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 Bided Time, Strike Now! 1 0
2nd +2 Hidden Reserves, 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! (1d10) 2 6,000
6th +3 Mentor Curriculum Feature 2 10,000
7th +3 Full Potential 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! (2d10) 3 100,000
12th +4 Ability Score Improvement, Life Lessons (3) 4 120,000
13th +5 Hidden Reserves (twice) 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.

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.
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 finish a Short or Long Rest, if you spend at least 25% of the time teaching,


The pool can contain a max number of dice equal to your Mentor level. When you deal damage you may expend any number of dice from the pool and add those to the damage rolled against one creature or object.

You may also fill your Bided Time pool completely during a long or short rest by performing mentoring acts such as teaching, counseling or sparring with a willing creature. Half the dice in your Bided Time pool (rounded down) disappear when you roll for Initiative.