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==== If in Doubt, Follow Your Nose ==== | |||
''Lesson''<br> | |||
When a creature within 60ft of you fails a Wisdom (Survival) or (Insight), or Intelligence (Insight) Check, you can use your Reaction to expend up to two Dice from your Bided Time Pool, increasing the result of the Check by the result of the Dice. | |||
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==== If You Can Dodge a Wrench ==== | |||
''Lesson''<br> | |||
By repeatedly throwing objects at allies, you hone their reflexes. When you would make an Attack, you can instead make a non-Damaging Ranged Weapon Attack against a creature within 30ft of you. If this Attack hits the target, it gains a +1 Bonus to its AC against Ranged Attacks until it finishes a Long Rest.<br> | |||
This bonus applies only if the target doesn't intentionally improve its odds of being hit, but you can attempt to improve your odds of hitting by any means at your disposal.<br> | |||
You can make a number of these Attacks up to your Lesson Modifier. This Lesson can be prepared multiple times on the same day, providing additional uses equal to your Lesson Modifier for each time you prepare it after the first. | |||
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You | ==== Just Be Yourself ==== | ||
''Lesson''<br> | |||
You assure a creature that it is unique, wonderful, and worthwhile. When a creature within 60ft of you fails a Charisma (Persuasion) or (Performance), or Wisdom (Animal Handling) Check, you can use your Reaction to expend up to two Dice from your Bided Time Pool, increasing the result of the Check by the result of the Dice. | |||
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==== Let Me Shoulder It ==== | |||
''Lesson''<br> | |||
You can use an Action to embrace another willing creature and try to help it work through difficult emotions. If it is experiencing [[Conditions#Exhaustion|Exhaustion]], a Maximum Hit Point reduction, a curse, the [[Conditions#Frightened|Frightened]] Condition, or a similar effect, you can end one of those effects from the target at risk of transferring it to yourself. When you do so, make a DC15 Wisdom Saving Throw. On a failed Save, you suffer the effect you removed from the target. You can use this Action a number of times equal to your Proficiency Bonus. 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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==== Stay Alert ==== | |||
''Lesson''<br> | |||
When you or any creature within 30ft of you rolls Initiative, you can expend a Binded Time Die from your Bided Time Pool to increase it Initiative Score by the amount rolled. You can select multiple creatures, but you expend a Bided Time Die for each creature. If you use this Lesson when you roll for Initiative at the start of combat, you expend the Dice after you set your Bided Time Pool to half (or to full if you are a 20th Level Mentor) capacity. | |||
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==== Stop Trying to Hit Me and Hit Me ==== | |||
''Lesson''<br> | |||
You spar with a willing creature when you prepare this Lesson. That creature makes a Weapon Attack against you, dealing Damage as normal on a hit. Record the Damage dealt by the creature. Before that creature's next Long Rest, the next time it deals Damage with the Weapon it used to Attack you, it deals additional Damage equal to twice the Damage it dealt to you. This Lesson can be prepared multiple times a day, targeting a creature that has not yet hit you from the Attack given by this Lesson this Long Rest yet. | |||
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==== Who are YOU, and what do YOU want? ==== | |||
''Lesson''<br> | |||
As an Action when you confront a creature can can hear you with difficult questions or harsh truths. If the target is acting in a way contrary to its moral judgement, such as being possessed, magically dominated, or coerced, it is weakened for the next Minute. During this Minute, whenever it would make an Attack Roll, Ability Check, or Saving Throw, you can expend 1 Die form your Bided Time Pool to reduce the result of the Attack, Check, or Save, by an amount equal to the result of the Die. The DM (and the player if you target a PC, however the DM has the final say) decides if a creature qualifies as behaving contrary to its moral judgement. | |||
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You | ==== You Shall Not Pass ==== | ||
''Lesson''<br> | |||
While in combat, you can use an Action to remove yourself, and a number of hostile creatures whose combine CR and Levels equals 1.5 times your Mentor Level, from Initiative. You and the chosen creatures do not act in anyway until the combat resolves. Once the combat resolves, roll a d20 that cannot be modified or rerolled in anyway. Trigger one of the following effects based on the result: | |||
*'''1-3.''' You die heroically. This death is permanent and cannot be reversed, prevented, or staved off by any means. Having protected your allies, your soul is at peace and does not return. | |||
*'''4-19.''' You managed a tense standstill or daring escape. You reduce your Current Hit Points to half of what they currently (rounded up). If your allies finished off, subdued, defeated, or performed a similar elimination of the other creatures in combat, you, the creatures you removed from combat, and your allies roll for Initiative and begin a new combat. If your allies escaped from he combat, you manage to catch up to them. | |||
*'''20.''' You killed all enemies that were removed from combat. You are also reduced to 1 Hit Point and you catch up to your allies if they escaped. | |||
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==== Why Do We Fall? ==== | |||
''8th Level Lesson''<br> | |||
A moment shared with you gives a creature the strength to carry on when they would otherwise stay down. You can cast the [[Level 4#Death Ward|Death Ward]] Spell once as an Action without expending a Spell Slot. You use your Lesson Modifier for the Spellcasting Ability, and the Duration is changed to Until the end of your next Long Rest. | |||
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==== Beyond All Hope ==== | |||
''11th Level Lesson and You Shall Not Pass prepared''<br> | |||
When you would make a Death Saving Throw, you can instead activate your You Shall Not Pass feature. When you do, you will yourself to fight, regaining 1 Hit Point.<br> | |||
Whenever you use your You Shall Not Pass feature, you can choose choose to instead remove a number of creatures with a combined CR or Level equal to twice your Mentor Level. When you do, you die heroically if you roll a 6 or lower instead of a 3 or lower, and you manage a tense standstill from a 7-19 instead of a 4-19.<br> | |||
If you die heroically from using your You Shall Not Pass feature, the following takes place: | |||
*Your party members gain enough Experience to Level up. | |||
*You kill, seal away or fundamentally defeat one creature of your choice that you removed from combat. | |||
*You return to life after 1d10 Days as a class of your choice other than Mentor at the party's Level. This is the only exception to not being able to reverse the death caused by your You Shall Not Pass feature. | |||
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When | |||
Your party members | |||
You kill, seal away or fundamentally defeat one creature of your choice | |||
You return to life | |||
You | |||
= Mentor Curriculums = | = Mentor Curriculums = |