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(Criou página com '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...') |
(Criou página com '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:') |
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* End one effect on you that prevents you from regaining hit points. | * 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. | |||
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===Researching=== | |||
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. |
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