SS | Mythic Feats
Feats available exclusively through the Mythic Feat feature offered by Mythic Levels.
Godly Martial Discipline -
Once per Minute, when you roll a 1 or a 2 on an Attack roll, you can re-attempt the roll. Each consecutive time you take this feat the minimum dice grows by 1. You can use this feature even if the attack roll in question was a result of a Disadvantage attack. (e.g. you rolled a 2d20dh1 and your result was 2, 16 - you can reroll the 2.)
Mythical Critical -
When you perform a Critical Strike, confirm the critical strike by performing a second attack roll with the same attributes as the initial critical strike (e.g. Precision or Guided Bolt features still apply to it). If this secondary attack misses, the critical is performed normally. If the confirmation also hits your target, your critical strike deals an additional damage dice. This dice stacks with other critical damage features you may have from other sources. You can take this feat multiple times, with each stack requiring an extra confirmation roll.
Martial Magus -
Once per Round, when you connect with a Weapon Attack, you can immediately discharge an instant duration, instant cast time spell using that attack's point or target as a Free Action, regardless if that weapon attack already contained a spell such as a Smite or Inflict Wounds, provided you meet the conditions to cast the spell (e.g. you can perform the Verbal component currently). For example, you can couple two Smites onto a single melee attack.
Windwalk -
You can freely run across water and horizontal directions along walls, so long as you end your movement on a flat surface. If you already benefit from such features, e.g. through a Class ability, you instead gain +20ft jumping distance.
Otherworldly Companion -
You gain a special Find Familiar spell, even if you cannot cast spells. The nature of this familiar and its functions will be determined by the DM in accordance to events leading to your acquisition of this spell and will be entirely unique to your character. This spell does not count towards your Familiar Maximum for similar spells - it is, mechanically, an independent creature. It can perform the functions of a typical Find Familiar except for direct control, but can attack and perform telepathic functions. The familiar has base attributes similar to other Familiar creatures, but it levels up, unlike Familiars.. The creature starts at level 1 and gains experience exclusively through milestones ingame. This creature is not fabricated by you - it is an entity that existed elsewhere in the game world and was drawn to you, but constitutes mechanically as a Familiar, and as such the pact can also be severed if mistreated. You can issue the Familiar orders which it will perform to the best of its ability within reason, or it will operate according to its own personality and logic. The Familiar rolls for its own initiative.
This spell uses its own Spell Slot which you have one of, and recover after a Long Rest. It is always cast as a Ritual, but requires no components. The cast time is 1 hour of meditation.
If you take this feat again it improves your existing Familiar.
Note that if you take this feat give me some time to prepare the assets and data necessary for the creature's creation.
Unnatural Disposition -
Creatures without exceptional, supernatural ability have Disadvantage on Insight when contesting your Deception, Intimidation, and similar functions, as well as when attempting to make general assessments of your persona or intent. Furthermore, you carry an aura which makes mundane scrying and similar spells have Disadvantage when determining your alignment and intent (or force a Spell Check to determine so in the first place).
Purity of Flesh -
You roll double the hit dice when you consume them. You may also expend a Hit Dice to restore a spell slot below level 4 instead of healing when opportunity permits.
Mythical Force of Will
You apply your Spell Modifier as damage to Cantrips. e.g, a Wizard applies his INT to Fire Bolt, or a Sorceress CHA to Fire Bolt. Each time you take this feature, its effect applies to a new rank of spells. e.g. Mythical Force of Will 3 applies your modifier to Level 2, level 1, and Cantrips.
If you have a spell or cantrip that already obtains damage from your Spell Modifier, such as Fire Bolt EX or through the usage of something like an Artorian Libram, you add half your Proficiency Bonus as damage to that specific spell instead (thus total is Dice+Mod+1/2Prof).
Elementium Cosmology
Choose an element from the following - Ice, Lightning, Fire, Radiant, Necrotic. You can now, at will, transform the damage type of any spell or special effect you use that uses an existing element type of the above to the new element type when you cast it. For example, you can craft Lightning bolts out of Ice or Fire if you chose Ice or Fire. This also applies to High Function versions of abilities you may possess from certain upgrades or items, though you convert them to Low Function damage until you obtain higher levels of Elementium Cosmology.
Each time you take this feat you may master an additional element. Should you exceed the elements in this list you gain access to a second, High Function list instead.