Lifestyle: During downtime you will pick a lifestyle to play during the downtime. Every day spent on that lifestyle you pay the price listed and gain the benefits of that lifestyle. When doing downtime activities your lifestyle will play a part in how NPC's react to your character and your characters actions.
Chases: You can dash up to your Constitution modifier +3 before you need to make a DC 10 Athletics check. Each time you dash afterwards it adds 2 to the DC. Each time you fail you loose 5 feet of movement. You can regain your lost movement by taking 1 minute to catch your breath.
Holding Breath: You can hold your breath for a number of minutes equal to 1 plus your Constitution modifier. When you run out of breath you start suffocating.
Suffocation: You can survive a number or rounds equal to your Constitution modifier while being suffocated. At the end of the last round if you are still being suffocated, you drop to 0 hit points and start making death saving throws. You cannot regain hit points or be stabilized until you can breathe. If you are still being suffocated when it is time to make a death save, it counts as a fail and you end our turn.
Study Action: When you take the Study Action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skill is applicable when you take the action.
Areas of Knowledge: The Areas of Knowledge table suggests which skills are applicable for recalling certain information.Â
Arcana: Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures; Aberrations, Constructs, Elementals, Fey, and Monstrosities.
History: Historic events, legendary people, ancient kingdoms, past disputes, recent wars and lost civilizations.
Investigation: Traps, ciphers, riddles, and gadgetry.
Medicine: Illnesses, poisons, and certain creatures; Giants and Humanoids.
Nature: Terrain, flora, weather, and certain creatures; Beasts, Dragons, Oozes, and Plants.
Religion: Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures; Celestials, Fiends, and Undead.
Magic Items: Using a magic items properties might mean wearing or wielding. A magic item meant to be worn must be equipped in the intended fashion. Hats and helmets on the head, shield strapped to the wrist, and weapons in the hands. See DMG.
Moonbeam: Moonbeam does not cause damage on cast or when moving the beam onto the target. It only deals damage once per turn when a creature starts or enters the spells effect. See Sage Advice.
Help Action: You can choose one of your skill proficiencies and an ally that can hear and see you. You use your action to give that ally advantage on the next ability check that ally makes with your selected ability. You can also assist an ally by distracting an enemy within 5 feet of you, granting advantage on your allies next attack on the creature.
Flanking: When 2 creatures are on an opposite side of an enemy they flank them, giving the flanking creatures +2 to melee attack rolls as long as they remain on opposite sides and the creature stays between them.
Death Save Privacy: Death saves are made between the DM and the player.
Lockpicking: Locks now have complexity numbers from 1-6, indicating how complex the lock is, and how many rounds it will take to pick. Complexity 1 and 2 don't require thieves tools, but 3 through 6 do. Multiply the lock complexity by 2, that's how many d6's have to be rolled to pick the lock. Roll 2d6 per round, if you roll any 1's the lock resets. If you have proficiency in thieves tools, you get a number of rerolls equal to your proficiency modifier. Double if you have expertise. Rerolls refresh on a long rest.
Profit and Loss Die: Your profit die corresponds to the taverns renovation level: d4 Poor, d6 Modest, d8 Comfortable, d10, Wealthy, and d12 Aristocratic. Your loss die corresponds to the guild license level; d6 Standard, d4 Priority. Guild licenses need to be renewed every Shieldmeet.
Profit and Loss Roll: At the end of each month roll the corresponding profit and loss die, multiply both numbers by 100 and subtract the loss from the profit. That's how much gold the tavern made or lost that month.
Debt: If your tavern is at a loss at the end of the month, the balance needs to be paid by the time you make another Profit and Loss Roll. If there is still an outstanding debt the profit die will decrease by one die level each month until you reach 1d4. If a debt is still outstanding by the next month then clientele move elsewhere and the tavern ceases making profit. Paying off the debt returns the profit die back to its corresponding renovation level.
Appraising: Before the monster is harvested players can choose to appraise the creature and estimate its value. To do this one player must spend 1 minute examining the creature and then roll an Intelligence check, adding your proficiency modifier if you are proficient with the skill corresponding to that creature on the Areas of Knowledge table. With the exceptions being Giants and Humanoids, which for this check use Medicine instead of History.
The DC of the check is 8 + the harvested creatures CR. Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirements to harvest those materials, any special requirements to harvest them, and any potential risks of doing so. In addition, any harvesting check on the creature by the player is rolled with advantage. If you fail the check by 5 or less, they gain knowledge of what materials are valuable, but nothing else. You can only try and appraise a creature once.
Harvesting: To harvest a creature, the player must make a Dexterity ability check using the same skill proficiency as listed above. The check is to both remove the intended item without damaging it and to store it properly. Any roll that exceeds or meets the DC grants the player that item. Only one harvesting attempt can be made per creature. The time it takes to harvest a material is the DC divided by 5. For huge creatures it is equal to the DC, and for gargantuan it is equal to the DC multiplied by 2.
New Tool and Feat: Harvesting Kit: This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bonesaw, 5 glass vials, pouches of salt, and tweezers. Proficiency with this kit lets you add your proficiency modifier to any check made to harvest a creature.
Resourceful: You have always hated leaving anything to waste and have always made sure you make the most out of any situation.
You gain proficiency with the harvesting kit and herbalism kit.
You ignore any penalties for harvesting a creature that died a particularly violent death.
Both appraising a creature and harvesting a creature take half the time that it normally would.