Mythic Power

Variant Rules

Every mythic character draws upon a wellspring of mythic power—a daily pool of uses that fuels extraordinary abilities, automatic stabilization, impossible feats of will, and near-immortality at the highest tiers. All mythic characters share the same base abilities regardless of path; path-specific and universal abilities layer on top.

Mythic Power Su

Each day you can expend mythic power equal to 3 + (2 × mythic tier). Abilities that let you regain uses cannot exceed this daily maximum.

TierUses per Day
1st5
2nd7
3rd9
4th11
5th13
6th15
7th17
8th19
9th21
10th23 + 1/hour (Legendary Hero)

Surge Su

Expend 1 use of mythic power as an immediate action after a d20 roll is revealed to add a bonus die to the result. This can change the outcome.

TierSurge Die
1st–3rd+1d6
4th–6th+1d8
7th–9th+1d10
10th+1d12

Base Mythic Abilities

Gained automatically at the listed tier, independent of path choice. Ex = Extraordinary   Su = Supernatural

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. Bleed damage still applies. You don't die until your total negative hit points equal or exceed double your Constitution score (rather than the normal threshold).

See Mythic Power pool above. This ability is the source of all uses spent on mythic abilities.

See Surge above.

You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn you can expend one use of mythic power to take an additional standard action. This extra action can't be used to cast a spell and can't be gained more than once per round.

You are restored to full hit points after 8 hours of rest (as long as you aren't dead). Additionally, by expending one use of mythic power and resting for 1 hour, you regain half your maximum hit points and recover all daily-limited class features (rage, bardic performance, spells per day, etc.). This 1-hour rest does not refresh mythic power or per-day mythic abilities.

Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects from it—provided the ability did not come from a mythic source. Against mythic sources you take the full effect on a failure as normal.

As an immediate action, expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this after results are revealed. The reroll must be kept, even if lower.

Expend one use of mythic power as a free action to immediately end any one of the following conditions: bleed, blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. Other conditions from the same source remain. Usable at the start of your turn even if a condition would prevent you from acting.

If killed, you return to life 24 hours later regardless of the condition of your body or the means of death. You don't regain rest-based abilities automatically on return. Exception: does not apply if killed by a coup de grace or critical hit from a mythic creature or from a creature wielding a weapon that bypasses epic damage reduction. At 10th tier, only a coup de grace or critical hit made with an artifact can kill you permanently.

You have reached the height of mortal power. You regain uses of mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Ability Score Increases & Mythic Feats

Ability Score Increases
At 2nd tier and every 2 tiers thereafter (4th, 6th, 8th, 10th), one ability score of your choice permanently increases by +2. You may apply multiple increases to the same score.
Mythic Feats
At 1st tier and every 2 tiers thereafter (3rd, 5th, 7th, 9th), you gain a bonus mythic feat or non-mythic feat. You must qualify for the feat normally.

Universal Path Abilities

In addition to the base abilities above, all mythic characters can select from a large pool of universal path abilities at each tier—20 options at 1st tier, 9 more unlocked at 3rd tier, and 4 more at 6th tier.

Universal Path Abilities →