Aspect Codex

Mentor

Mentor is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

MentorSpellcastingChargesInsight

What This Aspect Does

Mentor defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Guidance

Touch one willing creature and choose one skill. Until the effect ends, the target adds 1d4 to the next ability check it makes using that skill.

Tier 0ReactionAt-Will

Helpful Correction

When a willing creature you can see within range makes an ability check using a skill, add 1d4 to the roll after it is rolled but before the outcome is known.

Tier 1ActionAt-Will

Heroism

Touch one willing creature. Until the effect ends, the target is immune to being frightened and gains temporary hit points equal to your INT modifier at the start of each of its turns.

Tier 1Bonus ActionAt-Will

Tactical Advice

Choose one willing creature that can hear or see you within range. The next attack roll or saving throw it makes before the start of your next turn gains a bonus equal to 1d4.

Tier 1ActionAt-Will

Ancestral Communion

Invoke remembered teachers, ancestors, or prior lessons. When you use this power and at the start of each of your turns for the duration, gain Heroic Inspiration if you do not already have it.

Tier 1ActionAt-Will

Field Lesson

Choose one willing creature within range and one skill or tool proficiency you have. For the duration, the target adds your INT modifier to checks using that skill or tool, provided it can hear or see you.

Tier 2ActionAt-Will

Aid

Choose up to three creatures within range. Each target’s current and maximum hit points increase by 5 for the duration.

Tier 2ActionAt-Will

Enhance Ability

Touch one willing creature and choose STR, DEX, CON, INT, WIS, or CHA. For the duration, the target has advantage on ability checks using the chosen ability.

Tier 2ActionAt-Will

Invigorate

Choose up to three creatures within range. Each target gains 10 temporary hit points. A target loses any remaining temporary hit points from this power when the duration ends.

Tier 2ReactionAt-Will

Correct the Stance

When a willing creature you can see within range is hit by an attack or fails a STR, DEX, or CON saving throw, add 2d4 to its AC against the attack or to the saving throw, potentially changing the outcome.

Tier 31 MinuteAt-Will

Motivational Speech

Address up to five creatures within range that can hear you. Each target gains 5 temporary hit points, has advantage on WIS saving throws, and gains advantage on its next attack roll after it is hit. The effect ends for a target when the temporary hit points are gone.

Tier 3Bonus ActionAt-Will

Coached Opening

Choose one creature you can see within range. The next willing ally who attacks that creature before the start of your next turn has advantage on the attack roll and adds your INT modifier to the damage roll on a hit.

Tier 3ActionAt-Will

Shared Expertise

Touch one willing creature and choose one skill or tool proficiency you have. For the duration, the target is proficient with that skill or tool. If the target is already proficient, it instead adds 1d4 to checks using it.

Tier 3ReactionAt-Will

Get Up

When a willing creature you can see within range is knocked prone, frightened, charmed, or reduced to 0 hit points, it may immediately stand without spending movement, end frightened or charmed if the effect is Tier 3 or lower, or regain hit points equal to 3d8 + your INT modifier.

Tier 4ActionAt-Will

Battlefield Curriculum

Choose one skill, saving throw type, weapon category, or tactical lesson. Willing creatures of your choice in the emanation that can hear or see you add your INT modifier to the first relevant roll they make each round.

Tier 4ReactionAt-Will

No One Falls Behind

When a willing creature you can see within range takes damage, reduce the damage by 4d8 + your INT modifier. If the target is below half its hit point maximum after the damage, it may move up to half its speed without provoking opportunity attacks.

Tier 4Bonus ActionAt-Will

Study the Enemy

Choose one creature you can see within range. For the duration, you know whether one of its ability scores, AC, current hit points, or saving throw bonuses is higher, lower, or equal to yours. Once per round, a willing ally who can hear you adds 1d6 to an attack roll or save against the target.

Tier 4ActionAt-Will

Rallying Lesson

Choose up to six willing creatures within range that can hear or see you. Each target gains temporary hit points equal to 4d8 + your INT modifier and may immediately end one frightened effect of Tier 4 or lower on itself.

Tier 5ActionAt-Will

Skill Empowerment

Touch one willing creature and choose one skill it is proficient in. For the duration, it doubles its proficiency bonus for checks using that skill unless it already benefits from doubled proficiency.

Tier 5ActionAt-Will

Coordinated Strike

Choose up to three willing creatures within range that can hear or see you. Each target may use its reaction to make one weapon attack or use one Tier 2 or lower power that targets one creature. Each attack or power gains a bonus to damage equal to your INT modifier.

Tier 5ReactionAt-Will

Emergency Instruction

When a willing creature you can see within range fails a saving throw or ability check, it may reroll the d20 and add your INT modifier. It must use the new result.

Tier 5ActionAt-Will

Practical Demonstration

Demonstrate one Tier 3 or lower power you know that does not require a unique body, deity, pact, permanent companion, or story resource. One willing creature within range can use that power once during the duration, using your save DC and INT modifier.

Tier 61 MinuteAt-Will

Master Class

Choose one ability score, skill, saving throw, or weapon category. Willing creatures of your choice in the emanation that can hear or see you gain advantage on the chosen roll type for the duration. Once a creature benefits from this advantage three times, the effect ends for that creature.

Tier 6PassiveAt-Will

Mentor's Dominion

Your Mentor powers can affect creatures that can see you even if they cannot hear you. Once per round when a willing creature within 60 ft. succeeds on a roll aided by one of your Mentor powers, it gains temporary hit points equal to your INT modifier.

Tier 6ReactionAt-Will

Perfect Timing

When a willing creature you can see within range makes an attack roll, ability check, or saving throw, treat the d20 roll as a 10 if it rolled lower. If the roll was already 10 or higher, add your INT modifier instead.

Tier 6ActionAt-Will

Shared Recovery

Choose up to six willing creatures within range. Each target may spend one Hit Die and regain additional hit points equal to 6d8 + your INT modifier. A target with no Hit Dice remaining instead gains temporary hit points equal to your INT modifier plus your proficiency bonus.

Tier 71 MinuteAt-Will

Legendary Pep Talk

Choose up to six willing creatures within range that can hear or see you. Each target gains 30 temporary hit points, immunity to frightened while the temporary hit points remain, and advantage on the first attack roll or saving throw it makes each combat.

Tier 7ActionAt-Will

Teach the Impossible

Touch one willing creature and choose one Tier 4 or lower power you know that is not story-bound. The target can use that power once before the duration ends, using your save DC and INT modifier. The target must provide any required action and must be physically capable of the power’s basic form.

Tier 7ActionAt-Will

Tactical Network

For the duration, willing creatures of your choice in the emanation can communicate telepathically with you and each other. Once per round when one affected creature hits or succeeds on a save, another affected creature gains a 1d8 bonus to its next attack roll, ability check, or saving throw before the start of its next turn.

Tier 7ReactionAt-Will

Turn Failure Into Lesson

When a willing creature you can see within range fails an attack roll, ability check, or saving throw, it gains Heroic Inspiration and temporary hit points equal to 7d8 + your INT modifier. If the failed roll was against a creature, the next willing ally to roll against that creature before your next turn has advantage.

Tier 81 MinuteAt-Will

Grand Strategy

Choose up to twelve willing creatures that can hear your briefing. For the duration, each target adds 1d6 to initiative rolls, cannot be surprised while conscious, and gains advantage on the first saving throw it makes during each combat.

Tier 8ActionAt-Will

Perfect Formation

For the duration, willing creatures of your choice in the emanation gain +2 AC while within 10 ft. of another affected creature, and once per round when one affected creature takes damage, another affected creature may use its reaction to reduce that damage by 8d8 + your INT modifier.

Tier 8Action1/Long Rest

Greater Demonstration

Touch one willing creature and choose one Tier 6 or lower power you know that is not story-bound. The target can use that power once before the duration ends, using your save DC and INT modifier. If the power has a duration longer than 1 minute, its duration becomes 1 minute for this use.

Tier 8ReactionAt-Will

Master's Intervention

When a willing creature you can see within range would take damage, fail a saving throw, or miss an attack, reduce the damage to 0, turn the failed save into a success, or turn the missed attack into a hit if the triggering effect is Tier 8 or lower.

Tier 9PassiveAt-Will

Sovereign Mentor

Whenever a willing creature within 120 ft. can hear, see, or telepathically receive your instruction, it can add your INT modifier to one attack roll, ability check, or saving throw it makes each round. A creature can benefit from this passive once per round.

Tier 9Reaction1/Long Rest

Rewrite the Lesson

When a willing creature you can see within range dies, drops to 0 hit points, or suffers a catastrophic failure, it instead drops to 1 hit point, succeeds on the triggering save or check, or treats the triggering attack against it as a miss. The creature also gains Heroic Inspiration.

Tier 91 HourAt-Will

Paragon Training

Train one willing creature in a skill, saving throw, weapon category, armor category, or tool. For the duration, the target gains proficiency in that choice. If already proficient, it gains expertise or a +2 bonus, whichever fits the choice. A creature can benefit from one Paragon Training at a time.

Tier 9ActionAt-Will

Command the Moment

Choose up to six willing creatures within range. Each target may immediately move up to its speed and take one of the following actions: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object. A target that attacks adds your INT modifier to one damage roll.

Tier 10Bonus ActionAt-Will

Archmentor

For the duration, your Mentor powers affect targets within 300 ft. that can hear, see, or telepathically receive you. Once per turn when a willing creature benefits from one of your Mentor powers, it may add 2d8 to one attack roll, ability check, saving throw, damage roll, or healing roll.

Tier 10Action1/Long Rest

Perfect Lesson

Touch one willing creature and choose one Tier 8 or lower power, proficiency, or tactical specialty you know that is not story-bound. For the duration, the target can use that power once, or gains the chosen proficiency or specialty. Powers use your save DC and INT modifier.

Tier 10ReactionAt-Will

No Student Lost

When a willing creature you can see or telepathically reach within range would die, fail a saving throw, be reduced to 0 hit points, or be removed from the battlefield, it instead remains at 1 hit point, succeeds on the save, or appears in an unoccupied space within 30 ft. of you. The creature gains 55 (10d10) temporary hit points.

Tier 101 Hour1/Ever

Found a School

Establish a legendary school, doctrine, fighting style, magical discipline, or mentorship lineage. Choose up to twelve willing creatures who train with you during the hour. Each gains one permanent GM-approved lesson: a skill proficiency, tool proficiency, language, weapon proficiency, minor aspect technique, or narrative boon appropriate to your teaching. The school may carry obligations, rivals, or story consequences.

Characters With This Aspect