Mystara of the Five Spheres RPG - Downtime Page

Mystara Pages Page Content GM Section Updates

This is the section of my website dedicated to the Mystara setting downtime.

Mystara of the Five Spheres

Overview Mystara Modifiers Lifestyles Rivals Stronghold Events Sacred Rites Training Spell Wild Shape

Mystara of the Five Spheres - Downtime Overview

This came from my 5th Edition Dungeons and Dragons Mystara conversion series of articles looking at what I have done to bring the original setting of Mystara to my tabletop group.

D&D 5th edition has introduced a new mechanic to the game called Downtime which is dealing with events over a week of game time. What this does is allow for extending out the game world so all events for a character does not happen in a single week.

In the previous versions of the game, you adventure, level mid adventure, and keep going. This means that from 1st level to 20th level in the game could all be done inside a month of in world time. And with some adventures this is almost a requirement to complete them in time.

Downtime can be found in the players handbook around crafting, practising a profession, recuperation and training.

The dungeon masters guide introduces more for building a stronghold, carousing, crafting a magical item, gaining renown, performing sacred rites, running a business, selling magical items, sowing rumours, training to gain levels.

Xanathar’s guide revisits some of the downtime, and introduces some more, so it details Buying a magic item, carousing, crafting an item, crime, gambling, pit fighting, relaxation, religious services, research, scribing a spell scroll, selling a magical item, training, work.

In my D&D game, I have an taken some of the unearthed arcana and Xanathar's guide information and made some downtime for fun and games.
Note - Downtime between sessions is handled slightly differently than in session.

  • In Game - During a game session it takes up time and a roll is involved.
  • Between Sessions - When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can't succeed at the check with a flat 10 then you can't do this downtime off screen. The type of check shows if you can do any extra time to modify the check and any limitations.
  • Number of Downtime Activities - A character can attempt as many downtime activities in a week as their character tier.

Downtime is activities that take more than a short or long rest in the game normally measured in days to weeks. For what I am doing with downtime for my dungeons and dragons campaigns you can look a the Mystara Downtime Overview tab.

As everytime a group levels, they advance the timeline until the end of winter taking at the minimum enough time to gain a level. Characters have to meet other requirements to find a willing teacher as well as selling or buying specific items. See the list below for all the available activities for all characters.

Mystara of the Five Spheres - Downtime in Mystara

Grouping of Downtime Activities - In my game world I have grouped my downtime activities to help sort out the actions.

  • Item Activities – The buying, creating and selling items.
  • Festival Activities – See Forest Kingdom Campaign Compendium from Legendary Games for more details.
  • Learning Activities – Weekly tasks to improve your characters skills from knowledge, language, tools, levels, weapon and secret crafts.
  • Event Activities – For everything about improving your characters well being from fun to recovery. Ability to earn money outside of items.

Mystara of the Five Spheres - Downtime Modifiers






Mystara of the Five Spheres - Downtime - Lifestyles


Mystara of the Five Spheres - Downtime - Rivals


Mystara of the Five Spheres - Downtime - Stronghold


Mystara of the Five Spheres - Downtime Event - Sacred Rites


Mystara of the Five Spheres - Downtime Training - Learn Spell


Mystara of the Five Spheres - Downtime Training - Learn Wild Shape


Games Master Section of Mystara of the Five Spheres

Overview References Notes

Mystara of the Five Spheres - GM Section

Thoughts on using Downtime and using House Rules - Here is the process I went through to create the downtime.

I thought the costs and times involved in some of the training were too much for the characters as the ability to learn a language in the players handbook takes 250 days, costs 1 gp per day.

Xanathar’s Guide rewrote it to be ten weeks reduced by your int modifier and costing 25 gp per week so costing up to 250 gp. The time taken has been reduced to 70 days maximum, but could be as little as 35 days. Each week a complication was possible to happen ten percent of the time.

My version of the learn a language changes it to 4 weeks (28 days) with a attribute check once per week and 25 gp per week. If you fail the attribute check, the following check is at one less making it easier over time. You still have to pay for each attempted week, even if your not successful. The attribute you use is determined by the teacher as agreed between the player and myself. I have changed the complication rules to have a 5% accumulative chance per week, with a character having the ability to accept a complication instead of a failure.

What this gives to the game, is a way to pass time for the characters, get them though periods of inactivity and extend out the time between levels so the storyline feels more organic.

As an addition to learning the language, the character can spend the week teaching the language instead earning half the cost. This is true for each of the learning options.

My house rules focuses on the learning aspects of downtime.

Training for Language or Tools - Besides learning a language, I have moved this into this learning category tools and dialects. Tools are basic proficiencies that you can learn. Dialects are variations on the language that are unique to a group of people (usually a nation) where you need to make an insight roll to understand the nuances of the conversation, with the intelligence score of the speaking being the base DC. I have also make it only take a week to learn a dialect so it is not too punishing for players.

There are a lot of language in the setting I run so this provides a way for characters to learn those languages.

Training to Gain Levels - The main difference for gaining levels is that tiers of play take 2 weeks per tier instead of 10 days. While an extra four days a tier might not seem like much, but it does make the characters spent time in roughly month blocks making timekeeping a lot easier in the long run.

I have also added mentor requirements, which can relate to specific locations around the game setting so travel time will also be added to it. This does mean that time sensitive storylines should not expect the characters to level if they want to meet tight deadlines.

Training to Learn a Secret Craft - This is a new type of society that I have taken from the BECMI Gazetteer sourcebook Principalities of Glantri and expend to make it more useful to the setting. These will be described further in another post.

Training to Learn Weapon Mastery - Very similar to the Secret Crafts, learning increased proficiency with a weapon takes longer the better you want to get with the weapon. I have linked weapon mastery with secret crafts.

Also some weapons have optional abilities you can learn as well.

Training to Learn a Spell - Instead of knowing every spell in your spellbook, and learning a spell by scribing into your spellbook. I have an ability to learn a spell without instruction and halving the time if they have an instructor. This is for spells outside those learnt by gaining a level.

As all the prepared classes in my world have to learn spells like wizards, this is an important rule. And all spellcasters gain access to ritual spellcasting being able to cast a spell via an ability check also need to learn the ritual to be able to utilise it.

This leads back to a flavour of learning that I wished to encourage in my games.

Concluding Thoughts - I have enjoyed employing the downtime mechanic of the rules, as it provides the best framework I have used to date for extending out the game setting timeline.

While using downtime in some sessions can be fun, it can also become tedious as a large group could be doing two to three months downtime and making 12 checks each. The new system will improve the game now that it is written down.

Mystara of the Five Spheres - References

References still to come

Mystara of the Five Spheres - Notes

Additional Rules and why they are needed - While using this in play, we had a few issues of players who used Int as a dump stat crying unfair as it was harder for them to learn than those who had a higher Int. Well that was by design, but it was causing issues. So here are two variants I will be trying next time I run the downtime activities.

  • One roll for the whole of the downtime, representing the whole time.
  • A roll of a 1 means that a complication occurs and that may affect if it was completed or not.

Otherwise the amount you failed by equals the additional weeks required to complete the downtime, and its cost by the weekly value.

Every few months I check back over the rules and update them based on gameplay so they should be fairly up to date with how I am running them.

    As part of investigations.
  • Research Spend a week in a location researching a single topic. This can be a library, city records, church or anywhere else where the information your after could be found.
  • Carousing to gain contacts in a location so you can get access to things such as private libraries, societies of just the chance to talk to someone you would not normally meet.
  • Gaining Renown for a nation to open more doors and resources.
  • Note - When researching a magical item (not artefact) players can work with the GM to create a history for the item they have discovered. The powers for an item grow based on the learned background, as well as how they have be used in game.

Note - Downtime between sessions is handled slightly differently than in session. During a game session it takes up time and a roll is involved. When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can’t succeed at the check with a flat 10 then you can’t do this downtime off screen, or optionally you take an extra day/week per point you would fail the check by to gain a success. You cannot increase the time to gain a critical success.

Notes (2023-08-25) Changing the modifiers to be only positive to simplify the maths and workings. This may cause the DC's to increase as needed to compensate.

Content Updates

  • 2023-08-25 - Added in Scared Rites, Spells, Wild Shape, Lifestyles.
  • 2023-08-24 - Fixed the links in the page that were broken. Changing the layout with the uypdated format in preparation for cleaning up all the downtime details.
  • 2023-08-24 - Fixed broken links and images.
  • 2023-01-06 - Migrated downtime to new site.
  • 2023-01-04 - Added in the GM Notes section.
  • 2023-01-03 - Added in some descriptions of downtime.
  • 2022-11-20 - Starting to migrate downtime rules.
  • 2022-09-01 - Page created in new site.
  • 2021-07-31 – More structure cleanup to make it easier to navigate and read.
  • 2021-07-29 – Added overview back into title.
  • 2021-07-01 – Layout Cleanup.
  • 2020-12-20 – Layout cleanup.
  • 2020-03-23 – Structure update.
  • 2019-12-17 - Downtime main page published on WordPress.
  • 2019-12-13 – New options being presented for completing downtime.
  • 2019-07-23 - Mystara Part 13 - Downtime Overview Published on WordPress.