Training for Feats

The rules here cover how to train for feats in the New Dawn Memories campaign.

# Steps for Training for Feats

## 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.

## 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.

1. The PC tells the DM that they want to train for the Mobile feat.
2. They find a tutor specialized in the Mobile feat.
3. The tutor sets them a training schedule.
4. 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:

1. A Character can actively train for only one feat at a time.
2. Starting training for a new feat resets the progress of the current feat training.
3. If three months pass between two training weeks, the progress of the training resets.
4. If a special condition is met inside these three months, the progress does not reset.
5. The cost of training for a feat does not cover living expenses during the downtime.
6. Special conditions do not cost anything.
7. When using your downtime for training, no other downtime activities can be done.
8. 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.

## 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

## 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

(more to come...)