1. Homebrew Rules

Downtime Training Mechanics

Training Mechanics!

Adventurers, Assemble!

Tired of the relentless grind and ready for a bit of downtime? Fear not, for I've got a new system in place to make your rest periods more rewarding.

As you journey through the realms, you'll encounter moments of peace where you can relax, train, and grow. To ensure a fair and balanced experience for all, I've revamped the downtime training system, streamlining it across various games.

No longer will you wonder, "Can I train to get that new skill?" The answer is now: maybe? Certain skills and abilities can be acquired through focused training, but remember, the thrill of adventure shouldn't be overshadowed by endless practice sessions.

To strike a balance, I've adjusted the time requirements for different training goals. Some are quicker to achieve, while others demand a significant investment of time.

But that's not all! Keep your eyes peeled for unique training opportunities. Certain locations, factions, and NPCs may offer specialized training, granting you exclusive skills or abilities.

So, adventurers, what are you waiting for? Grab your training gear and prepare to level up your skills!

Test vs DC?

Checks are made weekly - Success means the time has passed successfully, and Failure means you must repeat that week's training.

Great Success or Failure: you've beaten the DC by 5: Advance two weeks; fail the DC by 5: Add another week to the required time. 

TrainingRequirementsDaysDCAbility Score
Fighting Proficiencies



Simple Weapon Qualified trainer1010The Ability Score that would be used with the weapon
Light ArmorsQualified trainer1010Dexterity or Strength
Martial WeaponQualified trainer, proficiency with a similar simple weapon1514The Ability Score that would be used with the weapon
ShieldsQualified trainer, melee experience 
2018Dexterity or Strength
Medium ArmorsQualified trainer, light armor proficiency3010Strength
Heavy ArmorsQualified trainer, medium armor proficiency6015Strength
Fighting Style FeatQualified trainer9015The Fighting Style's dominant Ability Score
Knowledge-Based Training



LanguageQualified trainer, or finding yourself in a new environment that speaks the language608 - 16Intelligence - you gain incremental understanding as you train
Proficiency in a skillQualified trainer, a positive modifier with the skill6012The skill's Ability Score
Proficiency with a toolQualified trainer6010Intelligence
A new spell of your classQualified trainer, a spell of a level you can cast3013 + spell levelScience Arcana or Religion as applicable
A new spell from a different classQualified trainer, a spell of two levels below a level you can cast3017 + spell levelScience Arcana or Religion as applicable
Features and Ability



Saving throw proficiencyQualified trainer, experience with the save in the field9015The save's Ability Score 
Ability score increase (+1)Self-training - qualified trainer provides Advantage on the rolls.90Your current Ability ScoreThe Ability Score you wish to improve 
Origin FeatQualified trainer9011The Ability Score associated with the Feat
General FeatQualified trainer18015The Ability Score associated with the Feat
Multiclassing



Similar classQualified Trainer1512The new class's main Ability Score
Dissimilar class
Qualified Trainer3014The new class's main Ability Score
Polar Opposite classQualified Trainer9015The new class's main Ability Score

Note on Multiclassing:

The decision if a class is similar, dissimilar, or polar opposite will be made by the DM, some examples are below to provide some context.

If you're uncertain - talk to your DM! 

Similar Classes: Generally when the classes share their main Ability Score, and role (Barbarian/Fighter, Ranger//Rogue)

Dissimilar class: Generally when the classes somewhat share some important ability score OR their role (Eldritch Knight/Wizard)

Polar Opposite: When the classes share very little in the realms of ability scores and roles, or when they are very different in flavor and RP (Wizard/Barbarian)