Downtime Activities

Daily activities

Like a round of combat, a day in this campaign has 3 parts, that can be clearly identified: productive time, long rest and casual time.

Productive time
Productive time includes main activities, mundane activities as well as hourly activities. Usually the productive time of a day is either one main activity and one mundane activity, or 8 hours of travel, for the most common example.

- Main activities (like an Action) encompass the downtime activities that require most of a day to be done (like class training for example) and represent the most productive time of a day.
- Mundane activities (like a Bonus action) represent around 2 hours of productive time, using mundane downtime activities (gather information while drinking at a tavern, singing or performing, attending a service or celebration, buying mundane items or ordering some crafting done, or doing some other mundane class activities, like copying spells, ritual casting or casual reading of books). Usually Mundane activities are staggered during the day as such: morning, mid-day, afternoon, evening, and can impact the activity done (for example, gathering info at a market is better done in the morning, while performing in a tavern would be better in the evening).
- Some Hourly activities are tracked per hour, and includes Travels, exploration and adventuring. Note that otherwise, downtime activities are never tracked hourly.

Long rest
A long rest is a 8 hour period that requires 6 hours of sleep for most, and the remaining of the time can be spent on one light activity, like standing watch or reading, or some tool proficiency related activities.
A long rest can be interrupted for up to one hour without canceling it. Elves still need the full 8 hours for a long rest, but unlike the other races, they spend 4 hours in trance and can use two light activities instead of only one.
Sleeping characters are always surprised on the first round of combat, and must stand up for prone on their next round. Unlike sleeping characters, trancing character are not considered prone, even if they still snap out of their trance as one snaps out of sleep.

Casual time
The remaining non productive time during a day is considered spent going from one place to another within a specific location, eating, socializing, discussing plans, tending animals, cleaning weaponry, renewing spell components, praying and everything else not covered above, that does not need to be tracked specifically but is part of everyday life.

Combats, unless it is a full scale battle field, usually takes a few rounds, up to a few minutes, and is part of the casual time of the days, rarely impacting other activities who can resume once the combat is over.
The only exception is for short rest who is interrupted by any amount of combat and must be restarted once the fight is over.

In most place the productive time and the long rest time are 8 hours long, while the length of the casual time can vary. So a full day of activity is either a main activity and one mundane activity, or 4 mundane activities or 8 hours of travel.
Beyond this, the forced march rules for Exhaustion kicks in.

Pushing beyond daily activities and exhaustion

Anything beyond using four mundane activities or one daily and one mundane brings a risk of accruing exhaustion levels for any extra hours spent on anything other than a long rest.

Check the Exhaustion page for the details.

Downtime activities

Here is the list of the possible downtime activities. A few can be handled with a mundane activity spent in the proper setting, while most of them require at least a few days of focus to complete them.

MUNDANE ACTIVITIES

Gather information

Petty Crime

Foraging

Hunting

Learning a language or a tool proficiency

Buying or selling common items

Performing

Gambling

Carousing
.

MAIN ACTIVITIES

Days

Class’s Training

Crafting an item

Expertise

Gambling
.

Workweeks (5 days)

Building a Stronghold

^Buying Magic Items

Carousing

Crime

Gaining Renown

Pit Fighting

Relaxation

^Research

^Selling a Magic item

Sowing rumors

Working

Zealous Activities

.

^a good roll can reduce the time required to complete the activity.

Lifestyle expenses per day (in civilized areas)

Wretched conditions (0)
Squalid (1 sp)
Poor (2 sp)
Modest (1 gp)
Comfortable (2 gp)
Wealthy (4 gp+)

Notes on Downtime Activities

- Most downtime activity requires a main or mundane activity, while some require a workweek (5 days), in the proper setting, and possibly with some spending of gold. As you commit to this activity as your main activity for the day, you have little time available for any other activities, except for one mundane activity per day.

- Even if no main activity is done for the day, a character can’t do more than 4 mundane activities for one day, without using the forced march rules (any extra Mundane activity requires 4 checks, and is completed when the 4th check is made)

- If you gain advantage for your chosen activity, every day spent training count as two (Half days are round up to full days). if you have to pay for a workweek, the same sum is due for a shortened time, if applicable.

- Some activities require a d20 roll, in which case advantage/disadvantage only applies to the roll, and not to the duration. A roll of 1 always brings Complications.

- Some activities can be done anywhere, even while traveling in reasonable comfort, others may require special locations or conditions.

Downtime Activities

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