RolePlay onLine RPoL Logo

, welcome to Lords of Darkwood

06:32, 25th April 2024 (GMT+0)

Mythic Ranks.

Posted by ManofduskFor group 0
Manofdusk
GM, 3 posts
Passive Perception: 0
Sat 7 Jan 2023
at 13:40
  • msg #1

Mythic Ranks

As characters gain renown, it will be represented by Mythic ranks. Mythic ranks are organized like a class but grant no benefit other than features. A character must be either a Hero or have accepted the blessing of one of the 5 deities to become Mythic.


lv....feature
1.....Legendary Resistance, Legendary Actions (x1)
2.....Action Boost (x1)
3.....Mythic Path
4.....Legendary Actions (x2)
5.....Action Boost (x2)
6.....Wellspring of Power (x1)
7.....Mythic Path Feature
8.....Legendary Actions (x3)
9.....Action Boost (x3)
10....Mythic Path Feature
11....Wellspring of Power (x2)
12....Legendary Actions (x4)
13....Action Boost (x4)
14....Legendary Recovery (Short)
15....Mythic Path Feature
16....Legendary Actions (x5)
17....Action Boost (x5)
18....Wellspring of Power (x3)
19....Legendary Recovery (Long)
20....Mythic Path Feature


Legendary Resistance: Choose one ability score when this ability is gained. Whenever you would fail a save using that ability score, you may roll again with advantage. If you do not possess proficiency in that ability save, you gain proficiency. If you have proficiency in that ability save, you gain expertise (use your proficiency modifier x2).

Legendary Actions: Entities with Mythic ranks have a number of Legendary Actions that it may use each round. Legendary Actions are regained at the start of each of that creature's turns.

Action Boost: You may choose an attack, spell, or class feature that you possess to use as a Legendary Action (the ability must be chosen when this ability is gained).

Mythic Path: At 3rd rank, you may select from a number of Mythic Paths to gain those abilities.

Wellspring of Power: Choose a feature you possess with a limited number of uses (chosen at the time of taking this ability). You may, as a bonus action, recover one use of that ability. Each time this feature is gained, choose a new ability. Uses of Wellspring of Power are regained on a long rest.

Legendary Recovery (Short): You may use both your movement and attack actions to gain the effect of a short rest. Using this feature inflicts a level of exhaustion. Normal exhaustion recovery does not function with this feature.

Legendary Recovery (Long): You may use both your movement and attack actions to gain the effect of a long rest. Using this feature inflicts two levels of exhaustion. Normal exhaustion recovery does not function with this feature.
This message was last edited by the GM at 17:59, Sat 07 Jan 2023.
Manofdusk
GM, 4 posts
Passive Perception: 0
Sat 7 Jan 2023
at 19:03
  • msg #2

Mythic Path

Mythic Beast

 Beasts are favored by Umbrala, becoming stronger, faster, tougher versions of themselves.

3rd: Legendary Hide- The Mythic Beast's hide is infamously tough. It gains an AC of 10 + proficiency modifier + Constitution modifier + Dexterity Modifier. If any of these values are negative, treat them as 0.

7th: Mythic Toughness- The Mythic Beast gains a pool of temporary hit points equal to its Mythic Rank x5. These recover on a long rest.

10th: Beastly Cunning- The Mythic Beast gains Scent and Blindsight out to 120ft. Furthermore, it can never be surprised and always acts in the surprise round.

15th: Mythic Swiftness- The Mythic Beast is now treated as if permanently under the effects of a Haste spell.

20th: Mythic Ferocity- Whenever the Mythic Beast would be reduced to 0 hp, it may instead roll a Constitution Save vs a DC of 8 (with advantage). If the save is successful, the Mythic Beast stops at 1hp. The DC of the save increases by 2 each time it is made and resets after a short rest.

Elemental Infused

 Elemental Infused are likewise creatures of Umbrala, beasts infused with elemental energies.

3rd: Elemental Infusion- Choose a damage type. You gain resistance to that damage type.

7th: Elemental Channeling- Your natural weapons or any weapons you wield now deal 1d6 + 1/2 mythic rank extra damage of the damage type you chose for Elemental Infusion.

10th: Elemental Breath- You gain a breath attack of the elemental damage type you chose for Elemental Infusion. You may choose a 60ft cone or 120ft line whenever you use this ability. The save is 10 + Constitution Modifier and deals 1d6 damage per 2 Mythic Ranks. Roll a 1d6 each round. This ability recharges on a 5 or 6.

15th: Elemental Healing- You are now immune to the damage type you selected for Elemental Infusion. Further, for every 3 damage of that type you take, you heal 1 point of damage.

20th: Elemental Aura- You now deal 1d4 damage per round (of the damage type you selected for Elemental Infusion) to all creatures within 30ft.

Physical Exemplar

 Favored of Diunon, Physical Exemplars rise to physical and mental heights normally unachievable.

3rd:  Mythic Power
7th:  Mythic Power
10th: Mythic Power
15th: Mythic Power
20th: Mythic Power


Mythic Power: Increase an ability score by 2. This also increases your ability score cap by 2.

Skilled Exemplar

 Favored of Diunon, Skilled Exemplars are masters of technique practicing a skill or craft to unrivalled levels of perfection.

3rd: Mythic Proficiency- You gain proficiency in a skill or tool. Should you roll a 1 with this skill or tool, you may reroll that check. Once you have used this ability, you must wait until a long rest to recharge.

7th: Mythic Expertise- You gain expertise in the skill or tool granted by Mythic Proficiency. Should you fail a check with this skill or tool, you may reroll that check. Once you have used this ability, you must wait until a long rest to recharge.

10th: Mythic Consistency- Whenever you roll less than a 10 on a check using the skill or tool granted by Mythic Proficiency, you treat the check as having rolled a 10. Should you fail a check with this skill or tool, you may add your relevant ability score modifier to that check as a bonus. Once you have used this ability, you must wait until a long rest to recharge.

15th: Mythic Skill- You now always possess advantage on checks made with the skill or tool granted by Mythic Proficiency. If you do not have the tools required, you may improvise with whatever is available and retain your advantage even in unfavorable situations.

20th: Font of Creation- Your skill has risen almost to the point of divinity. You may choose to forgo your roll with your chosen skill or tool and instead treat the roll as if you had rolled a natural 20. Using this ability inflicts a level of exhaustion.
Manofdusk
GM, 5 posts
Passive Perception: 0
Sat 7 Jan 2023
at 19:26
  • msg #3

Mythic Path

Mythic Arcanist

 Some beings choose to attempt to ascend the mythic ranks using the power of the arcane, rejecting the blessings of the gods. These beings fall under the purview of the Watcher, who espouses free will above all things.

3rd:  Mythic Arcane Path- Choose a school of magic. You may now switch out any spell known or prepared spell with any spell from that school of magic as a Legendary Action. If you encounter a previously unknown spell of that school, you may learn it without cost by simply reading it or casting it from a scroll once.

7th:  Arcane Savant- You may cast any spell from your Mythic Arcane Path as a Legendary Action. It consumes a spell slot as normal and a number of Legendary Actions equal to half the spell level.

10th: Wellspring of Power- You may now cast spells from your Mythic Arcane Path without expending a spell slot. Doing so requires a number of Legendary Actions equal to 1/2 the spell's level. You may use this ability up to a number of times equal to your relevant casting modifier and all uses are recovered on a long rest.

15th: Unchained Arcanum- You may now push your spells beyond their limits. You may use any number of Legendary Actions as part of casting a spell from your Mythic Arcane Path. Add that number to the level of the spell slot consumed to determine the actual power of the spell (so casting a 3rd level spell and using 3 legendary actions would have the same power as if it were cast as a 6th level spell.)

20th: Arcane Apotheosis- All spells cast from your Mythic Arcane Path are cast at 9th level despite the level of spell used.


Mythic Heirophant

 While some beings reject the gods in order to gain power, some embrace the boons of the gods fully. These likewise fall under the domain of the Watcher.

3rd:  Turn Mortals- The Mythic Heirophant gains the ability to turn humanoids (or any species connected to civilization). This effect is otherwise like the Turn Undead class feature. You gain an additional 3 uses of Channel Divinity.

7th:  Extra Domain
10th: Extra Domain
15th: Extra Domain
20th: Extra Domain

Extra Domain: You choose an additional domain. You gain the channel divinity and spellcasting options of that domain. You may cast each domain spell you have once per long rest without expending a spell slot and your total level is treated as a cleric level for the purposes of other class abilities.
This message was last edited by the GM at 20:42, Sat 07 Jan 2023.
Manofdusk
GM, 6 posts
Passive Perception: 0
Sat 7 Jan 2023
at 21:04
  • msg #4

Mythic Path

The Shadow

 Followers of Eirideth are often criminals and schemers, plaguing their cities with their exploits. Those who's work becomes especially famous become Shadows.

3rd:  Resist Detection- You gain advantage on saves against any spell that would gather information about you (scry, detect truth, ect.). You gain a save even if the spell would not normally allow one and the spell fails outright if you resist successfully.

7th:  Death Knell- You may cast Death Knell at will as a Legendary Action any time a creature within 30ft of you drops to 0 hp.

10th: Nondetection- You are now protected by a permanent nondetection spell.

15th: Mislead- You come under the effect of a permanent Mislead spell. If any aspect of the spell would end (dispel, antimagic, you attack or cast a spell, ect), the effect returns after 1 minute.

20th: In Darkness Dwell- Whenever you are alone with a target, with no one within line of sight within 120ft, you may make a single attack against your target with advantage. If the attack is successful, it deals maximum damage and the target is stunned and silenced for one turn. If the target is Bloodied or if the attack would render it Bloodied, it must immediately make 3 death saves.


The Mythic Marshall

 While it is usually criminals who follow Eirideth, many lawmen do too. Of them, the most experienced often become experts at tracking down the worst of the criminal elements.

3rd: You gain Proficiency and Expertise on Insight and Survival checks as well as advantage on any check made to interrogate or track someone.

7th: You may now spend a legendary action to donate your move action to any friendly within 60ft that can both see and hear you (you must have an unused move action to donate)

10th:  You may now spend a legendary action to donate your bonus action to any friendly within 60ft that can both see and hear you (you must have an unused bonus action to donate)

15th:  You may now spend a legendary action to donate your attack action to any friendly within 60ft that can both see and hear you (you must have an unused attack action to donate)

20th: You may now spend a legendary action to move another person up to your initiave order -1, even if they have already acted this turn. Those already acting on your initiave -1 gain no further benefit from this ability and the target must be within 60ft and be able to both see and hear you.
This message was last edited by the GM at 16:13, Wed 11 Jan 2023.
Manofdusk
GM, 7 posts
Passive Perception: 0
Sat 7 Jan 2023
at 21:23
  • msg #5

Mythic Path

The Unbroken

 Those who never surrender, never falter, and never back down are the purview of Naruth. Through sheer tenacity in the face of adversity, they inspire those that see them.

3rd: Unyielding- The Unbroken gains advantage on any save against fear, charm, dominate, paralysis, or any other effect that would wrest control from him. If the Unbroken is not proficient in a save against one of these effects, he gains a bonus equal to his proficiency modifier to the save.

7th: Courage of the Unyielding- Whenever the Unbroken successfully resists an effect that would wrest control from him, anyone who can see him who is also friendly also gain the benefit of Unyielding. If such a person is already under one of those effects, they immediately get a new save.

10th: Unrelenting- In the event that the Unbroken fails a save against an effect that would wrest control from him, he is allowed a new save each round to end the effect prematurely.

15th: Unbreakable- The Unbroken is immune to any effect that would wrest control from him.

20th: Unstoppable- The Unbroken will never stop in the face of any adversity. Their speed can never be reduced below 5ft.


 The Mythic Commander



3rd: Word of Encouragement- You may, as a Legendary Action, grant a Circumstance bonus to any d20 roll of anyone who can hear you. You may do this after the d20 is rolled but before the result is determined. You may do this a number of times per long rest equal to your Charisma Modifier.

7th: Word of Valor- You may, as a Legendary Action, grant a number of Temporary Hit Points equal to 1d10 per 3 mythic ranks + your Charisma Modifier to everyone within 120ft who can hear you. You may do this a number of times per long rest equal to your Charisma Modifier.

10th: Word of Inspiration- You may, as Legendary Action, allow a friendly target who can hear you within 120ft to reroll any d20. You may do this a number of times per long rest equal to your Charisma Modifier.

15th: Word of Rejuvenation- You may, as a Legendary Action, allow a friendly target who can hear you within 120ft to spend any number of Hit Dice in order to recover hp as if they had had a short rest. This does not grant any additional benefits of a short rest.

20th: Word of Recall- The Mythic Commander may, as a Legendary Action, teleport a willing, friendly target within 1 mile to a location within 30ft of him.
This message was last edited by the GM at 09:09, Mon 16 Jan 2023.
Manofdusk
GM, 15 posts
Passive Perception: 0
Thu 26 Jan 2023
at 09:25
  • msg #6

Mythic Specialty

 At rank 1 Mythic, characters will gain a Mythic Specialty. These are alternate or variant powers that are based on the theme of your characters and the story those around you tell (so keeping an ability secret will prevent it from gaining a mythic variant).

 These powers are not, by nature, extra powerful but are instead designed to fit the thematics of your character.
Sign In