Mythical Martial Image
Prerequisite: Requires level 15
 

Mythical Martial. Long ago, a wandering warrior of the void between planes traveled far and wide in search for mystical and legendary weaponry. His continued exposure to the elements of many different worlds and dimensions granted him magical strength that would remain within his blood for generations to come. Now, through a series of difficult trials and tribulations, you too have obtained the blood of the Dimensional Lord, Gilgamesh.

You have become a mythical martial, capable of supernatural feats that far surpass any mortal limits. This trait gives the user an additional action, 3 reactions, 3 legendary actions, and access to mythic actions if available. Their movement speed changes to 150 ft per turn, their jumping speed changes to 150 ft. Their base movement also take on the properties of an enhanced Freedom of Movement, which means that they can simply walk through a windstorm or up a cliff with their normal movement. Finally, hit points are 300 now. 

A mythical martial is capable of truly jaw dropping feats of strength, dexterity, and constitution. As such, your stats automatically increase to 25 strength, 25 dexterity, and 25 constitution. Your Armor class is set to 22 due to combat prediction, your perception increases to +15, you may perform certain spells such as stomping to cast earthquake or cutting apart space time. You also automatically pass str, dex, and con saves that are 15 or lower. None of this can be negated by Antimagic Field, as internal magic in lifeblood cannot be negated. 

This martial may perform truly immense feats of movement such as jumps that are staggeringly high, leaping between walls to ascend/descend, and traversing difficult terrain (A city or jungle) as easily as one goes for an afternoon walk. 

They are capable of throwing a person or monster to incredible distances such as across a city, cleaving through multiple enemies to deal AoE damage, easily targeting specific body parts to disable an enemy, breaking through a gate or wall with little to no effort, lifting large boulders to throw at enemies, holding a falling tower, picking up a tree to use as an attack, throwing a ballista bolt, and even grappling a tarrasque.

They can auto pass most skill checks out of combat pertaining to their 3 martial stats. If you need to climb a building, you auto climb with normal movement. If you need to open a chest, you can auto smash the lock unless it's very magical, but even somewhat magical can be defeated by the inherent magic running in your veins. You can dodge the blade of an assassin without fail. If you fight against becoming drunk, you can do so with ease.

Their magical blood also grants them the ability to resist certain magical effects and even disable some automatically with no skill check required through their force of discipline and will. These include being immune to mind altering spells, ignoring physically debilitating effects, parrying 3rd and lower level spells away like a fireball, yelling loud enough to overpower dissonant whispers, shattering a wall of force with impunity, destroying a lowly magical barrier with ease, or even cleave through some spells by rolling well enough. This means that they are immune to 3rd and lower levels spells.

 

Default Legendary Actions (Mythic actions are not given at start). 

You can take 3 legendary/mythic actions, choosing from the options below. Legendary action options can only be used at the end of a creature’s turn. You regain spent legendary actions at the start of your turn.

Attack (1 Action). User makes 1 standard melee or ranged attack.

Move (1 Action). User moves 30 feet.

Disengage (1 Action). User disengages.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2023 3:56:09 AM
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Mythical Martial Image

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