The most common question I get about Adventurers League (AL) from regular players is ‘what can I use my downtime for?’ Usually you’ll get between 5-10 days of downtime each session. The ruling (from the Adventurers League Player’s Guide) is players receive 5 days of downtime for every 2 Adventure checkpoints (ACP) they get.
‘Downtime’ as a concept is what your character does on the off-time between their epic quests! This is usually assumed to be done in a large town or city where goods can be bought or sold, items can be crafted and spells and rituals can be cast and performed, but it doesn’t have to be!
Whenever a downtime activity takes a whole day, that is the only downtime you can do that day, I guess Adventurers aren’t very good multi-taskers!
Here are some Adventurer League legal downtime activities sorted by which book (or document) you can find them in. If you aren’t sure or you find some other downtime activity ask your DM.
Players Handbook (p.187)
Did you know you can make things?!?!
Rules as follows:
- Non-magical items ONLY
- Adventuring equipment
- Armour and weapons
- You must be proficient with the tools related to the object
- Weapons and armour: Smiths tools
- Stone work: Mason tools
- Trinkets and art: Artisans tools
- 1 day of downtime = 5gp worth of equipment
- So an item with a value of 300gp takes 60 days to craft
- Crafting materials cost half the value of the item crafted
- An items with a value of 300gp cost 150gp in crafting materials to make
Practising a Profession
Simply put, getting a job pays the bills! If you commit some of your downtime to practising a profession you can save on living expenses! See lifetime expenses on page 157 for more details
Went a little hard during that last adventure? You can spend 3 days of downtime to shake that nasty cough and get back out there. After spending 3 days of downtime taking it it easy make a DC 15 Con save, on a success end one effect that prevents you from regaining hit points and for the next 24 hours gain advantage on saving throws against poison and disease.
It also goes without saying that after all that resting you’ll be at full health!
Devote some of your downtime to learning the local goss or getting deep into some dusty tomes in the local library. This one involves some creativity on the DMs part but let them know how much downtime you devoted to your research and the DM will give you a little clue about your upcoming adventure. Beware: you might need to make a check to secure the information you’re looking for!
If you have stored up a great deal of downtime you might consider learning a new skill. After finding a trainer you’ll need 250 days to learn a new skill and you can gain proficiency with one set of tools or learn a new language.
AL Players Guide
If you want to cast a spell outside of an adventure it takes up 1 downtime day so you can be sure to start your adventure with a full set of spell slots. Spells can also be cast by another character or an NPC using the normal rules for spellcasting. Spells cast by NPCs usually require spending downtime as well as gold or treasure checkpoints. Check with a DM or in the players guide for more information on which spells can be cast for what cost by NPCs.
“Catching Up” is only available at 4th, 10th, and 16th level.
You can spend downtime to advance your character the next level:
From 4th level to 5th level: 25 days
From 10th level to 11th level: 75 days
From 16th level to 17th level: 150 days
Remember adventures are specifically tiered for levels of play, make sure not to level yourself out of the tier you are playing in!
Its called catch up so adventurers can catch up with their adventuring party not so players can jump ahead.
Wizards specifically can gain a direct benefit from copying spells but anyone in possession of a filled spell book can use downtime to copy spells. For each downtime day spent, your character can spend 8 hours copying spells into a spellbook. You can even share your spells with other in your party!
Trading Magic Items
Magic items can be traded between adventurers on a one-for-one basis for items of the same rarity. Remember you must be of an appropriate tier to buy the item in order to receive it in a trade.
Xanathar’s Guide to Everything
Brewing Potions of Healing
Brewing potions of healing requires the use of an herbalism kit.
You must know or be able to prepare a spell before you can scribe it to a spell scroll. Its cost is in addition to any component cost—regardless of whether it’s consumed or not.
If you made it this far, well done! That’s about it for downtime. Let us know if you have any questions.