Coach

A human coach

Being trained in particular skills and by using motivation, a coach can get the best out of them and out of their allies.

Coaches provide utility and limited healing by using their Charisma and varied skill.

## Features

### Coach Skills

You gain proficiency in 2 skills of your choice and 1 secondary skill and 1 language. You gain the two following abilities:

> ***Coach*** - When you help a creature with a skill check, you may add your Charisma Modifier if you are proficient in this particular check.
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> ***Tutor -*** You can train allies for less time and money, it takes only half the time and money to train them by yourself. You need to have the proficiency that you train them in.
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### Jack Of All Trades

You have tried your hands in nearly everything. Only then you can find your true passion. You gain the following ability:

> ***Jack of all trades*** - When rolling a check in a skil in which you are not proficient, you can add half your proficiency bonus to the roll. Rounded down.
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### Certified Learner

A part of being a great coach is being not afraid to learn yourself. You gain the following two abilities:

> ***Learner*** - You and 1 of your allies learn 1 skill of your choosing.
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> ***Certificate*** - Once per long rest, you may pick a free feature from any archetype that has no prerequisites other than requiring level (except level 7 prerequisites). You learn this feature yourself. Each long rest, you may repick this feature.
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### Inspiration

You always find the right words to get the most of your allies. You gain the following ability:

> ***Inspiration*** (1AP, 1 Inspiration Dice) - You inspire a creature within 60ft that can understand you. The creature gains one Inspiration dice, 1d6 from level 1. This becomes 1d8 at level 7 and 1d10 at level 13. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
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### Motivation Coach

You are not only a coach, but a motivational one! You gain the following ability:

> ***Motivational*** -  When you inspire an ally using the Inspiration feature, you may add one of the three following effects:
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> * ***Invigorate*** - Target restores hit points equal to half your Charisma Modifier, rounded down, minimum of 1.
> * ***Motivate/Demotivate*** - A creature within 30ft that can understand you gains advantage or disadvantage on all attack rolls until the end of its next turn.
> * ***Confidence Boost*** - Target is no longer affected by Frightened if it is affected by this condition.
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### Monologue

You are an expert at talking to yourself, and others. You gain the two following abilities:

> ***Performer*** - You gain proficiency in *Performance*.
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> ***Monologue*** - During a rest, you may inspire allies to regenerate faster. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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