Mentored Skills

Overview
Once your character reaches fifth level you may begin training with a significant NPC to learn abilities, fighting styles, magic, and even feats.

You may learn a number of Mentored Skills equal to your Proficiency Bonus minus one. Meaning at fifth level you may learn two of these skills. There are five subdivisions of Mentored Skills: Combat Maneuvers, Learned Magic, Skill Expertise, Ribbon Abilities, and Special Feats. At any time you may have one active Mentored Skill of each subdivision. For example you cannot have two Combat Maneuvers active at the same time.

Should your character learn multiple skills from the same subdivision you may substitute which one is active with a week of Downtime spent retraining your brain. What this might look like is if Ulaar the Barbarian trains in Precision Attacks from the veteran Ismark at level five, and then at level 10 trains in Commander's Strikes from the legendary monster hunter Ezmerelda, Ulaar gives up his ability to use Precision Attacks as his training has caused him to focus on other things. But if he spends a week on his own going over the training he had accomplished at level 5 he can regain that Maneuver.

If your Mentored Skill is a Combat Maneuver, Learned Magic, or a Special Feat, the relative might of your Mentor determines the strength of your Mentored Skill. This is determined by your mentor's Challenge Rating (CR). Only NPCs of the top two tiers are masterful enough to teach Special Feats. Some examples of these NPCs, the things they can teach, and their power is attached below. Below you will find information on each subdivision.
 * CR 3-5: Archer, Veteran, Swashbuckler, Priest, Master Thief, Gladiator
 * Combat Maneuver: d6 superiority die
 * Learned Magic: 1d6 power, saving throw DC 13
 * Skill Expertise
 * Ribbon Abilities
 * CR 6-9: Assassin, Blackguard, Champion, War Priest
 * Combat Maneuver: d8 superiority die
 * Learned Magic: 2d6 power, saving throw DC 15
 * Skill Expertise
 * Ribbon Abilities
 * CR 10-14: Archdruid, Archmage, Warlord
 * Combat Maneuver: d10 superiority die
 * Learned Magic: 3d6 power, saving throw DC 17
 * Skill Expertise
 * Ribbon Abilities
 * Special Feats
 * CR 15+: These are the best of the best. The most elite individuals in the world are at this level.
 * Combat Maneuver: d12 superiority die
 * Learned Magic: 4d6 power, saving throw DC 19
 * Skill Expertise
 * Ribbon Abilities
 * Special Feats

Combat Maneuvers
While your character may not be the archetypal Battle Master fighter from the PHB, your character can be taught different maneuvers by NPCs depending on their personal style. A duelist may teach you how to Parry, while a barbarian may teach you how to make a ''Sweeping Attack. ''Most maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Superiority Dice.  You have superiority dice equal to your Proficiency Bonus minus one, which are a d6 through a d12 depending on your mentor. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws.  Some maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Learned Magic
With enough dedicated practice, most anyone can learn a thing or two about magic, and with the right teacher it can be a real boon to your character's abilities. These are modeled after abilities that are learned through study, prayer, or meditation, classes such as the bard, cleric, druid, or wizard.

The relative strength of your Learned Magic depends on who your mentor is and how powerful they are. If your magic requires a saving throw or involves rolling Xd6 the DC or number is listed in the Overview section.

Arcane Combat Magic
This type of magic can be taught by wizard NPCs or those who incorporate arcane magic into their fighting style. Once per turn, when you hit a creature with a weapon attack, you can apply your Arcane Combat Magic. You decide to use this when the attack hits, unless your Magic doesn't involve an attack roll.

You have a number of uses equal to your Proficiency Modifier minus 1, and you regain all expended uses of it when you finish a short or long rest.

The options are presented in alphabetical order by their school of magic.
 * Abjuration: Banishing Attack. You use abjuration magic to try to temporarily banish your target to a harmless pocket dimension. The creature hit by the attack takes an additional Xd6 force damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
 * Conjuration: Grasping Vines. When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra Xd6 poison damage, its speed is reduced by 10 feet, and it takes Xd6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Learned Magic save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
 * Divination: Seeking Weapon. Using divination magic, you grant your weapon or a piece of ammunition the ability to seek out your target, allowing the weapon or ammunition to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The weapon flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the attack, plus an extra Xd6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. After the attack your weapon flies back to your hand unless it is an expendable piece of ammunition.
 * Enchantment: Confounding Attack. Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the attack takes an extra Xd6 psychic damage, and choose yourself or one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
 * Evocation: Bursting Attack. You imbue your attack with force energy drawn from the school of evocation. Immediately after the attack hits the creature the strike detonates with arcane force, the target and all other creatures within 10 feet of it, except for you, take Xd6 force damage each.
 * Illusion: Shrouding Shadow. You weave illusion magic into your strike, causing it to occlude your foe’s vision with shadows. The creature hit by the attack takes an extra Xd6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
 * Necromancy: Enfeebling Attack. You weave necromantic magic into your attack. The creature hit by the strike takes an extra Xd6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
 * Transmutation: Piercing Weapon. You use transmutation magic to give your weapon or a piece of ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the weapon fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra Xd6 piercing damage. On a successful save, a target takes half as much damage. After the attack your weapon flies back to your hand unless it is an expendable piece of ammunition.

Nature and Monastic Magic
This type of magic can be taught by druid, cleric, ranger or monk NPCs or those who incorporate nature magic into their fighting style. You may use these as an Action or if you have the Extra Attack feature you may substitute an attack for a use of this feature instead. You decide to use this when the attack hits, unless your Magic doesn't involve an attack roll.

You have a number of uses equal to your Proficiency Modifier minus 1, and you regain all expended uses of it when you finish a short or long rest.
 * Lightning Manipulation: Originating in the mountains in the northeast this blend of air and fire disciplines allows you to manipulate the two elements into lightning based attack and defense. You may expend a use of this feature to center your focus and extending from your fingertips is a 5 foot wide, 30 foot long line of lightning. Each creature in the line must make a Dexterity saving throw or take Xd6 lightning damage on a failed save, or half as much damage on a successful one. You may also expend a use of this feature as a Reaction to reduce incoming lightning damage. When you take lightning damage you may reduce the damage by Xd6 as you pass the lightning through your body and redirect it to a target within 30 feet. If the target is a creature it must make a Dexterity saving throw or take lightning damage equal to the amount of damage you reduced or half as much on a successful save.
 * Pure Firepower: First used by dragons of old, the study of fire can be incorporated into martial practice to enhance your fighting ability. You may expend a use of this feature when you hit a creature with a melee weapon attack. As flames overtake your weapon arm tendrils of fire strike at your opponent dealing an additional Xd6 fire damage. You may also expend a use of this feature to strike out with your fist shooting a ray of fire towards a target within 60 feet. If the target is a creature it must make a Dexterity saving throw taking Xd6 fire damage on a failed save, or half as much on a success.
 * Wind Surfing: A style first started by nomads in the southeastern seas this combines the exhilarating freedom of air with the ever flowing nature of water. For one round you may quadruple your jump height and distance, or quadruple your swimming speed. During that time you may skim the surface of the water with your feet. If you are skimming at the end of your turn you may expend another usage of this feature as a free action and continue skimming.
 * Flash Frost: From dragons to titans the flash freezing of the water vapor in the air has been used to devastate hapless victims for years. You may expend a use of this feature and exhale a mighty breath and freeze the air around a creature within 15 feet around you. Anyone in this cone must make a Constitution saving throw or take Xd6 cold damage and have their speed halved until the end of their next turn. On a successful save they take half damage and do not have their speed reduced.
 * Javalin of Wind: The giants would throw these mighty gusts of wind at interlopers invading their mountain homes, plummeting them to a rocky doom. You may expend a use of this feature to target a creature within 60 feet as you hurl a condensed blast of wind at them. They must make a Strength saving throw or take Xd6 bludgeoning damage and be pushed back 10 feet on failed saving throw, or take half as much damage and not be pushed back on a success.
 * Shield of the Great Zaratan: You harness the power of the great earthen tortoise, taking the ground around you to make a powerful shield. You may expend a use of this feature when you or a creature within 30 feet of you is hit by an attack and is on ground made of dirt, stone, or sand. Using your Reaction you reduce the damage by Xd6 as the earth rises to deflect the blow.
 * Blast of Rock: Combining earth and fire the sages of the northwest use this style to devastating effect as a siege weapon. You raise a stone or piece of earth within 30 feet and set it ablaze firing it towards a creature within 60 feet. The creature must make a Dexterity saving throw or take Xd6 bludgeoning damage and creatures within 5 feet must make a Dexterity saving throw or take half of the initial Xd6 roll in fire damage. This deals double damage to objects and structures.

Divine Study Magic
This type of magic can be taught by cleric, or paladin NPCs or those who incorporate divine magic into their fighting style. You do not have share a deity with the NPC but you have to have a specific faith you deepen your connection with. Once per turn, you may use Divine Study Magic as an Action or if you have the Extra Attack feature you may substitute an attack for a use of this feature instead. You decide to use this when the attack hits, unless your Magic doesn't involve an attack roll.

You have a number of uses equal to your Proficiency Modifier minus 1, and you regain all expended uses of it when you finish a short or long rest.
 * Healing Touch: You lay your hands on a creature and provide a surge of healing energy restoring Xd6 hit points. This has no effect on undead or constructs.
 * Radiant Strike: You imbue your attack with searing divine energy dealing an additional Xd6 radiant damage to your attack. If the creature is a fiend or undead it must make a Charisma saving throw or use its Reaction to move up to its movement away from you.

Skill Expertise
These Mentored Skills represent your character training in a specific skill, gaining proficiency in the skill, or double your proficiency if you already had that skill. For example a master thief may teach you to be Quick-Fingered, or a mage may teach you to be an Arcanist.

The link below presents the full list of skill feats. There are several amendments, when your character gains a Skill Expertise, there is no associated Ability Score Improvement. In addition there are replacements to the following feats' mechanics:
 * Empathetic:
 * If you spend 1 minute talking to someone who can understand what you say, you are able to use your uncanny insight to influence them. You may substitute a Charisma (Persuasion) check with a Wisdom (Insight) check as your empathetic understanding allows you to excel in social situations.

https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf
 * Perceptive:
 * Your near supernatural senses allows you to see with more than eyesight. You gain blindsense out to 10 feet. If you already have blindsense it increases by 10 feet.
 * Performer:
 * If you perform for at least 1 minute, you can attempt to charm a large number of humanoids within 60 feet. Make a Charisma (Performance) check, on a 15 or higher, humanoids of a Challenge Rating equal to your Proficiency Modifier minus 3 are charmed by you for 1 hour. While charmed in this way, it heaps praise on you and speaks glowingly of you in conversation. The effect ends early if it witnesses violence or combat.