Base Class: Fighter

Stories have power to them. They can spark heroism in even the humblest of folk. Many folk grow up hearing tales of heroes. Of daring individuals, underdogs who rise up and triumph over adversity, evil, and tribulation. Of ferocious monsters capable of great and terrible feats. Many adventurers get their start from the want to be like the heroes they grew up idolizing. To emulate the valour, the glory of those that came before. A mythwalker is one who knows how to make those legends real.

A mythwalker imbues their very bodies with these fables, mimicking their power. They take the tale of the abhorred dragon that terrorizes good folk and use its power to terrorize those that would do harm to good folk. They take the stories of powerful, schooled mages and use it to glean insight into arcane esoterica; take the tales of the strange, dazzling Feywild and emulate that elegant, ethereal excellence.

Mythwalker Features

3rd Invoke Fable (2 fables), Skald
7th Coda, Invoke Fable (3 fables)
10th Improved Fables, Invoke Fable (3 uses)
15th Laureate, Invoke Fable (4 fables)
18th Invoke Fable (4 uses)


Invoke Fable

At 3rd level, you learn to invoke aspects of the heroes you’ve been enamoured by all your life, breaching the veil of what is real and what is myth. When you gain this feature, you learn two Fables of your choice (see “Fables” below).

Invocation. As a bonus action, you can invoke one of your fables, which typically grants you a passive and active effect. You can invoke a fable for 1 minute, or until you choose to dismiss it (no action required). Should you be rendered unconscious while invoking a fable, or enter into a Barbarian's Rage, all features, passive and active end, and any effect created by the invocation also ends. You can only invoke one fable at a time.

You have two uses of this feature, and you regain all expended uses of it when you finish a long rest. You gain additional uses of this feature when you reach certain levels of this class: 10th (3 uses), 18th (4 uses).

Additionally, you may pick additional Fables when you reach certain levels in this class: 7th, and 15th. Each option also improves when you reach 10th level as a fighter. When you gain a level in this class, you can also swap out a fable you can invoke for another.

Saving Throws. Some fables listed below require your target to make a saving throw to resist its effects. Your saving throw DC is calculated as follows:

Fable save DC = 8 + your proficiency bonus + your Charisma modifier


You have advantage on any Intelligence (History) checks made to recall information pertaining to any of the fables you choose for this archetype.


The fables are listed in alphabetical order.

The Abhorrent Dragon

While invoking this Fable, you can spend a use of your Action Surge ability to use the dragon’s frightful presence feature. Each creature of your choice within 30 feet of you that can see you and is aware of you must succeed a Wisdom saving throw against your Fable save DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or if the effect ends for it, that creature is immune to this effect for 24 hours.

While you are actively invoking this fable, all your weapon strikes deal an extra 1d4 fire damage. This damage increases to 2d4 when you reach 10th level in this class.

The Ferocious Tiger

When you invoke this fable, you assume the form of a hybrid tiger for the invocation’s duration. You gain the following features in your weretiger form:

  • Your Strength score increases by 2 for the duration of the fable. Your Strength score cannot exceed 22 by means of this feature.
  • You gain the Keen Hearing and Smell feature.
  • You gain the Pounce feature, using your Fable save DC.
  • You can take the Bite and Claw attack actions, using your proficiency bonus and Strength score, provided that you Bite on only one of your attacks. If you only attack with your claws for your attack action, you can make a single Bite attack as a bonus action. This version of Bite can not pass on the curse of Lycanthropy.

For more information on your weretiger features, see page 210 of the Monster Manual, or search for “weretiger” under the Monsters section on D&D Beyond.

Additionally, once per invocation, when you roll damage for a weapon attack, you can reroll the weapon’s damage dice and use either total. 

The Feywild

When you first invoke this fable, you can attempt to cast charm person on one humanoid you can see within range.

While channeling this Fable, your appearance is augmented by the allure of the Feywild, granting you advantage on all Charisma-based skill checks while it’s active.

The Legendary Thief

While you are invoking this fable, you can add your Charisma modifier to all Dexterity (Stealth) checks, and you ignore any disadvantage to Dexterity (Stealth) rolls posed by wearing heavy armour.

Additionally, while you are invoking this legend, you may target one creature within 60 feet of you for a surprise attack. You expend a use of your Action Surge to do so, and teleport next to that creature. You may immediately take the Attack action against that creature, using as many attacks are you are able to against them. If any of your attacks hit, and the creature wasn’t aware of your presence, you deal an additional 1d10 damage to the creature that ignores all damage resistances the creature may have. When you reach certain levels in this class, the damage increases, increasing to 2d10 at 10th level, and 3d10 at 15th level.

The Mage

When you invoke this legend, pick two cantrips from the Wizard’s spell list. For the duration of the fable, you can cast these two cantrips. Each time you invoke this fable, you can choose different cantrips. Charisma is your spellcasting modifier for these cantrips.

Additionally, when you invoke this fable, a magical barrier surrounds you, protecting you from harm, taking the form of 15 temporary hit points that last for the duration of the fable, or until the hit points are lost. When you reach 10th level, the temporary hit points gained become 30.


By 7th level, your practice of carrying on the legacy of heroes after they have turned to myth has brought a keen awareness of the veil. You can cast speak with dead once per rest, without providing any material components.

Improved Fables

At 10th level, your ability to funnel abstract energy into your form to emulate myth and legend becomes more powerful. You can now invoke a fable for 10 minutes at a time, and your fables gain additional features, as listed below.

The Abhorrent Dragon

At 10th level, you gain another ability from the legend of the abhorred dragon. As an action while you are invoking this fable, you can exhale fire in a 15-foot-cone. Each creature in the area must make a Dexterity saving throw against your fable save DC, taking fire damage equal to the following:

Fire breath damage = (Half your fighter level, rounded up) d8 + your Charisma modifier

A target that succeeds its saving throw takes half damage.

Once you have used this feature, you cannot use it again until it recharges. At the start of each of your turns after you use this feature, roll a d6. If you roll a 5 or a 6, you may spend an action to use this feature again.

The Ferocious Tiger

When you reach 10th level in this class, your Strength score increases by 4 when you assume your hybrid form. You can also use the extra action afforded by your Action Surge to cast hunter's mark, cast at 3rd level. If you maintain concentration on this spell throughout the duration of this Fable, the spell persists after it ends.

The Feywild

At 10th level, the immaculate appearance you exude while invoking this fable is so dazzling, it can stop creatures in their tracks. You can expend a use of your Action Surge and force all creatures of your choice within 30 feet of you to make a Wisdom saving throw. On a failure, a target is stunned for 1 round.

A creature immune to being charmed, undead and constructs are immune to this effect.

The Legendary Thief

You can cast disguise self without providing any components once per short or long rest. You do not need to be invoking the legendary thief to cast this spell.

The Mage

At 10th level your embodiment of the mage refines, granting you the ability to see the very threads of the Weave as it is manipulated. While invoking this fable, as a reaction to another creature that you can see within 60 feet of you casting a spell, you can spend a use of your Indomitable feature to try and interrupt the spell. To do so, make a Charisma ability check. The DC equals 10 + the level of the spell you are attempting to interrupt. On a successful check, the spell is cancelled, and the spell slot used to cast it is wasted. On a failure, the spell is cast as per normal.

Additionally, when you use your action to cast a cantrip, you can make a single weapon attack as a bonus action.

Invoke Fable (3 uses)

At 10th level, you can now invoke your fables 3 times per long rest.


Your adeptness at reaching beyond the veil, beyond what should and should not be real to embody your fables has given you new insight into all legends, all fables. You can cast legend lore without providing any material components. 

Once you have used this feature, you cannot do so again until you have finished a long rest.

Invoke Fable (4 uses)

At 18th level, you can invoke your fables 4 times per long rest.


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