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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]] | '''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. | ||
|- | |- | ||
| [[Mentor#Strict Curriculum|Strict Curriculum]] || | | [[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. | ||
|} | |} | ||
<br><br> | <br><br> | ||
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==== Ace Up the Sleeve ==== | ==== Ace Up the Sleeve ==== | ||
''Lesson''<br> | ''Lesson''<br> | ||
You learn one Cantrip from any [[Cantrips| | 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. | ||
<br><br> | <br><br> | ||
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<br><br> | <br><br> | ||
==== 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. | |||
<br><br> | |||
==== If You Can Dodge a Wrench ==== | |||
''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. | |||
<br><br> | |||
You | ==== 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. | |||
<br><br> | |||
==== 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. | |||
<br><br> | |||
==== 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. | |||
<br><br> | |||
==== 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. | |||
<br><br> | |||
==== Who are YOU, and what do YOU want? ==== | |||
''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. | |||
<br><br> | |||
You | ==== 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. | |||
<br> | |||
==== 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. | |||
<br><br> | |||
==== Beyond All Hope ==== | |||
''11th Level Lesson and You Shall Not Pass prepared''<br> | |||
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> | |||
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. | |||
*You kill, seal away or fundamentally defeat one creature of your choice that you removed from combat. | |||
*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. | |||
<br> | |||
When | |||
Your party members | |||
You kill, seal away or fundamentally defeat one creature of your choice | |||
You return to life | |||
You | |||
= Mentor Curriculums = | = Mentor Curriculums = | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Eccentric | |+ Eccentric Features | ||
|- | |- | ||
! 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 | 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 | *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. | ||
<br> | <br> | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Protective | |+ Protective Features | ||
|- | |- | ||
! 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. | ||
<br><br> | <br><br> | ||
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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 | '''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. | ||
<br><br> | <br><br> | ||
== 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. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Strict Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Mentor#Criticism|Criticism]] || 3rd || You can criticize allies when they fail Rolls, giving them Advantage on Rolls | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|- | |||
| [[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 | |||
|} | |||
<br> | |||
==== 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. | |||
<br><br> | |||
==== 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. | |||
<br> | |||
==== 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. | |||
<br><br> | |||
==== 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. | |||
<br><br><br> |