TEXT: EN World EN5IDER| Master and Apprentice
  Does your game go something like this?
  “After you kill the last ghoul, everyone gains enough experience points to go to the next 
  level,” the GM says. “Wizard, you learn two new spells of higher level and add them to 
  your spellbook. Fighter, you learn three new attack maneuvers. Bard, you gain expertise 
  with one of your skills. And ranger, you now have a beast companion.” 
  
  EN World EN5IDER | Master and Apprentice
  If it seems unrealistic for a character to 
  instantaneously learn and master complex abilities, 
  then Level Training is the subsystem for you. Level 
  Training is a new tool you can use as a GM can use 
  to help bring realism into a game and heighten your 
  players’ immersion in the game world. How did 
  the fighter discover his new maneuvers, and where 
  did he gain a new tool proficiency? Answering 
  this question allows you to introduce plot hooks, 
  rivalries, allies, patrons, new locales, and important 
  information to the players. The Level Training 
  system also introduces perks and mojo—two ways to 
  give players control over the story—which can be 
  gained during the level up process. 
  Perks
  Perks represent different things to a GM and 
  to players. To players, perks are rewards and 
  advantages awarded for completing Level Training. 
  Leaning about a safe-house, befriending the 
  quartermaster of a Fighting House, being owed 
  a favor by a noble, and gaining the confidence of 
  an innkeeper are examples of perks that a player 
  can receive. Other examples might be learning 
  the use of a specialized weapon, spell or skill, 
  creating a potion, or being granted the use of a 
  temple teleportation circle. Perks make a player feel 
  connected to the game world. 
  To the GM, perks are an important tool that can 
  be used to introduce NPCs, story lines, and game-
  world details. Players love to have a go-to guy or 
  a local hangout, and perks can be used by the GM 
  to introduce these game elements smoothly and 
  eloquently. Even if a player scores poorly on the 
  Training Table, they should still receive perks, but 
  these perks may come with drawbacks. For instance, 
  you are befriend by a local barkeep who is a 
  reliable fence, but later you discover he suffers from 
  lycanthropy, or a town guard who owes you a favor 
  has made an enemy of the local thieves’ guild. 
  Mojo
  Mojo represents a moment of clear thought, an 
  inspirational insight or perfect recollection of an 
  event, conversation or text. Mojo allows players to 
  guide the direction of the story and give themselves 
  the edge in a roleplaying scene—at the GM’s 
  discretion, of course. For example, a wizard needs 
  to decipher a difficult runic script before he can pass 
  through a portal. He uses a point of 
  mojo and recalls seeing a similar script 
  during his training studies and applies 
  that knowledge to pass through the 
  portal. A fighter uses a point of mojo 
  and recognizes an emblem worn by 
  the guard captain as one used by the 
  dojo she trained in. This knowledge 
  wins over the captain, thereby gaining 
  entrance to the restricted inner city. 
  Mojo works best in campaigns where 
  collaborative storytelling is king, but 
  any GM that wants his or her players 
  to feel empowered can use Mojo in her 
  campaign.
  Level Training
  Depending on the level attained, a PC 
  may gain major benefits (new class 
  features, spells, etc.) or only minor 
  benefits like additional hit points. If 
  the new level awards the PC with 
  access to higher level spells, new 
  class features, or other significant 
  improvements, they will require a 
  master to teach them new techniques. 
  If this advancement includes only hit 
  points, abilities increases, additional 
  attacks or new spells of the same level, 
  perhaps level training isn’t needed. 
  As the GM, you determine at what 
  levels a character needs to seek Level 
  Training. Note that sometimes a 
  character will advance a level in the 
  middle of an adventure. If this level 
  provides major benefits to the player it 
  is suggested that you allow the player 
  to gain hit points, ability increases or 
  other minor benefits, but require that 
  they receive training before gaining 
  the major benefits of that level.
  A character’s ability scores and 
  related skills determine how quickly 
  they train and what is gained from 
  that training. Look at the skills the 
  character possesses and determine 
  which of these skills will be relevant 
  to the training. For example, wizard 
  training might require rigorous study 
  
  EN World EN5IDER| Master and Apprentice
  (Intelligence [Arcana]), long hours of 
  preparing and labeling alchemical 
  ingredients (Intelligence [Nature]), 
  and deciphering complex and lengthy 
  lectures (Wisdom [Insight]). 
  Additionally, the wizard will have to 
  interact with his mentor and any other 
  apprentices in training (Charisma 
  [Persuasion]). A Charisma-based skill 
  should always be one of the skills used 
  in the skill checks to represent the 
  character’s interaction with the mentor 
  and other pupils. Be sure to choose 
  some skills which the PC is not 
  proficient with, since few players are 
  experts in all areas of their training.
  That’s a total of four skills being used 
  for the wizard’s skill checks; Arcana, 
  Nature, Insight and Persuasion. The 
  player should now make five skill 
  checks against these four skills. Since 
  Arcana is central to most wizardly 
  studies, two checks will be made 
  against this ability.  If you want to give 
  the PC better odds of success, roll four 
  times for each skill check and the 
  average of these four rolls is the 
  number used as the final result. This 
  lowers the odds of a single poor roll 
  ruining their training, as well as 
  representing that these checks are the 
  result of many days of training. 
  Finally, total all the averages and 
  compare that total to the Training 
  Table to determine the results of 
  training. 
  Here are our wizard’s rolls:
  Check 1: Intelligence (Nature)
  9, 12, 15, 10 = 46 ÷ 4 = 11.5 (round up) = 12
  Check 2: Intelligence (Arcana)
  16, 17, 22, 12 = 67÷ 4 = 16.75 (round up) = 17
  Check 3: Intelligence (Arcana)
  17, 15, 10, 23 = 65 ÷ 4 = 16.25 (round down) = 16
  Check 4: Wisdom (Insight)
  18, 11, 7, 16 = 52 ÷ 4 = 13
  Check 5 Charisma (Persuasion)
  7, 11, 10, 8 = 36 ÷ 4 = 9
  Total: 67 
  Training Table
  Skill
  Check      
  Training
  Total
  Time
  Cost*  Results
  0-25
  5 weeks
  x5
  Long and grueling. You 
  learned new skills, but you still 
  have a long way to go. Perks 
  gained with drawbacks.
  26-45
  4 weeks
  x4
  Difficult and demanding. You 
  seriously messed up at least 
  once, but you made it through. 
  Perks gained, some drawbacks.
  46-65
  3 weeks
  x3
  Hard but rewarding. Your 
  mentor found you more than 
  competent. 
  Perks gained.
  66-85
  2 weeks
  x2
  Challenging, but you excelled. 
  You learned well, and 
  impressed your master with 
  your progress.
  Perks gained.
  1 mojo gained.
  86+
  1 week
  x1
  You are a natural. Your mentor 
  believes you will quickly 
  advance and become well-
  known in the craft.
  Perks gained.
  1 mojo gained.
  * suggested costs are 10-20 gp per character level x weeks of training
  time
  If any of your players have clever ideas or roleplay 
  well during the training process, add a +1 bonus to 
  the skill check total of a relevant check. For instance, 
  if a character spends twenty gold to present a nice 
  gift to his or her mentor, that character should 
  receive a bonus to a Charisma-based skill check. 
  Always note the total of the Charisma-based skill 
  check and use it as a way to gauge how well liked 
  the player is by the training mentor or organization. 
  A PC that excels in training might not necessarily 
  make a good personal impression. 
  It’s best to briefly and privately speak with a player 
  to flesh out the details and rewards of training. You 
  should devise a mentor and a location where he 
  can be found and plan for how the character will 
  find and be introduced to the mentor. This needn’t 
  be too complex. The Mad Wizard of the Black 
  Tower located in the Bleak Hills would suffice. Give 
  
  EN World EN5IDER | Master and Apprentice
  some thought to the atmosphere and dynamics of 
  your training session. Is it adversarial, academic, 
  secretive, cordial, or demanding? What desires or 
  goals does your player have for her character. Some 
  players love to immerse in this kind of thing, while 
  others are more reluctant roleplayers. As the GM, 
  you know best what your players need. Keep it 
  simple and don’t force your players into intricate 
  situations unless they enjoy them. Once you have 
  the outline in place, run the game and try to blend 
  the results of the skill checks into the narrative of 
  your game session.
  Below are the training summaries of two players, 
  one a wizard named Daggoth and the other a 
  fighter named Jasper. These summaries are based 
  on the skill check results, Training Table score, 
  and roleplaying from the side gaming session. Use 
  these as examples for creating your own training 
  session.  In the end, Level Training provides 
  players with a sense of accomplishment and details 
  a realistic outcome to the important milestone of 
  level advancement and it helps the GM create a 
  believable game world.
  Daggoth the Wizard (3rd level, based on 
  skill checks above)
  Daggoth discovers the whereabouts of a reclusive 
  enchanter known as the Mad Wizard and secures 
  the services of a local ranger to guide him to his 
  tower. Once at the tower, he must find and return 
  several herbs before he is allowed to enter the 
  tower. He searches for these herbs for hours before 
  finding and returning with them to the tower 
  (Intelligence [Nature]). Daggoth meets the teacher 
  and three other apprentices then begins his training 
  immediately. 
  The next two weeks go quickly. Daggoth studies 
  and scribes for days on end, leafing through tomes 
  and etching on parchment under the light of a 
  candle (Intelligence [Arcana]). He studies the night 
  sky and learns the workings of the heavenly bodies 
  and their effects on magic (Wisdom [Insight]). 
  The teacher requires Daggoth to research his own 
  magical formula, gather the ingredients, and then 
  formulate them into inks, powders and tinctures 
  (Intelligence [Arcana]). There is little conversation 
  between the teacher and Daggoth and he never 
  reveals his name. A straw mat and a crude desk are 
  his only accommodations and stale bread, cheese 
  and fish his only food (Charisma 
  [Persuasion]). 
  When Daggoth departs from the 
  tower, the wizard turns to him. “You 
  have earned your rank, student,” he 
  says with a wry smile. “I will mention 
  your name to the Master.” With that, 
  he closes the door.
  Training Costs: 90 gp 
  Duration: 2 weeks
  Mojo Received: 1
  Perks: 
  1. You gain the trust of your ranger
  guide who seems to know the area
  well.
  2. You gain 2 points of renown
  within the school of enchantment
  (your chosen school of magic) and
  with the other apprentices at the
  Mad Wizard’s tower.
  3. You gain 150 experience points
  4. You create one scroll spell during
  training
  Jasper the Fighter (3rd level)
  Skill Check results: Athletics (2) 
  13, 9; Acrobatics 7; Intimidation 8; 
  Perception 8; Total 45.
  Jasper seeks training in town and 
  finds a room at the Keepshade Inn. 
  Jasper spends much time with Nine-
  finger, the proprietor of the inn. Jasper 
  is accepted into House Brotan, an 
  honored noble house whose knights 
  are beyond compare. Sir Thurgin is 
  the weapons master, a dour half-orc 
  who greets you each morning with a 
  surprise attack (Wisdom [Perception]). 
  Each day is filled with calisthenics 
  and tough, physical combat exercises 
  that strengthen muscle and bone 
  (Strength [Athletics]). Maneuvering 
  and balance techniques teach skills 
  that deceive opponents (Dexterity 
  [Acrobatics]). Jasper’s training 
  includes a regimen of fighting with 
  and repairing dozens of exotic types 
  of weapons and armor 
  
  EN World EN5IDER| Master and Apprentice
  (Strength [Athletics]). The mind is 
  tested too, and the secrets of taming 
  fear, anger, and aggression are learned 
  (Charisma [Intimidation]). 
  The training was grueling and it took 
  a full month. After many blisters and 
  bruises, you just barely complete your 
  study.
  Training costs: 180 gp
  Mojo: 0
  Perks:
  1. Nine-finger, the proprietor of 
  the Keepshade Inn, considers 
  you a friend.
  2. Quartermaster Serg becomes 
  your closest ally at House Brotan.
  3. You learn about two other 
  Fighting Houses in the region 
  and of the competitions held 
  between them each year.
  4. You gain 100 experience points
  5. At the Keepshade Inn you 
  meet Karadan, the leader of
  an overland expedition. He is 
  looking for skilled adventurers to 
  help protect the expedition. 
  Author - Fletcher Haug 
  Editor - James Haeck 
  Artists - Savage Mojo 
  Layout - Justin Buell
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 023 - Master & Apprentice - Gaining New Levels with Style.pdf