Like if you happened to be coffeelock, the answer is "ascend into godhood." After that your DM will take your character sheet from you and you will know why.
That was a joke. For some explanation (because if you were a coffeelock, you would not have asked what to do) a coffeelock is a warlock/sorcerer multiclass that (for one reason or another) does not need sleep (the is a warlock invocation for this). What they do is, instead of a long rest, take 8 short rests. Each time they convert their pact magic slots into sorcery points then back into a sorcerer spell slot (which you can exceed maximum of and does not go away unless used or you sleep). This is already pretty degenerate during normal gameplay. But if you were able to do it 24/7 for a year, you would have functionally infinite of your currently highest level spell slots.
Acquiring a magic item: If your character would desire a particular magic item, you can spend time and money through a contact to get leads on where to find it. Uncommon items might simply be acquired, while rarer items would garner rumors on how to obtain.
Selling a magic item: Most merchants don’t have the resources to trade in magic items, and advertising one for sale is a good way to get robbed. If you have an item you don’t want, there is a “grey market” in sales of these items, though it can get complicated.
Crafting an exceptional item: Crafting an exquisite version of your favourite item, a masterwork-quality weapon, or a suit of full plate armour takes time and money, and usually your own work input (master blacksmiths are usually busy working for royal contracts).
Carousing: Maybe your character just wants to blow off steam. Get to know the people around town, or travel to a larger city. You might make contacts, hear rumours, or simply wind up drunk in a gutter on a regular basis.
Gambling: Try your hand at making some extra cash, or simply lose a bunch of your disposable income while indulging your character’s rougher edges.
Wandering: Maybe you seek a simpler life for awhile - for example, sailing or exploring the wilderness. Who knows what you’ll find?
Religious services: If your character is religious, they might spend their time in prayer, discussing religion with a local cleric, ministering to the faithful, or establishing a church presence in town.
Research: If you’re interested in a particular topic, checking out the library of a large city might provide valuable information or clues.
Training in a skill, language, weapon, or tool: If your character is missing some proficiency that you think they would be interested in, a few months of downtime can be spent training with a suitable tutor.
Work a trade: Maybe your character wants to go back to their background profession for awhile, or try out a new one, while thinking ahead to what retirement from adventuring would be like.
Establish a stronghold in town: Maybe your character wants a place to call home, store their gains, or retire to eventually. A bar in town might need new ownership, a manor abandoned and needs work, or you could build a new structure that perhaps offers a service to the town in your absence so it won’t sit unoccupied - such as a trading post, guildhouse, or watch-tower.
Other character-specific narrative sidequests: Nothing super adventurous (don’t leave the party out!), but any ideas for what you’d like to strike out and do.
The setting of the campaign so far is that my group is training in a academy to become bodyguards of the queen.This campaign just started so my character is a Rogue lvl1 and wizard lvl1. My character has proficiency with thieves tools and poisoners kit. Hope this helps!
Working a trade (or gambling or thieving for higher risk/reward) to try and earn money.
Acquiring scrolls to copy into spell book.
Training a skill, tool, language, or weapon to get more proficiencies.
Carousing to make friends and allies among young nobility and future court members (I'm just assuming there are very few commoners at this school, but I don't know the setting).
Given the amount of time you have you can probably accomplish multiples of these.
I’m not sure if this would work but could I perform sacred rites (DMG page 129) for the whole year granting me a obscene amount of inspiration? Is there any rule against this?
I’m not sure if this would work but could I perform sacred rites (DMG page 129) for the whole year granting me a obscene amount of inspiration? Is there any rule against this?
PHB, chap. 4 "You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use." So afraid so.
As a rogue/wizard it would make sense that you'd be training for counter espionage and detecting and preventing assassination attempts. Spend some time gaining proficiency in the herbalism kit so you can make healing and poison resist potions. Scribe every spell you can find into your spellbook, taking jobs in between to earn the money for your reagents and inks. Also scribe scrolls for spells that you don't need every day, but for emergencies. If you have time, maybe learn the forgery kit so you can help spot forgeries.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Since you’re proficient with the poisoner’s kit, spend the year learning the smell and taste of several poisons. Royalty always needs food tasters and one who doesn’t need to actually swallow the poison will be incredibly valuable.
Hello! I have been playing a campaign and my DM has told me that we have a year of downtime. What should I do? Thanks!
When players get creative.
Please describe your character, their history, and their interests.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Yeah this. Class, level, skill/tool proficiencies.
Like if you happened to be coffeelock, the answer is "ascend into godhood." After that your DM will take your character sheet from you and you will know why.
That was a joke. For some explanation (because if you were a coffeelock, you would not have asked what to do) a coffeelock is a warlock/sorcerer multiclass that (for one reason or another) does not need sleep (the is a warlock invocation for this). What they do is, instead of a long rest, take 8 short rests. Each time they convert their pact magic slots into sorcery points then back into a sorcerer spell slot (which you can exceed maximum of and does not go away unless used or you sleep). This is already pretty degenerate during normal gameplay. But if you were able to do it 24/7 for a year, you would have functionally infinite of your currently highest level spell slots.
This comes up a lot. I made a list.
Acquiring a magic item: If your character would desire a particular magic item, you can spend time and money through a contact to get leads on where to find it. Uncommon items might simply be acquired, while rarer items would garner rumors on how to obtain.
Selling a magic item: Most merchants don’t have the resources to trade in magic items, and advertising one for sale is a good way to get robbed. If you have an item you don’t want, there is a “grey market” in sales of these items, though it can get complicated.
Crafting an exceptional item: Crafting an exquisite version of your favourite item, a masterwork-quality weapon, or a suit of full plate armour takes time and money, and usually your own work input (master blacksmiths are usually busy working for royal contracts).
Carousing: Maybe your character just wants to blow off steam. Get to know the people around town, or travel to a larger city. You might make contacts, hear rumours, or simply wind up drunk in a gutter on a regular basis.
Gambling: Try your hand at making some extra cash, or simply lose a bunch of your disposable income while indulging your character’s rougher edges.
Wandering: Maybe you seek a simpler life for awhile - for example, sailing or exploring the wilderness. Who knows what you’ll find?
Religious services: If your character is religious, they might spend their time in prayer, discussing religion with a local cleric, ministering to the faithful, or establishing a church presence in town.
Research: If you’re interested in a particular topic, checking out the library of a large city might provide valuable information or clues.
Training in a skill, language, weapon, or tool: If your character is missing some proficiency that you think they would be interested in, a few months of downtime can be spent training with a suitable tutor.
Work a trade: Maybe your character wants to go back to their background profession for awhile, or try out a new one, while thinking ahead to what retirement from adventuring would be like.
Establish a stronghold in town: Maybe your character wants a place to call home, store their gains, or retire to eventually. A bar in town might need new ownership, a manor abandoned and needs work, or you could build a new structure that perhaps offers a service to the town in your absence so it won’t sit unoccupied - such as a trading post, guildhouse, or watch-tower.
Other character-specific narrative sidequests: Nothing super adventurous (don’t leave the party out!), but any ideas for what you’d like to strike out and do.
Even a blind squirrel finds a nut once in awhile.
What's your character's goal? How can they forward it?
The setting of the campaign so far is that my group is training in a academy to become bodyguards of the queen.This campaign just started so my character is a Rogue lvl1 and wizard lvl1. My character has proficiency with thieves tools and poisoners kit. Hope this helps!
When players get creative.
In this case, options I think might be good are:
Given the amount of time you have you can probably accomplish multiples of these.
I’m not sure if this would work but could I perform sacred rites (DMG page 129) for the whole year granting me a obscene amount of inspiration? Is there any rule against this?
When players get creative.
Quote from ThalaiDawncaller >>
PHB, chap. 4 "You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use." So afraid so.
As a rogue/wizard it would make sense that you'd be training for counter espionage and detecting and preventing assassination attempts. Spend some time gaining proficiency in the herbalism kit so you can make healing and poison resist potions. Scribe every spell you can find into your spellbook, taking jobs in between to earn the money for your reagents and inks. Also scribe scrolls for spells that you don't need every day, but for emergencies. If you have time, maybe learn the forgery kit so you can help spot forgeries.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Since you’re proficient with the poisoner’s kit, spend the year learning the smell and taste of several poisons. Royalty always needs food tasters and one who doesn’t need to actually swallow the poison will be incredibly valuable.
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