Mentor: Difference between revisions

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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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Ex Position
==== If You Can Dodge a Wrench ====
Prerequisite: 8th level.
''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 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.
==== 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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Once used, you may not use this ability again until after a long rest.
==== 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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I'll Hold Them Off
==== Who are YOU, and what do YOU want? ====
Prerequisite: Ask your Dungeon Master if this ability fits the style of campaign they're running.
''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 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.
==== 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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Once your allies are out of Initiative (either by escaping or overcoming the remaining threats), roll a d20 that cannot be modified or rerolled.
==== 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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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.
==== Beyond All Hope ====
 
''11th Level Lesson and You Shall Not Pass prepared''<br>
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.
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>
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 you die heroically from using your You Shall Not Pass feature, the following takes place:
 
*Your party members gain enough Experience to Level up.
If in Doubt, Follow Your Nose
*You kill, seal away or fundamentally defeat one creature of your choice that you removed from combat.
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.
*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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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 =