Mentor

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:

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.