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.
You gain a Myris subclass of your choice. A subclass is a specialization that grants you features at certain Myris levels. For the rest of your career, you gain each of your subclass’s features that are of your Myris level or lower.
When you make a Persuasion or Intimidation check, treat a roll of 7 or lower on the d20 as an 8.
You can read, write, and understand all spoken and written languages.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Myris levels 8, 12, and 19.
You have advantage on saving throws against being frightened or charmed.
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.
As an action, you can choose one creature you can see within 60 feet of you. Until you choose another creature with this feature, that creature adds your Charisma modifier to all saving throws. When you choose another creature, the effect immediately ends on the previous creature.
Your legendary presence is acknowledged and rewarded. You gain both a feat of your choice and the Ability Score Improvement feature. You must meet all prerequisites for any feat you select.
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.
When you grant a creature temporary hit points, that creature also gains the ability to roll your Heroic Surge die and add it to any attack roll or saving throw it makes while it has those temporary hit points.
When a creature you can see within 60 feet of you hits with an attack using a Heroic Surge die, it deals additional damage equal to the number rolled on the Heroic Surge die + your Charisma modifier. This extra damage is of the same type as the attack.
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.
When a creature you can see within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause that creature to drop to 1 hit point instead.
Once you use this feature, you can’t use it again until you finish a long rest.
You gain three uses of Legendary Resistance. If you fail a saving throw, you can choose to succeed instead.
Additionally, whenever you succeed on a saving throw, you take no damage from the effect if it normally deals half damage on a success.