D&D 5E Downtime Rules
D&D 5E Downtime Rules
D&D 5E Downtime Rules
Activities
(Adapted from the Player’s Handbook, Dungeon Master’s Guide, and Adventurer’s Guild rule set)
Lifestyle & Expenses
Whenever you engage in a downtime activity, you must pay your lifestyle expenses, as described on pages 157
– 158 in the PHB. All players start out living a Modest lifestyle (1 gp per downtime day spent). Simply deduct
the cost from your gold on your character sheet. You pay lifestyle expenses only when downtime is spent. It
takes a while to increase your lifestyle, but it’s easy to reduce it. If you spend seven or more downtime days
maintaining a lower lifestyle than your current lifestyle, your lifestyle changes to that new lifestyle. If you
spend 30 downtime days maintaining a higher lifestyle than your current lifestyle, your lifestyle changes to
that new lifestyle.
Possible Downtime Activities
Catching Up
Sometimes the rest of your party levels up a bit before you do. Instead of watching them go on higher-level
adventures while leaving you at home, you can catch up. When you’re catching up, your character is assumed
to be going on a small side adventure, such as guarding a caravan or patrolling the wilderness. Catching up is a
special downtime activity only available at certain levels. You still pay lifestyle expenses when you spend
downtime catching up.
Level Downtime Days Required
3 (become level 4) 10
5 (become level 6) 40
8 (become level 9) 80
10 (become level 11) 110
Spellcasting Services with special rules for Curse of Strahd
Normally, any settlement the size of a town or larger can provide some spellcasting services. In Barovia, there
are very few spellcasters willing to sell their services. Those spellcasters might ask for additional tasks or costs
in addition to, or even in lieu of the gold and downtime costs below. Other spell services might be available by
request.
Spell Cost Downtime Days
Cure wounds (1st level) 10 gp 5
Purify Food & Drink 10gp 5
Identify 20 gp 10
Lesser restoration 40 gp 10
Prayer of healing (2nd level) 40 gp 10
Remove curse 90 gp 15
Speak with dead 90 gp 20
Divination 210 gp 20
Greater restoration 450 gp 30
Raise dead 1,250 gp*† 40
* IN BAROVIA: If a character spends more than 24 hours dead in Barovia, the DM may impose a random form of
indefinite madness which lasts until cured by greater restoration. (DMG p 260).
† IN BAROVIA: Instead of paying the downtime and monetary cost for raise dead, a player can choose to have the Dark
Powers of Ravenloft resurrect a character of level 1-4 for free. If the player chooses this resurrection, the character
returns to play at the start of the next round with full hit points and spells. However, this dark resurrection leaves the
character tainted by shadow in some interesting ways...
Researching
Is your character wondering where to go next, or looking for more information about some aspect of the game
world? The time between adventures is a great chance to perform research, gaining insight into mysteries that
have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling
scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. When you begin your
research, the DM determines whether the information is available, how many days of downtime it will take to
find it, and whether there are any restrictions on your research (such as needing to seek out a specific
individual, tome. or location). The DM might also require you to make one or more ability checks, such as an
Intelligence (Investigation) check to find clues pointing toward the information you seek, a Charisma
(Persuasion) check to secure someone's aid, or relevant History, Arcana, or Nature checks. Once those
conditions are met, you learn the information if it is available. For each day of research you must spend 1 gp to
cover your expenses. This cost is in addition to your normal lifestyle expenses.
Recuperating
You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After
three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful
save, you can choose one of the following results:
• End one effect on you that prevents you from regaining hit points.
• For the next 24 hours, gain advantage on saving throws against one disease or poison currently
affecting you.
Performing Sacred Rites
A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god
he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a
priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson
can offer sacrifices in a temple or assist a priest with a rite. A character who spends at least 10 days
performing sacred rites gains inspiration at the start of each day for the next 2d6 days.
Gaining Renown
A character can spend downtime improving his or her renown within a particular organization. Renown is a
numerical value that starts at 0, then increases as a character earns favor and reputation within a particular
organization or group. Between adventures, a character undertakes minor tasks for the organization and
socializes with its members. After pursuing these activities for a combined number of days equal to his or her
current renown with the organization or group multiplied by 10, the character's renown increases by 1. A
character’s renown value with an organization is multiplied by 2 and added to the result of any skill checks for
persuasion or deception with members of that organization. The DM may also allow other benefits or perks
with that group as they see fit.
Training
You can spend time between adventures learning a new language or training with a set of tools. Your DM
might allow additional training options. First, you must find an instructor willing to teach you. The DM
determines how long it takes. and whether one or more ability checks are required. The training lasts for 25
days and costs 250gp. After you spend the requisite amount of time and money, you learn the new language
or gain proficiency with the new tool.
Copying Spells
If you wish to copy spells into your spellbook, you must do so using this downtime activity—even if it occurs
during an adventure. For each level of the spell, the process takes 2 hours and costs 50 gp. For each downtime
day spent copying spells, a character may spend eight hours copying spells into their spellbook. Extra unused
hours in a downtime day spent copying spells are lost.
Carousing
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties,
binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
A carousing character spends money as though maintaining a wealthy lifestyle (pages 157 – 158 in the Player’s
Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character's
level, then compares the total to the Carousing table to determine what happens to the character.
d100 + Level Result
01-10 You are jailed for 1d4 days at the end of the downtime period on charges of disorderly
conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time.
11-20 You regain consciousness in a strange place with no memory of how you got there, and
you have been robbed of 3d6 x 5 gp.
21 – 30 You make an enemy. This person, business, or organization is now hostile to you . The
DM determines the offended party. You decide how you offended them.
31-40 You are caught up in a whirlwind romance. Roll a d20. On a 1- 5, the romance ends
badly. On a 6-10, the romance ends amicably. On an 11-20, the romance is ongoing. You
determine the identity of the love interest, subject to your DM's approval . If the
romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new
love interest might represent a new bond.
41-80 You earn modest winnings from gambling and recuperate your lifestyle expenses for the
time spent carousing.
81-90 You earn modest winnings from gambling. You recuperate your lifestyle expenses for
the time spent carousing and gain 1d20 x 4 gp.
91 or higher You make a small fortune gambling. You recuperate your lifestyle expenses for the time
spent carousing and gain 4d6 x 10 gp. Your carousing becomes the stuff of local legend.
Sowing Rumors
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is
an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's
standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to
disprove. An effective rumor also has to be believable, playing off what people want to believe about the
person in question. Sowing a rumor about an individual or organization requires a number of days depending
on the size of the community, as shown below.
Size Time Required
Village 2d6 days
Town 4d6 days
City 6d6 days
The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. Shifting a
community's general attitude toward a person or organization doesn't affect everyone in the community.
Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the
subject of the rumors.
Crafting
You can craft non-magical objects, including adventuring equipment and works of art. You must be proficient
with tools related to the object you are trying to create (typically artisan's tools). You might also need access
to special materials or locations necessary to create it. For example, someone proficient with smith's tools
needs a forge in order to craft a sword or suit of armor. For every day of downtime you spend crafting, you
can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials
worth half the total market value. If something you want to craft has a market value greater than 5 gp, you
make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit
of plate armor (market value 1,500 gp) takes 300 days to craft.