Myth-Shaper (Ajiibwan)

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Myth-Shaper Class

Art Credit: Midjourney

Myth-Shaper

The Myth-Shaper is a versatile adventurer that uses storytelling, artistic performance, and cunning to influence the public, inspire allies, and unravel enemies. With a balance of martial combat prowess and performance abilities, they bring a unique flavor to any adventuring party.

Key Abilities

Hit Dice: 1d8 per Myth-Shaper level
Saving Throws: Dexterity, Charisma
Armor Proficiencies: Light armor, shields
Weapon Proficiencies: Simple weapons, rapier, scimitar, shortsword, whip, hand crossbow, light crossbow
Spell Casting ability: Charisma
Tool Proficiencies: Pick three tools from: any musical instrument, any gaming set, calligraphy set, painter's supplies, potter's supplies, weaver's tools, woodcarver's tools, herbalist's tools
Skills: Choose three skills from Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, History, Arcana

Myth-Shaper Level Progression

Level Proficiency Bonus Class Features
1 +2 Performance Arts, Empowering Mythology
2 +2 Nimble Step, Epic Performance, Fearsome Melody
3 +2 Archetype selection
4 +2 Ability Score Improvement
5 +3 Extra Attack, Tall Tales
6 +3 Silver Tongue, Archetype feature
7 +3 Captivating Performance
8 +3 Ability Score Improvement
9 +3 Performance Under Pressure
10 +4 Archetype feature
11 +4 -
12 +4 Ability Score Improvement
13 +5 Unwavering Confidence
14 +5 Archetype feature
15 +5 Heroic Surge
16 +5 Ability Score Improvement
17 +6 Legend-spinner
18 +6 Archetype feature
19 +6 Ability Score Improvement
20 +6 Master Performer

Class Features


Mythos Points

Your training and abilities in the arts, legends, history, arcana, or performance are formidable. Your abilities are represented by a number of mythos points. Your Myth-Shaper level determines the number of points you can use.

You have a number of mythos points equal to your Myth-Shaper level. You recover all spent mythos points after a short rest.

You spend these points to enable certain Myth-Shaper abilities, and you gain additional abilities as you gain levels in this class. When you spend a mythos point, it becomes unavailable to use again until you finish a short rest (or use your Tall Tales ability during a short rest, see below). If a saving throw is required related to your use of a mythos point, the saving throw DC is calculated as:

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


Performance Arts: Spellcasting

At 1st level, you gain the ability to weave the magic of mythic performances, drawing on the Bard and Wizard spell lists for non-damaging magic.

Spellcasting Ability. You use Charisma as your spellcasting ability for these spells.

Spellcasting Focus. You may use instruments, artistic implements, or your voice as your spellcasting focus. If you use your voice as focus, you must not be silenced and be able to speak. Using your voice as spellcasting focus means you do not need a free hand for materials that are not needed by your voice-focus.

Cantrips. At 1st level, choose three cantrips from the Bard or Wizard spell lists that do not deal damage. You learn additional cantrips per the table below, subject to the same restrictions.

Spellcasting Limits. You can only learn or cast Bard or Wizard spells that do not deal damage when learning spells via this Performance Arts Spellcasting ability. See the Player’s Handbook for the rules on spellcasting. The following spells are not available for the Mythshaper class unless specifically provided through an ability:

  • Shield, Silvery Barbs, Simulacrum, Wish, Find Familiar, Animate Dead, Summon Beast, Summon Fey, Summon Undead, Summon Aberration, Summon Celestial, Summon Construct, Summon Elemental, Summon Fiend, Summon Shadowspawn, Summon Draconic Spirit, Conjure Animals, Conjure Minor Elementals, Conjure Woodland Beings, Conjure Elemental, Conjure Fey, Conjure Celestial, Animate Objects, Polymorph, True Polymorph, Planar Ally, Planar Binding, Forcecage, Mind Blank

Spell Slots. The Performance Art Spell Table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. The number of spells on your list increases as you gain Mythshaper levels, as shown in the Prepared Spells column of the MythShapers Features table. Whenever that number increases, choose additional spells from the allowed spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Mythshaper, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Mythshaper feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Mythshaper spells for you.

Changing your Prepared Spells. Whenever you gain a Mythshaper level, you can replace two Level 1+ spells on your Prepared Spells list with other allowed Myth-Shaper spells for which you have spell slots.

Changing your Cantrips. Whenever you finish a long rest, you can replace one cantrip you know with a different one from your allowed list of Cantrips.

Performance Arts Spell Table

MS Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Prepared Spells
1 3 2 4
2 3 3 5
3 3 3 1 6
4 4 3 2 7
5 4 3 3 1 9
6 4 3 3 2 10
7 4 3 3 3 1 11
8 4 3 3 3 2 12
9 4 3 3 3 3 1 14
10 5 3 3 3 3 2 15
11 5 3 3 3 3 2 1 16
12 5 3 3 3 3 2 1 16
13 5 3 3 3 3 2 1 1 17
14 5 3 3 3 3 2 1 1 17
15 5 3 3 3 3 2 1 1 1 18
16 5 3 3 3 3 2 1 1 1 18
17 5 3 3 3 3 2 1 1 1 1 19
18 5 3 3 3 3 3 1 1 1 1 20
19 5 3 3 3 3 3 2 1 1 1 21
20 5 3 3 3 3 3 2 2 1 1 22

Empowering Mythology

Starting at 1st level, your knowledge of ancient myths allows you to inspire an ally with tales of heroism, adventure, or wisdom. As a bonus action, you can expend one mythos point and choose one creature within 60 feet of you that can hear you (including you). That creature gains one of the following benefits of your choice for 1 minute. A creature loses any benefit if it can no longer hear you (due to being unconscious, for example):

  • Inspired aura: Gain temporary hit points equal to one half your level (rounded up) + your Charisma modifier.
  • Effective aura: Add 1d4 to the number rolled on any saving throw or ability check it makes.
  • Defensive aura: Increase its Armor Class by +1. This increases to AC +2 at 12th level.
  • Offensive aura: For the duration of a use of empowering mythology, you can either add +1 to its attack rolls (melee, ranged, or spell) or add your proficiency bonus to a single damage roll per turn. Attack roll bonuses increase to +2 at 10th level and +3 at 18th level.

If a second effect is applied to a creature already benefitting from Empowering Mythology, the first effect ends. You can stop the effects on any creature at any time.


Nimble Step

Starting at 2nd level, your agility grants you superior mobility. Your walking speed increases by 10 feet.

In addition, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage (such as the fireball spell), you can use your reaction to gain advantage on that saving throw.

Alternatively, you can expend one mythos point to gain advantage on the saving throw without using your reaction.

Alternatively, you can expend one mythos point and use your reaction to immediately move up to 10 feet in a straight line to an unoccupied space that you can see and that you can reach with normal movement. This movement occurs before the effect resolves. If this movement results in removing you from the area of effect, you avoid being subjected to the effect and do not make the saving throw; otherwise, you remain within the area of effect and are subjected to its effects as normal. You cannot use this ability if your movement is currently impaired (for example, if you are prone, restrained, grappled, paralyzed, or in difficult terrain). This movement does not provoke opportunity attacks.


Fearsome Melody

At 2nd level, you can unleash a haunting melody imbued with mythical power. As an action, you can expend one mythos point and target a number of creatures up to your Charisma modifier (minimum of one) within 30 feet of you that can hear you. Each target must succeed on a Charisma saving throw against your Myth-Shaper spell save DC or be affected by your choice of one of the following detriments for 1 minute. At the end of each of its turns, an affected creature can make another Charisma saving throw. On a success, the effect ends on that creature. The chosen detriment applies to all affected targets:

  • Ineffective aura: Impose a penalty of minus 1d4 on the target's saving throws and ability checks. Reduce its movement speed by 10'. This increases to minus 1d6 and 20' of movement at 10th level.
  • Vulnerability aura: Reduce the target's Armor Class by 1. This increases to -2 AC at 12th level.
  • Crippling aura: Impose a penalty of your -1 against the target's melee attack rolls. This increases to -2 at 10th level and -3 at 18th level.

If a second effect is applied to a creature already effected by Fearsome Melody, the first effect ends. You can stop the effects on any creature at any time.


Epic Performance

Starting at 2nd level, you can use your performances to inspire heroic deeds in your allies. By expending a Mythos point and Concentrating (as for a spell), as a bonus action you can begin an Epic Performance, creating a zone of heroic energy in a 15-foot radius centered on you. This zone moves with you and lasts for 1 minute or until your concentration ends (as if concentrating on a spell). While the Epic Performance is active, you gain access to the following features. Each feature becomes available at the specified Myth-Shaper level. If you are required to make a concentration check, you do so as if this were a Myth-Shaper spell. Once you use this ability, you can't use it again until you complete a long or short rest. You can apply these powers to yourself or others.

Epic Performance Skill List

  • Heroic Power (Level 2) Whenever an ally within the zone who can hear you makes a weapon attack and hits, you can use your reaction to inspire them. The ally deals additional damage (of their main attack type) equal to your Wisdom modifier plus your proficiency bonus.

  • Inspired Performance (Level 3) As a bonus action, choose one creature within the zone who can hear you. That creature gains advantage on their next attack roll before the start of your next turn.

  • Mythic Weapons: (Level 5) You can use 1 Mythos point and your bonus action to enchant any non-magical weapon. When you do so, this weapon gains a bonus to attack and damage of 1/2 of your proficiency bonus rounded up (minimum 1). The damage type can be your choice of fire, lightning, or cold. Only one weapon can be enchanted by this ability at a time. You can dispell the effect on any weapon at any time.

  • Righteous Anger: (Level 7) As a bonus action, choose one creature within the zone who can hear you. If that creature takes the Attack action on its next turn, it can make one additional melee weapon attack as part of that action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Tall Tales

Beginning at 5th level, you can use the power of your storytelling to reinvigorate your allies during a short rest. If you or any allies spend one or more Hit Dice to regain hit points at the end of a short rest, each creature that listened to your tales (other than yourself) when rolling their hit dice, any dice roll below half is calculated as equal to half their hit dice. Alternatively you can grant one ally the ability to take their maximum roll for each hit dice.

Once you use the Tall Tales ability, you cannot use it again until you finish a long rest.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This extra attack can only be used on a turn when Extra Attack type abilities are not used from other classes, for a multi-class character.


Silver Tongue

At 6th level, your mastery of language and rhetoric allows you to sway others with your speech. When you make a Persuasion, Intimidation, Deception (Charisma) check, you can expend a mythos points to gain advantage on this and future ability checks of these three types for 10 minutes.


Captivating Performance

Starting at 7th level, you gain the ability to weave captivating stories into your performances that can magically enthrall your audience. You know the Fast Friends spell (https://dnd5e.wikidot.com/spell:fast-friends) and can cast it as a ritual without expending a spell slot. Your ritual casting must involve a performance of some kind and the affected creatures must remain within 60' of you for the entire duration of the casting.

While charmed in this way, the creature idolizes you, treating you as if you are a legendary and renowned figure (performer, acrobat, or whatever your performance. You can suggest tasks and favors for the charmed creature to perform on your behalf, but tasks that are directly harmful (physically, socially, or financially) to it are automatically refused. If the creature perceives any threat of harm to itself or others, the spell's effect ends, and the creature is aware that it was under the spell's influence.

The creature can attempt a new Wisdom saving throw to end the effect, at the end of each hour, while remains charmed. If the effect ends because the spell's duration expires or you voluntarily end it, the affected creature must succeed on another Wisdom saving throw or remain unaware that it was charmed by you. In cases where the spell's effect ends for other reasons, such as a successful saving throw, or harm being inflicted on the creature, the creature is aware that it was under the spell's influence.

When you cast the spell in this way, the spell can last up to a number of hours equal to your Myth-Shaper level divided by 2 (rounded up). You must maintain Concentration for the duration, as per the spell's requirement. Once you cast the spell in this way, you cannot cast it again in this way until you complete a long rest.


Saving Grace

Starting at 9th level you can expend a Mythos point and use your reaction to choose one creature within 30 feet who can hear you (including yourself). Until the end of the creature's next turn they benefit from three of the following benefits that you pick:

  • They become resistant to one damage type of your choice.
  • They gain advantage on all saving throws and skill checks.
  • They can use their bonus action to use the dash action.
  • They do not provoke opportunity attacks.
  • They are immune to poison damage. If they are currently poisoned, that condition is removed.
  • They are immune to magical sleep and charm effects. If they are currently magically asleep or charmed, that condition is removed.
  • They are immediately healed by an amount equal to your Myth-shaper level plus Charisma modifier plus Proficiency bonus.

Performance Under Pressure

At 9th level, you have developed the ability to perform under pressure. Whenever you roll (but before you know the outcome of) a skill check or saving throw, you can expend a mythos point and use your reaction to roll an additional d20 and pick whichever die of those cast you wish. You can re-use your reaction and this ability multiple times for a single skill check or saving throw, so long as you expend an additional mythos point for each re-roll you attempt.


Unwavering Confidence

Beginning at 13th level, you are immune to being frightened. Additionally, as an action, you can spend one mythos point to end the frightened or charmed condition on any number of willing creatures that you choose within 30 feet of you, including yourself. You expend only one mythos point, regardless of how many creatures are affected.


Heroic Surge

Starting at 15th level, you can use your bonus action to call your allies into action with tales of legendary efforts against adversity, granting them a momentary flurry of activity. Choose up to two creatures within 60 feet of you that can hear you. Both creatures gain the ability to take a second attack action on their next turn. A creature who uses this feature cannot also take a third action on their turn using any means.

You must spend three mythos points to use this feature. Once you use it, you can't use it again until you finish a long or short rest.


Legend-spinner

At 17th level, you can use your action to create a new inspiring legend about one of your allies, enhancing their abilities. Choose one creature within 60 feet of you that can hear or see you. That creature gains four of the following benefits (your choice) for 1 minute:

  • Advantage on all ability checks and saving throws.
  • A +3 bonus to missile or melee attack rolls.
  • A +1d8 bonus to missile or melee attack damage.
  • A bonus to Armor Class equal to your proficiency bonus.
  • Resistance to all damage from spells.
  • Immunity to one type of damage that you choose upon using this feature.
  • They are healed by a number d8 die equal to level.

You must spend three mythos points to use Legend-spinner. After you use this feature, you can't use it again until you finish a long rest.


Master Performer

At 20th level, your performances attain legendary heights.

  • When you use your Empowering Mythology feature, you can target a number of creatures up to your Charisma modifier (minimum of one). The empowering effects now last 10 minutes. Additionally, of these target, any that you choose also gain a DM inspiration point (if they do not have one already), which the target can use within the next 10 minutes. Each DM inspiration point you grant requires expending one mythos point.

  • When you deploy your Fearsome Melody feature, you can elect to affect any number of creatures within 60 feet of you. The induced effects can now last up to 10 minutes. To use this feature you must expend one additional mythos point.

  • Saving throws against your Captivating Performance are made with disadvantage. To use this feature you must expend one additional mythos point.

  • Heroic surge can be cast an unlimited number of times between short rests, as long as you expend the required mythos points needed to use the ability each time you use it.

  • Your Tall Tales ability can now restore the max die roll value per hit die expended, instead of half, for all allies.

Myth-Shaper Archetypes

Lorekeeper

Lorekeepers are the sages and historians of the world, uncovering forgotten secrets and lost tales. They possess deep knowledge of myths and legends and use their wisdom to provide sound strategy in and out of combat.


Storied Knowledge

Starting at 3rd level, you gain proficiency in the History and Arcana skills. If you are already proficient in one or both of these skills, you gain expertise in those skills and your proficiency bonus is thereby doubled for any ability check you make that uses either of those proficiencies.

Additionally, you can cast the identify spell as a ritual without needing to provide the pearl material component. You can cast identify in this manner by spending one mythos point.


Empowering Mythology Improvements

Starting at 3rd level, when using your Empowering Mythology ability, you gain the following benefits

  • Inspired aura: Once per use of Empowering Mythology, if a creature has half its hit points or lower and is benefitting from Inspired Aura, you can use your action on your turn to replenish its temporary hit points back to their original value.
  • Defensive aura: Once per use of Empowering Mythology, when a creature benefitting from Defensive Aura is attacked, you can use your reaction to add an additional +1 to its AC.

Battlefield Tactician

Starting at 6th level, when you take the Attack action on your turn, you can use a bonus action and spend two mythos points to choose one ally within 30 feet of you. The chosen ally gains advantage on one attack roll of their choice on their next turn.


Well of Legends

At 10th level, you can use your action to weave an ancient story that ensnares the minds of your enemies and empowers your allies. Choose a point you can see within 60 feet of you. Each enemy within a 20-foot radius centered on that point that can hear and understand you must make a Charisma saving throw against your Myth-Shaper spell save DC. On a failed save, the creature is incapacitated for 1 minute as it experiences illusory visions from your tales. An incapacitated creature can make a Charisma saving throw at the end of each of its turns, with a success ending the effect on it. If the creature takes any damage or if any hostile creature is or approaches within 10 feet of it, the incapacitating effect ends.

Your allies within the same 20-foot radius who hear the story gain a bonus to attack rolls, saving throws, and ability checks equal to half your Charisma modifier (rounded up, with a minimum bonus of +1) for 1 minute.

Activating Well of Legends requires the expenditure of three mythos points. Once you use this feature, you can't use it again until you have completed a long rest.


Keeper of Secrets

Starting at 14th level, you gain the ability to cast the legend lore spell as a ritual without expending a spell slot, and the casting time for this spell is reduced to 1 minute. You can use this feature to cast legend lore in this way once without cost, but must finish a long rest before you can do so again.

If you choose to cast legend lore again before finishing a long rest using this feature, you must spend two mythos points and you suffer one level of exhaustion each time you use this feature beyond the initial free use.


Master of Lore

Beginning at 18th level your deep knowledge of legends grants your allies an edge in combat. At the beginning of each day, you can choose one of the following benefits that lasts for 24 hours:

  • While allies are within 30 feet of you, they gain resistance to one damage type of your choice (same damage type for all affected allies).
  • While allies are within 30 feet of you, they gain a bonus to saving throws equal to 1/2 your Charisma modifier rounded up (min of 1).
  • While allies are 30 feet of you, they gain a bonus to skill checks equal to your Charisma modifier (min of 1).
  • While allies are 30 feet of you, they can use their reaction each round to choose from either of these effects:
    • Gain a +2 bonus to any melee attack they make. (This attack bonus cannot be stacked with any other Myth-Shaper attack bonuses)
    • Gain a +2 AC bonus against any attack. (This AC bonus cannot be stacked with any other Myth-Shaper AC bonuses)

Swashbuckler

Swashbucklers are daring and flamboyant fencers who weave tales through their deft displays of martial skill. They excel in agility and grace, using their charms and wits to outmaneuver their foes.


Fencer's Flourish

Beginning at 3rd level, while wielding a finesse weapon and using no shield or buckler, you gain a bonus to your Armor Class equal to 1/2 of your Dexterity modifier rounded down (minimum of 1). Two weapon fighting rules are allowed while using this feature, but to gain the AC bonus from this feature, your eligible off-hand weapon can do no more than 1d4 base damage (magic and other weapon bonuses are allowed, but 1d6 base damage light weapons such as shortswords are not).

You may also use a Net weapon as your eligible off-hand weapon.

You can draw or stow both an eligible finesse weapon and an eligible off-hand weapon when you would normally be able to draw or stow only one weapon. This benefit applies only when you are drawing or stowing the weapon combination required for this feature.

When you throw the net or other offhand weapon, you may immediately draw another eligible offhand weapon (including another net) as part of the same action or attack, as long as you have one available.


Empowering Mythology Improvement

Starting at 3rd level, when using your Empowering Mythology ability, you gain the following benefit:

  • Offensive aura: If you are within 10 feet of a creature affected by Offensive Aura, when they make an attack roll, you can use your reaction to grant an additional +1 to either a single attack and or a single damage roll.

Defensive Master

Beginning at 3rd level, you gain proficiency in medium armor. You also gain proficiency with any weapon that has the light, finesse, or thrown property.


Dazzling Swordplay

Beginning at 6th level, as a bonus action on your turn, you can frustrate a creature within 30 feet, forcing it to make a Charisma saving throw against your Myth-Shaper spell save DC. On a failure, the creature has disadvantage on attack rolls against any target other than you until the end of your next turn.

You must expend two mythos point to use this ability.


Acrobatic Assault

Beginning at 10th level, when you take the Dash action, you can make a single melee weapon attack as a bonus action. Additionally, you can move through or past the spaces of hostile creatures without provoking opportunity attacks.

You must expend two mythos point to use this ability.


Intimidating Display

Beginning at 14th level, when you hit a creature with a melee weapon attack, you can use your reaction to force the creature to make a Charisma saving throw against your Myth-Shaper spell save DC. On a failure, the creature is stunned until the end of its next turn.

You must expend three mythos point to use this ability.


Bladesinger's Ballad

Beginning at 18th level, you can use your action to make an inspiring martial performance, the effects of which last for 1 minute. All allies within 30 feet who can hear you gain one of the following benefits (each ally may choose which bonus they want):

  • Advantage on all melee weapon attacks
  • The ability to use their bonus action to make an additional weapon attack on their turn
  • A bonus to Armor Class equal to your half of your Charisma modifier, rounded up (minimum of 1)

You must expend three mythos points to use this ability. Once used, you cannot use this feature again until you finish a long rest.

Enchanter

Enchanters are skilled at weaving magic through song and story, charming and beguiling enemies with their enchanting melodies. They use their natural charisma to influence the hearts and minds of those who listen.


Adept Enchanter

Starting at 3rd level, when you choose this archetype, your spellcasting prowess grows. You learn one more cantrip from the wizard or bard spell list, and your cantrip from this ability and your Performance Arts ability are no longer restricted from learning cantrips which cause damage.

You also gain access to a 1st or 2nd-level wizard or bard spell which can be cast by expending a mythos point (or via an appropriate spell slot). This spell must be chosen from the Enchantment, or Illusion schools, or the spell must relate to a performance style or ability that your character possesses (at the discretion of the DM). This spell may not cause damage.

You can learn an additional spell, with the same restrictions, at 6th, 9th, 12th, 15th, and 18th levels. You can choose to learn up to a 3rd level spell at level 6 or greater. You may change one spell you know in this way for a different spell with the same restrictions, each time you level up.


The Enchantment of Death

Beginning at 3rd level, the first time each turn that you reduce a non-trivial (Per GM discretion: e.g., no bag of rats) foe to 0 HP, you can become heroically inspired or devastated by the death. As a result, you can use your reaction to regain a Mythos Point (up to your maximum) or make a single melee attack.


Compelled Performance

Beginning at 3rd level, you can use 1 Mythos point and your action to invoke ancient mythological themes and challenge a creature within 60' of you, who can understand you, to an artistic performance contest. The effect lasts for 1 minute or until you dispell the effect. You can only dispell the effect at the end of your turn. The effect can also end if either you or the creature is stunned, incapacitated, or unconscious. Creatures that are immune to being charmed cannot be affected by this ability.

When you invoke the effect and subsequently at the start of each of your turns, you and the creature make a "contested saving throw." This means that each participant chooses to make either a Dexterity or Charisma saving throw; and the creature with the lower roll is affected. The affected creature is compelled to make some kind of a performance which becomes grotesque or ridiculous for that creature as a result of losing the compelled performance check.

The affected creature is affected by the following effects:

  • Their movement speed is halved.
  • They cannot take reactions.
  • They cannot avoid opportunity attacks unless they use their action to disengage.

Additionally this affected creature must choose to be affected by one of the following effects until the end of your next turn:

  • They have disadvantage on their attack rolls, saving throws, and skill checks
  • Others have advantage on all attack rolls against them
  • They take psychic damage from a number of d8 dice equal to half your Mythshaper level, rounded up (minimum 1d8). (E.g., If you are Mythshaper level 7, the afected creature would take 4d8 psychic damage.)

This choice must be made each time a creature loses the contested saving throw rolls.


Empowering Mythology Improvements

Starting at 3rd level, when using your Empowering Mythology ability, you gain the following benefit:

  • Effective aura: Once per use of Empowering Mythology, when a creature benefitting from Effective Aura makes a relevant roll, you can use your reaction to add your proficiency bonus to the roll as well.

Spirit Companion

Starting at 3rd level, you can cast Find Familiar once per long rest without consuming a spell slot. The material component requirements of the spell still apply. Once you reach 7th level, you can cast this spell using this ability without material components, if you use your voice as spellcasting focus.


Haunting Melody.

Starting at 3rd level, when you use your Fearsome Melody feature, you can choose to concentrate on it (as if concentrating on a spell). If you do, affected creatures of that deployment do not make saving throws at the end of their turns to end the effect, and the effect runs for the full 1-minute duration unless your concentration ends. If your concentration ends, the Fearsome Melody effect tied to this concentration ends on all creatures it was affecting; other Fearsome Melody active uses, if any, are unaffected.


Melodic Manipulation

Starting at 6th level, using your bonus action and 1 Mythos point, you can create a powerful melody that targets a creature within 60 feet who can hear you. That creature must make a Wisdom saving throw against your Myth-Shaper spell save DC or be affected by one of the following conditions (your choice): charmed or frightened. The condition lasts for up to 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Enchanter's Resilience

Starting at 10th level, you gain resistance to psychic damage. You can use your reaction to gain resistance to any spell-inflicted damage that affects you, where the spell's effect can only damage a single creature. You have advantage on saving throws against spells and abilities that would give you any of the following conditions: charmed, frightened, stunned, unconscious, incapacitated. You have advantage on Concentration checks where the check is caused by damage inflicted from a spell.


Mass Manipulation

Starting at 14th level, when you use your Melodic Manipulation feature and expending one additional mythos point, you can target a number of creatures equal to your proficiency bonus, inside a 30 feet radius of a point you can see within a 90 feet range. Each creature must make a Charisma saving throw individually.


Otherworldly Presence

Starting at 18th level, as an action, you can unleash a magical performance that affects all creatures of your choice within 60 feet of you. Any affected enemies must make an Intelligence, Wisdom, or Charisma saving throw (your choice, but must be the same attribute for all affected creatures) against your Myth-Shaper spell save DC, or become incapacitated for up to 1 minute. Each creature can make another saving throw at the end of each of its turns to end the effect. If a creature takes damage the effect on it ends immediately. Any allies you choose within range of this ability when it is activated instead gain immunity to being charmed, frightened, stunned, or incapacitated, and have advantage on all skill checks and saving throws for 1 minute. To use this ability, you must sacrifice yourself by choosing from one of the following affects:

  • Take 1d8 psychic damage for each creature who is affected by this power (including all affected allies and any enemies who succeed on their saving throws), which cannot be reduced by any means.
  • Reduce your AC by 2 for the duration of the effect.
  • Reduce your weapon and spell attack rolls by 2 for the duration of the effect.
  • Reduce your spell save DC and skill check rolls by 4, and your saving throws by 2 for the duration of the effect.

You must expend two mythos points to use this ability. You must maintain concentration for the duration of this ability, or all effects end immediately. If you move or a creature is moved more than 60' away from you, the effect on that creature ends immediately. Only creatures that are within 60' of you when you use your action to initiate this effect can be effected by this ability, regardless of where you move during the effect. A creature can only be affected negatively by this ability once per 24 hours. Once you use this feature, you must finish a long rest before you can use it again.

 

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