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 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.

Eccentric Feature
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 Checks
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 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

10th Level Eccentric Curriculum Feature
Wisdom (Insight) Checks made against you are made at Disadvantage. Whenever you fail a Charisma based Ability Check, 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.