Mentor: Difference between revisions

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'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Mentor Level after 1st<br>
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Mentor Level after 1st<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]], [[Armor and Weapons#Improvised Weapons|Improvised Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Weapons|Martial Weapons]], and [[Armor and Weapons#Improvised Weapons|Improvised Weapons]]<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
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| [[Mentor#Mystical Curriculum|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.
| [[Mentor#Mystical Curriculum|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.
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| [[Mentor#Strict Curriculum|Strict Curriculum]] || Example || Example
| [[Mentor#Strict Curriculum|Strict Curriculum]] || 3 || You give those you teach tough love, after all, they need to correct their mistakes if they want to succeed, so you point out their mistakes so they learn from them as you lead your allies through grueling training exercises to prepare them, and yourself, from any sticky situation.
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==== Ace Up the Sleeve ====
==== Ace Up the Sleeve ====
''Lesson''<br>
''Lesson''<br>
You learn one Cantrip from any [[Cantrips|Classe's Spell List]]. When you reach 11th Level in this class, you also learn a 1st Level Spell from any [[Level 1|Classe's Spell List, which you can cast as an Action without expending a Spell Slot or Material Components, Once you cast the Spell in this way, you can't do so again until you finish a Long Rest.<br>
You learn one Cantrip from any [[Cantrips|Class's Spell List]]. When you reach 11th Level in this class, you also learn a 1st Level Spell from any [[Level 1|Class's Spell List]], which you can cast as an Action without expending a Spell Slot or Material Components, Once you cast the Spell in this way, you can't do so again until you finish a Long Rest.<br>
This Lesson can be prepared multiple times on the same day, and you can choose the same 1st Level Spell, if you do, you can cast it an additional time for each time you select it after the first.
This Lesson can be prepared multiple times on the same day, and you can choose the same 1st Level Spell, if you do, you can cast it an additional time for each time you select it after the first.
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==== If in Doubt, Follow Your Nose ====
''Lesson''<br>
When a creature within 60ft of you fails a Wisdom (Survival) or (Insight), or Intelligence (Insight) Check, you can use your Reaction to expend up to two Dice from your Bided Time Pool, increasing the result of the Check by the result of the Dice.
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Ex Position
==== If You Can Dodge a Wrench ====
Prerequisite: 8th level.
''Lesson''<br>
By repeatedly throwing objects at allies, you hone their reflexes. When you would make an Attack, you can instead make a non-Damaging Ranged Weapon Attack against a creature within 30ft of you. If this Attack hits the target, it gains a +1 Bonus to its AC against Ranged Attacks until it finishes a Long Rest.<br>
This bonus applies only if the target doesn't intentionally improve its odds of being hit, but you can attempt to improve your odds of hitting by any means at your disposal.<br>
You can make a number of these Attacks up to your Lesson Modifier. This Lesson can be prepared multiple times on the same day, providing additional uses equal to your Lesson Modifier for each time you prepare it after the first.
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You have been many places, and thus know many things. By spending 10 minutes smoking or otherwise enjoying 250gp worth of incense you may bring to mind a brief summary of the significant lore about a person, place or object. This functions like the spell Legend Lore. Alternatively, you may cast the spell Find the Path.
==== Just Be Yourself ====
''Lesson''<br>
You assure a creature that it is unique, wonderful, and worthwhile. When a creature within 60ft of you fails a Charisma (Persuasion) or (Performance), or Wisdom (Animal Handling) Check, you can use your Reaction to expend up to two Dice from your Bided Time Pool, increasing the result of the Check by the result of the Dice.
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Once used, you may not use this ability again until after a long rest.
==== Let Me Shoulder It ====
''Lesson''<br>
You can use an Action to embrace another willing creature and try to help it work through difficult emotions. If it is experiencing [[Conditions#Exhaustion|Exhaustion]], a Maximum Hit Point reduction, a curse, the [[Conditions#Frightened|Frightened]] Condition, or a similar effect, you can end one of those effects from the target at risk of transferring it to yourself. When you do so, make a DC15 Wisdom Saving Throw. On a failed Save, you suffer the effect you removed from the target. You can use this Action a number of times equal to your Proficiency Bonus. This Lesson can be prepared multiple times on the same day, giving you additional uses equal to your Proficiency Bonus each time you prepare it after the first.
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==== Stay Alert ====
''Lesson''<br>
When you or any creature within 30ft of you rolls Initiative, you can expend a Binded Time Die from your Bided Time Pool to increase it Initiative Score by the amount rolled. You can select multiple creatures, but you expend a Bided Time Die for each creature. If you use this Lesson when you roll for Initiative at the start of combat, you expend the Dice after you set your Bided Time Pool to half (or to full if you are a 20th Level Mentor) capacity.
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==== Stop Trying to Hit Me and Hit Me ====
''Lesson''<br>
You can spend 1 Minute sparring with a willing creature. It then deals an amount of Damage to you as if it hit you with an Attack. Before its next Long Rest, next time it deals Damage with that Weapon, it deals additional Damage equal to twice the Damage it dealt to you from sparring.
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I'll Hold Them Off
==== Who are YOU, and what do YOU want? ====
Prerequisite: Ask your Dungeon Master if this ability fits the style of campaign they're running.
''Lesson''<br>
As an Action when you confront a creature can can hear you with difficult questions or harsh truths. If the target is acting in a way contrary to its moral judgement, such as being possessed, magically dominated, or coerced, it is weakened for the next Minute. During this Minute, whenever it would make an Attack Roll, Ability Check, or Saving Throw, you can expend 1 Die from your Bided Time Pool to reduce the result of the Attack, Check, or Save, by an amount equal to the result of the Die. The DM (and the player if you target a PC, however the DM has the final say) decides if a creature qualifies as behaving contrary to its moral judgement.
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You may spend an action to remove yourself, and a number of enemy creatures whose combined CR sum equals no more than 1.5 times your Mentor level, from combat. You “hold off” the removed creatures long enough for your allies to finish the remainder of the encounter and/or escape.
==== You Shall Not Pass ====
''Lesson''<br>
While in combat, you can use an Action to remove yourself, and a number of hostile creatures whose combine CR and Levels equals 1.5 times your Mentor Level, from Initiative. You and the chosen creatures do not act in anyway until the combat resolves. Once the combat resolves, roll a d20 that cannot be modified or rerolled in anyway. Trigger one of the following effects based on the result:
*'''1-3.''' You die heroically. This death is permanent and cannot be reversed, prevented, or staved off by any means. Having protected your allies, your soul is at peace and does not return.
*'''4-19.''' You managed a tense standstill or daring escape. You reduce your Current Hit Points to half of what they currently (rounded up). If your allies finished off, subdued, defeated, or performed a similar elimination of the other creatures in combat, you, the creatures you removed from combat, and your allies roll for Initiative and begin a new combat. If your allies escaped from he combat, you manage to catch up to them.
*'''20.''' You killed all enemies that were removed from combat. You are also reduced to 1 Hit Point and you catch up to your allies if they escaped.
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Once your allies are out of Initiative (either by escaping or overcoming the remaining threats), roll a d20 that cannot be modified or rerolled.
==== Why Do We Fall? ====
''8th Level Lesson''<br>
A moment shared with you gives a creature the strength to carry on when they would otherwise stay down. You can cast the [[Level 4#Death Ward|Death Ward]] Spell once as an Action without expending a Spell Slot. You use your Lesson Modifier for the Spellcasting Ability, and the Duration is changed to Until the end of your next Long Rest.
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On a 1-3 you die heroically. This death is permanent and cannot be reversed via resurrection spells, nor can the loss of the character be staved off by any other means, such as a Death Ward or Clone spell. Having protected your allies, your soul is at peace and does not return.
==== Beyond All Hope ====
 
''11th Level Lesson and You Shall Not Pass prepared''<br>
On a 4-19 you somehow managed a tense standstill or daring escape. Reduce your HP to half of what it was when you enacted this ability (minimum of 1). If your allies stayed to continue the fight, have everyone roll for Initiative again. If they escaped, you catch up to them.
When you would make a Death Saving Throw, you can instead activate your You Shall Not Pass feature. When you do, you will yourself to fight, regaining 1 Hit Point.<br>
 
Whenever you use your You Shall Not Pass feature, you can choose choose to instead remove a number of creatures with a combined CR or Level equal to twice your Mentor Level. When you do, you die heroically if you roll a 6 or lower instead of a 3 or lower, and you manage a tense standstill from a 7-19 instead of a 4-19.<br>
On a 20, you killed all enemy creatures that were removed from combat. Put yourself at 1 HP. If your allies escaped, you catch up to them. Should the critical success occur, future 20’s can only result in a standstill for the next month.
If you die heroically from using your You Shall Not Pass feature, the following takes place:
 
*Your party members gain enough Experience to Level up.
If in Doubt, Follow Your Nose
*You kill, seal away or fundamentally defeat one creature of your choice that you removed from combat.
When a creature within 60 feet of you makes a Survival, Insight or Investigation check you may as a reaction expend up to two dice from your Bided Time pool and increase their result by the amount rolled. You may choose to use this ability after the roll but before knowing whether the check succeeded or failed.
*You return to life after 1d10 Days as a class of your choice other than Mentor at the party's Level. This is the only exception to not being able to reverse the death caused by your You Shall Not Pass feature.
 
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If You Can Dodge a Wrench
By repeatedly throwing objects at allies, you hone their reflexes. You may make non-damaging ranged weapon attack rolls against allied creatures. For each of these attacks that hit a creature, they gain a +1 bonus to their AC against ranged attacks until their next long rest.
 
This bonus applies only if the target doesn't intentionally improve their odds of being hit, but the Mentor may attempt to improve their odds of hitting by any means at their disposal.
 
You can make a total number of these attacks up to to your Lesson modifier. This Lesson can be selected multiple times on the same day.
 
Just Be Yourself
You assure a creature that they are unique, wonderful and worthwhile.
 
When a creature within 60 feet of you makes a Persuasion, Performance or Animal Handling check you may as a reaction expend up to two dice from your Bided Time pool and increase their result by the amount rolled. You may choose to use this ability after the roll but before knowing whether the check succeeded or failed.
 
Legacy
Prerequisite: 11th level, I'll Hold Them Off and permission from your DM.
 
You can choose to enact the I’ll Hold Them Off ability instead of making a death saving throw. This entails the Mentor willing themselves back to 1 hitpoint for the purpose of aiding their allies.
 
When you use the “I’ll Hold Them Off” ability you may increase the combined CR sum of creatures you are able to remove from combat. If you do this, the range of rolls that results in your death expands by a similar amount. For example, if you wish to Hold Off enemies with a CR sum that is 3 higher than you could normally Hold Off, you may do so. But you now die on a roll of 1-6 instead of 1-3.
 
Should you die when using your “I’ll Hold Them Off” ability, one of the following effects occur (DM’s choice):
 
Your party members level up.
You kill, seal away or fundamentally defeat one creature of your choice among the enemies held off.
You return to life 24 hours later as a class of your choice other than the Mentor, whilst retaining your level. This is the only exception to the otherwise permanent character loss of I'll Hold Them Off.
Let me Shoulder it
As an action, you embrace a willing creature other than yourself and try to help them work through difficult emotions. If they are experiencing Exhaustion, Maximum Hitpoint reduction, a curse or the Frightened condition, you may purge one of those effects from them at the risk of transferring it to yourself.
 
Make a DC 15 Wisdom saving throw. On a failed save, you are now under the effects of the condition you removed from the creature. Once used, you may not use this ability again until you have finished a short rest.
 
Stay Alert
When you or any creature within 30 feet of you rolls for Initiative, you may expend one Bided Time die from your pool and increase their Initiative by the amount rolled. If you wish to target multiple creatures with this ability a separate Bided Time die must be expended for each creature.
 
This occurs AFTER rolling for Initiative causes you to remove half the dice from your Bided Time pool.
 
Stop Trying to Hit Me and Hit Me
You spar with an ally, and talk them into truly striking you. At the end of a short or long rest, one willing creature of your choice can make a weapon attack roll against you, dealing damage as normal upon a hit.
 
Make note of the damage you take. If this creature deals damage with the same weapon in the future they can choose to remember their training and increase the damage by the amount you wrote down, at which point this benefit fades.
 
This benefit also fades during your next long or short rest.
 
Who are YOU, and what do YOU want?
As an action, you confront a creature that can hear you with difficult questions or harsh truths. If they are behaving in a way contrary to their moral judgment (for example because they are possessed, magically dominated, or coerced) you may for the next minute expend 1 die from your Bided Time pool any time they make an attack roll, ability check or saving throw and decrease the result by the amount rolled. The DM adjudicates if a creature qualifies as behaving against their moral judgment.
 
Why Do We Fall?
Prerequisite: 8th level.
 
A moment shared with you gives a creature the strength to carry on when they would otherwise stay down. You may cast the Death Ward spell once without expending a spell slot.


= Mentor Curriculums =
= Mentor Curriculums =
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{| class="wikitable"
{| class="wikitable"
|+ Eccentric Feature
|+ Eccentric Features
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|-
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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==== Wax On, Wax Off ====
==== Wax On, Wax Off ====
''6th Level Eccentric Curriculum Feature''<br>
''6th Level Eccentric Curriculum Feature''<br>
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:
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 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 [[Conditions#Frightened|Frightened]] or [[Conditions#Charmed|Charmed]] Conditions (your choice).
*It gains Resistance to Psychic or Necrotic Damage (your choice), and gains Immunity to the [[Conditions#Frightened|Frightened]] or [[Conditions#Charmed|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.''
*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 [[Level 5#Commune|Commune]] Spell.
*Any time before your next 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 [[Level 5#Commune|Commune]] Spell.
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{| class="wikitable"
{| class="wikitable"
|+ Protective Feature
|+ Protective Features
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|-
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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==== Shield of the Passing Torch ====
==== Shield of the Passing Torch ====
''3rd Level Protective Curriculum Feature''<br>
''3rd Level Protective Curriculum Feature''<br>
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.
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. If you have the [[Mentor#I Have the High Ground|I Have the High Ground]] Lesson Prepared, you can trigger that Reaction as part fo the Reaction you use for this feature.
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'''Spell Attack Bonus.''' Your Lesson Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Lesson Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''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 Spells|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 [[Wizard Spells|School of Magic]].
'''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 Spells|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 [[Wizard Spells|School of Magic]].


{| class="wikitable"
{| class="wikitable"
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You learn two additional Cantrips from the [[Wizard Spells|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 Spells|Wizard Spell]] of 5th Level or lower at 5th Level without expending a Spell Slot or requiring Material Components.
You learn two additional Cantrips from the [[Wizard Spells|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 Spells|Wizard Spell]] of 5th Level or lower at 5th Level without expending a Spell Slot or requiring Material Components.
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== Strict Curriculum ==
Tough love and demanding challenges are tools by which the Strict mentor tries to prepare their allies for a dangerous world. While they may sometimes come across as ornery or callous there is often a great deal of care behind their hardened exterior.
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{| class="wikitable"
|+ Strict Features
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! Feature !! Level !! Quick Explanation
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| [[Mentor#Criticism|Criticism]] || 3rd || You can criticize allies when they fail Rolls, giving them Advantage on Rolls
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| [[Mentor#We Rest When We're Dead|We Rest When We're Dead]] || 6th || You can lead allies through grueling training that could [[Conditions#Exhaustion|Exhaust]] them, during a Long Rest, to give them a powerful buff
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| [[Mentor#Stoic Mind|Stoic Mind]] || 10th || You're better at resisting [[Conditions#Exhaustion|Exhaustion]], and you can spend Bided Time Dice to buff your Constitution Rolls
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| [[Mentor#Like We Practiced|Like We Practiced]] || 14th || You can call out a formation that gives all nearby allies buffs from being close to other allies
|}
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==== Criticism ====
''3rd Level Strict Curriculum Feature''<br>
Your ability to criticize an ally's missteps motivates them to succeed at future attempts. When a creature within 60ft of you fails an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to criticize that creature. When you do, record which Ability Score that creature used. Whenever creature makes an Attack Roll, Ability Check, or Saving Throw using that Ability Score, it has Advantage on the roll until it succeeds on one of the Rolls, or until you use this feature again.
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==== We Rest When We're Dead ====
''6th Level Strict Curriculum Feature''<br>
During a Long Rest, you can lead a number of willing creatures up to your Lesson Modifier, through grueling exercises that sharpens their talents and teamwork. Any creature that undergoes this training makes a Constitution Saving Throw with a DC of 8 + your Lesson Modifier + your Proficiency Bonus. On a failed Save, a creature gains 1 Level of [[Conditions#Exhaustion|Exhaustion]]. After this training, each creature that participated gains one of the following features of its choice:
*It can expend a number of number of Hit Dice up to your Lesson Modifier. It gains a number of Temporary Hit Points equal to the combined result of the Hit Dice.
*It chooses either Attack Rolls, Ability Checks, or Saving Throws, and chooses one Ability Score. It adds your Lesson Modifier to all Rolls it makes of that type using that Ability Score until the end of its next Long Rest.
*It can take the Help Action as a Bonus Action until the end of its next Long Rest.
Creatures involved in the training still gain all benefits of a Long Rest.
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==== Stoic Mind ====
''10th Level Strict Curriculum Feature''<br>
You have Advantage on Saving Throws to resist being [[Conditions#Exhaustion|Exhausted]].<br>
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Constitution, 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.
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==== Like We Practiced ====
''14th Level Strict Curriculum Feature''<br>
You gain the ability to remind others of the hardships they've overcome so far, and grant them the strength to win when things seem most dire. As an Action you can call out a battle formation. For the next Minute, all creatures of your choice within 60ft of you gains the following benefits:
*The creature gains a +1 bonus to its AC for each friendly creature within 5ft of it to a maximum of +5.
*The creature gains a +1 bonus to its Damage Rolls for each friendly creature within 5ft of it to a maximum of +5.
*The creature gains a +1 Bonus to Dexterity Saving Throws for each friendly creature within 5ft of it to a maximum of +5.
Once you use this feature, you can't do so again until you finish a Long Rest.
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