Mentor: Difference between revisions

3,104 bytes added ,  16:33, 13 January 2023
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= Lessons =
= Lessons =
= Mentor Curriculums =
= 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.
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{| class="wikitable"
|+ Eccentric Feature
|-
! Feature !! Level !! Quick Explanation
|-
| [[Mentor#Humbling Experience|Humbling Experience]] || 3rd || You can gain bonuses to failed Ability Checks
|-
| [[Mentor#Wax On, Wax Off|Wax On, Wax Off]] || 6th || Example
|-
| [[Mentor#Feature|Feature]] || 10th || Example
|-
| [[Mentor#Feature|Feature]] || 14th || Example
|}
==== Humbling Experience ====
''3rd Level Eccentric Curriculum Feature''<br>
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.
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==== Wax On, Wax Off ====
''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:
*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.''
*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 [[Level 5#Commune|Commune]] Spell.
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Puzzling Mind
By 10th level, insight checks against you are made at disadvantage. Whenever you make a Charisma 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.
Underestimated
Starting at 14th level, when forced to make a saving throw by another creature, you may choose to instead engage them in a contested ability check.
You and the creature both make checks using the ability you would otherwise have used for the saving throw. If you win the contest you count as having succeeded on the saving throw, otherwise you count as having failed. If you beat your opponent's result by 10 or more you also impose the effect of a failure back on them.
If the effect requires concentration to maintain, you can choose to be concentrating on it. Future saves against the effect have a DC equal to 8 + your proficiency bonus + your Lesson modifier.
You must finish a long rest before you can use this feature again.