D&D5e Mentor Training
Most adventurers learn their skills by trial and error, applying them in dangerous situations, honing them against real foes, and trading techniques and tips in a tavern with other adventurers afterwards.
But there is a benefit to training at the hands of a genuine master of one's class - the skilled fighting veteran, the high priest, the archmage, the master of thieves. After at least one week of training with such an individual during Downtime, you may make a d100 check against the following Mentor Training chart. Add a +1 to the roll for each day beyond one week that you spend in training. Such training typically costs 2 - 5gp per day, or the mentor may require other tasks of you instead.
This kind of training may also be made available to you as a perk to membership in a Faction of some kind.
Contents
Mentor Training
d100 | Result |
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x or lower | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
xxx | xxx. xxx |
Types of Training Results
Minor Training Boon
- Proficiency Training: You gain double the number of days spent training with the mentor learning a Tool Proficiency or Language.
- Minor Magic Item: You either gain an Uncommon magic item, or a Rare expendable magic item. Depending on the mentor, it may be a gift for your hard work, or something your mentor teaches you to craft.
- Spells: You gain access to new spells. If you are a wizard, you may add these spells to your spell book. Otherwise, you may add the new spells to your class spell list for the purpose of gaining them. If you have a Spells Known list, you may immediately trade out an old spell to
- xxx: x
- xxx: x
- xxx: x
Moderate Training Boon
- Ability Training: You gain a +1 to an Ability appropriate to the mentor's expertise.
- Skill Training: You gain proficiency in a Skill appropriate to the mentor's expertise.
Major Training Boon
x