Mythic (5e Sourcebook)/Mythic Ascensions
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As a DM, once you feel that your players have been rewarded with enough epic boons, you can start rewarding them with mythic ascensions instead.
At this stage, the player characters are demigod-like creatures whose names will resound for thousands of years across multiple planes. The characters are no longer receiving blessings from greater beings, but manifesting their own divine essence.
- Gaining Mythic Ascensions
Mythic ascensions are awarded with the same principle as epic boons: after completing a narrative milestone such as destroying an artifact or defeating a powerful creature. If you are using ascensions as a form of advancement, consider awarding one mythic boon to each character for every 200,000 XP they earn.
- Prerequisites
As with epic boons, mythic ascensions typically do not have prerequisites, as they are awarded at the Dungeon Master's discretion.
Mythic Ascensions (A–Z)[edit]
- Ascension of the Adamantine Body
Your hit point maximum increases by 40. Critical hits scored against you count as normal hits. Your weight doubles.
- Ascension of Annihilating Strike
When you hit a creature with a weapon attack, it dies if it has 100 hit points or fewer after you resolve the attack and deal at least 1 point of damage. Furthermore, you destroy any nonmagical object that you strike that is not being worn or carried.
- Ascension of the Avatar
As a downtime activity you can create an avatar, taking 50 workweeks. You can have a maximum of one avatar for each mythic ascension you have. Your avatar has the same statistics as you, except for mythic ascensions and epic boons, with 20 character levels. You can communicate telepathically with your avatars. Additionally, as an action, you can see through one of your avatar's eyes and hear what it hears until the start of your next turns. When an avatar drops to 0 hit points, it disappears, leaving behind no physical form.
- Ascension of Battlesense
You have a +10 bonus to initiative. Attacks made against you can never be made with advantage.
- Ascension of Celerity
When you take the Dash action you can move 120 feet.
- Ascension of Combat Perfection
When you miss with a weapon attack or unarmed strike, you can choose to hit instead. Once you use this ascension, you can't use it again until the start of your next turn.
- Ascension of Games Mastery
You gain proficiency in any gaming set you play. You gain a +10 bonus to ability checks made when using a gaming set.
- Ascension of Indomitable Strength
You have a +10 bonus to Strength (Athletics) checks and you cannot be forced to move against your will.
- Ascension of Largeness
As a bonus action, you can increase your size to Large. This affects the amount you can carry and the space you occupy. In addition, you can wield Large-sized weapons.
- Ascension of Minor Spell Immunity
You are immune to the effects of 1st through 3rd level spells.
- Ascension of the Perfect Architect
When you use the Building a Stronghold activity, while you are overseeing the construction, the rate of construction increases tenfold.
- Ascension of the Perfect Artificer
When you use the Crafting a Magic Item activity, you make progress every day in 2,500-gp increments (instead of 25 gp). In addition, you can craft a common magic item in 1 hour.
- Ascension of the Perfect Artisan
When you use the Crafting downtime activity, you make progress every day in 500-gp increments (instead of 5 gp). In addition, you can craft nonmagical items worth 5 gp (or less) in 10 minutes.
- Ascension of Plant Mastery
You can cast Speak with Plants and awaken (plants only) at will.
- Ascension of Proficiency
Your proficiency bonus becomes 7.
- Ascension of Quick Casting
All of your 1st level spells that have a casting time of 1 action now have a casting time of 1 bonus action.
- Ascension of Spell Mastery
You can cast sorcerer, warlock, or wizard spells of 1st through 3rd level that you know at their lowest level without expending a spell slot.
- Ascension of Metamagic
Prerequisite: Metamagic class feature
When you cast a spell, you can use any number of metamagic options, and the total number of Sorcery Points you expend is reduced by 1 (to a minimum of 0).
- Ascension of the Mind Shield
You are immune to psychic damage, and any attempt to read your thoughts or control your mind fails automatically.
- Ascension of Omniscient Wizardry
Prerequisite: A spellcaster that requires a spellbook.
When you prepare spells from your spellbook, you do not need a spellbook in your possession, and you can choose spells from any spellbook that exists.
- Ascension of Tininess.
As a bonus action, you may reduce your size to Tiny. See Tiny Player Characters (5e Variant Rule). You can reduce your height to as little as 1 inch and your weight to as little as 1 oz.
- Ascension of Truesight
You have truesight.