Mentors have decided to dedicate their lives (or what remains of their lives) to teaching and guiding others. Mentors who take to adventuring usually choose a disciple or group to guide to success. Some mentors are concerned with passing on their own legend, and some have been in a supporting role their whole lives. Their magical powers can now pass to others and empower them to succeed under the mentor’s presence.
Level 3
Mentor: Expertise
Choose two skills you are proficient with. You have expertise (you add double your proficiency bonus) with checks made with this skill.
Mentor: Guiding Spirit
You stretch out, lending some of your strength to others while also channeling it to yourself.
No Action Cost – 1 Creature (60 ft.) – 1 Ki – Magical
Trigger: you use Flurry of Blows, Step of the Wind, or Patient Defense.
Target can use their reaction to do one of the following, depending on which ability you used:
- Flurry of Blows: target makes one weapon attack.
- Step of the Wind: target moves up to their speed without provoking attacks of opportunity.
- Patient Defense: target takes the dodge action.
Level 6
Mentor: Lend Expertise
Reaction – 1 Creature (60 ft.)
Trigger: a creature fails a skill check using a skill you are proficient with or have expertise with.
- Target replaces their skill bonus with yours, potentially turning their failure into a success.
Level 10
Mentor: Inspire Breakthrough
Reaction – 1 Creature (60 ft.) – 1 Turn – 1 Ki – Magical
Trigger: Target misses with an attack.
- Target rerolls their attack and gains advantage on any further attack rolls.
Level 14
Mentor: Inspire Greatness
You speak to an ally, giving them the inspiration to go beyond their normal limits.
Action – 1 Creature (60 ft.) – 1/Short Rest
- Target regains one use of an ability that normally recharges on a short or long rest. Alternatively, they regain one spell slot of 5th level or lower.