πŸ’Ό Work

Resources: One workweek of effort.

Check: Make one of the following ability checks: Strength (Athletics), Dexterity (Acrobatics), Intelligence using tools, Charisma (Performance), or Charisma using a musical instrument.

Wages

Check Total Earnings
9 or lowerPoor lifestyle for the week
10–14Modest lifestyle for the week
15–20Comfortable lifestyle for the week
21+Comfortable lifestyle for the week + 25 gp
πŸ’‘ Using Work: Work is a good way to maintain a lifestyle without depleting funds. Characters can work between adventures to stay afloat in a city or save up for purchases.

Work Complications

d6 Complication
1A difficult customer reduces your wages by one category*
2Your employer's financial difficulties result in no pay*
3A coworker with important family ties dislikes you*
4Your employer is involved with a dark cult or criminal enterprise
5A crime ring targets the business for extortion*
6You gain a reputation for laziness (disadvantage on checks for this activity for 6 weeks)*

*Might involve a rival

πŸ“š Training

Resources: Typically 10 workweeks minus your Intelligence modifier (minimum 1 workweek) at 25 gp per week.

Benefits: Learn a new language or gain proficiency with a tool.

Training Time Examples:
  • Intelligence 8 (-1): 11 workweeks = 275 gp
  • Intelligence 10 (0): 10 workweeks = 250 gp
  • Intelligence 14 (+2): 8 workweeks = 200 gp
  • Intelligence 18 (+4): 6 workweeks = 150 gp

Training Complications

d6 Complication
1Your instructor disappears, forcing you to spend one workweek finding a new one*
2Your teacher uses rare, archaic methods that draw comments from observers
3Your teacher is a spy sent to learn your plans*
4Your teacher is a wanted criminal
5Your teacher is a cruel taskmaster
6Your teacher asks for help dealing with a threat

*Might involve a rival

πŸ”¬ Research

Resources: One workweek and at least 50 gp spent on materials, bribes, and gifts.

Bonuses: For every 100 gp spent beyond the initial 50 gp, you gain a +1 bonus on the check (maximum +6).

Check: Make an Intelligence check using an appropriate skill (Arcana, History, Nature, or Religion).

Research Outcomes

Check Total Outcome
1–5No effect
6–10You learn one piece of lore
11–20You learn two pieces of lore
21+You learn three pieces of lore
πŸ’‘ What is Lore? Lore is specific information about a topic: the history of a magical item, the location of a lost city, the name of a demon, or details about a political intrigue. The DM determines what lore is available.

Research Complications

d6 Complication
1You accidentally damage a rare book
2You offend a sage, who demands an extravagant gift*
3If you had known that book was cursed, you never would have opened it
4A sage becomes obsessed with convincing you of a number of strange theories*
5You are banned from the library until you make reparations*
6You uncover lore that prompts you to a dangerous task

*Might involve a rival

πŸ›€ Relaxation

Resources: One week maintaining at least a modest lifestyle.

Benefits: You gain advantage on saving throws to recover from long-acting diseases and poisons. In addition, you can end one effect that keeps you from regaining hit points, or you can restore one ability score that has been reduced to less than its normal value (except by magical effects).

πŸ’‘ When to Relax: Relaxation is useful after grueling adventures or when afflicted with lingering conditions. It's also good downtime for characters who just want peace and quiet.

Relaxation Activities

Physical Rest

  • Sleeping in comfortable beds
  • Taking hot baths
  • Enjoying massage and spa treatments
  • Light exercise and stretching

Mental Rest

  • Reading for pleasure
  • Enjoying art or music
  • Meditation and contemplation
  • Socializing with friends

Note: Relaxation has no complications - that's the point!