**Requirement:** 3 levels in the Class you wish to train an apprentice in. ___ You seek to pass your skills onto the next generation of adventurers, giving them as good a chance of surpassing their forebears as possible. Work with your GM to choose a non-playable character to act as your apprentice. Decide their relationship with you: are they your loyal squire, a fresh-faced thief shadowing you on the job, a budding mage, or an undergraduate at your college? When you undertake this Downtime Activity, you must choose what Class you are instructing your apprentice to be. Training an apprentice is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 18. Over the course of one week, you must make three DC 13 Tests using a skill that your Class grants you Proficiency with. **On a success**, your apprentice gains one level in your chosen Class, up to half your level in that Class rounded down. **On a failure**, your apprentice can’t easily grasp your teaching methods, though they try hard to master them. On your next attempt at this Downtime Activity, the Goal is decreased by 2. At your GM’s discretion, your apprentice grants you Advantage on Tests and Extended Tests made **during periods of Downtime** on relevant Activities as they shadow you and help out. #downtimeBonus