The Mentor 3.0

by StoryBeforeNumbers

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The Mentor 3.0

The Mentor

An affable dwarf weathers the onslaught of the attacking bandit, making helpful remarks about their footwork before concluding the lesson with a single, powerful blow.

The elven combat-scholar clutches a notebook full of training regiments as she motivates her mage companion to dig deep for his last remnants of magic. She barks warnings at another ally, narrowly saving them from a series of otherwise deadly blows.

A gruff dragonborn veteran gives one mournful smile over their shoulder, knowing what needs to be done, and singlehandedly holds off an insurmountable threat so that their found family may survive.

Eyes for Potential

Few heroes achieve prominence all on their own, and many great tales feature those mysterious figures who take it upon themselves to guide, aid, and advice a future generation of legends. By sharing their experience, supporting their allies or personally stepping up to face the threats that might otherwise cut another hero’s journey short, mentor figures play a crucial part in many epic tales. Their influence may persist even in death.

Mentors leave their mark on the world by seeing allies not just for what they are, but for what they could be. Whereas some might inspire with charm, or empower through divine magics, a mentor simply encourages people to strive, and helps them use their individual skill sets to the fullest extent.

Selfless Supporters

Mentors achieve their greatest impact when they work to help companions shine. This ability to coax excellence from others grants the mentor a great degree of freedom in how they carry themselves.

An eccentric lifestyle or intentionally disarming demeanor can become tools by which this sage ally tricks foes into underestimating them, whilst cultivating a powerful bond with the friends who know their true value. Alternatively, the mentor might use their reputation and experience to draw ire away from their fellowship, and risk martyring themselves for the greater good.

Whether the mentor is a well-meaning family member, an analytical genius, or an old legend seemingly past their prime, they provide a much-needed support structure for anyone taxed by the strains of adventuring.

The Mentor
Level Proficiency Bonus Features Bided Time Max
1st +2 Bided Time, Strike Now 1d4
2nd +2 Hidden Reserves, Time Heals 2d4
3rd +2 Archetype feature 3d4
4th +2 ASI, Bided Time improvement 4d4
5th +3 Life Lessons, Strike Now improvement 5d4
6th +3 Archetype Feature 6d4
7th +3 Full Potential 7d4
8th +3 ASI, Bided Time & Lesson improvement 8d4
9th +4 I’ll Hold Them Off 9d4
10th +4 Archetype Feature 10d4
11th +4 Forgotten Strength, Strike Now improvement 11d4
12th +4 ASI, Bided Time & Lesson improvement 12d4
13th +5 Improved Hidden Reserves 13d4
14th +5 Archetype Feature 14d4
15th +5 Montage 15d4
16th +5 ASI, Lesson improvement 16d4
17th +6 Nothing Left to Teach 17d4
18th +6 Renewed Strength 18d4
19th +6 ASI 19d4
20th +6 The Time has Come 20d10

Class Features

As a Mentor, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Mentor level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons, improvised weapons
  • Tools: Choose one set of tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose any three skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons.
  • (a) a dungeoneer’s pack or (b) a scholar’s pack
  • (a) a set of Chain mail or (b) leather armor
  • One set of tools that you are proficient in

Versatile Teaching

Great teachers come from many walks of life, and their strong suits vary. When you first select this class, or gain a new level in Mentor, you must select one ability score from Intelligence, Wisdom or Charisma. This score's modifier now counts as your Lesson modifier as well.

Bided Time

When you spend a turn in combat not attacking or dealing damage, add 1d4 to your Bided Time pool. The number of Bided Time dice added to your pool on such a turn increases to two at 4th level, three at 8th level and four at 12th level.

The pool can contain a number of dice equal to your Mentor level. When you deal damage to a target, you may remove any number of dice from the pool and add those to the damage rolled.

Half the dice in your Bided Time pool (rounded down) disappear when you roll initiative for combat.

Strike Now

As an action, you allow one creature within 60 feet of you to immediately make a singular weapon attack against a creature of your choice. A creature can only be granted this additional attack once per round of combat.

Starting when you hit 5th level, the target of your Strike Now feature can add 1d10 to their damage roll if the attack hits. This bonus damage increases to 2d10 once you become level 11.

Hidden Reserves

Starting at 2nd level you can spend a bonus action to restore one use of a creature’s ability or spell slot that otherwise restores on a short rest. They must be able to see or hear you.

Alternatively, if the creature has a pool that refills during a short rest, such as Ki points, Superiority dice or a 5th level bard’s Inspiration dice, you may use Hidden Reserves to restore half that pool (rounded up).

Once used, you cannot use this ability again until you’ve had a long rest. At 13th level, you may use this ability twice per long rest.

Time Heals

You instill the strength to push past injuries, and can soothe aches with a reassuring word or expert touch.

From 2nd level onwards, you may as a bonus action expend any number of dice from your Bided Time pool and heal one creature you can touch by the amount rolled.

You may use this feature a number of times equal to your proficiency bonus + your Lesson modifier. You regain all expended uses when you finish a long rest.

Mentor Archetype

At 3rd level you choose which archetype of mentor you will be, the Eccentric or the Martyr. Your choice grants you features at 3rd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Life Lessons

By 5th level, your experience allows you to teach friends and foes valuable life lessons. Select two options (for which you meet the prerequisites) from the Lessons detailed at the end of the class description. You gain one additional option at 8th, 12th and 16th level.

Full Potential

Starting at 7th level you may, as an action, restore one use of a creature’s ability or spell slot that otherwise restores on a long rest. They must be able to see or hear you.

Once used, you cannot use this ability again until you’ve had a long rest.

I'll Hold Them Off

Starting at 9th level you may spend an action to remove yourself, and a number of enemy creatures whose combined CR sum equals no more than 2 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 defeating the remaining enemies), 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 show up to greet your allies during their next rest.

  • On a 20, you killed all enemy creatures that were removed from combat. Put yourself at 1 HP. If your allies escaped, you return to greet them during their next rest. Should the critical success occur, future 20’s can only result in a standstill for the next month.

Forgotten Strength

At level 11, choose one class feature that another class could gain at level 7 or lower. Alternatively, choose a spell of level 4th or lower. You now have that feature, OR the capacity to cast that spell once per long rest. This choice may reflect powers your Mentor had in their prime.

If the chosen ability forces creatures to make saving throws the DC = 8 + your proficiency bonus + your Lesson modifier. Your spellcasting ability if necessary is your Lesson modifier's.

If the desired ability is an improvement of a prior feature that you do not have, you are ineligible for the choice.

Montage

Starting at 15th level, you begin to spot potential improvements in people that can be accomplished via an extended period of training. With 1 week of practice, for which you must be present 8 hours every day, the target/targets of your montage may choose one of these benefits:

  • Gain proficiency in a skill tied to their lowest ability score.
  • Increase their daily number of prepared spells by 1.
  • Boost their max HP by 5.

If that week is extended to 1 month of training, the target/targets of your montage also gains one of these benefits:

  • Learn one cantrip of their choice. Spellcasting ability is determined by which class’s spell list they choose the cantrip from.
  • Gain either the Martial Adept, Crusher, Slasher or Piercer feat
  • Get proficiency in a saving throw tied to their lowest ability score.

Your Montage ability can at no point in time be affecting a number of creatures greater than your Lesson modifier. A creature that undergoes the Montage again may swap their choice of benefits.

Nothing Left to Teach

At level 17, a number of allies equal to your Lesson modifier add +2 to one ability score of their choice. This feature can push ability scores higher than 20.

The bonus fades if the allies spend more than 1 week separated from the Mentor, but if said Mentor leaves the narrative entirely the DM may deem it appropriate for the bonus to become permanent.

This feature can never be applied from multiple Mentors.

Renewed Strength

At level 18, choose one class feature that another class could gain at level 15 or lower. Alternatively, choose a spell of level 8th or lower. You now have that feature, or the capacity to cast that spell once per long rest.

If the chosen ability forces creatures to make saving throws the DC = 8 + your proficiency bonus + your Lesson modifier. Your spellcasting ability if necessary is your Lesson modifier's.

If the desired ability is an improvement of a prior feature that you do not have, you are ineligible for the choice.

The Time has Come

Upon reaching 20th level, your Bided Time dice become d10s. You no longer lose any Bided Time dice from your pool when rolling initiative.

Mentor Archetypes

The Eccentric

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.

Lesson in Humility

Starting at level 3, you teach your allies that the more powerful one is, the healthier a dose of humility can be.

When you engage a creature in a contested ability check, you may gain a bonus on your check equal to that creature’s challenge rating OR level (minimum of 1). You can choose to use this ability after making the roll, but before knowing whether it succeeded or failed.

Once used, this feature cannot be used again until you’ve finished a short rest. The opposing creature’s CR (and thus the bonus) can be kept a secret if the DM so chooses.

Apply the Wax, Then Clean it Off

By 6th level, during a long or short rest, you may spend time with an ally that involves acts like telling them a story, teaching them about a tool you’re proficient in or having them help you with chores.

Grant that ally one of the following benefits that persists until your next rest:

  • Resistance to psychic damage and immunity to either the frightened OR charmed condition.
  • Their weapon attacks can deal psychic damage instead of the normal damage type, as you show that true battles are won in the mind.
  • The next time they ask you a yes or no question, you have a hunch about the correct answer. This functions as though you were the deity being beseeched by a Commune spell.

Puzzling Wisdom

By 10th level, insight checks against you are made at disadvantage. You add a bonus to Charisma-based ability checks equal to the number of dice in your Bided Time pool (to a max of 10).

Bumbling Success

Starting at 14th level, when forced to make a saving throw by another creature, you may choose to roll the saving throw at disadvantage.

Should ANY of the d20’s you roll for this saving throw be a natural 20, you succeed and impose the effect of a failure back on the creature that forced you to make the saving throw. 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.

Once this reversal has happened you may not use the feature again until you’ve finished a long rest.

The Martyr

A lifespan is limited, but some acts ring eternal. The Martyr dedicates themselves wholly to the promise they see in their companions, and strives to further the party’s journey at all costs. Even when it means risking their own life.

Shield of the Passing Torch

Starting at level 3, when a creature within your movement speed range becomes targeted by an attack or 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.

Should the targeting effect leave you at 0 hitpoints, the shielded creature gains a bonus to their attack and damage rolls equal to half your mentor level (rounded up). This bonus persists until you are stable again or the combat is over.

Just Another Path

By 6th level, during a rest, you may ponder the fleeting nature of your time left in the world. Choose one of the following benefits that persists until your next rest:

  • You gain resistance to two of these three damage types: Piercing, Slashing, Bludgeoning.

  • 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.

Courageous Wisdom

Starting at 10th level, creatures that try to impose the frightened condition on you suffer a backlash whether they succeed or not. Roll a number of d10 equal to your Lesson modifier, and you may deal that much psychic damage to the creature.

You can add a bonus to Wisdom based ability checks equal to the number of dice accumulated in your Bided Time pool (to a max of 10).

Oh, Be One

Starting at 14th level, you can choose to enact the “I’ll Hold Them Off” ability instead of making a death saving throw. This entails the Martyr 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 a Martyr of this level or higher die when using their “I’ll Hold Them Off” ability, one of the following effects occur (DM’s choice):

  • The Martyr’s party members level up.
  • The Martyr kills, seals away or fundamentally defeats one creature of their choice among the enemies held off.
  • The Martyr returns to life, but changes their class from Mentor to something else.

Lessons

Dooooooodge!

Your teachings prove effective enough to ward against danger with split-second advice. As a reaction, you may spend up to 2 Bided Time dice from your pool to increase the AC of a creature within 60 feet by the amount rolled. This bonus persists until the end of their next turn.

Empty Your Cup

Prerequisite: An intelligence of 13 or higher, or the ability to cast a spell.

You spend one minute helping a willing spellcaster go through their components and notes. They may replace one spell they have prepared for another spell on their list of spells known. Once used, you may not use this ability again until after a long rest.

Ex Position

Prerequisite: 8th level.

You have been many places, and thus know many things. By 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. Once used, you may not use this ability again until after a long rest.

Fly You Fools

As an action, you may address a number of creatures equal to your Lesson modifier. For the next minute, each of them may choose to gain an additional Dash action during one of their turns. You may also trigger this Lesson as part of your action when you initiate the I'll Hold Them Off Mentor ability.

Once used, you may not use this ability again until after a long rest.

I Have the High Ground

You underestimate an enemy's power to goad them into a reckless assault. When an attack is declared against you, you may use your reaction to enact this Lesson. If the attack misses, you reduce the attacker's hitpoints by your Lesson modifier (twice that starting at level 11). You may also trigger this Lesson as part of your reaction when enacting the Martyr ability Shield of the Passing Torch.

If in Doubt, Follow Your Nose

You may spend dice from your Bided Time pool on any Survival or Investigation checks you make.

If You Can Dodge a Wrench

By repeatedly throwing objects at allies, you hone their reflexes. During a rest, you may make non-damaging ranged attack rolls against allied creatures. You can make a number of attacks equal to your Lesson modifier. For every attack that hits a creature, they gain a +1 bonus to their AC against ranged attacks. This bonus fades during your next rest, and this lesson can only be attempted once per rest.

Just Be Yourself

You assure a creature that they are unique, wonderful and worthwhile. As an action you may sacrifice up to 3 Bided Time dice from your pool. For the next 10 minutes, the creature can spend those dice to increase any Persuasion or Performance check they make by the amount rolled. Once used, you cannot use this feature again until you have finished a short rest.

Let me Shoulder it

As an action, you embrace a willing creature and try to help them work through difficult emotions. If they are experiencing Exhaustion, Maximum Hitpoint reduction or a curse, you may purge any of those effects from their body by taking them on yourself. Make a DC 15 Wisdom saving throw for each negative effect you choose to take, successful saves negate their effect. Once used, you may not use this ability again until you have finished a short rest.

Stay Alert

When you or a creature within 30 feet of you roll for initiative, you may spend up to two Bided Time dice from your pool and increase their initiative by the amount rolled. This occurs before rolling for initiative forces you to remove half of the dice from your Bided Time pool.

Stop Trying to Hit Me and Hit Me

Prerequisite: 12th level.

You spar with an ally, and talk them into truly striking you. After your rest has ended, a willing creature of your choice can make a weapon attack roll against you, dealing damage as the attack normally would if they hit.

Make note of the damage you take. The next time this creature deals damage with the same weapon they may remember their training and increase the damage by the amount you wrote down.

This bonus fades during your next rest.

Who are YOU, and what do YOU want?

As an action, you confront a creature 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 spend 1 die from your Bided Time pool on decreasing any attack rolls, ability checks or saving throws they make by the amount rolled. DM adjudicates if a creature qualifies as behaving against their moral judgment.

Art

Credits

Heartfelt thanks to the artists whose work are featured in this homebrew. In order of appearance, the pieces are:

"Geralt & Ciri" by Niki Vaszi.

"Gideon's Training" by Chris Rallis. © Wizards of the Coast.

"Blade Instructor" by Zoltan Boros. © Wizards of the Coast.

"Syrio & Arya" a screenshot from Game of Thrones season 1 episode 3. © HBO. Photoshopped by StoryBeforeNumbers (me).

"Uncle Iroh" by reddit user Dakonart.

"Inspiring Mentor" by Sixmorevodka Studios.

"Rest in Peace" by Terese Nielsen. © Wizards of the Coast.

"You Shall Not Pass" by Jenny R. Johnson

The Mentor is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This homebrew was created by StoryBeforeNumbers, and the 3.0 version was formatted using the GM Binder digital toolset. The full page watercolor layers by u/Flamableconcrete were super helpful.

I am grateful to my gaming groups, as well as the Unearthed Arcana subreddit, for helping to playtest and develop this class. You guys rock.

 

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