Fighter
Base Class: Fighter

A Mythic Paragon is a warrior who has broken the ordinary limits of mortal skill and endurance. Their presence on the battlefield is that of a living legend—or a boss monster made flesh. They shrug off effects that would fell lesser heroes, act with impossible speed and precision, and grow stronger the longer a fight continues.

Mythic Dominance

3rd-level Mythic Paragon feature

Your hit point maximum increases by 15. In addition, it increases by 5 for each level you have in this class.

Your Strength, Dexterity, and Constitution scores each increase by 2, and the maximum for each of those scores increases by 2.

You become proficient in Dexterity saving throws. You also gain proficiency in two skills or tools of your choice and expertise in four skills or tools of your choice. For any skill in which you lack proficiency, you add half your proficiency bonus (rounded up) to ability checks you make using that skill.

Your speed increases by 10 feet. You gain a +1 bonus to attack rolls made with weapons, to your Armor Class, to saving throws, and to ability checks. You learn two languages of your choice.

You have advantage on death saving throws and on initiative rolls. You add +5 to your initiative rolls and to your passive Perception and Investigation scores. You can’t be surprised while you are conscious, and you can read lips.

You are immune to critical hits. You can’t gain vulnerability to damage. You are immune to any effect that does not require an ability check, saving throw, or attack roll unless you choose to be affected by it.

You can take the Dash action as a bonus action. You can also make one weapon attack as a bonus action on your turn.

When a creature you can see takes an action, takes a bonus action, or uses its movement, you can use your reaction to make one weapon attack against a creature within the reach or range of your weapon.

When an attack roll is made against you, you can use your reaction to increase your Armor Class by 5 until the start of your next turn. You can gain this benefit only once per round.

Legendary Might

7th-level Mythic Paragon feature

Your weapon attacks ignore resistance and immunity to the damage they deal.

You gain a second reaction that you can use on each round of combat. You also gain one use of Legendary Resistance and one Legendary Action.

Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. You regain expended uses of Legendary Resistance when you finish a long rest.

Legendary Action. At the end of another creature’s turn, you can expend a Legendary Action to take one of the following actions. You can take only one Legendary Action at a time and only at the end of another creature’s turn. You regain all expended Legendary Actions at the start of your turn.

  • Act. You take an action or a bonus action.
  • Move. You move up to your speed without provoking opportunity attacks.
  • Command. A willing ally you can see can take an action, take a bonus action, or move up to their speed without provoking opportunity attacks.

You can attune to one additional magic item (four total). You gain another +1 bonus to weapon attack rolls, Armor Class, saving throws, and ability checks. You have advantage on Strength, Dexterity, and Constitution saving throws.

Your Strength, Dexterity, and Constitution scores each increase by 2 (and the maximum for each increases by 2). Your speed increases by an additional 10 feet.

Unstoppable Onslaught

10th-level Mythic Paragon feature

You have resistance to bludgeoning, piercing, and slashing damage.

When you reduce a creature to 0 hit points with a weapon attack, you gain temporary hit points equal to the damage dealt and you gain inspiration.

You gain a third reaction that you can use on each round of combat. On your turn, you can take an additional action on top of your normal action and any bonus action.

You gain a second use of Legendary Resistance and a second Legendary Action. You can attune to one additional magic item (five total).

You gain another +1 bonus to weapon attack rolls, Armor Class, saving throws, and ability checks. You have advantage on ability checks made with skills or tools in which you are proficient.

Your Strength, Dexterity, and Constitution scores each increase by 2 (and the maximum for each increases by 2).

Absolute Supremacy

15th-level Mythic Paragon feature

You gain proficiency in all saving throws.

You gain a third use of Legendary Resistance and a third Legendary Action. You can attune to one additional magic item (six total). You gain a fourth reaction that you can use on each round of combat.

Your Strength, Dexterity, and Constitution scores each increase by 2 (and the maximum for each increases by 2). You gain another +1 bonus to weapon attack rolls, Armor Class, saving throws, and ability checks.

When you roll a 17–20 on the d20 for a weapon attack, the attack is a critical hit. When you score a critical hit with a weapon attack, the target is vulnerable to the damage of that attack.

You can’t gain disadvantage on any attack roll, ability check, or saving throw you make, and you can’t gain any penalties on those rolls.

At the start of each of your turns, you regain hit points equal to twice your fighter level.

Mythic Apex

18th-level Mythic Paragon feature

You have resistance to all damage. This resistance, and any other resistances or immunities you possess, cannot be ignored or bypassed.

When you take damage, you can use your reaction to halve the damage taken.

You have advantage on all saving throws and on weapon attack rolls. You gain a fifth use of Legendary Resistance, a fifth Legendary Action, and a fifth reaction that you can use on each round of combat.

Your Strength, Dexterity, and Constitution scores each increase by 2 (and the maximum for each increases by 2). You gain another +1 bonus to weapon attack rolls, Armor Class, saving throws, and ability checks.

Once per long rest, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point and gain temporary hit points equal to your missing hit points. While you have these temporary hit points:

  • Each time you deal damage with a weapon attack to a creature that is missing half or more of its hit points, these temporary hit points increase by the damage dealt.
  • You regain all expended uses of Legendary Resistance.

You lose these temporary hit points when you regain hit points equal to your hit point maximum. You also gain a sixth reaction and a sixth Legendary Action while these temporary hit points remain.

You no longer age, cannot be aged magically, and cannot die of old age. You are immune to exhaustion.

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