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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Jobs, Business and Strongholds

Dungeons and Dragons – Mystara

Downtime
Jobs, Business and Strongholds

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E

In my D&D game, I have an taken some of the unearthed arcana and xanathar’s guide information and made some downtime for working for a living, running a business and building a stronghold.

Note: Downtime between sessions is handled slightly differently than in session.

  • In Game – During a game session it takes up time and a roll is involved.
  • Between Sessions – When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can’t succeed at the check with a flat 10 then you can’t do this downtime off screen. The type of check shows if you can do any extra time to modify the check and any limitations.
  • Number of Downtime Activities – A character can attempt as many downtime activities in a week as their character tier.

Practicing a Profession

Uses one of the downtime activities for the duration

Downtime activity for basic work between adventures, allowing you to maintain a for lifestyle for the week. This benefit lasts as long you continue to practice your profession. If you are a member of an organisation that can provide gainful employment, such as a temple or a thieves’ guild, you have advantage on the check. If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a lifestyle one better than rolled instead. 

  • Requirement
    • Stay in location for duration
    • Lifestyle option available in the city may require a renown check with same DC. Pass a Renown Check – see Downtime – Renown
      • Wretched DC 8 (free earn coppers)
      • Squalid DC 10 (7 cp week or 1 cp a day)
      • Poor DC 12 (7 sp week or 1 sp a day)
      • Modest DC 14 (7 ep week or 1 ep a day)
      • Comfortable DC 16 (7 gp week or 1 gp a day)
      • Wealthy DC 26 (35 gp week or 5 gp a day)
      • Aristocratic DC 36 (70+ gp or 10+ gp a day)
  • Time:
    • 1 Week (additional weeks adds +1 incurring weekly cost for each week)
  • Weekly Costs:
    • May have to pay lifestyle costs
  • Check:
    • Ability or Tool check modified by settlement type and lifestyle with roll vs DC 8 (+4 per lifestyle level desired).
      • Critical Failure – Inability to perform occupation in that settlement.
      • Critical Success – Gain the next level on the check table
      • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: You spend a number of weeks of downtime and make an ability or tool check for that time. Instead of accepting a result less than modest you can take a complication instead.

Complications: For point you increase your check by, you spend an extra day to earn the income.

Table of Wages

Check / Earnings

  • Less than DC – Made no money for the week and need to pay the lifestyle
  • Equal to the DC – Free lifestyle , earning for the week equal the daily costs of the lifestyle (i.e. 1 cp for squalid)
  • For each +5 over target DC – Earn an extra coin for the week
Work Complications Table

d6 / Complications (* Might involve a rival)

  1. Your employer is involved with a dark cult or a criminal organisation
  2. A co-worker with ties to an important family in town takes a dislike to you *
  3. You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks make for this downtime activity in this town and if it happens again you can’t work there again. *
  4. A crime ring targets your business for extortion *
  5. Your employer’s financial difficulties result in your not being paid *
  6. A difficult customer or a fight with a co-worker reduces the wages you earn by one category *

Running a Business

Uses one of the downtime activities for the duration

Downtime activity for running a business. Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.

A character rolls percentile dice and adds the number of weeks x5 spent on this downtime activity (maximum 4 weeks to +20), then compares the total to the Running a Business table to determine what happens.

If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a – 10 penalty to subsequent rolls made on this table.

The Maintenance Costs table shows the per week upkeep cost for any such property. (The cost of a normal residence isn’t included here because it falls der lifestyle expenses.) Maintenance expenses need to be paid every 4 weeks. Given that adventurers spend much of their time adventuring, staff includes a steward who can – make payments in the party’s absence.

  • Requirement
    • Owning a business
    • Stay in location for duration
  • Time:
    • 1 Week or more
  • Monthly Costs:
    • Per business
  • Check:
    • Charisma (Persuasion) check modified by settlement type and lifestyle with roll vs DC 14.
      • Critical Failure – Business closed for the next month.
      • Critical Success – Gain the next level on the check table
      • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: You spend a number of weeks of downtime and make an ability check for that time. Instead of accepting a result less than modest you can take a complication instead.

Complications: For point you increase your check by, you costs increase by a day to earn the income.

Total Cost per Week. The cost includes everything it takes to maintain the property and keep things running smoothly, including the salaries of hirelings. If the property earns money that can offset maintenance costs (by charging fees, collecting tithes or donations, or selling goods), that is considered in the table.

Skilled and Untrained Hirelings. The Player’s Handbook explains the difference between a skilled hireling and an untrained one.

Running a Business Table

Check / Result

  • More than 10 less than DC – You must pay one and a half times the business’s maintenance cost for the week.
  • More than 5 less than DC – You must pay the business’s full maintenance cost for the week.
  • Less than the DC – You must pay half the business’s maintenance cost for the week. Profits cover the other half.
  • Equal to the DC – The business covers its own maintenance cost for the week.
  • More than 5 over DC – The business covers its own maintenance cost for the week. It earns a profit of 1d6 x5 gp.
  • More than 10 over DC – The business covers its own maintenance cost for the week. It earns a profit of 2d8 x5 gp.
  • More than 15 over DC – The business covers its own maintenance cost for the week. It earns a profit of 3d10 x5 gp.
Maintenance Costs Table
  • Abby
    • Daily Cost 20 go
    • Total Cost Per week 140 gp
    • Skilled Hirelings – 5
    • Untrained Hirelings – 25
  • Farm
    • Daily Cost 7 sp
    • Total Cost per week 3 gp 5 sp
    • Skilled Hirelings – 1
    • Untrained Hirelings – 2
  • Guildhall, Town or City
    • Daily Cost 7 gp
    • Total Cost per week 35 gp
    • Skilled Hirelings – 5
    • Untrained Hirelings – 3
  • Inn, rural roadside
    • Daily Cost 10 gp
    • Total Cost per week 70 gp
    • Skilled Hirelings – 5
    • Untrainted Hirelings – 10
  • Keep or small castle
    • Daily Cost 100 gp
    • Total Cost per week 700 gp
    • Skilled Hirelings – 50
    • Untrained Hirelings – 50
  • Lodge, hunting
    • Daily Cost 7 sp
    • Total Cost per week 3 gp 5 sp
    • Skilled Hirelings – 1
    • Untrained Hirelings – 0
  • Noble estate
    • Daily Cost 10 gp
    • Total Cost per week 70 gp
    • Skilled Hirelings – 3
    • Untrained Hirelings – 15
  • Outpost or fort
    • Daily Cost 70 gp
    • Total Cost per week 350 gp
    • Skilled Hirelings – 20
    • Untrained Hirelings – 40
  • Palace or large castle
    • Daily Cost 400 gp
    • Total Cost per week 2,800 gp
    • Skilled Hirelings – 200
    • Untrained Hirelings – 100
  • Shop
    • Daily Cost 2 gp
    • Total Cost per week 14 gp
    • Skilled Hirelings – 1
    • Untrained Hirelings –
  • Temple, large
    • Daily Cost 25 gp
    • Total Cost per week 175 gp
    • Hirelings – 10
    • Untrained Hirelings – 10
  • Tempe, small
    • Daily Cost 1 gp
    • Total Cost per week 7 gp
    • Hirelings – 2
    • Untrained Hirelings –
  • Tower, fortified
    • Daily Cost 25 gp
    • Total Cost per week 175 gp
    • Hirelings – 10
    • Untrained Hirelings –
  • Trading Post
    • Daily Cost 10 gp
    • Total Cost per week 70 gp
    • Hirelings – 4
    • Untrained Hirelings – 2
Work Complications Table

d6 / Complications (* Might involve a rival)

  1. Your employer is involved with a dark cult or a criminal organisation
  2. A co-worker with ties to an important family in town takes a dislike to you *
  3. You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks make for this downtime activity in this town and if it happens again you can’t work there again. *
  4. A crime ring targets your business for extortion *
  5. Your employer’s financial difficulties result in your not being paid *
  6. A difficult customer or a fight with a co-worker reduces the wages you earn by one category *

Building a Stronghold

Uses one of the downtime activities for the duration

Downtime activity for building a home. A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.

Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.

Once the estate is secured, a character needs access to building materials and labourers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labour) and the amount of time it takes, provided that the character is using downtime to oversee construction. You can hire a foreman to oversee the construction costing 10 gp per bonus to his persuasion roll, and he has advantage on the checks.

  • Requirement
    • The right to build in the location
  • Time:
    • 12 Weeks or more
  • Weekly Costs:
    • Guildhall, town or city or a Trading post
      • 417 gp per week for 12 weeks
      • 60 gp per day
    • Outpost, fort or fortified tower
      • 750 gp per week for 20 weeks
      • 110 gp per day
    • Noble estate with manor
      • 834 gp per week for 30 weeks
      • 120 per day
    • Abby, Temple, Keep or small castle
      • 625 gp per week for 80 weeks
      • 90 gp per day
    • Palace or large castle
      • 2,084 gp per week for 240 weeks
      • 300 per day
  • Check:
    • Charisma (Persuasion) check modified by settlement type and lifestyle with roll vs DC 14.
      • Critical Failure – Cost of job increased by 25%
      • Critical Success – Cost of Job reduced by 10%
      • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: At the end of the construction time is a Charisma (Persuasion) check to see how well the work has been completed. If you fail, you can have a complication take place instead of a failure. Settlement modifier might apply.

Complications: Every point you increase your check by, you spend a week including the time and cost of wages.

Stronghold Results Table

Check – Result

  • Less than 10 under the DC – Terrible structure, it collapses before it is completed wasting 50% of the cost for the week, needing to be redone, but takes a week to clean up the collapse before they can redo the work.
  • Less than 5 under the DC – Completed with shoddy work, will need to spend 50% of the weekly cost to fix delaying another week or results in finished product having Shoddy construction.
  • Less then DC – Completed with poor work, will need to spend 25% of the weekly cost to fix delaying another week or results in finished product having Poor construction.
  • Equal to DC – Basic construction, will cost 10% of the cost each year to maintain.
  • More than 5 over DC – Completed with good work, reduces construction time by 1 day, add 1 month before needing to be maintained and reduce cost by 1% a year. If at least half building completed at good work (and none left at less than basic) then overall Good construction achieved.
  • More than 10 over DC – Completed with exceptional work, reduces construction time by 3 days, add 2 months before needing to be maintained and reduce cost by 2% for a year. If at least half building completed at exceptional work (and none left at less than basic) then overall Exceptional construction achieved.
  • More than 15 over DC – Completed with masterful work, reduces construction time by 1 week add 3 months before needing to be maintained and reduce cost by 3% for a year. If at least half building completed at masterful work (and none left at less than basic) then overall Masterful construction achieved.
  • Terrible construction – it collapses before it is completed wasting 50% of the cost to date.
  • Shoddy construction – will cost 50% of the cost each year to maintain.
  • Poor construction – will cost 25% of the cost each year to maintain.
  • Basic construction – will cost 10% of the cost each year to maintain.
  • Good construction – will cost 5% of the cost each year to maintain.
  • Exceptional construction – will last ten years before needing to be maintained at 2%.
  • Masterful construction – will last unless intentionally damaged
Stronghold Complications Table

d6 / Complications (* Might involve a rival)

  1. Works have gone missing. *
  2. Work halts until you set in and motivate *
  3. Relics from another age are found *
  4. Your construction is rumoured to be cursed. *
  5. An ancient burial ground is uncovered
  6. Tunnels open up under the construction *

Content Updates

  • 2021-08-05 – Updated the menu.
  • 2021-03-11 – Added in session and between session downtime details and lifestyle modifiers.
  • 2020-10-15 – Adding in renown and cleaning up the tables and layout.
  • 2020-03-23 – Structure.
Downtime for Mystara

Overview, Downtime Uses

Appease (Immortal, Secret Craft), Arduous Rally, Building Stronghold, Buying and Selling (Finding, New Spell, Selling Magical Item, Selling Other Item, Sharing Spells), Carousing, Crafting (Item Formula, Magical Item, Other Item, Spell Scroll), Crime, Druidic Wild Shape, Gambling, Performing Sacred Rites or Religious Services, Pit Fighting, Practicing Profession, Recuperating & Relaxing, Renown, Research, Research Assistance, Rivals, Running Business, Sowing Rumours, Spellcasters, Wizards School

Teaching: Class, Language or Tool, Secret Craft, Spell, Weapons Mastery, Wild Shape

Training: Class Levels, Extra Wild Shapes, Language or Tool, New or Replacement Spell, Secret Craft, Weapons Mastery

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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Session Recordings – Campaign Journals

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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