Fighter
Base Class: Fighter

Ancient societies once had a way to create powerful weapons known as myth weapons. The fighters powerful enough to wield these myth weapons were known as Myth Forged soldiers. As time went on, the art of creating myth weapons slowly disappeared, leaving very few myth weapons left in existence. Today, a secret society of Myth Forged keep these ancient traditions alive by training young soldiers in hopes of passing down their myth weapons to the next generation.

Mythic Aspect

When you chose this archetype at 3rd level, you awaken the properties of your myth weapon; the way you obtained this myth weapon is up to you. All attacks made with this weapon are considered magical. You also cannot be disarmed of your myth weapon.

Additionally, you can spend 1 hour performing a ritual to absorb another weapon's enchantments and properties into your myth weapon. For example, if you were to absorb a Flame Tongue Longsword while wielding a myth weapon in the form of a short sword, your myth weapon will turn into a Flame Tongue Longsword. Both your myth weapon and the weapon you want to absorb have to stay within 10 ft of you, or else the ritual fails. Once the ritual is complete, the original weapon is destroyed. If your myth weapon requires attunement, you can attune to it without using an attunement slot.

Awakened Myths

You awakened the latent power within your myth weapon allowing you to use your mythic abilities. At 3rd level, you awaken one mythic ability of your choice. You awaken an additional mythic ability when you reach 7th, 15th, and 18th level. All of your mythic abilities are tied to your action surge and your second wind features. Your mythic abilities can only activate if you are wielding your myth weapon. You can change your mythic abilities whenever you finish a long rest or when you use your mythic aspect feature.

Myth of Brutal Stamina

Your myth weapon becomes one with your body and empowers your strikes. When ever you hit a creature, you can chose to use your second wind feature to deal an extra 1d10 force damage as part of your action.

In addition, you gain an additional use of your second wind feature.

At 18th level. You have two additional uses of second wind instead of two.

Myth of the Chaotic Critical

Your myth weapon channels the chaotic power within. If you land a critical hit while you are using your action surge to attack, roll a d6. The number corresponds to one of the effects listed in the chart below.

At 18th level. You roll the d6 twice and chose one to apply to your attack.

D6 Effects
1 (Inferno) The creature suffers an additional 1d12 fire damage.
2 (Sap) The creature receives disadvantage on their next attack.
3 (Halt) The creature is stunned until the start of your next turn.
4 (Rend) The creature's AC is reduced by 5 until the end of your next turn.
5 (Decay) The creature is unable to heal until the end of your next turn.
6 (Mythic) Reduce the creature's maximum HP by 1d12 HP until their next long rest.

Myth of the Dancing Winds

Your myth weapon conjures the wind in your favor. When you use an action surge, your movement speed increases by 20 feet.

At 18th level. Your movement speed increases by 40 feet.

Myth of the Dreadful Soul

Your myth weapon strikes fear in all. Instead of gaining an additional action, you can expend one use of your action surge to make every creature you hit frightened by you until the end of your next turn. You must decide to use this feature before taking your original action.

At 18th level. The frightened condition lasts until the creature drops to 0 hit points.

Myth of the Fate Weaver

Your myth weapon commands fate to guide your strikes. As a bonus action, you can use your second wind feature to gain advantage on all attack rolls for 3 turns.

At 18th level. You gain advantage for 5 turns instead of 3 turns..

Myth of the Phantom Blade

Your myth weapon calls upon it's ethereal form. When you use your action surge, you can use your bonus action to make two attacks by summoning an ethereal copy of your weapon. This attack is made with advantage.

At 18th level. You make three attacks instead of two.

Myth of the Undying Spirit

Your myth weapon hardens your mind and body. When you use your second wind feature to heal, you gain resistance to one damage type of your choice for a number turns equal to your Constitution modifier. If you roll a 10 on your second wind die, you gain an immunity instead.

At 18th level. You gain two resistances/immunities instead of one.

Myth of Weakness

Your myth weapon finds a flaw in everything. As an action, you spend one use of your second wind feature and chose one creature that you can see. You can give this creature a vulnerability to a damage type of your choice for a number of turns equal to your Constitution modifier.

At 18th level. You can use this feature as a bonus action.

Story of Everything

At 7th level, your myth weapon lets you see visions of the past. You can spend spend up to 30 minutes to perform a ritual on an object. During this ritual, you can see visions of anything that happened around said object within the past 30 days.

Rejuvenating Critical

At 10th level, whenever you roll a critical hit with your myth weapon, you can chose to regain either one use of your action surge or your second wind feature. You can use this feature twice per long rest.

Steadfast Legend

At 15th level, while you are wielding your myth weapon, you can no longer receive disadvantage on any attack roll you make, and creatures can no longer be immune or resistant to any damage dealt with your myth weapon. In addition, your movement speed is no longer affected by difficult terrain.

Soulbound Blade

At 18th level, your myth weapon has become one with your soul. Whenever your character falls unconscious, your soul is transferred inside your myth weapon and remains there until you regain consciousness or your myth weapon is destroyed. While your character is unconscious, you can make one attack with your myth weapon on your turn. If your character dies, a spellcaster can use your myth weapon as a material component for any spell with the purpose of reviving you.

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