Author Topic: Unearthed Arcana: Downtime & Beyond  (Read 2374 times)

Offline Wilb

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Unearthed Arcana: Downtime & Beyond
« on: April 10, 2017, 01:41:09 PM »
Lovely Zoma...

Offline sambojin

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #1 on: April 10, 2017, 02:53:15 PM »
Totally been proofred. "Error! Bookmark not found." Fortunately its just down the UA a bit.

Anyway, the Magic Mart is now open! Aspiring Mystics with Persuasion advantage welcome!

Crafting is in too. But it takes a while and you need to fight stuff. So, protect our goblinite! The only natural resource that truly matters to the aspiring adventurer (ie: gear hoarding sob). Well, maybe not goblinite. But I can't help but think that some encounters will get tagged and avoided to be used in downtime magic item creation. "A chimera? No sir! That's actually the +1 broadsword you've been wanting. Nature is a wonder to behold. Lets come back later....."
I know the DM is meant to create these mini-quests for the prospective crafter. But sometimes its hard to find the right CR worth of monsters. Especially if you already know where one is.

While I know downtime activities are meant to represent longer periods of doing stuff, how much magic do you think can be thrown at them? Or even class skills? Because druid's make great crime lords if you can. PwT for +10 stealth, animal affinity for advantage on Dex rolls, and pretty high Wis usually too. Might seem like a lot of work,  but 200gp-1000gp a week isn't a terrible use of your time.

They make rather good pit fighters too, if you can cast a decent spell and wildshape into the appropriate form before the checks.


There's actually plenty of good uses for the "softer" stat based spells and abilities in this. Druids and Mystics seem very good, due to their spell list and focuses available for a lot of the things you'll be rolling against. Since discipline focuses can last all day if wanted, they'd almost certainly be allowed to be used (and it's bonus action switch with no hand waving, so could probably be changed for multi-roll activities without problems too).

The new Aristocrat/Merchant class might be a decently levelled Mystic with the Lucky feat and the right disciplines. All the advantage, and super advantage when needed.


Not really that good, but because they're kinda silly: Goodberry scrolls. All the storable healing and food you'll ever need. Never eat trail rations again!
« Last Edit: April 10, 2017, 03:37:58 PM by sambojin »

Offline TenaciousJ

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #2 on: April 10, 2017, 04:22:31 PM »
I'll file this one right next to the mass combat rules in the folder of stuff I'll never use.
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Offline awaken_D_M_golem

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #3 on: April 10, 2017, 05:13:25 PM »
I'll bet they officialize some of these at some point.


hmm ... most of these are at least somewhat different from the PHB or DMG versions.
Selling Magic Items as a for-instance.

Scribing A Spell Scroll ... is more detailed than the original. Cantrip Scrolls are level 1, isn't actually a clarification.  You can make Uncommon versions instead of Common, of a Cantrip Scroll, etc.  I think all this does is makes certain that particular combo and pricing.

"Relaxation rarely comes with complications."  WHAT ?? !!  What the fvck multiverse are they living in?!

Crafting Magic Items ... you get a Rare Consumable, you sell it to make 2 Uncommon non-Consumables.  OK.  Now if you need an Ingredient, that'll be roughly available at a CR appropriate for the Rare Consumable.  The CR part is ok.  Not sure what happens here, how much this effects a pseudo-WBL count ; it might be 2 to 1, or 10 to 1, in the wrong direction, or might just be plot line. Idk.


Buying A Magic Item ... is game-changing.  Now you don't need to be an Elf super-Crafter, to have your own tasty high end magic item of legend.  Rogue 11 w/ expertise, cha, 10 weeks = 37 minimum.  At a metagame level ( no no naughty PCs NO!! ) this is almost a 4e Wishlist.  At the very least, it forces magic items on a DM that'd been doing None.  For an average party, the DM can just wing it on this, and see if it makes any difference at all.  Very weird + broad effects all around.


sambojin :  "druid's make great crime lords".  Ha.  Ha-ha.  Love the emergent stuff that runs so contrary to previous anythings.

Aristocrat/Merchant what where? edit ---- read your post a little closer.
« Last Edit: April 11, 2017, 04:37:58 PM by awaken_D_M_golem »
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Offline sambojin

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #4 on: April 10, 2017, 10:47:44 PM »
The mantle of joy discipline can give you more or less permanent Charisma (Persuasion) advantage when you focus on it, which is all you really need to buy or sell things fairly reliably. Lucky feat to get rid of duff rolls (because it affects the roll, not how long that particular roll was in play RP-wise).

Then maybe nab Guidance from somewhere (it's a cantrip, so there's no reason it can't be in effect for 7 days straight), and maybe double proficiency from somewhere as well.

With reasonable charisma and Persuasion proficiency, you should be able to buy or sell whatever you want. Or the best of anyone in the group, because all the stuff you're utilizing for the roll is either inherent to your character or is resourceless, so can be played as being always on. Thus, you're the party shopper and seller. A merchant.

There's actually a tonne of things you can do with good persuasion in downtime in this.



I still like that the average lvl3 moon druid with stealth proficiency has a natural 22 stealth score when wildshaped as a giant spider and under Pass without Trace. Before any roll is made, so a minimum of 23 on a roll of 1. If magic and wildshape is allowed (they're fairly long duration things), you'll always pass the first crime check at DC20, and almost always at DC25, so even if you don't get the loot, you'll never go to prison for trying. At least, not from those particular rolls. You'll end up with some foils pretty quickly though.
« Last Edit: April 10, 2017, 11:43:11 PM by sambojin »

Offline TenaciousJ

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #5 on: April 11, 2017, 12:38:01 AM »
Don't forget the 11th level rogue if you're going to look at minimum possible rolls on any skill.  You have a possible 18 minimum with a 10 in Charisma on persuasion checks.  Also keep in mind the potential of Glibness.
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Offline awaken_D_M_golem

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Re: Unearthed Arcana: Downtime & Beyond
« Reply #6 on: April 11, 2017, 04:43:46 PM »
Buying will have a GP limit keeping the top end shenanigans with in reason.
Golf Bag is definitely do able.
Plus all those random magic item rolls, will turn up a thing or two more interesting.

Rogue 11 + expertise + 20 cha + 10 Weeks + Guidance
10 min + 12 + 5 + 10 + 1 min = 38 averaging 40, with ~48% at 41+.
Your codpiece is a mimic.