Downtime Activities (Hyrule Supplement)

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Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
The Forsaken
Southern Hyrule
Termina
Holodrum
Labrynna
Islands of the Great Sea
Islands of the Sky
Subrosia
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Revised Two-Weapon Fighting
Stacking Disadvantage
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.


Work In Progress


In Hyrule, downtime activities are an optional guideline used to facilitate what player-characters can accomplish between encounters and adventures.

The amount of time that passes between adventures is completely up to the DM of your campaign, but depending on the party's intentions more or less time may be allotted. The shortest considerable downtime might be a single day, but the activities below can allow for full years of time passing. As a rough guideline, a DM may want to afford a month of downtime for each completed adventure; or a week for every significant encounter.

During this downtime, your DM may afford various options for what you can do as the days pass, either selected from those below or engineered for your specific location and campaign. Of course, new options can be discussed between players as well.

As a general rule, each day of downtime that passes encompasses 8 hours dedicated to the downtime activity, 8 hours dedicated to rest, and 8 hours dedicated to other needs. The options below are meant for day-to-day passage of time, but summaries for a week (7 days), month (31 days) and a year (52 weeks) are summarized as well.

The options below all assume you are spending most of your downtime in a village or city with a population of at least a few hundred non-hostile individuals.

Carouse and socialize[edit]

Construct a ship or structure[edit]

Craft[edit]

Gather information[edit]

Imprisonment[edit]

Magic items[edit]

Buy a magic item[edit]

Craft a magic item[edit]

Sell a magic item[edit]

Make a living[edit]

Prepare for an encounter[edit]

Run a business[edit]

Sell goods[edit]

Study a language or tool[edit]

Sow rumors[edit]

Train an animal[edit]


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