees
Three Successes 500 rupees 1,500 rupees 5,000 rupees 12,500 rupees

Large Construction[edit]

A character that wishes to captain a ship or own property can have a hard time buying a finished product that fulfils their exact needs. Instead, a character might decide to lead a construction effort, in order to make sure they are satisfied with the final product. This can typically only take place in cities or large towns due to the required labor and materials (with the notable exception of buildings designed to be constructed farther away from civilization, such as Outposts).

Ships[edit]

Building anything larger than a Rowboat is a large investment of both time and money. Construction can only take place in a Shipyard, which can be found in most port towns. The Constructing a Ship table (seen below) shows the cost of building the ship (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but for each day the character is away, construction speed is halved.

Completed ships can typically be purchased at 2 times their Construction Cost, should they be available.

Constructing a Ship
Ship Construction Cost Construction Time
Keelboat 15,000 rupees 30 days
Longship 50,000 rupees 60 days
Sailing Ship 50,000 rupees 60 days
Warship 125,000 rupees 85 days
Galley 150,000 rupees 100 days

See Tools: Water Vehicles for additional options when it comes to constructing ships. A ship's construction cost is typically one-half of its listed cost.

Buildings and Furniture[edit]

For the character that wants a safe, secure, and permanent location to rest and recuperate, building are certainly an improvement to inns and taverns.

Before a character can begin overseeing construction for a building, they must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter, a land grant, or a deed (all being different types of legal documents that serve as proof of ownership). Land can also be acquired by inheritance or other means, such as a reward for service to the crown. A small estate might sell for less that 1,000 rupees, or for as much as 10,000 rupees. A large estate will cost 50,000 rupees or more, if it can be bought at all.

The Constructing a Building table (seen below) shows the cost of constructing the building (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but for each day the character is away, construction speed is halved.

Like Ships, finished buildings can be purchased at 2 times their Construction Cost, if they are available.


Constructing a Building
Building Construction Cost Construction Time Maximum Occupancy
Shack 500 rupees 4 days 2
Cozy House 3,000 rupees 20 days 4
Large House 7,500 rupees 35 days 9
Shop, Tavern, or Inn 10,000 rupees 45 days 16
Trading Post 50,000 rupees 60 days 24
Fortified Tower 150,000 rupees 100 days 30
Outpost or Fort 150,000 rupees 100 days 52
Manor w/ Estate 250,000 rupees 150 days 68
Temple or Monastery 500,000 rupees 400 days 86
Keep or Small Castle 650,000 rupees 450 days 112
Grand Palace 1,000,000+ rupees 800+ days 250+


Furniture. Once the construction of a ship or building is complete, it still needs to be outfitted with furniture before it can be properly used. While plenty of adventuring items are usable when it comes to interior decorating, the list below includes some common objects that are typically only found within a home. The DM is free to invent additional furniture options to serve a specific purpose, or for a player that wants more variation.

Workstation | Special. | Workstations are fixed, extensive versions of the typical artisan's tools a character can travel with. They cost twice the normal version of the artisan's tools, and are required for certain downtime activities that involve workstations. During a downtime activity that requires a workstation, regular artisan's tools can be used instead, but they give disadvantage on any associated checks, and double the amount of time required to complete the downtime activity.

Bed | 50 rupees | Essential for anyone who wants a good night's sleep.

Fireplace | 45 rupees | Produces light and you can cook with it!

Table/Desk | 15 rupees | A wooden desk or table.

Chair (set of 3) | 10 rupees | A chair you can sit on.

Painting | varies based on painting. Frame costs 5 rupees. | Art on a canvas.

Rug | 10 rupees if made from cloth, 20 rupees+ if made from fur | Soft rug to put on the floor.

Shelf | 15 rupees | Things go on it, and hopefully stay on.

Wardrobe | 15 rupees | For storing clothes specifically.

Couch | 35 rupees | A comfortable piece of furniture designed for sitting or lounging, usually accommodating multiple people at a time. Makes a good bed substitute as well.

Nightstand | 8 rupees | A small version of a table, designed to sit next to a bed.

Statue | 75 rupees | A medium sized statue, typically designed for outdoor use.

Weapon Mount | 100 rupees | This weapon-mount is typically affixed to a wall, and can hold a shield, bow, or other weapon.

Crafting Mundane Items[edit]

A character who has the time, the rupees, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution[edit]

In order to complete an item, a character needs both raw materials, worth half of the item's listed price, as well as time to assemble it. To determine the amount of time it takes to craft an item, divide its rupee cost by 1000. The total, rounded up, is the amount of weeks required to craft the item in question. A character can complete multiple items in a workweek if the items' combined cost is 1000 rp or lower. Items that cost more than 1000 rp can be completed over longer, non-consecutive periods of time, as long as the work in progress is kept safe.

Additionally, an item that costs more than 1000 rp requires a workstation (see Furniture above). An item that costs more than 1000 rp can be assembled with a normal set of artisan's tools, however this doubles the amount of time required to craft the item, and limits the amount of people that can work on the item to 1.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. However, the number of people that can work on an item is limited by its size. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item (such as a suit of armor) might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment, as do any collaborators. The following table contains recommendations for what tool proficiency might be required to work on an item.

Proficiency Items
Apothecary's Kit Antitoxen, Potions of Healing
Calligrapher's Supplies Books, Inks, and Spell Scrolls
Leatherworker's Tools Leather Armor, Boots, Belts
Smith's Tools Metal Armor and Weapons
Weaver's Tools Cloaks, Robes, and Clothing
Bombsmith's Tools Bombs and Bombchus
Wandmaker's Tools Magic Rods and Magic Staffs.
Woodcarver's Tools Shields, Weapons, and Spellcasting Focuses made of wood

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

Magic items[edit]

Buy a magic item[edit]

Craft a magic item[edit]

Sell a magic item[edit]

Researching[edit]

By researching, a character can learn information concerning a creature, a location, a magic item, or any other other topic that has accessible records.

In order to begin researching, a character needs access to a library, a sage, or some other repository of information. Assuming such access is available, conducting research requires one workweek of effort and has expenses of at least 500 rupees.

Resolution[edit]

After one workweek, the character makes an Intelligence check. Depending on the subject of study, the character might be able to apply their proficiency with Arcana, History, Nature, or Religion to this check (determined by the DM). A character can spend an additional 500 rupees when making this check to grant themselves advantage; otherwise, they roll normally.

Check Total Outcome
1-10 You learn nothing.
11-20 You learn one piece of lore.
21+ You learn two pieces of lore.

Each piece of lore is a small collection of useful information regarding your subject of study. For instance, researching a creature might reveal its vulnerabilities, resistances, and immunities; while researching a dungeon might reveal its inhabitants, known entrances, and perhaps the location of a hidden passage. Your DM is the final arbiter concerning exactly what a character learns. Some things have no useful lore, and in such circumstances, a DM might reveal to you folk tales, myths, or legends regarding that subject instead.

Training[edit]

With the help of a knowledgeable instructor, a character can train in order to gain proficiency with a tool, a language, magic rods, or bombs.

Resources[edit]

A character gains proficiency with the target of their training upon completion, which typically takes ten workweeks. However, this time is reduced by a number of workweeks equal to a character's Intelligence modifier.
An instructor typically charges 250 rp each workweek for their services. A character can pause their training and continue it later, but doing so excessively has the tendency to upset all but the most serene instructors.

Train an Animal Companion[edit]

If you want a furry friend, what's stopping you? With the proper training, you can preempt an Animal Companion to follow your commands in stressful situations, such as combat.

Each week, you can attempt to teach a your Animal Companion a Trick. In order for the Animal Companion to learn the Trick, you must succeed on an Animal Handling (Wisdom) check, the DC for which can be found in the Animal Trick Table below.
You have advantage on this check if your Animal Companion is able to understand you, such as while you are under the effects of the speak with animals spell.

Animal Trick Table[edit]

Trick Check DC Effect
Fetch DC 15 The animal takes the Use an Object action and attempts to pick up an object you designate.
Hold... DC 20 The animal takes the Ready action, waiting for your signal (no action required) before performing another Trick it knows.
Lie low DC 13 The animal takes the Hide action, and attempts to remain hidden until you command it again.
Lookout DC 18 The animal takes the Search action. Alternatively, you instruct the animal remain where it is until it spots someone. Once it does, the animal attempts to inform you.
Recall DC 8 The animal takes the Disengage action and attempts to move to your side.
Roll over DC 10 The animal takes the Dodge action.
Sic 'em! DC 12 The animal takes the Attack action or uses an action in its statblock that could deal damage (such as a Death Dog's Bite or multiattack), attacking the target you designate.
Tussle DC 14 The animal attempts to Grapple a target you designate.

In combat, an Animal Companion has its own turn, which takes place immediately after yours. It can move and use its Reaction on its own, but it cannot take any actions unless you command it as a bonus action to perform a Trick that it knows.

If an action has no associated Trick (such as the Dash action or Escaping from a Grapple), you can also command your Animal Companion to take that action. However, an Animal Companion never follows a command to Activate a Magic Item, Stabilize a Creature, or perform any other action that it would be unable to.

While you are Incapacitated, your Animal Companion acts on its own and can take any action with an associated Trick, even if it does not know that Trick.

You can only have one Animal Companion at a time, which must be a Large or smaller beast with an Intelligence score of 3 or lower. Additionally, the animal must have a Friendly attitude toward you, and it becomes your Animal Companion once it agrees to do so (such as by allowing you to pet it).

Working[edit]

Not all part of a hero's journey are glamorous or action-packed; sometimes, you have to work for a living. A character can easily find work in any populated area, although its much harder to find work that pays well. After a workweek, a character determines how much they earned in that week, and gets paid that amount.

Resolution[edit]

To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), an ability check using a set of tools, or Charisma (Performance).
A DM might allow other skills to be used when working, such as using Intelligence (Investigation) to work as a private investigator.

Check Total Earnings
1-5 Nothing. You are fired.
6-10 10 rupees
11-15 50 rupees
16-20 100 rupees
21+ 250 rupees



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