Downtime Days in the Chaos Plan are calculated as roughly 12 hours of activity and 12 hours of light activity/sleep. You can push through this and accept a level of exhaustion if you choose. Contact your DM if you choose to do this since days are in tracked on an active calendar you can find here * LINK *
Players are responsible for tracking their own time on the calendar though official games are tracked on the Adventuring Log.

Non-Guild Lifestyle Expenses

If you are a member of a Guild and use their facility for lodging and eat within their walls, you do not have to spend any gold on Lifestyle Expenses. If you are not a part of a guild these are example prices for most Inns within Port City. If you are in a Guild you live a Modest Lifestyle at levels 1-9, Comfortable 10-19, and Wealthy at 20+.

·         Wretched – Free - living on the street, no confirmed food source other than temple handouts.

·         Squalid – 1sp per day – 7 per tenday – Unsecured room in Docks district or Flophouse. Food is scarce and usually minimal or spoiled.

·         Poor – 2 sp per day – 15 per tenday – Possibly secured room in Docks. Communal Room in Cauldron. Food is adequate but not 100% filling.

·         Modest – 1gp per day – 7 gp per tenday – “typical room,” secured single room in the Docks, Cauldron, or Commons. Shared Room in Cauldron with 4 beds for same price. Food is filling and good.

·         Comfortable – 2gp per day – 15gp per tenday – Arcane Lock on room, real mattress, good food with room service available. Common, Guild District and Government District.

·         Wealthy – 4gp per day – 35gp per tenday – Arcane Lock and alarm spell on room. Room enchanted to accommodate the guests needs. Temp HP equal to level awarded after each long rest.

·         Aristocratic – 10gp+ per day – Private full room with personal servants. Guards out front at all hours. Temp HP equal to 2x level awarded after each long rest. Merchant services at front desk and will deliver good to the guest’s rooms.

·         If you have proficiency in the Survival skill, you are able to live a comfortable life in the wild but cannot do any other activity for that day.

Practicing a Profession (PHB)

This is an option for those who do not want to pay lifestyle expenses or those who want to pad their income modestly. Practicing a profession allows you to live a modest lifestyle without paying the cost as long as you keep working. Professions pay 1d6 sp per day for guild work and 2d6 sp per day for non-guild work.

Building A Stronghold (DMG)

There are many options out there for those who wish to purchase a piece of land and build upon it. For those who wish to do so talk to a DM about how those days effect what you are building. Group efforts can help speed this process up and spit cost amongst all of you.

Buying a Magical Item (XGtE)

Port City is one of the largest hubs of business in the world of Arcadia. Any magic items can be found for purchase as long as they are of Rare Quality or lesser. For items of Very Rare quality, a finder must be hired to locate them. A finder requires a non-refundable payment of half the item cost upfront and will take 4d6 days to locate said item. Once found the other half of the payment is due if the buyer still wants the item. Legendary items require a specialized finder and require a non-refundable payment of ¾ the items cost upfront. The finder then needs 5d10 +20 days to find said item. The rest of the payment is due if the buyer still wants the item.

Crafting Non-Magical Items (PHB & XGtE) – Guild Perks NOT included

For everyday of downtime, you can craft up to 15 gp worth of items and spend half the cost in raw materials. If the item you are trying to craft exceeds 15 gp, you can make 15 gp of progress towards it per day, and if multiple people work on it, they each add an additional 15 gp of progress towards it. So if you have proficiency in smith's tools, you can spend 4 days to create a great sword (50 gp), or if you have a friend helping you, you can create the great sword in only 2 days.

Crafting Magical Items (DMG & XGtE) – Guild Perks NOT included.

Alternatively, if you're a spell caster with tool proficiencies, you can add a touch of magic to your items. Crafting a magical item is a long and complicated process. First the crafter needs to be able to cast spells, and if they're imbuing an item with a specific spell, they must be able to cast it. If the item requires a tool proficiency to make, like if you're making a magic sword, the crafter will need proficiency in said tools, like smith's tools. Second, the crafter will need a formula of the magical item. If the crafter is creating their own, home brewed item or the DM feels like it, the formula might not be needed. Third, you will need materials. Unlike non-magical items, magical items require specific materials that could take whole adventures to gather. Check with your DM to see what you need and how hard it is to gather.

Once you have all the requirements, you can finally start crafting. For Xanthar's guide, the workweek and gold cost depend on the rarity.

Item Rarity -Cost -Minimum Level- Workweeks (XGtE) - Cost (XGtE)

Common - 100 gp - 1st - 1 - 50 gp

Uncommon - 1000 gp - 3rd - 2 - 200 gp

Rare - 5,000 gp - 5th - 10 - 2,000 gp

Very Rare - 50,000 gp - 10th - 25 - 20,000 gp

Legendary - 500,000 gp - 15th - 50- 100,000 gp

The item you create is up to the player and the DM. You can choose from the magical items in the DMG or you can create a unique item if both the player and the DM are okay with it. This opens up a world of possibilities for the player and lets them add personalized magical items for their character.

Gambling (XGtE)

Unlike carousing in the DMG, gambling throws out all the other events and lets you deal purely with money. And if you have proficiency in any of the gaming sets, like dice or card sets, then this is your time to shine. Gambling requires a workweek and anywhere from 10 gp to 1000 gp. Xanthar's requires you to roll specific skills, but if your DM allows it, you can replace them with other skills such as sleight of hand, deception, or your various gaming set proficiencies. The results can range from crippling debt to winning up to three times your bet. Overall, if you're confident in lady luck or know the tricks of the trade, gambling is a fun way of earning money.

Performing Sacred Rights (DMG) / Religious Services (XGtE)

If there is a temple near you that is affiliated with your god, you can spend your time performing sacred ceremonies such as weddings, funerals, and sacrifices. If you can do this for at least ten days, you'll be rewarded with inspiration every day for 2d6 days. On the flip side, Xanthar's allows you to gain a different type of advantage. If you spend a workweek doing the aforementioned ceremonies, you could gain favor from your god or the church. This is either a special favor or 1 favor point per every 5 days you spend. Specific uses for Favor Points can be found on your guild sheet.

Pit Fighting (XGtE) – Fighter’s Guild Only*

*Special Permission can be gained for non-guild members

Pit fights consist of organized, competitive, non-lethal fights, though your DM can choose to make them lethal. Your DM can choose to enact each of these fights, creating a separate combat encounter for each one, or roll with the rules given in Xanthar's.  You can also play out the fight in a real session to potentially gain an advantage over your opponent. Gambling on fights is also an option as well for those who do not wish to take part in the fight itself.

Researching (DMG/XGtE) – Mage’s and Tinker’s Guild Only*

*Permission to use the library’s can be obtained by non-guild members.

For those wishing to gain knowledge about a specific topic, they can spend 1 day to gain advantage on a knowledge roll about a single topic. Spending 2 days allows advantage plus and automatic roll of 10 any check regardless of the roll. Spending 3 days allows for all the previous bonuses plus a roll of 15 regardless of the roll. Each additional day spent gains a +2 to the minimum roll for a maximum of 25.

Running a Business (DMG) – All Merchant’s Guild and Crafters for Fighter’s and Tinker’s Guild Only.

The sky is the limit here. Talk with your DM to determine how your business operates.

Scribing Spell Scrolls (XGtE)

If you're like me and worried about wasting your precious spell slots, then you should try your hand at making spell scrolls. In order to make spell scrolls you need proficiency in arcana, the ability to cast spells, time, gold, and any material components needed for the spell. The time and amount of gold spent depend on the level for the spell; the higher the spell level the more it cost to make.

Info Gathering

For those who wish to gain information amongst the citizens as opposed to books, it is possible with some bribe money, bar money, or other favors. For those who wish to gain information the cost of days is the same as those Researching above however there is a cost of 2gp per day along with the time cost. On particularly rare or forbidden knowledge this amount can increase dramatically.

Training (PHB/XGtE)

You can spend a number of days and gold learning a skill, weapon, armor, or language and at the end of the process, you'll be proficient in it. Work with your DM for opportunities to increase the normal number of days with Skill Challenges to potentially speed up this process.