Base Mythic Abilities
Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier.
1st - Hard to kill, mythic power, surge
2nd – Mythic initiative
3rd - Recuperation
4th – Mythic saving throws
5th – Immortality
Hard to Kill (Ex): A mythic character never risks instant death. When making a death saving throw, a mythic character adds their mythic tier to the save. (A natural 1 still counts as a double failure even if this bonus would cause the roll to succeed.)
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 2x your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. You regain all of your mythic power after a long rest. At 3rd tier, you regain 1d4 points of mythic power with a short rest.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to take an action or move up to your speed after another creature's turn in combat. This does not change your initiative, you still act normally when your turn comes up. At mythic tier 3, you can take an action and move up to your speed. At mythic tier 5, you can take an action, move up to your speed and take a bonus action. You can only use surge once a round.
Amazing Initiative (Ex): At 2nd tier, you gain advantage on initiative checks. At 5th tier, you act on your initiative and your initiative -10.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after a short rest.
Mythic Saving Throws (Ex): At 4th tier, you gain advantage on all saving throws.
Advantage You can expend a use of mythic power to receive advantage on a saving throw, attack roll, skill check or ability check.
Healing You can expend a use of mythic power to immediately spend a number of Hit Die to heal yourself, even without a short rest.
Break Condition You can expend a use of mythic power to make a second saving throw on an effect that causes an ongoing condition. If the second saving throw is successful, the condition is ended.