Manter a Wiki no ar gera custos, nos ajude com isso nos apoiando através de com qualquer valor!

Vários Tiers de recompensa trazem recompensas especiais aos que apoiam continuamente.


From Runarcana Wiki
This page is a translated version of the page Aventurando-se and the translation is 100% complete.

Este artigo está em conformidade com a versão 0.92 do Runarcana RPG

Other languages:
English • ‎português do Brasil

Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.

Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.

Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.

Often, Masters use notes, flowcharts, or maps to keep in mind the characters’ actions and what this entails in their adventure. Also in this chapter, we will talk about the activities that players can perform between adventures and general rules outside of a combat environment.


In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate Adventurers eager to reach the lonely tower at the heart of the forest hurry across those 15 miles in just under four hours’ time.

For long journeys, a scale of days works best. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

Moon Phases

If the GM does not know how to define the moon phase for his campaigns, for game purposes and narrative ease during the sessions, the moon phases can be defined by the Master rolling a d20 at the beginning of the session in the Moon Phases table. During the session, the normal duration of this phase follows, each phase lasts 7 days.

Moon Phases
d20 Moon Phase
1-5 New Moon
6-10 Crescent Moon
11-15 Full Moon
16-20 Waning Moon


Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.

The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day”. Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient shurimane stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.


Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.

The following rules determine how far a character or creature can move in a minute, an hour, or a day.

Speed Bonus

Many skills in Runarcana are able to grant you a bonus in your speed, from Origins traits to Runes.

However, some of these skills overlap with each other. If you have a heritage, class, or enhancement that passively increases your speed (that is, without having to use an action, bonus action, or reaction), only the biggest bonus keeps up.

For example, a level 6 character from the Vastaya Lhotlan Origin with the Dancer Heritage, would receive a 10-foot bonus on his speed, but he is one Bodhisattva, which grants him an additional 15-foot movement on the 6th level, so, instead of adding the two bonuses and having 25 feet of bonus speed, you keep only the greatest bonus, having 15 feet of bonus speed.

The exceptions to this rule are related to Spells, Runes, and skills that need your action, bonus action, or reaction to increase your speed.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

Forced March. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours.

On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Travel Pace
Pace Distance Travelled per... Effect
Minute Hour Day
Fast 400 feet 4 miles 30 miles -5 penalty to Passive Perception scores
Normal 300 feet 3 miles 24 miles -
Slow 200 feet 2 miles 18 miles Able to use Stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain

You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Activities During Trave

While traveling with your group between locations, you can share tasks to make finding food easier or even avoid being ambushed by bandits in the middle of the road.

March Order

As a common behavior, players must establish a march order among themselves. This order will determine, in the case of ambushes or traps, the position of where their characters will be and who will be able to act normally if combat is started.

The ideal for determining a March Order for your characters is to keep in mind the strengths and weaknesses of each one, while a more robust or more agile character would be more useful in the front line, spellcaster characters who tend to be more fragile in hand-to-hand combat tends to stay in the middle line, being protected by another more attentive character in the back line, someone who can hear if any creature is following the group.


While the group is at a slow Travel Pace, it has the possibility to use its Stealth, being able to sneak through the forest or hide by the slope of a mountain. However, if they were in the open, they would hardly be able to hide.

Check out Chapter 7: Using Abilities Scores to learn more about the rules for hiding.

Noticing Threats

During a trip, the GM can determine that the group will meet other creatures midway, it is also up to the GM to decide that only one character can notice the presence of a coming creature depending on the March Order that the group has taken. For example, if a creature is approaching in the direction that the group is traveling, it makes more sense if only the front line of the march notices this creature approaching.

As shown in the Travel Pace table, we can see that if the group is traveling at a fast pace, it will have a penalty of -5 in its Passive Perception.

If adventurers notice the approach of a group of creatures, they can choose to hide to surprise them or for them to just pass by without causing any conflict.

Other Activities

Some characters during a trip have a more active role for the protection of the group, to avoid being surprised or attacked. However, there are also those characters who can take their focus to another activity that can favor the group in another way. Below are some examples of activities that can be done during a travel, but with the permission of the GM the player can perform some other activity

Navigate. A character that is navigating will be the team's guide. To avoid being lost, he must perform a Survival check as the GM thinks necessary.

Draw a Map. Using your Cartographer Craft, a character can draw a map that shows where the team passed and adds useful information of what they found along the way.

Track. If the team is on the trail of another creature, a character may choose to track it, following clues and marks in the middle of the road. For this, a Survival check should be performed as the GM deems necessary

Forage. A character who is foraging is aware of the sources of food and water so that the group does not need it in its way. For this, a Survival check may be performed as the GM deems necessary.

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Athletics check. Similarly, gaining any distance in rough water might require a successful Athletics check.


Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Athletics check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Acrobatics check to land on your feet. Otherwise, you land Prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make an Athletics check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 ¹/₂ times your height.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.


A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.


A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Vision and Light

The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell - to name just a few—, rely heavily on a character’s ability to see.

Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the Blinded condition (see Appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright Light. Lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim Light. Also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness. Creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.


A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as xer’sai, and creatures with echolocation or heightened senses, such as bats and dragons, have this sense.


Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.


A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Spiritual Realm.

Food and Water

Characters who don’t eat or drink suffer the effects of exhaustion (see Appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.


A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion

A normal day of eating resets the count of days without food to zero.


A character needs 4 liters of water per day, or 8 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Social Interaction

An adventure is always guided by 3 main pillars, Combat, Exploration, and Social Interaction, all essentially important for the development of the story that the GM and the players are creating together

Social interaction can take many forms, from serving as a diplomat to calm the spirits of two rival gangs from Bilgewater to convincing a War Mother to give a peaceful passage through her territory

Regardless of its form, the GM will provide Non-Playable Characters (NPC) so that players can interact, and depending on the course of that interaction, a friendly bond or a terrible enmity can be created.


There is no right way to interpret your character. It is up to you to determine how he will think, act, and speak. However, like all other areas of life, care must be taken with what is said. A common phrase among players is "It is not my fault, my character who acts like this", which is, in most cases, a lie for the player to be impolite and inconvenient during a table. With that in mind, remember that an adventure will only be fun if all are enjoying it.

The interpretation is part of all the other pillars, but it is in Social Interaction where it will have a greater focus, where the mannerisms and personality of a character are more apparent.

There are, in general, two most common ways of interpreting a character and his actions, you can use them the way you want, using only one of them or creating a mix of the two.

Descriptive Interpretation

Through this method, you describe your character's actions and words to the other participants at your table. Telling what you are going to do and how you are going to do it.

An example of this would be Sigmund, a player whose character is a yordle named Jimmy who happens to be a Pilgrim. Jimmy is an outgoing and troubled yordle, but he hates those who harm nature. During travel, he finds a lumberjack chopping wood to build his house.

Sigmund says: “Jimmy screams as loudly as possible in his thin, high-pitched voice, using his stellar inspiration to give himself an extra dice to intimidate the lumberjack and if he misses I want that as he walks towards the man, Jimmy trips on the floor and falls face first”.

In this example, Sigmund conveyed Jimmy's humor towards the woodcutter and gave a conditional on demonstrating his character's mannerism.

When using this method, remember a few things:

  • Describe how your character feels and his attitudes
  • Try to show your character's intentions
  • Give as much detail as possible to your actions

Don't focus so much on doing the right thing, but on what your character would do in that situation.

Active Interpretation

The previous method works more by telling the GM and the players what your character will do, on the other hand, this method has the objective of showing what your character does.

When using this method, you will be interpreting your character's voice and mannerisms through your speech. If you wish, you can even imitate his movements, as you believe they would be.

Following Sigmund's example, we can say that he would interpret the scene as follows:

Sigmund, tuning his own voice, speaks like Jimmy “Why do these mortal fools always want to destroy the place where they live? Do you wish to die so soon? ” and returning to his natural voice, Sigmund says, "I, after trying to frighten him, walk in an almost straight line towards the man."

Interpretation Results

Just like in real life, you can take advantage of a person's personality, fears, and stubbornness. To achieve this, you have a greater chance of success in the interactions you have with an NPC, pay close attention to the GM's description of the mood, attitudes, and dialogues of the NPC that you are interacting with.

You often end up insulting allies of a specific merchant, making fun of a proud warrior, or even speaking disrespectfully to a nobleman. Depending on your actions, the NPC will act in an equivalent way to what was proposed to you.

Skills Checks

Just like in combat, characters have weaknesses and strengths in social interaction. Each player can focus on a way to act towards others, a Brute does not necessarily need to focus on intimidating people, he can be someone wise who seeks to appease spirits by being better at Persuasion.

Each interaction may require a check of a different skill, an attempt to trick a guard into convincing him that you are a wealthy person may require a Deception check. While trying to release a hostage diplomatically may require a Persuasion check.

Regardless of the situation, the GM will define which skill will be the most appropriate for each situation.

Interacting with Objects

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise, they can be affected by physical and magical attacks much as creatures can. The GM determines an object’s Armor Class and hit points and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example). Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.


Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can’t perform consecutive short rests, each short rest has to be at least 8 hours of difference from another.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Between Adventures

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hardearned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

Lifestyle Expenses

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

Downtime Activities

Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time or switch to a new downtime activity.

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 your GM.


You can use your downtime to learn a wide range of possibilities. You can spend a number of GP and a few weeks of work to learn a new Enhancement, a new Spell, a new Skill, or even a saving throw.

First, you must find an instructor willing to teach you, a detailed manual or scroll, or learn on your own. The DM determines whether one or more skill checks are needed. If you want to learn on your own, the amount of Base Weeks is doubled.

If you have the Spellcasting feature, you can learn new Mysteries and spells. An instructor can be another caster, without needing to be of the same class as you, however, a caster cannot teach something it doesn't know or that you can't perform, limiting itself to teaching a spell up to your Maximum Spell Level.

The learning cost is not just paying your instructor, but also the purchase of materials and living expenses for a modest lifestyle.

Optional Rule

High levels of intelligence and wisdom influence the dedication to learning and the ease of assimilating new knowledge, technique, or anything else being learned.

When using this optional rule, you must add your Intelligence and Wisdom modifiers (both minimum of 0), then divide the result by 2, this final value determines the needed number of weeks that are decreased for learning.

If what you're learning already uses your Intelligence or Wisdom modifier to reduce the number of learning weeks, you can only add half of the modifier of the other unused Attribute to the weeks reduction. An apprenticeship cannot have its weeks reduced to less than half.

Grand Masters

Learning from someone is a process of interaction between those who teach and those who want to learn. Dedication is important, but just as important is an instructor's ability to teach. Thanks to this, some instructors are even more efficient in their teaching, usually, these instructors will be more expensive or more difficult to find, convince or even dedicate their time to this teaching.

When the level difference between apprentice and instructor is greater than 4 levels or 1 CR above the character's level, the Work Weeks may be reduced. In this case, you must add the Instructor's Intelligence and Wisdom modifier (both minimum of 0), then divide the result by 2 and finally and multiply by the difference in levels between learner and instructor, this final value determines the needed number of weeks that are decreased for learning.

The learning cost can be higher or lower depending on the relationship established with the Instructor. A fast apprenticeship usually has higher costs, but in special cases, the cost can be reduced, for example, an instructor who is a patron and has an interest in your learning.


In all of the above cases, Work Weeks cannot be reduced by half. The only exception to this rule is magical or divine Apprenticeship when powers beyond human comprehension interfere with something.

Apprenticeship Cost Work Weeks
Enhancement 250 GP/ week 100
Week 25 GP/ week 10 - your Modifier used by the weapon (minimum of 0)
Shields 50 GP/ week 5 weeks
Light armors 50 GP/ week 10 weeks
Medium armors 50 GP/ week 15 weeks
Heavy Armors 50 GP/ week 30 weeks
Experience 1 GP/ xp Weeks equal to your character level
Language or Craft 25 GP/ week 10 - your Intelligence modifier (minimum of 0)
Spell 25 GP/ week 10 (per spell level) - your Spellcasting modifier (minimum of 0)
Magic Mistery 50 GP/ week 25 - your Spellcasting modifier
Skill 50 GP/ week 20 - skill modifier (minimum of 0)
Saving Throw 125 GP/ week 50 - Saving Throw modifier (minimum of 0)


You can craft nonmagical 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 by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place.

Each character contributes 5 GP worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 GP.

While crafting, you can maintain a modest lifestyle without having to pay 1 GP per day or a comfortable lifestyle at half the normal cost.

Practicing a Profession

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 GP per day. This benefit lasts as long as you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.


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.


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 GM 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 GM might also require you to make one or more ability checks, such as an Investigation check to find clues pointing toward the information you seek or a Persuasion check to secure someone’s aid. 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.