Mentor: Difference between revisions

419 bytes added ,  20:16, 13 January 2023
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==== Wax On, Wax Off ====
==== Wax On, Wax Off ====
''6th Level Eccentric Curriculum Feature''<br>
''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:
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 [[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.''
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==== Puzzling Mind ====
==== Puzzling Mind ====
''10th Level Eccentric Curriculum Feature''<br>
''10th Level Eccentric Curriculum Feature''<br>
Wisdom (Insight) Checks made against you are made at Disadvantage. 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.
Wisdom (Insight) Checks made against you are made at Disadvantage.<br>
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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Mentor#Feature|Feature]] || 3rd || Example
| [[Mentor#Shield of the Passing Torch|Shield of the Passing Torch]] || 3rd || You can protect your allies from Attacks and Spells, becoming the target instead
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| [[Mentor#Inspiring Defeat|Inspiring Defeat]] || 3rd || If you die, you buff an ally's Damage
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|-
| [[Mentor#Feature|Feature]] || 6th || Example
| [[Mentor#Feature|Feature]] || 6th || Example
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==== Shield of the Passing Torch ====
==== Shield of the Passing Torch ====
''3rd Level Protective Curriculum Feature''<br>
''3rd Level Protective Curriculum Feature''<br>
Starting at level 3, when a creature within your movement speed range becomes targeted by an attack or unwanted spell, you can use a reaction to move adjacent to them and become the target in their stead. You may choose whether to trigger opportunity attacks or not during this movement.
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.
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Should the targeting effect leave you at 0 hitpoints, the shielded creature gains a bonus to their damage rolls equal to half your mentor level (rounded up). This bonus persists for 1 minute. Once this bonus has been granted, it cannot happen again until after you finish a long rest.
==== Inspiring Defeat ====
''3rd Level Protective Curriculum Feature''<br>
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.
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==== Just Another Path ====
==== Just Another Path ====
''6th Level Protective Curriculum Feature''<br>
''6th Level Protective Curriculum Feature''<br>
By 6th level, during a long or short rest, you may spend time steeling your resolve to protect your allies. Choose one of the following benefits that persists until your next rest:
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).
You gain resistance to one of these three damage types: Piercing, Slashing, or Bludgeoning.
*Your Speed increases by 15ft.
 
*You remember or deduce two facts about the surrounding area as if you had cast the [[Level 5#Commune with Nature|Commune with Nature]] Spell. You retain the knowledge you learn even after you take another Long Rest,
Your movement speed increases by 15 feet.
 
You remember or deduce two useful bits of information about the nearby area. This functions like the spell Commune with Nature.
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==== Watchful Mind ====
==== Watchful Mind ====
At 10th level, the frightened condition can no longer inhibit your movement.
''10th Level Protective Curriculum Feature''<br>
 
While you are [[Conditions#Frightened|Frightened]], you can willingly move closer to the source of your fear.<br>
Whenever you make a Wisdom 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.
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.
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==== Never Late ====
==== Never Late ====
Starting at 14th level you may, as an action, designate a willing creature that you can touch. You can have a number of creatures up to your Lesson modifier designated at the same time, and if you use this ability on an additional creature after reaching that maximum you must select one of your previous targets to lose their designation.
''14th Level Protective Curriculum Feature''<br>
 
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.<br>
Whenever a creature designated by you drops below half their total hitpoints, you become aware of this fact and who it happened to. If you are asleep when becoming aware of it, you may choose to wake up.
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.<br>
 
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.
You can use your action to instantly appear within 15 feet of a creature that you've designated with this ability, provided that they are on the same plane of existence as you.
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Once used in this way, you may not use Never Late again until after after completing a long rest.


== Mystical Curriculum ==
== Mystical Curriculum ==
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''6th Level Mystical Curriculum Feature''<br>
''6th Level Mystical Curriculum Feature''<br>
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 Spells|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.<br>
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 Spells|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.<br>
This creatures ability to cast these Spells fades once you take a Short or Long Rest.
This creature's ability to cast these Spells fades once you take a Long Rest.
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