```metadata
title: Quick Guide to Downtime Activities
description: >-
  A single-page guide to all the Downtime Activities detailed in Xanathar's
  Guide to Everything.
tags: ''
systems:
  - 5e
renderer: legacy
theme: 5ePHB

```

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# Downtime Activities
W     hile your character is not adventuring, they can be performing *downtime activities* that you pick from the list below. These activities all take time to complete, measured in *workweeks* of 5 days, and usually also require money or other *resources*. Days of downtime activity do not need to be consecutive. Some activities can be completed by characters working together.

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### Buy a Magic Item
Spend time and money asking around, to discover what magic items are available for sale locally. Requires a Persuasion ability check.

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**Resources:** At least 1 workweek and 100 gp. You gain a +1 chance of finding more magic items for sale, or a specific magic item, for each additional 100 gp and/or workweek that you expend on the search.

Item Rarity|Scroll Level|DC|Item Price \*
:-|:-|:-:|-:
Common|1st|10|1d6+1 x 10 gp
Uncommon|2nd, 3rd|15|1d6 x 100 gp
Rare|4th, 5th|20|2d10 x 1,000 gp
Very Rare|6th, 7th, 8th|25|1d4+1 x 10,000 gp
Legendary|9th|30|2d6 x 25,000 gp

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\* (Halved for consumable items like potions, oils, scrolls, etc.)

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### Carousing
Spend time drinking, eating and socialising. Perhaps you can make some [new friends, or enemies.](https://homebrewery.naturalcrit.com/share/HkQizaRdDH) Requires a Persuasion ability check.

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**Resources:** 1 workweek and 10 gp to go carousing with the lower classes, or 50 gp to carouse with the middle classes. Carousing with the upper classes requires 250 gp—and access to the local nobility.

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### Crafting
Use tool proficiencies to craft armor, weapons, clothing, items, etc.

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**Resources:** To determine how many days it will take to craft an item, divide its cost in gp by 50. You also need appropriate tools, a suitible work area, and raw materials equal in value to half of the item's cost.

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##### Potions
If you are proficient with a Herbalism Kit and have one available, you can use it to produce the following types of potion:

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Type|Healing|Rarity|Time|Cost
:-|:-:|:-:|:-:|-:
Antitoxin|~|Common|1 day|25 gp
Healing|2d4 +2|Common|1 day|25 gp
¬ Greater|4d4 +4|Uncommon|1 workweek|100 gp
¬ Superior|8d4 +8|Rare|3 workweeks|1,000 gp
¬ Supreme|10d4&nbsp;+20|Very Rare|4&nbsp;workweeks|10,000&nbsp;gp

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##### Magic Items
Creating a magic item requires more than just some time, effort, and materials. It is a difficult process that usually involves quests to track down the rare ingredients or forgotten lore needed to produce them.

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### Crime
Sometimes crime pays, but you always run the risk of being arrested. Requires ability checks for Stealth and Thieves' Tools, and also your choice of either the Deception, Investigation, or Perception skills.

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**Resources:** Planning a crime takes 1 workweek and 25 gp, which is spent planning and gathering information about potential targets.

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### Gambling
An easy way to make a fortune, or lose one. Requires Deception, Insight, and Intimidation ability checks. If you are proficient with a relevant gaming set, that skill can replace one of the other checks.

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**Resources:** 1 workweek and a stake of at least 10 gp.

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### Pit Fighting
Compete in boxing, wrestling, and other forms of (usually) non-lethal combat, in an organized setting. Requires Acrobatics, Athletics, and Constitution ability checks. You can replace any one of those ability checks with an attack roll made using one of your weapons.

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**Resources:** 1 workweek.

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### Relaxation
Take a break to relax and recover from sickness or a [critical injury](https://homebrewery.naturalcrit.com/share/rkyRJ4_x8).

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**Resources:** 1 workweek, during which time you need to maintain at least a modest lifestyle in order to gain the benefits of this activity.

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### Religious Service
Spend time in service of, and try to win favor with, a religion or the like. Requires either a Religion or Persuasion ability check.

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**Resources:** 1 workweek, and some kind of  temple, religious group, deity or entity whose beliefs and ethos are aligned with your own.

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### Research
Try and uncover lore concerning a specific place, person, item etc. Requires an Intelligence ability check. Access to a good library or a sage gives you advantage, and spending more gold gives you a bonus.

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**Resources:** 1 workweek and at least 50 gp. (+1 per 100 gp spent)

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### Sell a Magic Item
Spread word that you have a magic item for sale, and try to find the best offer currently available. Requires a Persuasion ability check.

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**Resources:** 1 workweek and 25 gp.

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Item Rarity|Scroll Level|Item Value \*
:-|:-|-:
Common|1st|100 gp
Uncommon|2nd, 3rd|400 gp
Rare|4th, 5th|4,000 gp
Very Rare|6th, 7th, 8th|40,000 gp
Legendary|9th|200,000 gp

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\* (Halved for consumable items like potions, oils, scrolls, etc.)

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Persuasion Check Total|1-5|6-10|11-15|16-20|21+
:-|:-:|:-:|:-:|:-:|:-:
**% of Item Value Offered**|50%|75%|100%|125%|150%

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### Scribe a Spell Scroll
Use your Arcana proficiency to enscribe a spell you know on a scroll.

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**Resources:** The time and cost is based on the level of the spell. You must also provide all of the material components required for casting the spell—all of which are consumed in scribing the scroll.

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Spell Level|Time to Scribe|Cost
:-:|:-:|-:
lst|l day|25 gp
2nd|3 days|250 gp
3rd|l workweek|500 gp
4th|2 workweeks|2,500 gp
5th|4 workweeks|5,000 gp
6th|8 workweeks|15,000 gp
7th|16 workweeks|25,000 gp
8th|32 workweeks|50,000 gp
9th|48 workweeks|250,000 gp

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### Training
Learn a new language, or become proficient with a new skill or tool..

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**Resources:** 10 workweeks, minus your Intelligence modifier, and 25 gp per workweek. Training is only possible from a proficient tutor.

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### Work
Find temporary work to cover your general living costs. Requires an Athletics, Acrobatics, or Intelligence ability check if you use a set of tools, or a Performance check if you are providing entertainment.

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**Resources:** 1 workweek.