Mythic Paths

Base Mythic Abilities

Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier. The Tiers are gained based on the tiers of play (I.E levels 1-4 are Tier 1). Thus, a player will choose a mythic path (Each one represents one of the ability scores), and will gain the base mythic abilities
             
TierAbility
1st Hard to Kill,Mythic Power, Surge
2nd Mythic Initiative
3rd Recuperation
4th Mythic Saving Throws
5th Immortality

Hard to Kill: A mythic character never risks instant death. When making a death saving throw, a mythic character adds their mythic tier to the save. (A natural 1 still counts as a double failure even if this bonus would cause the roll to succeed.)
  Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 2x your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. You regain all of your mythic power after a long rest. At 3rd tier, you regain 1d4 points of mythic power with a short rest.
  Surge: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to take an action or move up to your speed after another creature's turn in combat. This does not change your initiative, you still act normally when your turn comes up. At mythic tier 3, you can take an action and move up to your speed. At mythic tier 5, you can take an action, move up to your speed and take a bonus action. You can only use surge once a round.
  1. Advantage: You can expend a use of mythic power to receive advantage on a saving throw, attack roll, skill check or ability check.
  2.  Healing You can expend a use of mythic power to immediately spend a number of Hit Dice equal to your mythic rank to heal yourself, even without a short rest.
  3. Break Condition: You can expend a use of mythic power to make a second saving throw on an effect that causes an ongoing condition. If the second saving throw is successful, the condition is ended.
  Mythic Initiative: At 2nd tier, you gain advantage on initiative checks. At 5th tier, you act on your initiative and your initiative -10.
  Recuperation: At 3rd tier, when taking a short rest, you double the number of hit points rolled after adding modifiers
  Mythic Saving Throws: At 4th tier, you gain advantage on all saving throws
  Immortality: If you die a mundane death, you return to life 24 hours later. A non-mundane death would be at the hands of a legendary creature, an artifact, a deity, etc. You do not die from old age.
 

Champion

           
TierAbilities
1st Mythic Strength, Mythic Blow
2nd Strength Skill
3rd Mythic Lift
4th Strength Save
5th Legendary Champion
Mythic Strength: A champion increases his maximum Strength score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score.
  Mythic Blow: A champion can expend a use of mythic power to increase his attack and damage result by his mythic rank for a single attack. This must be done before the attack is rolled. At 4th tier, he increases his attack and damage result for all attacks made on that turn.
  Strength Skill: A 2nd tier champion adds his mythic tier to strength based ability and skill checks.
  Mythic Lift: A 3rd tier champion multiplies his carrying capacity by his mythic tier.
  Strength Save: A 4th tier champion adds his mythic tier to strength saving throws.
  Legendary Champion: A 5th tier champion deals damage on weapon attacks as though he were one size larger. Against creatures with a CR less than half of the champion's level he deals maximum damage.
 

Mentant

           
TierAbilities
1st Mythic intelligence, mythic blow
2nd Mythic intelligence (skill)
3rd Mythic polyglot
4th Mythic intelligence (save)
5th Legendary Mentant
  Mythic Intelligence A mentant increases his maximum Intelligence score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score. At 2nd tier, he adds his mythic tier to Intelligence based ability and skill checks. At 4th tier, he adds it to Intelligence saving throws.
  Mythic Blow A mentant can expend a use of mythic power to increase his attack and damage result by his mythic rank for a single attack. This must be done before the attack is rolled. At 4th tier, he can increase the DC of any Intelligence based effects.
  Mythic Polyglot A 3rd tier mentant can read and speak all languages.
  Legendary Mentant A 5th tier mentant may use a bonus action to gain an insight into a situation. He may modify any roll he makes that round that is modified by an ability score with his Intelligence score instead. If the mentant is capable of casting spells, he may regain a spell slot by making an Intelligence check against DC 20 + spell level
 

Empath

           
TierAbility
1st Mythic charisma, mythic blow
2nd Mythic charisma (skill)
3rd Mythic emotion
4th Mythic charisma (save)
5th Legendary Empath
Mythic Charisma An empath increases his maximum Charisma score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score. At 2nd tier, he adds his mythic tier to Charisma based ability and skill checks. At 4th tier, he adds it to Charisma saving throws.
  Mythic Blow An empath can expend a use of mythic power to increase his attack and damage result by his mythic rank for a single attack. This must be done before the attack is rolled. At 4th tier, he can increase the DC of any Charisma based effects.
  Mythic Emotion A 3rd tier empath can engender great fear or respect in those around him. All creatures aware of the empath within 30 ft. must make a Charisma save. Those that fail are either Charmed or Frightened. The empath chooses the effect of the aura. A charmed effect ends when the empath attacks the creature. A creature no longer in view of the empath can make a saving throw at the end of its turn each round to end the effect. Otherwise, the effect lasts for 1 minute per mythic tier.
  Legendary Empath A 5th tier empath may add his Charisma score to his Armor Class and initiative checks instead of his Dexterity score. If the empath is capable of casting spells, he may regain a spell slot by making an Charisma check against DC 20 + spell level.
 

Guardian

           
TierAbility
1st Mythic constitution, mythic ward
2nd Strength skill
3rd Mythic lift
4th Strength save
5th Legendary Guardian
Mythic Constitution A guardian increases his maximum Constitution score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score. At 2nd tier, he adds his mythic tier to Constitution based ability and skill checks. At 4th tier, he adds it to Constitution saving throws.
  Mythic Ward A guardian can expend a use of mythic power to increase his armor class and reduce any damage dealt by his mythic rank against a single hit. At 4th tier, he wards against all attacks made on that turn.
  Mythic Lifeforce A 3rd tier guardian gains 1 hp per mythic tier per level.
  Legendary Guardian A 5th tier guardian gains resistance to all damage. Creatures with a CR less than half of the guardian's level deal minimum damage to the guardian.
   

Trickster

           
TierAbility
1st Mythic dexterity, mythic dodge
2nd Mythic dexterity (skill)
3rd Mythic evasion
4th Mythic dexterity (save)
5th Legendary Trickster
  Mythic Dexterity A trickster increases his maximum Dexterity score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score. At 2nd tier, he adds his mythic tier to Dexterity based ability and skill checks. At 4th tier, he adds it to Dexterity saving throws.
  Mythic Dodge A trickster can expend a use of mythic power to decrease an attack result by his mythic rank for a single hit against him and impose disadvantage on the roll. At 4th tier, he can make an attack against a creature that misses him due to this ability, with advantage and a bonus equal to his mythic rank on the attack and damage rolls.
  Mythic Evasion When a 3rd tier trickster is subjected to an effect that allows a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only minimum damage if they fail.
  Legendary Trickster A 5th tier trickster may take two bonus actions on any turn where they would normally be able to take one bonus action. They may take two reactions on any turn where they would normally be able to take one reaction. They may move up to their speed twice on any turn where they would normally be able to move up to their speed.
 

Seer

           
TierAbility
1st Mythic wisdom, mythic blow
2nd Mythic wisdom (skill)
3rd Mythic insight
4th Mythic wisdom (save)
5th Legendary Seer
Mythic Wisdom A seer increases his maximum Wisdom score by 2x his mythic tier. He increases his maximum score in other abilities by his mythic tier. This does not increase his score, merely his maximum score. At 2nd tier, he adds his mythic tier to Wisdom based ability and skill checks. At 4th tier, he adds it to Wisdom saving throws.
  Mythic Blow A seer can expend a use of mythic power to increase his attack and damage result by his mythic rank for a single attack. This must be done before the attack is rolled. At 4th tier, he can increase the DC of any Wisdom based effects.
  Mythic Insight A 3rd tier seer can automatically detect the surface thoughts and emotions of any creature he interacts with. This works similarly to a non-magical detect thoughts using the seer's Wisdom score.
  Legendary Seer A 5th tier seer may always act in the surprise round, with advantage on all rolls that round. Any roll made against him in a surprise round suffers disadvantage. If the seer is capable of casting spells, he may regain a spell slot by making a Wisdom check against DC 20 + spell level. If the seer is capable of harnessing ki, he may regain 1 point of ki by making a Wisdom check against DC 20.

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