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

Discipleship

Starting at 1st level, choose a person, being, or diety, at your DM's discretion, to be a devout disciple of. You must have a mentor in order to gain XP. When within 20 feet of your mentor you gain +1 to saving throws. When you choose your mentor they choose one class feature, Feat, Cantrip or Skill, Armor, Weapon, tool proficiency for you to learn. You can only learn class features of your player level or lower. This must be within your physical capabilities. If you betray your mentor, you disown your mentor or if your mentor disowns you, you must find a new mentor or begin another class.

You may not take a Disciple or Journeyman as your mentor.

Spellcasting

At 1st level you know 1 cantrip from any spell list. You may learn more cantrips from your mentor as you level.



Spell Slots:

The Disciple table shows how many spell slots you have available to you. Although you do not gain any spells without being taught by your mentor, or by finding a spellbook.



Spellcasting Ability: Intelligence is your spellcasting ability

Spellsave DC =- 8 + Proficiency Bonus + Intelligence Modifier

Spell Attack = Proficienfy Bonus + Intelligence Modifier



Epiphany

At 2nd, 6th, 10th,14th, & 18th level your rigorous studies you master one of your mentor's skill or tool proficiency, or a language as well as one of their class features, except Ability Score Improvement, feats, spells, weapon or armor proficiencies. You may save your epiphany for later levels.



Tutor

At 5th,10th, 15th & 20th level you may hire a tutor to teach you one skillor tool proficiency or language as well as one of their class features, feats, spells, weapon or armor proficiencies. You must spend a minimum of one week with your tutor in order to master this. If you choose not to hire a tutor, have an epiphany instead. You may save your tutors for a later time.

Ability Score Improvement

At 4th, 8th, 12th, 16th, & 19th level you may add 1 to 2 ability scores, 2 to 1 ability score, take a feat, or have an epiphany.



Old dogs new tricks

You have learned much from your mentor, but now is the time to show them your talents. At 20th level you teach one class feature, Feat, Spell, Language, Skill, Armor, Weapon, or Tool proficiency. Whenever an ally, within 20 feet of you, makes a saving throw they gain advantage.



You no longer need a mentor to gain XP. Your class is no longer disciple, but is now journeyman.