Downtime Activities
Downtime activities between adventures: crafting (5 gp/day progress), practicing a profession, recuperating, researching (1 gp/day), and training (250 days for a new proficiency).
Between adventures, characters can spend time on long-term activities. Each downtime activity requires a certain number of days and may have associated costs.
Crafting
You can craft nonmagical objects if you are proficient with the relevant artisan's tools. For each day of downtime you spend crafting, you can craft one or more items with a combined market value of up to 5 gp, spending raw materials equal to half the total market value. If the item's market value exceeds 5 gp, you make 5 gp of progress per day.
Practicing a Profession
You work at a trade or profession between adventures. You maintain a modest lifestyle without paying living expenses, or a comfortable lifestyle at half cost.
Recuperating
You recover from a debilitating injury, disease, or poison. After 3 days of downtime, make a DC 15 CON saving throw. On success, you can end one effect that prevents you from regaining HP, or gain advantage on saving throws against one disease or poison currently affecting you.
Researching
Spend downtime researching a specific topic. For each day of research, you must spend 1 gp, and the DM determines what information you uncover.
Training
You can train in a new language or tool proficiency. Training takes 250 days and costs 1 gp per day. You must find a willing instructor.
Other Activities
The DM may allow additional downtime activities such as building a stronghold, running a business, establishing contacts, or creating magic items (per DMG rules).