Myris Class Features
Myris Class Art
Myris
Myris draw their strength from timeless legends and stirring stories, becoming living sparks of inspiration. Through heroic surges and unwavering presence, they awaken the potential in their allies to rise beyond limits, embodying legend in every moment.
1 - Heroic Surge

You can use your reaction to inspire others through acts of heroism. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use this feature to allow them to roll an additional d4 Heroic Surge die, which they can add to the result.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The die changes size at higher levels: d6 at 6th, d8 at 11th, and d12 at 17th.

6 - Legendary Guidance

When a creature you can see within 60 feet of you fails a saving throw, you can use your reaction to allow it to reroll the saving throw. The creature must use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Your Heroic Surge die now replenish on a short and long rest.

11 - Legendary Rally

When you finish a long rest, members of your traveling party, including yourself, gain temporary hit points equal to your Heroic Surge die + your Charisma modifier.

16 - Mythic Endurance

When you fail a saving throw, you can roll your Heroic Surge die and add the result to the saving throw, potentially turning the failure into a success.

You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all expended uses when you finish a long rest.

Myris Subclasses

Dread Myris Features
Dread Myris
Dread Myris
Taste of Fear (1st Level Feature)

You gain proficiency in the Intimidation skill.

Whenever a creature within 60 feet of you becomes frightened, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

In addition, as an action, you can target one creature you can see within 60 feet of you. Make a ranged spell attack, on hit the creature is frightened of you until the end of your next turn.

You can use this action a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.

Torment (3rd Level Feature)

When you cause a creature to become frightened by a spell or feature that does not deal damage, you can also deal psychic damage to one target of the effect.

The psychic damage equals your proficiency bonus × your Heroic Surge die.

Relentless Terror (6th Level Feature)

You ignore resistance and immunity to the frightened condition, and have advantage on saving throws to avoid or end the frightened condition on yourself.

Spreading Panic (10th Level Feature)

When you cause a creature to become frightened by a spell or feature, you can choose another creature of your choice within 60 feet of it. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of your next turn.

Smite the Cowering (14th Level Feature)

When you deal damage to a creature that is frightened, you can add your Charisma modifier to the damage roll. This bonus damage applies only once per turn.

Avatar of Dread (19th Level Feature)

Whenever a creature you can see within 60 feet of you starts its turn while frightened, it takes psychic damage as though affected by your Tormenting Fear feature.

In addition, creatures frightened of you cannot benefit from advantage on attack rolls or saving throws.

Eternal Myris Features
Eternal Myris
Eternal Myris
Keeper of Life (1st Level Feature)

You gain proficiency in the Medicine skill.

When you use Heroic Surge on an ally, you can choose to restore hit points instead of granting the surge die. The target regains hit points equal to the roll of your Heroic Surge die + your Charisma modifier. This healing is applied after the triggering damage or roll resolves.

Shadow Resilience (3rd Level Feature)

You gain resistance to necrotic damage.

When you finish a long rest, choose one creature you can see. You and that creature cannot have their maximum hit points reduced and has advantage on death saving throws while bonded. As an action, you can choose another creature to bond with. The effect immediately ends on the previous creature.

Lifeline (6th Level Feature)

When you stabilize a creature, that creature regains hit points equal to your your Healing Surge Die. Your healing spells heal for their maximum value on creatures with 0 hit points.

Grave’s Dominion (10th Level Feature)

Your necrotic magic pierces the defenses of the living and the dead. Creatures you target with necrotic damage from your spells treat immunity as resistance, and treat resistance as if they had no resistance.

Timeless Spirit (14th Level Feature)

You are immune to aging and cannot be magically aged.

Once per long rest, you can cast True Resurrection without expending a spell slot or material components. When you use this feature, both you and the resurrected creature gain 3 levels of exhaustion.

Eternal Life (19th Level Feature)

Your body becomes suffused with deathless vitality. Your maximum hit points increase by 40.

You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to necrotic damage.

Grace Myris Features
Grace Myris
Grace Myris
Radiant Poise (1st Level Feature)

You gain proficiency in Performance and Acrobatics.

As an action, you can unleash a display of elegance and inspiring motion. Choose any number of allies within 60 feet of you who can see or hear you. Each chosen creature gains temporary hit points equal to your Heroic Surge die + your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.

Flowing Stride (3rd Level Feature)

You can move through the space of hostile creatures as if it were difficult terrain. Opportunity attacks made against you are made with disadvantage.

Evasion (6th Level Feature)

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Pirouette (10th Level Feature)

When you succeed on a saving throw, you regain hit points equal to your Heroic Surge die + your Charisma modifier. If this healing would restore you above your maximum hit points, the excess is gained as temporary hit points.

While you have temporary hit points, you have advantage on Performance checks.

Flourish of Power (14th Level Feature)

Your magic carries the weight of your elegance. When you cast a spell that deals damage, add your Charisma modifier to the damage dealt.

This bonus does not stack with any other feature that already lets you add your Charisma modifier to damage.

Timeless Elegance (19th Level Feature)

Your grace transcends mortal limits. When you charm a creature, you can use your bonus action to cause the charmed creature to make one weapon attack against a target of your choice.

You can also use this feature on willing allies, allowing them to make one weapon attack using their reaction.

Valor Myris Features
Valor Myris
Valor Myris
Heroic Armament (1st Level Feature)

You gain proficiency with heavy armor. You can also choose heavy armor and a shield as part of your starting equipment.

When you use Heroic Surge on an ally, you can roll your Heroic Surge die and add the result to the first attack roll and damage roll you make on your turn.

Hero’s Stand (3rd Level Feature)

While you are wearing heavy armor or wielding a shield, friendly creatures within 10 feet of you gain a bonus to saving throws equal to half your proficiency bonus (rounded up).

At 11th level, the range of this aura increases to 30 feet.

Extra Attack (6th Level Feature)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Heroism (10th Level Feature)

While a friendly creature within 30 feet of you has temporary hit points, it is immune to being frightened or charmed.

Unbreakable Valor (14th Level Feature)

You have advantage on saving throws against the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, or stunned conditions.

Champion of Valor (19th Level Feature)

Your weapon attacks deal additional damage equal to your Charisma modifier.