D&D5e Mentor Training

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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.

Mentor Training

d100 Result
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