Mentor: Difference between revisions
(→Mentor) |
|||
Line 181: | Line 181: | ||
= Lessons = | = Lessons = | ||
= Mentor Curriculums = | = 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. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Eccentric Feature | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Mentor#Humbling Experience|Humbling Experience]] || 3rd || You can gain bonuses to failed Ability Checks | |||
|- | |||
| [[Mentor#Wax On, Wax Off|Wax On, Wax Off]] || 6th || Example | |||
|- | |||
| [[Mentor#Feature|Feature]] || 10th || Example | |||
|- | |||
| [[Mentor#Feature|Feature]] || 14th || Example | |||
|} | |||
==== Humbling Experience ==== | |||
''3rd Level Eccentric Curriculum Feature''<br> | |||
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. | |||
<br><br> | |||
==== Wax On, Wax Off ==== | |||
''6th Level Eccentric Curriculum Feature''<br> | |||
During a Short or 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 Short or 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). | |||
*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. | |||
<br> | |||
Puzzling Mind | |||
By 10th level, insight checks against you are made at disadvantage. Whenever you make a Charisma based ability check, but before you know 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. | |||
Underestimated | |||
Starting at 14th level, when forced to make a saving throw by another creature, you may choose to instead engage them in a contested ability check. | |||
You and the creature both make checks using the ability you would otherwise have used for the saving throw. If you win the contest you count as having succeeded on the saving throw, otherwise you count as having failed. If you beat your opponent's result by 10 or more you also impose the effect of a failure back on them. | |||
If the effect requires concentration to maintain, you can choose to be concentrating on it. Future saves against the effect have a DC equal to 8 + your proficiency bonus + your Lesson modifier. | |||
You must finish a long rest before you can use this feature again. |
Revision as of 16:33, 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.
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, 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 Curriculum | Complexity (1-5) | Description |
---|---|---|
Eccentric Curriculum | Example | Example |
Protective Curriculum | Example | Example |
Mystical Curriculum | Example | Example |
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.
Feature | Level | Quick Explanation |
---|---|---|
Humbling Experience | 3rd | You can gain bonuses to failed Ability Checks |
Wax On, Wax Off | 6th | Example |
Feature | 10th | Example |
Feature | 14th | Example |
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 Short or 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 Short or 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 By 10th level, insight checks against you are made at disadvantage. Whenever you make a Charisma based ability check, but before you know 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.
Underestimated Starting at 14th level, when forced to make a saving throw by another creature, you may choose to instead engage them in a contested ability check.
You and the creature both make checks using the ability you would otherwise have used for the saving throw. If you win the contest you count as having succeeded on the saving throw, otherwise you count as having failed. If you beat your opponent's result by 10 or more you also impose the effect of a failure back on them.
If the effect requires concentration to maintain, you can choose to be concentrating on it. Future saves against the effect have a DC equal to 8 + your proficiency bonus + your Lesson modifier.
You must finish a long rest before you can use this feature again.