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DnD 5E downtime activities

For when adventures need a break

Downtime activities in Eveningstar

Welcome to the bustling town of Eveningstar, where adventurers like you can find plenty of opportunities to relax and recharge between quests. In this guide, we'll explore the various 5E downtime activities available in the town and how they can help you prepare for your next adventure.

Whether you're looking to unwind after a long journey, train your skills, or make some new connections, Eveningstar has something for everyone. Visit the local tavern for a pint of ale and some good company, or head to the market square to peruse the wares of local merchants.

If you're seeking more structured activities, consider enrolling in one of the town's training programs, where you can hone your combat skills or learn a new trade. Or, if you're feeling particularly adventurous, sign up for one of the many expeditions leaving from Eveningstar, and explore the surrounding countryside.

Whatever your preferences, Eveningstar is the perfect place to take a break from your adventures and invest in your personal growth. So sit back, relax, and let's explore all the exciting downtime activities this town has to offer.

Buying a Magic Item

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires. In Eveningstar the adventures might get lucky with a passing caravan uncommen items or more likely have to go to Arabel where the chances are better of finding the item they seek. For rare and better items the player might have to go all the way to Suzail and/or  try to trade with the nobles, wealthy merchants or other powerfull people for the item. Not an easy task. 

COST: 100 GP (10 GP for MINOR items) and one week.

LIMITS: Only items form DMG, Mordenkains tome of foes, players handbook, sword coast adventures guide, Xanathers guide to everything, can be found. Unless your GM tells you otherwise.

RESOLUTION: You need to roll a Charisma (Persuasion) check to see how you succeed in talking to contacts and tradesmen in order to find the right seller. You get a +1 one bonus for each week you use and for each + 100 GP to a max of +10.

DC for minor items

Common: 5
Uncommon: 10
Rare: 15
very rare: 20
Legendary: 25
DC for Major items +10 dc.

So a Longsword +1 (uncommon and major) will be dc 25.

Places that sells magic items

The House of the Morning - typically has potions of healing and similar commen items.

The Iron Hand - Dhurthal Ironhand sometimes have common/uncommen magical weapons and armor in stock.

Old Meg's Hut Margrest sells odd common magic items and potions. No one knows if she creates them herself or buys somewhere unknown, but it's clear she doesnt advertise her business.

Suggested magic item prices for 5e dnd

Because magic items are rarely sold as "standard" goods, DND 5e only provide suggested prices for them. The value of a magic item within the game is often determined by the rarity of the item and the level of power it provides and most often by the sellers desire to sell it. 

But for convinence here is a list of item prices that might be used as a gauge of where a price could look like if you are using the downtime activities rules in 5E dnd for buying magic items. 

Remember, the Dungeon Master has the final say in what magic items are available in the campaign and how much they are worth. This allows for more flexibility and creativity in the campaign, allowing each Dungeon Master to tailor the experience to their specific group of players.


- relax and socialize
Downtime DND Carousing

Carousing is a 5E downtime activity that allows characters to socialize and have fun, often in taverns or other social gatherings. The basic idea behind carousing is that the character spends time and money on socializing, which can result in various benefits or consequences depending on how successful or unsuccessful the character is.

Eveningstar has several locations that provide plenty of opportunities for adventurers to spend their money on fine food and strong drink. Carousing gives the characters a chance to make contacts in town.

A week of carousing costs 2d10 gp as you lavish money on gifts, entertainment or food and drink for yourself and others. When carousing, pick a single location in town to frequent. At the end of the week, you earn a contact in town.

You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contacts depends on the chosen location.

The DM creates a specific contact, such as the bartender at the appropriate tavern or a specific person you have connected with. Optionally, the DM can instead allow you to declare an NPC as a contact when you meet them, provided that the individual fits the contact type. In this case, you recognize the NPC as a pal from your time spent carousing. In either case, that individual acts as a trusted friend and offers help as necessary, though they are unwilling to risk their life or possessions.


After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.

Check Total Result
1—5 Character has made a hostile contact.
6—10 Character has made no new contacts.
11—15 Character has made an allied contact.
16—20 Character has made two allied contacts.
21+ Character has made three allied contacts.

Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.

Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.

For hostile contacts you can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.

Carousing Contacts
Location Contact Type
The Lonesome Tankard  Soldiers, agents of the crown
Market Square  Farmers, traders, travelers
The Golden Unicorn Inn  Nobels, merchants
The Welcoming Hand Inn  Merchants, travelers, adventures
The Low Lantern  Bards, locals


- Information is power

Doing the adventure the players are bound to find objects and places of interest, which involves seeking out information. One potential source of information is the Church of Lathander, a major religious institution in the town dedicated to the deity of the dawn and renewal, another is the print shop of Baskar Lendo.


The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character gains advantage on this check if they research, religion or local lore at the temple or history of cormyr and its nobles with Baskar. Determine how much lore a character learns using the Research Outcomes table.

Research Outcomes
Check Total Outcome
1–5 No effect.
6–10 You learn one piece of lore.
11–20 You learn two pieces of lore.
21+ You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing.

Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.

As the DM, you hold the ultimate authority in determining what information characters acquire. When it comes to monsters or NPCs, you can disclose details about their statistics and personalities.

For locations, you have the power to unveil secrets like hidden entrances, riddle solutions, or the nature of guardians that protect the area.


- making a living

In the mystical realm of Eveningstar, where adventure's call is not for everyone, there exists a multitude of honest and rewarding jobs within the town's embrace. Engaging in such employment not only provides stability but also has the potential to catch the attention of Eveningstar's esteemed leaders, opening doors to unforeseen opportunities. Let us delve into the tailored employment options for these individuals, including:

Downtime DND Employment

The Guardians of the Road: For those seeking a path beneath the open sky, signing on as a caravan guard offers a chance to protect and accompany caravans on their perilous journey. From the majestic Eagle Peak, nestled on the western side of The Stormhorns, to the distant Thilvers Gap near the foothills of Dessertmouth Mountains, character's may find themselves guarding against bandit raids and treacherous encounters along the winding road.

Keepers of Peace: Joining the town guard brings characters into the esteemed fold under the leadership of Captain Flaergan Hondh. Their duties primarily revolve around maintaining law and order within the town, while also patrolling the surrounding countryside. A character's presence and assistance will prove crucial in upholding peace, ensuring the safety of Eveningstar's denizens.

Harvesters of Faith: Amidst the tranquil embrace of the temple farm, opportunities arise for characters to engage in various agricultural tasks. From tending to flocks of sheep, to participating in the bountiful harvests and planting cycles, characters can contribute to the sustenance of the temple community. In addition, those with a knack for administrative duties can assist in routine tasks, facilitating the temple's affairs and even aiding in transporting goods to the bustling market of Arabel.

Hospitality Amidst Adventure: The Welcoming Hand Inn stands as a beacon of respite and mirth within Eveningstar. Characters can find employment within its warm embrace, utilizing their skills in diverse roles. Whether cleaning, cooking, or even providing entertainment, the innkeepers Azourn and Salashar Naasmar are adept at discerning a character's talents and putting them to work in a fitting capacity.

Each of these 5e downtime employment opportunities weaves a tapestry of experience and potential for characters in Eveningstar. As they embrace the path of stability and hard work, they may catch the discerning eye of Eveningstar's leaders, stepping closer to the realization of their true destinies. And who knows, within the folds of these occupations, they might uncover hidden secrets, form lasting connections, or even embark on unexpected journeys that lie just beyond the horizon of their imagination.


To determine how much money a character earns, the character makes an ability check:

Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument.

Consult the Wages table to see how much money is generated according to the total of the check.

Check Total Earnings
9 or lower Poor lifestyle for the week
10–14 Modest lifestyle for the week
15–20 Comfortable lifestyle for the week
21+ Comfortable lifestyle for the week + 25 gp

Building a stronghold

- make a home

In the charming town of Eveningstar, a character can devote their time between thrilling adventures to the grand endeavor of constructing a majestic stronghold. However, this noble aspiration begins with acquiring a plot of land, a crucial foundation for their future domain.

Downtime DND Employment

To secure the desired estate, the character may seek a royal charter or a land grant, coveted legal documents that grant them the privilege of overseeing the land in the name of the crown. In this part of the realm, Lord Tessaril Winter holds the power to bestow land grants through purchase, allowing the character to claim their rightful ownership over the chosen territory. These grants serve as a testament to the character's loyalty and dedication to the crown, unlocking the potential for their stronghold to thrive.

Alternatively, the character may acquire a deed, a proof of ownership that can be obtained through purchase or inheritance. With a deed in hand, the character gains the authority to establish their stronghold upon the acquired land, shaping their destiny within the borders of Cormyr.

The cost of a small estate in this revered land can range from as modest as 100 gold pieces to a more significant investment of 1,000 gold pieces. For those seeking larger domains, the price may soar to 5,000 gold pieces or even beyond, for the acquisition of such prestigious properties may prove challenging.

Once the land is secured, the character must gather the necessary building materials and laborers to commence the construction of their stronghold. The process encompasses both material costs and the diligent efforts of skilled workers. The Building a Stronghold table provides invaluable insight into the expenses and time required, assuming the character diligently oversees the project during their downtime. However, should the character be called away on other quests or ventures, the construction will continue at a slower pace, with each day of absence adding three additional days to the overall completion time. Thus, the character's unwavering presence ensures the swift manifestation of their grand vision.

Within the verdant lands of Cormyr, near the quaint town of Eveningstar, the character's stronghold shall rise, a symbol of their power and influence. It shall become a sanctuary amidst the ever-changing tides of adventure, a testament to their valor and ambition. As the stones are laid and the towers reach for the heavens, the character's name shall echo throughout the land, forever etched in the annals of Cormyr's glorious history.


Temple and Abby is not possible in Eveningstar unless its devoted to Lathander

Building a Stronghold
Stronghold Construction Cost Construction Time
Abbey 50,000 gp 400 days
Guildhall, town or city 5,000 gp 60 days
Keep or small castle 50,000 gp 400 days
Noble estate with manor 25,000 gp 150 days
Outpost or fort 15,000 gp 100 days
Palace or large castle 500,000 gp 1,200 days
Temple 50,000 gp 400 days
Tower, fortified 15,000 gp 100 days
Trading post 5,000 gp 60 days