Mythic Feats
These feats are not suitable for all tables. These feats are not intended to be balanced against other feats in the game. These feats are intended to give a mythic aspect to martial characters, and allow them to compete in planar realm and on the battlefields of archwizards and gods, and removes some of their dependency on casters by giving them abilities that go beyond the scope of mere mortals. These can be used as is, further restricted, given freely as rewards, or used as Divine Boons, at the discretion of your DM.
Superhuman
Prerequisite: Strength 20 or higher, 15th level or higher
Your strength defies mortal limits. You gain the following benefits:
- You jump a distance equal to your walking speed. This is doubled if you take the Dash action.
- You have resistance to falling damage, and do not fall prone when landing.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You gain proficiency in Athletics. If you are already proficient in the skill, your Proficiency Bonus is doubled for any ability check you make that uses that skill.
World Breaker
Prerequisite: Strength 20 or higher, 15th level or higher
You have the strength to shatter physical limitations. You gain the following benefits:
- While you are grappling a creature or holding an object, you can crush it as a bonus action, dealing damage equal to twice your Strength modifier. This damage is doubled against objects or structures.
- You can cause the effect of casting thunderclap or mold earth (with a range of 5 feet) as a bonus action. The DC is 8 + your strength modifier + your proficiency bonus. These spells have no somatic components for you.
- All medium and smaller objects and creatures that you are holding become improvised weapons for you, dealing 1d6 bludgeoning damage, with the thrown 20/60 property. To throw an unwilling creature, you must have it grappled, and you cannot throw it beyond its normal range. Whenever you shove or throw a creature into another creature, both creatures take 1d6 bludgeoning damage.
Rule Breaker
Prerequisite: Strength 20 or higher, 15th level or higher
Your strength gains a metaphysical aspect, you can overcome magic with raw physical process. You gain the following benefits:
- Your natural weapons, unarmed strikes, and attacks with any weapon are considered magical.
- As an action, you can attempt to force your way through a magical barrier (such as wall of force or forcecage). Make a Strength (Athletics) check with a DC equal to the caster's spell save DC. On a success, you can pass through the barrier as if it were difficult terrain. If you pass by 5 or more, you leave a hole in the barrier equal to your size where you passed through it.
- You can replace any saving throw with a Constitution saving throw. Once you pass a save you replace in this way, you cannot do so again until you complete a short or long rest.
- Creatures you are grappling must succeed a DC 8 + your Strength modifier DC spell castering check when they attempt to teleport out of or otherwise magically escape your grapple.
Divine Celerity
Prerequisites: Dexterity 20 or higher, 15th level or higher
You navigate the world with such speed and grace that other creatures struggle to even comprehend your movements. You gain the following benefits:
- Your movement speed is increased by 10 feet.
- During your turn, you are under the effect of spiderclimb.
- As an action, you can teleport up to your movement speed.
- You can make a Dexterity (Stealth) to hide even from creatures that can see you clearly. You are Invisible to creatures if you exceed their passive perception by 10 or more until the start of your next turn. If you end your turn in line of sight of a creature while not otherwise invisible or obscured, you become revealed as normal.
- Select one of Acrobatics, Stealth or Sleight of Hand. You gain proficiency in the skill. If you are already proficient in the skill, your Proficiency Bonus is doubled for any ability check you make that uses that skill.
Quickened Time
Prerequisites: Dexterity 20 or higher, 15th level or higher
You're reactions, physical and mental, defy mortal norms. You gain the following benefits:
- When you make a saving throw to end an effect, you can make an additional saving throw against the effect at the start of your turn.
- As a result of a creature you can see casting a spell, you can move up to half your movement speed as a reaction before the spell is cast.
- As a result of a creature hitting you with a melee attack, you can use your reaction to make a single melee weapon attack against the creature that hit you.
Stalwart Mind
Prerequisites: Constitution 20 or higher, the inability to cast any spells
Your durability is beyond all rationality. You gain the following benefits:
- If you fail a saving throw, the next time you make a saving throw against the same effect before the end of your next turn, you can add your Constitution modifier to the saving throw.
- You do not die when taking massive damage, even if remaining damage equals or exceeds your hit point maximum.
- If damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead.
- You can go a number of days equal to your Constitution modifier without food, water, or sleep before gaining a level of exhaustion.