Mentor: Difference between revisions

1,192 bytes added ,  16:07, 16 January 2023
 
(9 intermediate revisions by the same user not shown)
Line 60: Line 60:
'''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>
Line 117: Line 117:
| [[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]] || 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.
|}
|}
<br><br>
<br><br>
Line 299: Line 299:
==== 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.
<br>
<br>


Line 393: Line 393:
'''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"
Line 464: Line 464:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Mentor#Feature|Feature]] || 3rd || Example
| [[Mentor#Criticism|Criticism]] || 3rd || You can criticize allies when they fail Rolls, giving them Advantage on Rolls
|-
|-
| [[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
|-
|-
| [[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
|-
|-
| [[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
|}
|}
<br>
<br>
Line 476: Line 476:
==== Criticism ====
==== Criticism ====
''3rd Level Strict Curriculum Feature''<br>
''3rd Level Strict Curriculum Feature''<br>
Your ability to criticize an ally's missteps motivates them to succeed at future attempts.<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.
When a creature within 60ft of you fails a d20 roll where they added an ability modifier, you may use your reaction to critique them for it. Make note of which ability's modifier was added. That creature now has advantage on all d20 rolls it makes using the same ability as the previously failed roll.
<br><br>


This effect ends once the creature has succeeded on such a roll, or when you use your Criticism feature again, whichever comes first.
==== 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>


We Rest When We're Dead
==== Stoic Mind ====
By 6th level you may, during a short or long rest, lead a number of willing creatures up to your Lesson modifier through grueling exercises that sharpen their talents and teamwork. Anyone undergoing this training can choose one of the following effects:
''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>


They may expend a number of their hit dice up to your Lesson modifier and gain temporary hitpoints equal to the amount rolled (they do not add their constitution modifier to the rolls). These temporary hitpoints persist until their next short or long rest unless otherwise depleted.
==== Like We Practiced ====
The creature may add your Lesson modifier to one attack roll made before their next short or long rest. They can do so after seeing the initial roll but before knowing whether the roll succeeded or failed.
''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:
They may use the Help action as a reaction once before their next short or long rest.
*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.
Creatures involved in the training still gain all other benefits of a rest.
*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.
Stoic Mind
<br><br><br>
At 10th level, whenever you make a Strength or Constitution based ability check, but before knowing whether the roll succeeded or failed, you may expend up to two dice from your Bided Time pool and increase your result by the amount rolled.
 
Like We Practiced
Starting at 14th level, 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 may call out a battle formation. For the next minute, creatures within 60 feet of you gain the following benefits:
 
+1 to AC for every allied creature within 5ft of them (to a max of +5).
 
+1 to damage rolls for every allied creature within 5ft of them (to a max of +5).
 
+1 to Dexterity saves for every allied creature within 5ft of them (to a max of +5)
 
Once used, you may not use this ability again until after completing a long rest.