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| [[Mentor#Inspiring Defeat|Inspiring Defeat]] || 3rd || If you die, you buff an ally's Damage
| [[Mentor#Inspiring Defeat|Inspiring Defeat]] || 3rd || If you die, you buff an ally's Damage
|-
|-
| [[Mentor#Feature|Feature]] || 6th || Example
| [[Mentor#Just Another Path|Just Another Path]] || 6th || After a Long Rest, you can give yourself one of three buffs to better protect your allies
|-
|-
| [[Mentor#Feature|Feature]] || 10th || Example
| [[Mentor#Watchful Mind|Watchful Mind]] || 10th || Example
|-
|-
| [[Mentor#Feature|Feature]] || 14th || Example
| [[Mentor#Never Late|Never Late]] || 14th || You can teleport to your allies while they are below half health
|}
|}
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Revision as of 20:17, 13 January 2023

Mentor

An affable dwarf weathers the onslaught of the attacking bandit, making helpful remarks about their footwork before concluding the lesson with a single, powerful blow.
The elven combat-scholar clutches a notebook full of training regiments as she motivates her mage companion to dig deep for his last remnants of magic. She barks warnings at another ally, narrowly saving them from a series of otherwise deadly strikes.
A gruff dragonborn veteran gives one mournful smile over their shoulder, knowing what needs to be done, and singlehandedly holds off an insurmountable threat so that their found family may survive.
Few heroes achieve prominence all on their own, and many great tales feature those mysterious figures who take it upon themselves to guide, aid, and advice a future generation of legends. By sharing their experience, supporting their allies or personally stepping up to face the threats that might otherwise cut another hero’s journey short, mentor figures play a crucial part in many epic tales. Their influence may persist even in death.
Mentors leave their mark on the world by seeing allies not just for what they are, but for what they could be. Where some might inspire with charm, or empower through divine magics, a mentor simply encourages people to strive, and helps them use their individual skill sets to the fullest extent.
Mentors achieve their greatest impact when they work to help companions shine. This ability to coax excellence from others grants the mentor a great degree of freedom in how they carry themselves.
An eccentric lifestyle or intentionally disarming demeanor can become tools by which this sage ally tricks foes into underestimating them, whilst cultivating a powerful bond with the friends who know their true value. Alternatively, the mentor might use their reputation and experience to draw ire away from their fellowship, and risk martyring themselves for the greater good.
Whether the mentor is a well-meaning family member, an analytical genius, or an old legend seemingly past their prime, they provide a much-needed support structure for anyone taxed by the strains of adventuring.

Class Table
Level Proficiency Bonus Features Bided Time Dice Gained Experience Points
1st +2 Versatile Teaching, Bided Time, Strike Now! (1d10) 1 0
2nd +2 Hidden Reserves (Once), Time Heals 1 300
3rd +2 Mentor Curriculum 1 1,000
4th +2 Ability Score Improvement 2 3,000
5th +3 Life Lessons, Strike Now! (2d10) 2 6,000
6th +3 Mentor Curriculum Feature 2 10,000
7th +3 Hidden Reserves (Twice) 2 20,000
8th +3 Ability Score Improvement 3 40,000
9th +4 Advanced Teachings 3 60,000
10th +4 Mentor Curriculum Feature 3 80,000
11th +4 Forgotten Strength, Strike Now! (3d10) 3 100,000
12th +4 Ability Score Improvement, Life Lessons (3) 4 120,000
13th +5 Hidden Reserves (Thrice) 4 140,000
14th +5 Mentor Curriculum Feature 4 160,000
15th +5 Montage 4 180,000
16th +5 Ability Score Improvement 4 200,000
17th +6 Nothing Left to Teach 4 225,000
18th +6 Renewed Strength 4 250,000
19th +6 Ability Score Improvement 4 300,000
20th +6 The time has Come 4 350,000

Class Information

Hit Dice. 1d10 per Mentor Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (increase to 6) + your Constitution Modifier per Mentor Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons, Improvised Weapons
Tool Proficiencies. One Set of Tools
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose any three
Equipment. A Martial Weapons, a Round Shield or a Martial Weapons, an Equipment Pack, a set of Leather Armor or Breastplate or Chain Mail, and one Non-Vehicle Tool that you are Proficient with.

Versatile Teaching

1st Level Mentor Feature
Great teachers come from many walks of life. Choose either your Intelligence, Wisdom, or Charisma, this is your Lesson Modifier, which is equal to the chosen Score's Modifier. You can change which Ability Score you have chosen if it would be appropriate from a story perspective, discuss this with your DM.

Bided Time

1st Level Mentor Feature
If you do not deal Damage on your turn while in combat, you add a Bided Time Die (a d4) to your Bided Time pool. When you reach certain Levels in this class, you add more Dice to the pool: You add 4 Dice when you reach 4th Level, three at 8th Level, and four at 12th Level. This is also shown in the Bided Time Dice Gained column of the Mentor table.
Your Bided Time pool can contain a maximum number of Bided Time Dice equal to your Mentor Level.
Whenever you deal Damage, you can expend any number of Bided Time Dice from your Bided Time pool and add the expended dice to the Damage dealt.
Whenever you roll Initiative at the start of combat, you set your Bided Time Pool to being half full.

Strike Now!

1st Level Mentor Feature
You can use an Action to cause a willing creature within 60ft of you to make a single Weapon Attack. This Attack deals an additional 1d10 Damage.
When you reach 5th Level in this class, the Attack deals an additional 2d10 Damage, and when you reach 11th Level in this class, the Attack deals an additional 3d10 Damage.

Hidden Reserves

2nd Level Mentor Feature
As a Bonus Action, you can choose a creature that can see or hear you. That creature can choose one of the following:

  • Spell Slots. That creature regains its lowest Level expended Spell Slot.
  • Proficiency Bonus per Long Rest. That creature chooses a feature that has a number of uses equal to the creature's Proficiency Bonus, or half the creature's Proficiency Bonus, and regains a number of uses equal to half your Proficiency Bonus.
  • Once per Long Rest. That creature chooses a feature that has an arbitrary number of uses, it regains one use of that feature.
  • Ability Score Per Long Rest. That creature chooses a feature that has a number of uses based on an Ability Score Modifier, it regains a number of uses equal to your Lesson Modifier.
  • Pool. That creature chooses a feature that has a pool, such as a Monk's Ki, or a Sorcerer's Sorcery Points, it replenishes the pool by half of its capacity.

Once you use this feature, you can't do so until you finish a Long Rest. When you reach 7th Level in this class, you can use this feature twice, regaining expended uses at the end of a Long Rest, and when you reach 13th Level in this class, you can use this feature thrice, regaining expended uses at the end of a Long Rest.

Time Heals

2nd Level Mentor Feature
You instill the strength to push past injuries, and can soothe aches with a reassuring word or expert touch. As a Bonus Action, you can expend any number of dice from your Bided Time Pool and touch a willing creature, the target regains a number of Hit Points equal to the result of the expended dice.
You can use this feature a number of times equal to your Lesson Modifier, regaining expended uses at the end of a Long Rest.

Mentor Curriculum

3rd, 6th, 10th, and 14th Level Mentor Feature
You choose one of the following Mentor Curriculums that you use to model your teachings.

Mentor Curriculums
Mentor Curriculum Complexity (1-5) Description
Eccentric Curriculum 2 You have an off the wall non-standard teaching style, which you use to great affect to confuse and misdirect your foes, whether intentionally or not, while giving those your teach an unexpected strength.
Protective Curriculum Example Example
Mystical Curriculum 4 You are a magical teacher, with arcane abilities you protect your allies while opening their eyes to their own latent arcane powers.
Strict Curriculum Example Example



Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Mentor Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Life Lessons

5th Level Mentor Feature
Your experience allows you to teach friends and foes valuable life lessons. Whenever you finish a Long Rest, choose two Lessons detailed at the end of the class description. When you reach 12th Level in this class, you can choose three Lessons.
You gain the benefits of the Lesson you choose until the end of your next Long Rest.

Advanced Teachings

9th Level Mentor Feature
Your Attack Rolls have Advantage while your Bided Time Pool is full.
Additionally, when you use your Strike Now! feature, choose one of the following benefits:

  • The target can move up to half its Speed before or after making the Attack.
  • You gain one Bided Time Die.
  • The target can cast a Cantrip with a Casting Time of 1 Action instead of making a Weapon Attack. This Cantrip deals 1d10 additional Damage, and it deals 2d10 additional Damage when you reach 11th Level in this class.


Forgotten Strength

11th Level Mentor Feature
You have remembered an old teaching you were taught. Choose a feature of 7th Level or lower from another class or subclass, or choose a Spell of 4th Level or lower. You now have that feature or that Spell. If you choose a Spell, you can cast that Spell at 4th Level and without Material Components, using your Lesson Modifier as your Spellcasting Ability. If you chose a feature if it has a number of uses based on an Ability Score, it uses your Lesson Modifier instead. Any Saving Throws imposed by the feature uses a DC of 8 + your Lesson Modifier + your Proficiency Bonus. You also count as having 0 Levels in the class you took the ability in, for instance taking the Spellcasting feature of a class would not give you any benefit.

Montage

15th Level Mentor Feature
You begin to spot potential improvements in people that can be accomplished via an extended period of training. You can spend 10 Days of practice with a number of creatures up to your Lesson Modifier, and you must be present for 8 Hours each Day. At the end of the montage, the targets of your montage, including you, can each choose one of the following benefits:

  • A creature gains Proficiency with one Skill that uses its lowest Ability Score.
  • A creature can Prepare an additional Spell every day.
  • A creature increases its Maximum Hit Points by 5.

This montage can be extended to 40 Days, allowing all who participate to gain one of the following benefits as well:

  • A creature learns one Cantrip of its choice and chooses to use either Intelligence, Wisdom, or Charisma for the Spellcasting Ability.
  • A creature gain one Racial Feat of its choice that it meets the prerequisites for.
  • A creature gains Proficiency in the Saving Throw that uses its lowest Ability Score.

A creature can only gain the benefits of this feature once. If it participates in another training montage, whether it be with your or another Mentor, it loses the benefits it previously gained.

Nothing Left to Teach

17th Level Mentor Feature
A number of willing creatures up to your Lesson Modifier gain a +2 to one Ability Score of its choice, and increases the maximum of that Ability Score by +2. This bonus is retains until that creatures spends more than 1 Week away from you, unless you leave the narrative entirely in an appropriate way at DM discretion.

Renewed Strength

18th Level Mentor Feature
You have remembered an old teaching you were taught. Choose a feature of 15th Level or lower from another class or subclass, or choose a Spell of 8th Level or lower. You now have that feature or that Spell. If you choose a Spell, you can cast that Spell at 8th Level and without Material Components, using your Lesson Modifier as your Spellcasting Ability. If you chose a feature if it has a number of uses based on an Ability Score, it uses your Lesson Modifier instead. Any Saving Throws imposed by the feature uses a DC of 8 + your Lesson Modifier + your Proficiency Bonus. You also count as having 0 Levels in the class you took the ability in, for instance taking the Spellcasting feature of a class would not give you any benefit.

The Time has Come

20th Level Mentor Feature
You Bided Time Dice become d10s, and when you roll Initiative, you set your Bided Time Pool to its maximum.

Lessons

Mentor Curriculums

Eccentric Curriculum

Their methods are often inscrutable, but they have much wisdom to impart. Eccentric mentors tend to be affable or unimposing figures who forge wholesome bonds with their allies and only show their true capabilities when things are most dire.

Eccentric Feature
Feature Level Quick Explanation
Humbling Experience 3rd You can gain bonuses to failed Ability Checks
Wax On, Wax Off 6th You can teach a creature during a Short or Long Rest and give it one of three buffs
Puzzling Mind 10th Creatures are worse at Wisdom (Insight) Checks against you, and you can spend Bided Time Dice to buff your Charisma Rolls
Underestimated 14th When you would make a Saving Throw, you can instead make a contested Ability Check against the target, and if you succeed by a lot you can make the target have the effects of a failed Save


Humbling Experience

3rd Level Eccentric Curriculum Feature
When you fail an Ability Check, you can add your Lesson Modifier to the Check. If the Roll was contested, you can add the opponent's CR or Level to the Check instead. You can use this feature a number of times equal to your Lesson Modifier + your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Wax On, Wax Off

6th Level Eccentric Curriculum Feature
During a Long Rest, you can spend time with a willing creature, telling it a story, teaching it about a Tool that you're Proficient with, or having it help you with chores. After that Short or Long Rest, that creature gains one of the following benefits of your choice until its next Long Rest:

  • It gains Resistance to Psychic or Necrotic Damage (your choice), and gains Immunity to the Frightened or Charmed Conditions (your choice).
  • Its Weapon Attacks deal an additional 1d4 Psychic Damage. By imparting techniques that confound, outwit or demoralize opponents, you show that true battles are won in the mind.
  • Any time before your next Short or Long Rest, it can ask you a single "yes or no" question, and you have a hunch about the correct answer. This functions as though you were the creature being beseeched by the Commune Spell.


Puzzling Mind

10th Level Eccentric Curriculum Feature
Wisdom (Insight) Checks made against you are made at Disadvantage.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Charisma, you can expend up to two Dice from your Bided Time Pool to increase the Check by an amount equal to the result of the Dice.

Underestimated

14th Level Eccentric Curriculum Feature
When another creature forced you to make a Saving Throw, you can instead make a contested Ability Check with the creature that forced you to make the Save. When you do, you and the target make an Ability Check using the Ability that would have been used to make the Save. You and the target can instead make a Skill Check using the Ability at DM discretion. If you succeed the contest, you succeed the Save, otherwise, you fail the Save. If you succeed the contest by 10 more more, the opponent suffers the effects as if it was targeted by the effect that triggered this feature, and as if it failed the Save.
After you use this feature, you can't do so again until you finish a Long Rest.


Protective Curriculum

A lifespan is limited, but the bonds forged during it are eternal. A Protective mentor dedicates themselves wholly to the promise they see in their companions, and strives to further the party’s journey at all costs. Even when it means risking their own life.

Protective Feature
Feature Level Quick Explanation
Shield of the Passing Torch 3rd You can protect your allies from Attacks and Spells, becoming the target instead
Inspiring Defeat 3rd If you die, you buff an ally's Damage
Just Another Path 6th After a Long Rest, you can give yourself one of three buffs to better protect your allies
Watchful Mind 10th Example
Never Late 14th You can teleport to your allies while they are below half health


Shield of the Passing Torch

3rd Level Protective Curriculum Feature
When a creature within a number of feet of you equal to your Speed is targeted by an Attack or harmful Spell, you can use your Reaction to move to an unoccupied space within 5ft of that creature and become the target of the Attack or Spell instead, whether or not that Attack or Spell could normally Reach you.

Inspiring Defeat

3rd Level Protective Curriculum Feature
If you are reduced to 0 Hit Points, one creature of your choice within 5ft of you gains a bonus to the Damage of its Attacks by an amount equal to half your Mentor Level (rounded up). This bonus lasts for 1 Minute. Once you grant this bonus, you can't do so again until you finish a Long Rest.

Just Another Path

6th Level Protective Curriculum Feature
During a Long rest, you can spend time steeling your resolve to protect your allies. Choose one of the following benefits which remains until you finish a Long Rest:

  • You gain Resistance to Bludgeoning, Piercing, or Slashing Damage (your choice).
  • Your Speed increases by 15ft.
  • You remember or deduce two facts about the surrounding area as if you had cast the Commune with Nature Spell. You retain the knowledge you learn even after you take another Long Rest,



Watchful Mind

10th Level Protective Curriculum Feature
While you are Frightened, you can willingly move closer to the source of your fear.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Wisdom, you can expend up to two Dice from your Bided Time Pool to increase the Check by an amount equal to the result of the Dice.

Never Late

14th Level Protective Curriculum Feature
You can use an Action to designate a creature you touch as Protected by you. You can have a number of creatures Protected in this way up to your Lesson Modifier, if you designate another creature, you must choose a previous creature to no longer be Protected in this way.
Whenever a Protected creature is reduced below half its Maximum Hit Points, you become aware of this and which creature suffered this effect. If you are sleeping when you become aware of it, you can choose to wake up immediately.
As an Action, you can use your Action to teleport to a space within 15ft of a Protected creature if it is below half of its Maximum Hit Points and you and the creature are on the same plane of existence.


Mystical Curriculum

Certain people carry an arsenal of abilities so varied and fantastical that one constantly wonders what they might do next. Whether they're a powerful wizard or a whimsical nanny, Mystical mentors teach others to expect surprises around every corner.

Mystical Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the Abjuration or Conjuration Schools from the Wizard Spell List
Magical All Along 6th You can give another creature some magical abilities
Sage Mind 10th You and your allies are better at Intelligence (Arcana) Checks, and you can spend Bided Time Dice to buff your Wisdom Rolls
Conjurer of Cheap Tricks 14th You learn two more Cantrips, and once per Long Rest, you can cast any Wizard Spell of 5th Level or lower at 5th Level

Spellcasting

3rd Level Mystical Curriculum Feature
Spellcasting Ability. Lesson Modifier
Spell Save DC. 8 + your Lesson Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Lesson Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Abjuration or Conjuration Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Conjuration or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.

Wizard Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1


Magical All Along

6th Level Mystical Curriculum Feature
During a Long Rest, you can lend some of your magic to a willing creature with an Intelligence Score of 6 or higher. Choose one Cantrip and one 1st Level Spell, both from the Wizard Spell List that does not have the Ritual tag. The chosen creature can cast that the Leveled Spell once without expending a Spell Slot, but it can cast the Spell normally by expending Spell Slots if it has access to them. It can also cast the Cantrip freely. It uses your Mystical Curriculum Spell Save DC, Spell Attack Roll, and Spellcasting Ability Modifier for its Spells.
This creature's ability to cast these Spells fades once you take a Long Rest.

Sage Mind

10th Level Mystical Curriculum Feature
You gain Advantage on Intelligence (Arcana) Checks you make, and when a creature within 15ft of you that can hear you makes an Intelligence (Arcana) Check, you can use your Reaction to give it Advantage on the Check.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Intelligence, you can expend up to two Dice from your Bided Time Pool to increase the Check by an amount equal to the result of the Dice.

Conjurer of Cheap Tricks

14th Level Mystical Curriculum Feature
You learn two additional Cantrips from the Wizard Spell List, which count as Mystical Curriculum Cantrips for you and do not count against your number of Cantrips Known. Additionally, you can use an Action to cast any Wizard Spell of 5th Level or lower at 5th Level without expending a Spell Slot or requiring Material Components.