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.

Class Table
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 while in combat, 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 Curriculums
Mentor Curriculum Complexity (1-5) Description
Eccentric Curriculum 2 You have an off the wall non-standard teaching style, which you use to great affect to confuse and misdirect your foes, whether intentionally or not, while giving those your teach an unexpected strength.
Protective Curriculum 1 You protect those you mentor with your life, becoming a shield between them and anything that could harm them, stealing yourself and ignoring you fear to steel through any dangerous situation to ward your friends.
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.
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

The Lessons that a Mentor can learn are listed below. To prepare a Lesson you must meet its prerequisites. If there is a Level prerequisite, you must be that Level or higher in this class. You only gain the benefits of a Lesson while you have that Lesson prepared, and you lose your prepared Lessons after you finish a Long Rest, but you can prepare new Lessons. You can only prepare a Lesson once per day unless otherwise stated.

Ace Up the Sleeve

Lesson
You learn one Cantrip from any Class's Spell List. When you reach 11th Level in this class, you also learn a 1st Level Spell from any 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.
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.

Dooooooodge!

Lesson
Your teachings prove effective enough to ward against danger with split-second advice. When a creature within 60ft of you is hit by an Attack, you can expend one Bided Time Die and add the result of the Die to the creature's AC for that Attack.

Empty Your Cup

Lesson
You can use an Action to help a willing spellcaster clear its mind and remember the right Spell for the current situation. When you do, that creature can swap one of its Prepared Spells with another Spell it could have Prepared.
You can use this Action a number of times equal to your Proficiency Bonuses. 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.

Fly You Fools

Lesson
You can use an Action to choose a number of creatures up to your Lesson Modifier that can see or hear you. For the next Minute, a chosen creature can take the Dash Action as a Free Action at the beginning of its turn. You can also use this Lesson as part of the Action you use for your I'll Hold Them Off Lesson if you have it prepared.
You can use this Action once. This Lesson can be prepared multiple times on the same day, giving you an additional use each time you prepare it after the first.

I Have the High Ground

Lesson
You punish the hubris of an enemy's reckless advance. At the start of another creature's turn, you can use your Reaction to enter a defensive state until the end of its turn. While in this state, whenever that creature misses you with an Attack, you can reduce its Current Hit Points by an amount equal to your Lesson Modifier.
When you reach 11th Level in this class, you can reduce the creature's Current Hit Points even if it hits you with the Attack.

If in Doubt, Follow Your Nose

Lesson
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.

If You Can Dodge a Wrench

Lesson
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.
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.
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.

Just Be Yourself

Lesson
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.

Let Me Shoulder It

Lesson
You can use an Action to embrace another willing creature and try to help it work through difficult emotions. If it is experiencing Exhaustion, a Maximum Hit Point reduction, a curse, the 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.

Stay Alert

Lesson
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.

Stop Trying to Hit Me and Hit Me

Lesson
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.

Who are YOU, and what do YOU want?

Lesson
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.

You Shall Not Pass

Lesson
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.


Why Do We Fall?

8th Level Lesson
A moment shared with you gives a creature the strength to carry on when they would otherwise stay down. You can cast the 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.

Beyond All Hope

11th Level Lesson and You Shall Not Pass prepared
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.
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.
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.


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.

Eccentric Features
Feature Level Quick Explanation
Humbling Experience 3rd You can gain bonuses to failed Ability Checks
Wax On, Wax Off 6th You can teach a creature during a Short or Long Rest and give it one of three buffs
Puzzling Mind 10th Creatures are worse at Wisdom (Insight) Checks against you, and you can spend Bided Time Dice to buff your Charisma Rolls
Underestimated 14th When you would make a Saving Throw, you can instead make a contested Ability Check against the target, and if you succeed by a lot you can make the target have the effects of a failed Save


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 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:

  • 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

10th Level Eccentric Curriculum Feature
Wisdom (Insight) Checks made against you are made at Disadvantage.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Charisma, 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.

Underestimated

14th Level Eccentric Curriculum Feature
When another creature forced you to make a Saving Throw, you can instead make a contested Ability Check with the creature that forced you to make the Save. When you do, you and the target make an Ability Check using the Ability that would have been used to make the Save. You and the target can instead make a Skill Check using the Ability at DM discretion. If you succeed the contest, you succeed the Save, otherwise, you fail the Save. If you succeed the contest by 10 more more, the opponent suffers the effects as if it was targeted by the effect that triggered this feature, and as if it failed the Save.
After you use this feature, you can't do so again until you finish a Long Rest.


Protective Curriculum

A lifespan is limited, but the bonds forged during it are eternal. A Protective mentor dedicates themselves wholly to the promise they see in their companions, and strives to further the party’s journey at all costs. Even when it means risking their own life.

Protective Features
Feature Level Quick Explanation
Shield of the Passing Torch 3rd You can protect your allies from Attacks and Spells, becoming the target instead
Inspiring Defeat 3rd If you die, you buff an ally's Damage
Just Another Path 6th After a Long Rest, you can give yourself one of three buffs to better protect your allies
Watchful Mind 10th You can move close to the source of your fear while Frightened, and you can spend Bided Time Dice to buff your Wisdom Rolls
Never Late 14th You can teleport to your allies while they are below half health


Shield of the Passing Torch

3rd Level Protective Curriculum Feature
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 I Have the High Ground Lesson Prepared, you can trigger that Reaction as part fo the Reaction you use for this feature.

Inspiring Defeat

3rd Level Protective Curriculum Feature
If you are reduced to 0 Hit Points, one creature of your choice within 5ft of you gains a bonus to the Damage of its Attacks by an amount equal to half your Mentor Level (rounded up). This bonus lasts for 1 Minute. Once you grant this bonus, you can't do so again until you finish a Long Rest.

Just Another Path

6th Level Protective Curriculum Feature
During a Long rest, you can spend time steeling your resolve to protect your allies. Choose one of the following benefits which remains until you finish a Long Rest:

  • You gain Resistance to Bludgeoning, Piercing, or Slashing Damage (your choice).
  • Your Speed increases by 15ft.
  • You remember or deduce two facts about the surrounding area as if you had cast the Commune with Nature Spell. You retain the knowledge you learn even after you take another Long Rest,



Watchful Mind

10th Level Protective Curriculum Feature
While you are Frightened, you can willingly move closer to the source of your fear.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Wisdom, 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.

Never Late

14th Level Protective Curriculum Feature
You can use an Action to designate a creature you touch as Protected by you. You can have a number of creatures Protected in this way up to your Lesson Modifier, if you designate another creature, you must choose a previous creature to no longer be Protected in this way.
Whenever a Protected creature is reduced below half its Maximum Hit Points, you become aware of this and which creature suffered this effect. If you are sleeping when you become aware of it, you can choose to wake up immediately.
As an Action, you can use your Action to teleport to a space within 15ft of a Protected creature if it is below half of its Maximum Hit Points and you and the creature are on the same plane of existence.


Mystical Curriculum

Certain people carry an arsenal of abilities so varied and fantastical that one constantly wonders what they might do next. Whether they're a powerful wizard or a whimsical nanny, Mystical mentors teach others to expect surprises around every corner.

Mystical Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the Abjuration or Conjuration Schools from the Wizard Spell List
Magical All Along 6th You can give another creature some magical abilities
Sage Mind 10th You and your allies are better at Intelligence (Arcana) Checks, and you can spend Bided Time Dice to buff your Wisdom Rolls
Conjurer of Cheap Tricks 14th You learn two more Cantrips, and once per Long Rest, you can cast any Wizard Spell of 5th Level or lower at 5th Level

Spellcasting

3rd Level Mystical Curriculum Feature
Spellcasting Ability. Lesson Modifier
Spell Save DC. 8 + your Lesson Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Lesson Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
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 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 School of Magic.

Wizard Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1


Magical All Along

6th Level Mystical Curriculum Feature
During a Long Rest, you can lend some of your magic to a willing creature with an Intelligence Score of 6 or higher. Choose one Cantrip and one 1st Level Spell, both from the Wizard Spell List that does not have the Ritual tag. The chosen creature can cast that the Leveled Spell once without expending a Spell Slot, but it can cast the Spell normally by expending Spell Slots if it has access to them. It can also cast the Cantrip freely. It uses your Mystical Curriculum Spell Save DC, Spell Attack Roll, and Spellcasting Ability Modifier for its Spells.
This creature's ability to cast these Spells fades once you take a Long Rest.

Sage Mind

10th Level Mystical Curriculum Feature
You gain Advantage on Intelligence (Arcana) Checks you make, and when a creature within 15ft of you that can hear you makes an Intelligence (Arcana) Check, you can use your Reaction to give it Advantage on the Check.
Additionally, whenever you fail an Attack Roll, Ability Check, or Saving Throw that uses Intelligence, 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.

Conjurer of Cheap Tricks

14th Level Mystical Curriculum Feature
You learn two additional Cantrips from the 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 Spell of 5th Level or lower at 5th Level without expending a Spell Slot or requiring Material Components.

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.

Strict Features
Feature Level Quick Explanation
Criticism 3rd You can criticize allies when they fail Rolls, giving them Advantage on Rolls
Feature 6th Example
Feature 10th Example
Feature 14th Example


Criticism

3rd Level Strict Curriculum Feature
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.

We Rest When We're Dead

6th Level Strict Curriculum Feature
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 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.

Stoic Mind

10th Level Strict Curriculum Feature
You have Advantage on Saving Throws to resist being Exhausted.
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.

Like We Practiced

14th Level Strict Curriculum Feature
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.