Although characters do not require training to level up in D&D, there still seems to be something missing, where the characters could learn new skills over time.
So playing with the core concept
from in Xanathar's Guide to Everything (2017), where it costs 25 gp per week
and takes at least ten minus the character's Intelligence modifier in weeks to
train, the following was devised.
This system allows characters to
invest downtime and resources to expand their capabilities beyond
what they gain from levelling up. It’s designed to be balanced, scalable,
and immersive, giving both mechanical structure and roleplay
opportunities.
Core Concept:
Characters can spend downtime
and gold to learn new capabilities. The process requires time, money,
and effort, with difficulty scaling based on the complexity of what’s being
learned.
Core Training Rules
Instructor Requirement
·
Most training requires a qualified instructor.
·
Without one, training takes twice as long
and costs twice as much.
·
Instructors can be hired, found through
roleplay, or earned as favours.
Downtime Commitment
·
Training requires consecutive downtime days
or at least consistent sessions within the same in-game month.
·
Interruptions longer than 10 days may require
repeating the last 10% of training.
Checks for Mastery
·
At the end of training, the learner makes an Intelligence
check (or another ability check if more appropriate) with a DC based on the
complexity of the skill.
·
Failure means the character must spend 25%
more time before retrying.
Learning Limits
·
A character can only learn a number of new
proficiencies equal to 2 × INT modifier (minimum 1) over their
adventuring career.
·
Languages do not count toward this limit.
Immersion Bonus
·
If the character is in an environment where the
skill or language is used daily, training time is reduced by 25%.
General Rules:
·
Instructor Required: Unless self-teaching
(which doubles time and cost).
·
Downtime Days: Must be consecutive or at
least within the same in-game month.
·
Checks: At the end of training, make an Intelligence
(Arcana/History/Nature) or relevant skill check to confirm mastery. Failure
means 25% more time is needed.
·
Limits: You can only learn a number of
new proficiencies equal to 2 × INT modifier (minimum 1) over your
adventuring career.
Training Cost & Time Table
|
Training Type |
Base Time (Days) |
Base Cost (gp/day) |
DC Check |
Notes |
|
Language |
60 |
1 gp |
DC 12 |
Covers reading,
writing, speaking |
|
Tool Proficiency |
75 |
2 gp |
DC 13 |
Artisan’s
tools, gaming sets, musical instruments |
|
Weapon Proficiency |
90 |
3 gp |
DC 14 |
Must have access to
the weapon during training |
|
Armor Proficiency |
120 |
4 gp |
DC 15 |
Requires
physical conditioning and drills |
|
Skill Proficiency |
150 |
5 gp |
DC 16 |
Practical and
theoretical mastery |
|
Ability Specialization (e.g., Advantage on a specific check
once/day) |
200 |
10 gp |
DC 18 |
DM approval;
represents exceptional mastery |
Modifiers to Training
·
High Intelligence (INT 16+): Reduce time
by 10%.
·
Relevant Background: Reduce cost by 20%.
·
No Instructor: Double time and cost.
·
Immersive Environment: (e.g., living
among native speakers) Reduce time by 25%.
·
Magical Assistance: Reduce time by 15%,
but may require rare components or spell slots.
Optional Progression Mechanic: Usage Dice
Instead of tracking days, you can
use a usage die to represent progress:
- Start with a d4. Each successful training
session (determined by a DC 10–15 check) increases the die size: d4 → d6 →
d8 → d10 → d12.
- When you reach d12 and succeed, you gain the
proficiency or ability.
This method adds uncertainty
and drama to training, making it feel more like an evolving journey.
Examples
|
Training Type |
Training Type |
Base |
Adjustment |
At the end: |
|
Learn Thieves’ Cant without an instructor. |
A bard wants to learn Thieves’ Cant without an instructor. |
60 days × 1 gp/day = 60 gp |
No instructor: 120 days × 2 gp/day = 240 gp |
DC 12 Intelligence check to finalize learning. |
|
Learning a Language with an Instructor |
A wizard wants to learn Draconic. |
60 days × 1 gp/day = 60 gp. |
Instructor found in a city library. |
DC 12 Intelligence check. Success means fluency. |
|
Self-Teaching a Tool Proficiency |
A rogue wants to learn Thieves’ Tools without an
instructor. |
75 days × 2 gp/day = 150 gp. |
No instructor: 150 days × 4 gp/day = 600 gp. |
DC 13 Dexterity check (due to tool use focus). |
|
Immersive Weapon Training |
A fighter trains with a mercenary company to gain
proficiency with the longbow. |
90 days × 3 gp/day = 270 gp |
Immersive Bonus: Training with a mercenary company
in an active war zone reduces time by 25% → 68 days 68 days × 3 gp/day = 204 gp. |
DC 14 Dexterity check On success, the fighter gains longbow proficiency; on
failure, they must train for 17 more days before retrying. |
Optional Roleplay Hooks for Training
To make training more than just a
downtime number crunch, you can weave it into the story:
1.
Mentor Quests – The instructor might
require a favor before agreeing to teach.
2.
Training Rivalries – Another student
competes with the PC, adding tension and possible sabotage.
3.
Cultural Immersion – Learning a language
might involve attending festivals, rituals, or political debates.
4.
Trial by Fire – For martial
proficiencies, the final test could be a real combat scenario.
5.
Arcane Challenges – Magical training
could require rare reagents or surviving a dangerous magical phenomenon.
Tips for Balancing Training
·
Avoid Power Creep: Limit how many new
proficiencies a character can gain in a campaign.
·
Tie to Story: Make training opportunities
part of the narrative rather than a purely mechanical downtime activity.
·
Reward Creativity: If players roleplay
their training well, consider granting small bonuses or reducing time.
·
Use NPCs as Story Seeds: Instructors can
become allies, rivals, or quest-givers.
Training Progress Tracker
- 0–25%: Novice — basic familiarity
- 26–50%: Apprentice — can attempt simple
tasks
- 51–75%: Competent — can perform reliably
under normal conditions
- 76–100%: Proficient — full mastery
Playable Training Arcs
Language Training Arc – “Tongues of the Bazaar”
Goal: Learn a new language through immersive cultural
experiences.
Total Sessions: 5 playable scenes (each = 1–2
downtime days)
Final Test: DC 12–15 Intelligence (History) or
Charisma (Persuasion) check.
Session 1 – Market Bargains
Setup: You’re taken to a bustling market where
everyone speaks the target language.
Challenge: Haggle for an item using only the new
language.
Mechanics: DC 12 Charisma (Persuasion) or
Intelligence (Investigation).
Twist: If you fail, you accidentally insult the
merchant — must make a DC 10 Charisma (Deception) check to smooth things over.
Session 2 – Story Circle
Setup: You join a group of locals telling folk tales.
Challenge: DC 13 Wisdom (Insight) to follow the story
and respond appropriately.
Roleplay Bonus: If you tell a short story from your
homeland, gain advantage on the next session’s roll.
Session 3 – Festival of Words
Setup: A cultural festival with songs, riddles, and
speeches.
Challenge: Solve a riddle in the target language (DC
14 Intelligence).
Twist: Solving it impresses a local elder who offers
to mentor you (reduces final DC by 2).
Session 4 – Written Test
Setup: You must
read and translate a short letter.
Challenge: DC 13
Intelligence (History).
Failure: You
mistranslate a key word, leading to a humorous or awkward misunderstanding.
Session 5 – Public Debate
Setup: You’re
asked to defend a position in front of a small crowd.
Challenge: DC 15
Charisma (Persuasion or Performance).
Outcome: Success
= language learned; failure = repeat 1–2 sessions.
Tool Proficiency Arc – “Hands of the Master”
Goal: Gain
proficiency with a specific tool set.
Total Sessions: 4–6
playable scenes.
Final Test: DC
13–16 depending on complexity.
Session 1 – First Grip
Setup: Your
mentor shows you the basic handling of the tool.
Challenge: DC 12
Dexterity check to replicate their demonstration.
Twist: A rival
student sabotages your materials — spot it with DC 10 Perception.
Session 2 – Precision Work
Setup: Create a
small, detailed item (lockpick, carving, miniature).
Challenge: DC 14
Dexterity (Tool) check.
Failure: The
piece breaks; must spend extra materials (5 gp).
Session 3 – Timed Challenge
Setup: Complete a
task under time pressure.
Challenge: DC 15
Dexterity or Intelligence (Tool) check with disadvantage unless you’ve
practiced speed work.
Success: Gain +1
to final test.
Session 4 – Master’s Critique
Setup: Present
your work to the mentor.
Challenge: DC 13
Charisma (Performance) to explain your process.
Outcome: Success
= mentor offers advanced tips (advantage on final test).
Skill Proficiency Arc – “Trial of the Mind and Body”
Goal: Gain
proficiency in a skill (e.g., Stealth, Persuasion, Survival).
Total Sessions: 6–8
playable scenes.
Final Test: DC
16.
Session 1 – Fundamentals
Setup: Learn the
basic theory behind the skill.
Challenge: DC 12
Intelligence check.
Twist: If you
fail, you misunderstand a key concept, adding +1 DC to the next session.
Session 2 – Controlled Practice
Setup: Practice
in a safe, controlled environment.
Challenge: DC 13
relevant ability check (e.g., Dexterity for Stealth).
Success: Gain +1
to final test.
Session 3 – Real-World Application
Setup: You’re
taken into a real environment where the skill is needed — e.g., sneaking past
guards for Stealth, tracking a deer for Survival, or negotiating with a
stubborn merchant for Persuasion.
Challenge: DC 14
relevant skill check.
Twist: An
unexpected complication arises — a guard changes patrol routes, the deer
doubles back, or the merchant demands proof of your claim.
Outcome: Success
= +1 progress point; failure = lose 1 progress point unless you roleplay a
clever recovery.
Session 4 – Pressure Test
Setup: You must
use the skill under stressful conditions — e.g., Stealth while under pursuit,
Survival during a storm, Persuasion while a hostile crowd watches.
Challenge: DC 15
relevant skill check with disadvantage unless you’ve prepared for the
conditions.
Roleplay Bonus: Clever
in-character preparation removes disadvantage.
Session 5 – Mentor’s Challenge
Setup: Your
instructor sets up a scenario designed to push your limits.
Challenge: DC
15–16 skill check.
Twist: The mentor
may intentionally mislead you to see if you can adapt.
Outcome: Success
grants advantage on the final test.
Session 6 – The Field Test
Setup: You’re
sent on a short solo or small-group mission where the skill is essential to
success.
Challenge: Multiple
checks (2–3) at DC 14–16.
Outcome: Passing
all checks = immediate proficiency; failing one means you must complete the
final test.
Final Test Mechanics
At the end of any training arc (Language, Tool, or Skill),
the player makes a Final Mastery Check:
Base DC: From the training table (Language 12–15,
Tool 13–16, Skill 16).
Modifiers:
+1 for each failed session.
-1 for each exceptional success (critical success or
roleplay bonus).
Advantage if the mentor is impressed or you’ve completed a
special challenge.
Pass: Gain the proficiency or language.
Fail: Repeat the last 1–2 sessions before retrying.
Optional DM Twists
To make training arcs more dynamic:
Rival Trainee Arc: Another student competes with the
PC, sometimes sabotaging or helping them.
Training Interruptions: A sudden quest or danger
interrupts the arc, forcing the PC to resume later.
Mentor’s Hidden Agenda: The instructor has their own
motives — political, personal, or magical.
Rare Resource Requirement: Certain advanced skills
require rare materials, tomes, or magical foci to complete training.
Cultural Consequences: Learning a language or skill ties the PC to a faction, culture, or guild, opening new roleplay opportunities.
Training Campaign
“The Hall of a Thousand Paths”
Premise:
The party is invited (or
compelled) to attend a legendary training academy known as the Hall of a
Thousand Paths, where masters from across the realms teach languages,
tools, weapons, and skills.
Each PC chooses a training focus,
but their paths intertwine through shared challenges, rivalries, and academy
politics.
Structure
- Length: 3–5 in-game weeks (can be compressed
or expanded).
- Format: Each week has shared events +
individual training sessions.
- Goal: Each PC completes their personal
training arc while contributing to group challenges.
Week 1 – Arrival & Orientation
Shared Event:
- The party meets their mentors and rival trainees.
- A team-building challenge (obstacle course,
puzzle, or mock battle) introduces the academy’s competitive spirit.
- Mechanics: Group skill challenge (DC 13–15)
using a mix of skills. Success earns the group a reputation bonus; failure
earns them a rival faction’s mockery.
Individual Sessions:
- PCs begin Session 1 of their chosen training arc
(Language, Tool, Skill, or Weapon).
Week 2 – The Rivalry Begins
Shared Event:
- Rival trainees challenge the party to a multi-skill
gauntlet — archery, debate, crafting, and stealth.
- Each PC must contribute in their area of training.
- Mechanics: Each PC rolls their relevant
skill/tool/language check; total successes determine victory.
Individual Sessions:
- PCs complete Session 2–3 of their arcs.
- Roleplay opportunities with mentors and rivals.
Week 3 – The Trial of Disruption
Shared Event:
- A sudden crisis interrupts training — a magical
beast escapes, a storm damages the academy, or a political envoy arrives
unexpectedly.
- The party must work together to solve the problem,
using their partially learned skills.
- Mechanics: Improvised skill challenge where
PCs can attempt their new abilities at disadvantage (since they’re not yet
proficient).
Individual Sessions:
- PCs complete Session 4–5 of their arcs.
- Some may be ready for their final test early.
Week 4 – The Mentor’s Gambit
Shared Event:
- The mentors reveal that the final week will be a Grand
Exhibition — a public showcase where each trainee demonstrates their
mastery.
- The rival faction tries to sabotage the party’s
preparations.
- Mechanics: Investigation, counter-sabotage,
or persuasion to rally allies.
Individual Sessions:
- PCs complete their final training sessions and take
their Final Mastery Checks.
Week 5 – The Grand Exhibition
Shared Event:
- A festival-like event where each PC performs a public
challenge in their trained skill:
- Language learners debate or translate under
pressure.
- Tool users craft a masterpiece in front of judges.
- Weapon trainees duel skilled opponents.
- Skill trainees perform a high-stakes mission
simulation.
- Mechanics: Each PC rolls their final check
in front of the group.
Outcome:
- Success = gain proficiency and public acclaim.
- Failure = partial success with a chance to retry
after a short quest.
Optional Rewards Beyond Proficiency
- Reputation: The party gains renown with the
academy and its factions.
- Contacts: Mentors and fellow trainees become
recurring NPC allies or rivals.
- Special Techniques: PCs may learn a unique
flourish, trick, or minor ability tied to their training.
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