Training for Feats

The rules here cover how to train for feats in the New Dawn Memories campaign.
= Steps for Training for Feats =
== 1. Choosing a Feat ==
Choose a feat you want to train for.
== 2. Finding a Tutor ==
Before training for a feat, you must find a tutor. Finding a tutor usually involves one workweek of actively searching for them. 
== 3. Calculating the Training Schedule ==
Training for a feat takes 30 weeks minus your Intelligence modifier and costs 75 gold pieces per week.
NOTE: Training for a skill proficiency takes 20 weeks minus your Intelligence modifier and costs 35 gold pieces per week.
== 4. Special Condition ==
A tutor can give special conditions for accomplishing the training. Every condition you meet reduces the required weeks by one (ten days).
= Example Training =
We will use the Mobile feat as an example.
# The PC tells the DM that they want to train for the Mobile feat.
# They find a tutor specialized in the Mobile feat.
# The tutor sets them a training schedule.
# For the Mobile feat, they get three special conditions (at the DM's discretion) they can meet in actual play (out of downtime).
#* CONDITION #1: The Character uses up all of his available movement speed in ten consecutive turns.
#* CONDITION #2: The Character spends two actions on the Dash action during one combat encounter.
#* CONDITION #3: The Character is targeted but not hit by ten opportunity attacks in total.
= Limitations to Training for Feats =
There are some limitations to training for a feat:
# A Character can actively train for only one feat at a time.
# Starting training for a new feat resets the progress of the current feat training.
# If three months pass between two training weeks, the progress of the training resets.
# If a special condition is met inside these three months, the progress does not reset.
# The cost of training for a feat does not cover living expenses during the downtime.
# Special conditions do not cost anything.
# When using your downtime for training, no other downtime activities can be done.
# Starting training for a feat requires at least an initial period of two weeks with a tutor.
= Established Special Conditions for Feats =
== Mobile ==
* The Character uses up all of his available movement speed in ten consecutive turns.
* The Character spends two actions on the Dash action during one combat encounter.
* The Character is targeted but not hit by ten opportunity attacks in total.
== Tough ==
* The Character takes 500 hp of damage.
== Alert ==
* The Character has achieved the highest initiative order in combat encounters 10 times in total.
* Enemies have failed to surprise attack the character 5 times.
== Athlete ==
* The Character finishes their long rest one hour earlier (benefits of the long rest apply) and spends that hour exercising. After the exercise, they have to succeed on a Constitution saving throw (DC 10). On a failure, they gain one level of exhaustion.
== Actor ==
* Successfully deceive someone 10 times as being a different person.
* Successfully entertain an audience 10 times by impersonating someone 
== Charger ==
* Spend your action to shove enemies on three consecutive turns
* Kill 10 enemies with an attack you made right after moving at least 10 feet
== Polearm Master ==
* Kill 2 enemies with an opportunity attack
* Kill 10 enemies with a glaive, halberd, quarterstaff, or spear
== Sharpshooter ==
* Hit 5 enemies using a ranged weapon while they are behind cover
* Kill an enemy beyond the weapons normal range with your ranged weapon 
* Hit 5 enemies beyond the weapons normal range with your ranged weapon
== Great Weapon Master ==
* Kill a creature with a critical hit with a melee weapon
* Kill 10 creatures with a heavy weapon
== War Caster ==
* Succeed 5 times on a Constitution saving throw to maintain your concentration on a spell
* Kill 5 enemies with a spell that has a somatic component
== Resilient ==
* Succeed on 10 saving throws using the ability you’ve chosen to train in
== Magic Initiate ==
* Receive 30 hp damage from cantrips
== Sentinel ==
* Hit 10 creatures with an opportunity attack
== Healer ==
* Use a healers kit 5 times to stabilize a creature
* Stabilize a creature 5 times using with a successful Medicine check
== Shield Master ==
* Succeed on 10 dexterity saving throws against a spell or a harmful effect that can be deflected with a shield
* Use your action two times during one combat encounter to shove a creature while holding a shield
== Inspiring Leader ==
* Lead a group of followers to victory against an opposing team
* Use the help action twice during one battle to give an alley advantage
(more to come...)
Category:Rules