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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==== Stop Trying to Hit Me and Hit Me ====
==== Stop Trying to Hit Me and Hit Me ====
''Lesson''<br>
''Lesson''<br>
You spar with a willing creature when you prepare this Lesson. That creature makes a Weapon Attack against you, dealing Damage as normal on a hit. Record the Damage dealt by the creature. Before that creature's next Long Rest, the next time it deals Damage with the Weapon it used to Attack you, it deals additional Damage equal to twice the Damage it dealt to you. This Lesson can be prepared multiple times a day, targeting a creature that has not yet hit you from the Attack given by this Lesson this Long Rest yet.
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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==== Who are YOU, and what do YOU want? ====
==== Who are YOU, and what do YOU want? ====
''Lesson''<br>
''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 form 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.
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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{| 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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'''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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{| class="wikitable"
{| class="wikitable"
|+ Eccentric Feature
|+ Strict Features
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Mentor#Feature|Feature]] || 3rd || Example
| [[Mentor#Criticism|Criticism]] || 3rd || You can criticize allies when they fail Rolls, giving them Advantage on Rolls
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| [[Mentor#Feature|Feature]] || 6th || Example
| [[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#Feature|Feature]] || 10th || Example
| [[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#Feature|Feature]] || 14th || Example
| [[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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|}
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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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