between adventures
lifestyle expenses

you choose a particular quality of life and pay the cost of maintaining that lifestyle

living a particular lifestyle can affect the way other individuals and groups react to you

as well as how often and what kind of campaign events happen to you

remember there are 6 days in a week one of which is a temple day

a festival week happens the first week of every season

lifestyle daily costs

wretched 3cp

squalid 9cp

poor 3sp

modest 9sp

comfortable 3gp

wealthy 9gp

noble 3pp

royalty 9pp

semi-divine 30pp

divine 90pp

a lifestyle that doesn't require lodging costs one-third less

spouses and dependents generally don't require housing above the squalid level within reason

roommates are common at the poor and modest lifestyles

a lifestyle that doesn’t require food costs one-third less

food is not required at home when you are on an adventure

a lifestyle that does not include miscellaneous items costs one-third less

when on adventures the lifestyle away from home is not required as long as the creature is paying for its home lifestyle's miscellaneous expenses

wretched

this is the lifestyle of the lower vagrant class, you sleep in common rooms or other public spaces and must keep everything you own with you at all times, you are exposed to disease every day, failure to maintain at least this standard of living will get you kicked out of a great city

squalid

this is the lifestyle of the upper vagrant class, you share a 10 ft. x 10ft. room with three others and you can store only as much as you can put in a chest (2x2x3 feet, 300 pounds)

poor

this is the lifestyle of the lower working class, you generally have a 15ft. by 15ft. space

modest

this is the lifestyle of the upper working class, you generally have a 30ft. by 30ft. space

comfortable

this is the lifestyle of the lower professional class, you generally have a 60ft. by 60ft. space with a servant

wealthy

this is the lifestyle of the upper professional class, you generally have space a 120ft. by 120ft. space with servants

nobility

this is the lifestyle of the lower ruling class, you generally have three 120 ft. by 120 ft. floors in a tower with servants and guards

royalty

this is the lifestyle of the higher ruling class, you generally have a tower of twelve 120 ft. by 120 ft. floors with servants and guards

semi-divine

this is the lifestyle of the generally idle rich, you have a space equal to four towers with servants and guards

divine

this is the lifestyle of the totally idle rich, you have a space equal to sixteen towers with all the necessary staff with servants and guards

downtime activities

between adventures, the dm will ask you what your character is doing during its downtime, downtime activities other than the ones presented below are possible, if you want your character to spend his or her downtime performing an activity not covered here, discuss it with the dm

attend temple day

resources required

a temple with the same alignment as the creature on temple day

resolution

the creature spends 8 hours attending to temple duties, gains one inspiration, and one day's worth of renown towards that alignment's temple renown

buying items

resources required a settlement of at least the proper size to buy an unlimited number of items in one roll with only one roll allowed per day

settlement: a settlement’s population determines the maximum base gp value of all items that can be bought, the base gp value also determines the lifestyle required to not have disadvantage on the charisma (persuasion) check

buying price: roll a charisma (persuasion) check, once the buy price is determined if it is found you cannot or will not buy the goods they will attempt to arrest you for fraud, a result of no sale means you cannot find a seller willing to do business with you and a result of hostility means they will try to get you arrested for fraud as if you refused to pay

check total outcome

less than 0 no sale

0 to 4 100%

5 to 9 95%

10 to 14 90%

15 to 19 85%

20 to 24 80%

25 to 29 75%

30 to 34 70%

35 to 39 65%

40 or more 60%

value settlement size

5sp poor small hermitage

15sp poor large hermitage

5 gp modest small steading

15gp modest large steading

50gp comfortable small thorp

150gp comfortable large thorp

500gp wealthy small hamlet

1,500gp wealthy large hamlet

5,000gp noble small village

15,000gp noble large village

50,000gp royal small town

150,000gp royal large town

500,000 gp semi-divine small city

1,500,000gp semi-divine large city

5,000,00gp divine small metropolis

15,000,000gp divine large metropolis

carousing

resources required

one day’s lifestyle above your normal lifestyle, can be done in a day where you spent 8 hours doing something else

resolution:

the character spends time in a romantic encounter with another creature the effects of which can be determined but generally includes gaining an inspiration

crafting an item

resources and resolution

in addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost, to determine how many workdays it takes to create an item divide its gold piece cost by the character’s bonus in the skill used, a character can complete multiple items in a workday if the items’ combined cost is or lower, items that cost more can be completed over longer periods of time, as long as the work in progress is stored in a safe location, multiple characters can combine their efforts, a particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers, each character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment, everyone who collaborates needs to have the appropriate tool proficiency, the judge will need to make any judgment calls regarding whether a character has the correct equipment, if all the above requirements are met, the result of the process is an item of the desired sort

crafting magic items

creating a magic item requires more than just time, effort, and materials, to start with a character needs a formula for a magic item in order to create it, such formulas cost as much as the item, some formulas are not for sale, the formula is like a recipe, it lists the materials needed and steps required to make the item, the character must also be of a level sufficiently high enough to create the magic item as well as meet any other requirements set by the formula

common, minor enchantments

30gp and 1st level

common, major enchantments

100gp and 3rd level

uncommon minor enchantments

300gp and 5th level

uncommon major enchantments

1,000gp and 7th level

rare minor enchantments

3,000gp and 9th level

rare major enchantments

10,000gp and 11th level

very rare minor enchantments

30,000gp and 13th level

very rare major enchantments

100,000gp and 15th level

legendary minor enchantments

300,000gp and 17th level

legendary major enchantments

1,000,000gp and 19th level

artifact minor enchantments

3,000,000 and 21st level

artifact major enchantments

10,000,000 and 23rd level

divide the price by 20 if the item is a consumable

the cost does not include the cost of the base item, which must be paid as well. (for example: a sheet of parchment is required for all scrolls costing 1sp), to complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a non-magical object, a magical blueprint for the item, and proficiency in the arcana, nature, or religion skill as is appropriate for it’s type, if all the above requirements are met, the result of the process is a magic item of the desired sort

day work

resources

8 hour day and a large enough settlement

resolution

to determine how much money the character earns make an skill check of the character’s choice

workdays are 8 hours long

check result

less than 0

earn nothing

0 to 4

steading

earn your check bonus in copper

5 to 9

thorp

three times your check bonus in copper

10 to 14

hamlet

earn your check bonus in silver

15 to 19

village

earn three times your check bonus in silver

20 to 24

town

earn your check bonus in gold

25 to 29

city

earn three times your check bonus in gold

30 or more

metropolis

earn your check bonus in platinum

earn a living

resources

a background that says you can earn a living, remember not all bards are entertainers, and you must be in a large enough settlement

resolution

collect the following amount times the appropriate skill bonus, pay is doubled when working on a temple day

wretched living

pays your skill bonus times 1cp and can be earned in a small thorp

squalid living

pays your skill bonus times 3cp and can be earned in a large thorp

poor living

pays your skill bonus times 1sp and can be earned in a small village

modest living

pays your skill bonus times 3sp and can be earned in a large village

comfortable living

pays your skill bonus times 1gp and can be earned in a small town

wealthy living

pays your skill bonus times 3gp and can be earned in a large town

noble living

pays your skill bonus times 1pp and can be earned in a small city

royal living

pays your skill bonus times 3pp and can be earned in a large city

semi-divine living

pays your skill bonus times 10pp and can be earned in a small metropolis

divine living

pays your skill bonus times 30 pp and can be earned in a large metropolis

gaining renown

resources

membership in a faction that measures renown

resolution

a character can spend downtime improving his or her renown within a particular faction, between adventures, a character undertakes minor tasks for the organization and socializes with its members, after pursuing these activities for 300 days, the character’s renown increases by 1, if the organization allows the character to earn a living as a downtime activity then both activities are combined

gambling

resources

this activity requires one day of effort plus a stake of at least one day’s lifestyle, to a maximum of 100 times a day’s lifestyle, the creature will not be allowed into a place a bet with a lifestyle higher than its current lifestyle

resolution

the creature makes three checks: wisdom (insight), charisma (deception), and charisma (intimidation), if the character has proficiency with an appropriate gaming set and the venue is using it, that tool proficiency can replace the relevant skill in any of the checks, the dc for each of the checks is 5 + 2d10; a separate dc will be generated for each one, consult the gambling results below

0 successes

lose an amount equal to the bet

1 success

lose an amount equal to half the bet

2 successes

win an amount equal to half the bet

3 successes

win an amount equal to the bet

maximum bet

large metropolis - divine

small metropolis - semi-divine

large city - royal

small city - noble

large town - wealthy

small town - comfortable

large village - modest

small village - poor

large hamlet - wretched

small hamlet - squalid

research

forewarned is forearmed, the research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic

resources

typically, a character needs access to a library to conduct research requiring at least a day’s lifestyle spent on materials, bribes, gifts, and other expenses, assuming such access is available, conducting research requires one workday day of effort, the lifestyle paid will limit the level of facts learnable as your lifestyle determines the highest level of library you normally have access to

resolution

the character declares the focus of the research — a specific person, place, or thing, after one day, the character makes an appropriate intelligence (investigation) or other approved check, 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 research outcomes below

4 or less you learn an alternative piece of lore

this is the best you can do in a large village* or with a modest lifestyle

*a small chance of it really being an artifact level piece of lore from a local hermit everyone ignores

5 - 9 you learn a common level piece of lore

this is the best you can do in a small town or with a comfortable lifestyle

10 - 14 you learn both a common and an uncommon level piece of lore

this is the best you can do in a large town or with a wealthy lifestyle

15 - 19 you learn one each of a common, uncommon, and rare level piece of lore

this is the best you can do in a small city or with a noble lifestyle

20 - 24 you learn one each of a common, uncommon, rare, and very rare level piece of lore

this is the best you can do in a large city or with a royal lifestyle

25 - 29 you learn one each of a common, uncommon, rare, very rare, and legendary level piece of lore

this is the best you can do in a small metropolis or with a semi-divine lifestyle

30 or more you learn one each of a common, uncommon, rare, very rare, legendary, and artifact level piece of lore

this is the best you can do in a large metropolis or with a divine lifestyle

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

relaxation

resources required: one day

resolution: while relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons at the end of its long rest

running a business

resources required: ownership of a business

resolution: once a week roll a d20 adding your lowest modifier for intelligence, wisdom, or charisma and add the number of days you personally worked running the business then compare the total to the running a business table to determine the outcome, when running a business you can be one of the paid employees but the business will be short handed when you don’t run it

check result

less than 0 costs 10% of expected weekly expenses

0 to 4 costs 5% of expected weekly expenses

5 to 9 break even on expected weekly expenses

10 to 14 earn 5% of expected weekly expenses

15 to 19 earn 10% of expected weekly expenses

20 to 24 earn 15% of expected weekly expenses

25 to 29 earn 20% of expected weekly expenses

30 or more earn 25% of expected weekly expenses

selling items

resources required

a settlement of at least the proper size to sell an unlimited number of items up to the settlement's maximum sales in one roll, refusing a sale after a result is generated is prosecuted as fraud

settlement

a settlement’s population determines the maximum base gold value of all items that can be sold, the base gold value also determines the lifestyle required to not have disadvantage on the charisma (persuasion) check

selling price

roll a charisma (persuasion) check, once the sell price is determined if it is found you cannot or will not sell the goods they will attempt to arrest you for fraud

check total result

less than 0 no sale

0 to 4 20% of base price

5 - 9 25% of base price

10 - 14 30% of base price

15 - 19 35% of base price

20 - 24 40% of base price

25 - 29 45% of base price

30 - 34 50% of base price

35 - 39 55% of base price

40 or more 60% of base price

settlement size maximum sales

small hermitage 15sp

large hermitage 5gp

small steading 15gp

small steading 50gp (common, minor)

small thorp 150gp (common, major)

large thorp 500gp (uncommon, minor)

small hamlet 1,500gp (uncommon, major)

large hamlet 5,000gp (rare, minor)

small village 15,000gp (rare, major)

large village 50,000gp (very rare, minor)

small town 150,000gp (very rare, major)

large town 500,000gp (legendary, minor)

small city 1,500,000gp (legendary, major)

large city 5,000,000gp (artifact, minor)

small metropolis 15,000,000gp (artifact, major)

large metropolis 50,000,000gp

your lifestyle maximum sales

wretched 1,500gp (common, minor)

squalid 5,000gp (common, major)

poor 15,000gp (uncommon, minor)

modest 50,000gp (uncommon, major)

comfortable 150,000gp (rare, minor)

wealthy 500,000gp (rare, major)

noble 1,500,000gp (very rare, minor)

royalty 5,000,000gp (very rare, major)

semi-divine 15,000,000gp (legendary, minor)

divine 50,000,000gp (legendary, major)

sales over your lifestyle maximum are made at a disadvantage

value settlement size

5sp poor small hermitage

15sp poor large hermitage

5 gp modest small steading

15gp modest large steading

50gp comfortable small thorp

150gp comfortable large thorp

500gp wealthy small hamlet

1,500gp wealthy large hamlet

5,000gp noble small village

15,000gp noble large village

50,000gp royal small town

150,000gp royal large town

500,000 gp semi-divine small city

1,500,000gp semi-divine large city

5,000,00gp divine small metropolis

15,000,000gp divine large metropolis

training

given enough free time and the services of an instructor, a character can gain an ability score increase

resources

receiving training takes 300 days

training costs 1gp per day

for 3gp a day the day counts as two

prices are doubled on temple days and festival weeks