Mentor: Difference between revisions

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= Lessons =
= 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.
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==== Ace Up the Sleeve ====
''Lesson''<br>
You learn one Cantrip from any [[Cantrips|Classe's Spell List]]. When you reach 11th Level in this class, you also learn a 1st Level Spell from any [[Level 1|Classe'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.<br>
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.
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==== Dooooooodge! ====
''Lesson''<br>
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.
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==== Empty Your Cup ====
''Lesson''<br>
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.<br>
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.
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==== Fly You Fools ====
''Lesson''<br>
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.<br>
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.
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==== I Have the High Ground ====
''Lesson''<br>
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.<br>
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.
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Ex Position
Prerequisite: 8th level.
You have been many places, and thus know many things. By spending 10 minutes smoking or otherwise enjoying 250gp worth of incense you may bring to mind a brief summary of the significant lore about a person, place or object. This functions like the spell Legend Lore. Alternatively, you may cast the spell Find the Path.
Once used, you may not use this ability again until after a long rest.
I'll Hold Them Off
Prerequisite: Ask your Dungeon Master if this ability fits the style of campaign they're running.
You may spend an action to remove yourself, and a number of enemy creatures whose combined CR sum equals no more than 1.5 times your Mentor level, from combat. You “hold off” the removed creatures long enough for your allies to finish the remainder of the encounter and/or escape.
Once your allies are out of Initiative (either by escaping or overcoming the remaining threats), roll a d20 that cannot be modified or rerolled.
On a 1-3 you die heroically. This death is permanent and cannot be reversed via resurrection spells, nor can the loss of the character be staved off by any other means, such as a Death Ward or Clone spell. Having protected your allies, your soul is at peace and does not return.
On a 4-19 you somehow managed a tense standstill or daring escape. Reduce your HP to half of what it was when you enacted this ability (minimum of 1). If your allies stayed to continue the fight, have everyone roll for Initiative again. If they escaped, you catch up to them.
On a 20, you killed all enemy creatures that were removed from combat. Put yourself at 1 HP. If your allies escaped, you catch up to them. Should the critical success occur, future 20’s can only result in a standstill for the next month.
If in Doubt, Follow Your Nose
When a creature within 60 feet of you makes a Survival, Insight or Investigation check you may as a reaction expend up to two dice from your Bided Time pool and increase their result by the amount rolled. You may choose to use this ability after the roll but before knowing whether the check succeeded or failed.
If You Can Dodge a Wrench
By repeatedly throwing objects at allies, you hone their reflexes. You may make non-damaging ranged weapon attack rolls against allied creatures. For each of these attacks that hit a creature, they gain a +1 bonus to their AC against ranged attacks until their next long rest.
This bonus applies only if the target doesn't intentionally improve their odds of being hit, but the Mentor may attempt to improve their odds of hitting by any means at their disposal.
You can make a total number of these attacks up to to your Lesson modifier. This Lesson can be selected multiple times on the same day.
Just Be Yourself
You assure a creature that they are unique, wonderful and worthwhile.
When a creature within 60 feet of you makes a Persuasion, Performance or Animal Handling check you may as a reaction expend up to two dice from your Bided Time pool and increase their result by the amount rolled. You may choose to use this ability after the roll but before knowing whether the check succeeded or failed.
Legacy
Prerequisite: 11th level, I'll Hold Them Off and permission from your DM.
You can choose to enact the I’ll Hold Them Off ability instead of making a death saving throw. This entails the Mentor willing themselves back to 1 hitpoint for the purpose of aiding their allies.
When you use the “I’ll Hold Them Off” ability you may increase the combined CR sum of creatures you are able to remove from combat. If you do this, the range of rolls that results in your death expands by a similar amount. For example, if you wish to Hold Off enemies with a CR sum that is 3 higher than you could normally Hold Off, you may do so. But you now die on a roll of 1-6 instead of 1-3.
Should you die when using your “I’ll Hold Them Off” ability, one of the following effects occur (DM’s choice):
Your party members level up.
You kill, seal away or fundamentally defeat one creature of your choice among the enemies held off.
You return to life 24 hours later as a class of your choice other than the Mentor, whilst retaining your level. This is the only exception to the otherwise permanent character loss of I'll Hold Them Off.
Let me Shoulder it
As an action, you embrace a willing creature other than yourself and try to help them work through difficult emotions. If they are experiencing Exhaustion, Maximum Hitpoint reduction, a curse or the Frightened condition, you may purge one of those effects from them at the risk of transferring it to yourself.
Make a DC 15 Wisdom saving throw. On a failed save, you are now under the effects of the condition you removed from the creature. Once used, you may not use this ability again until you have finished a short rest.
Stay Alert
When you or any creature within 30 feet of you rolls for Initiative, you may expend one Bided Time die from your pool and increase their Initiative by the amount rolled. If you wish to target multiple creatures with this ability a separate Bided Time die must be expended for each creature.
This occurs AFTER rolling for Initiative causes you to remove half the dice from your Bided Time pool.
Stop Trying to Hit Me and Hit Me
You spar with an ally, and talk them into truly striking you. At the end of a short or long rest, one willing creature of your choice can make a weapon attack roll against you, dealing damage as normal upon a hit.
Make note of the damage you take. If this creature deals damage with the same weapon in the future they can choose to remember their training and increase the damage by the amount you wrote down, at which point this benefit fades.
This benefit also fades during your next long or short rest.
Who are YOU, and what do YOU want?
As an action, you confront a creature that can hear you with difficult questions or harsh truths. If they are behaving in a way contrary to their moral judgment (for example because they are possessed, magically dominated, or coerced) you may for the next minute expend 1 die from your Bided Time pool any time they make an attack roll, ability check or saving throw and decrease the result by the amount rolled. The DM adjudicates if a creature qualifies as behaving against their moral judgment.
Why Do We Fall?
Prerequisite: 8th level.
A moment shared with you gives a creature the strength to carry on when they would otherwise stay down. You may cast the Death Ward spell once without expending a spell slot.
= Mentor Curriculums =
= Mentor Curriculums =
== Eccentric Curriculum ==
== Eccentric Curriculum ==