Base Class: Fighter
Mythic Warriors are extraordinary individuals who harness extreme determination over brute force or clinical finesse. Where others see an impossible odds, the hero sees a worthy challenge—and always rises to the occasion.
Mythic Surge
Beginning when you choose this archetype at 3rd level, you learn to harness your inner hero at critical moments. You learn Mythic Techniques that are fueled by mythic surges. Some techniques enhance an attack, ability check, or saving throw by adding half your fighter level (rounded down).
You can use the feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you finish a short or long rest.
Mythic Techniques
Exceptional Athletics. When making a Strength or Dexterity check, you can expend a use of your Mythic Surge to gain a bonus to the result. This cannot be used as part of an attempt to grapple a creature.
Interpose. When a creature you can see attacks a target within 15 feet, you may use your reaction to expend a use of Mythic Surge, and move up to your speed to the target and have the attack target you instead. You must end your movement within 5 feet of the original target.
Perfect Timing. When taking the Help action, you expending a use of your Mythic Surge to also give the creature a bonus to its ability check or attack roll.
Plucky Endurance. When making a saving throw, you may use your reaction to expend a use of Mythic Surge to add its bonus to the result.
Determined Strikes
Starting at 7th level, you gain the ability to double your efforts after a failed strike. Once on each of your turns when you miss with a weapon attack, you can gain advantage on the next weapon attack you make by the end of your next turn.
Improved Mythic Surge
Starting at 10th level, you regain one use of Heroic Surge after using Second Wind. In addition, you gain access to new Mythic Techniques.
Crucial Interruption. When you see a creature within 30 feet of you casting a spell, you can expend a use of mythic surge and use your reaction to throw a weapon or shield that you're holding at the creature in an attempt to interrupt the spell it's casting. Make a Strength or Dexterity check (your choice), the DC equals 10 + the spell's level. On a success, the creature takes 1 point of damage, and the creature's spell fails and has no effect.
Last Stand. When you are reduced to 0 hit points you can use your reaction to expend a mythic surge and drop to 1 hit point instead. You then move up to half your speed toward a hostile creature without provoking opportunity attacks, and make a weapon attack with advantage.
Urgent Cry. As a bonus action you can expend a use of mythic surge choose up a number of allies equal to your proficiency bonus within 30 feet. They can then use their reaction to move up to half their speed, without provoking attacks of opportunity.
Stirring Cry
Starting at 15th level, all allies that can see you within 30 feet gain hit points equal to your fighter level whenever you use your Second Wind. In addition, you regain a use of Second Wind when using Action Surge.
Legendary
At 18th level, you reach the epitome of heroism and become truly legendary. You have 1 legendary action, and regain it at the start of each of your turns. A legendary action is a special action that happens only at the end of another creature's turn.
The legendary actions you may choose from are:
Bolster. Choose one creature other than yourself within 15 feet and remove the frightened condition.
Detect. You make a Wisdom (Perception) check.
Distract. Choose a creature other than yourself within 60 feet and give it disadvantage on its next weapon attack roll.
Skirmish. You can move up to half your movement speed.
Previous Versions
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