Myrmidon The Myrmidon Level Proficiency Bonus Features 1st +2 Unarmored Defenses, Flowing Blade Strike 2nd +2 One Step Ahead, Calculated Risk 3rd +2 Elemental Breath 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Knowledge of Respect 7th +3 Elemntal Breath Feature, Evasion 8th +3 Ability Score Improvement 9th +4 Critical Rebuke 10th +4 Ability Score Improvement 11th +4 Knowledge of Respect and Harmony 12th +4 Ability Score Improvementy 13th +5 Elemntal Breath Feature 14th +5 One with the Elements 15th +5 Foremost Knowledge of Respect and Harmony 16th +5 Ability Score Improvement 17th +6 Elemntal Breath Feature 18th +6 Last Stand 19th +6 Ability Score Improvement 20th +6 Unlimited Blade Works Class Features As a myrmidon, you gain the following class features Hit Points Hit Dice: 1d10 per myrmidon level

1d10 per myrmidon level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per myrmidon level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple Weapons, Shortsword, Longsword, Rapier, Cutlass

Simple Weapons, Shortsword, Longsword, Rapier, Cutlass Tools: Choose one type of artisan's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Leather Armor or (b) Chain Shirt

(a) a Shortsword or (b) a Cutlass

a Longsword

(a) a dungeoneer’s pack or (b) an explorer’s pack Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook. Multiclassing The prerequisites for multiclassing into a myrmidon are a Dexterity score of 13 and an Intelligence score of 13. When you multiclass into myrmidon, you gain proficiency in simple weapons and longswords.

Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Flowing Blade Strike At 1st level, your intense training with swords has granted your strikes the ability to flow around your target's defenses and go straight for critical areas. Longswords count as finesse weapons for you. Additionally, when wielding two swords that possess both the light and finesse properties, you may add your ability modifier to the damage of your offhand attack. One Step Ahead At 2nd level, the natural ebb and flow of battle has become apparent to you and the movements of all those involved more predictable. You gain a bonus to your initiative equal to your Intelligence modifier. Calculated Risk Also at 2nd level, you gain the ability to manipulate enemies to the advantage of your allies. As a bonus action, you leave an intentional opening in your defenses that one creature within 5 feet of you may take advantage of with an opportunity attack. Until the start of your next turn, allies have advantage on attack rolls against that creature. Once you use this feature, you cannot use it again until you finish a short or long rest. Elemental Breath At 3rd level, you choose an element with which to attune yourself to. Choose Breath of Water, Breath of Fire, Breath of Wind, or Breath of Lightning; all detailed at the end of the class description. The breathing style you choose grants you features at 3rd level and again at 7th, 13th, and 17th. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Knowdelge of Respect When you reach 6th level, you gain an intimate understanding of the ways of the world. Strikes from your weapons are now capable of circumventing the usual reasoning of the world and count as magical for the sake of overcoming resistances and immunities. This feature improves at 11th level and again at 15th. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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. Critical Rebuke Starting at 9th level, when a creature lands a critical hit against you, you can use your reaction to attempt to prevent the attack. Make a weapon attack roll. If your total is greater than theirs, the attack does standard damage. If you also land a critical hit, the attack instead does no damage. Knoweldge of Respect and Harmony At 11th level, you gain a deep understanding of the natural balance of the world. Aside from the previous benefits, when you make an attack using your elemental breath, you can ignore resistances to the associated damage. One with the Elements When you reach 14th level, you have mastered the art of balancing the disparate elements. You now have proficiency in Wisdom saving throws. Foremost Knowledge of Respect and Harmony Beginning at 15th level, you have a complete understanding of the fundamental principles of the universe. Aside from the previous benefits, you can now trace the flow of energies of life with your blade to render your movements mesmerizing. When you attack a creature, you ignore any of their stat bonuses with regards to their AC. Last Stand Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 Hit Points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Unlimited Blade Works At 20th level, you have reached the pinnacle of skill with the blade. As an action, you can push your body beyond its usual limits to achieve the full potential of your skill. For 1 minute, you gain the following benefits: You have resistance to slashing, piercing, and bludgeoning damage

You gain immunity to the damage of your elemental breath

You can make 1 extra attack per round as a part of your regular attack action

You can make an additional weapon attack as a bonus action if you couldn't already After the duration, you face the penalty for pushing yourself too far. You are stunned until the beginning of your next turn, you lose all remaining uses of your class features, and you gain 1 point of exhaustion. Once you use this feature, you can't use it again until you finish a Long Rest. Elemental Breath Myrmidons utilize special breathing techniques to attune themselves with their chosen element. Your chosen element reflects your approach to not only combat but life as a whole. This style focuses on defense and protection. Breath of Water Water is the source of all life and many mysteries can be revealed through the study of its flow. Those who choose to attune themselves to water prioritize patience and a continuous flow over anything else. Flowing Waters When you choose this elemental breath at 3rd level, you gain the ability to harness the power of water and thus the flow of life. As an action, you can touch one creature and restore an amount of HP equald to 1d6 + your Intelligence modifier. This amount increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 17th level. You can use this feature a number of times equal to your Intelligence modifier, regaining expended uses upon a short or long rest. Knowledge of Life Also at 3rd level, you gain proficiency with the medicine skill if you didn't already have it. Your proficiency bonus is doubled for any checks made with that skill. Calm Surface Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened. Defensive Duelist When you reach 13th level, you gain the ability to increase your defense by patiently awaiting your foe's attacks. As a reaction on your turn, you can increase your AC by an amount equal to your proficiency bonus until the beginning of your next turn. You must be wielding a finesse weapon in order to use this ability. Rejuvenating Spring Beginning at 17th level, your mastery over the principles water has furthered your control over the flow of life. As an action, you can unleash a wave of healing energies in a 30-foot circle centered on yourself. Any allied creature within this range, yourself included, gains temporary HP equal to your myrmidon level. Once you use this feature, you cannot use it again until you complete a short or long rest. Breath of Fire Fire is the element of both purification and destruction. While the raging inferno burns down the forest, the small fire helps breed life in cold lands. Those who choose to attune themselves to fire are passionate but must exercise great control lest they burn themselves out. This style focuses on nova damage. Blazing Edge When you choose this elemental breath at 3rd level, you gain the ability to harness the power of fire. As a bonus action, you sheathe one melee weapon with an aura of flames. For 1 minute, your attacks deal an extra 1d6 fire damage and your weapon emits bright light for 10 feet and dim light for 10 feet beyond that. This effect ends if the weapon leaves your hand or you apply the effect to a different weapon. This damage increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 17th level. You can use this feature a number of times equal to your Intelligence modifier, regaining expended uses upon a short or long rest. Reckless Attack Also at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn. Inferno Burst When you reach 7th level, you gain the ability to channel your flame into an explosive blast. When you hit a creature with a melee weapon attack while blazing edge is active, you can choose to choose to have your fire erupt outward. Every creature within 5 feet of your target, including yourself, takes the fire damage from your damage roll. Once you use this feature, your blazing edge immediately ends.

Flame Requiem Starting at 13th level, you learn to unleash the fire inside of you in your last moments. If you are reduced to 0 hit points, you can let the fire inside you rage. Every creature within 10 feet of you takes fire damage equal to your myrmidon level plus your Intelligence modifier. Once you use this feature, you cannot use it again until you finish a long rest. Burn Out At 17th level, you unlock the ultimate secret of fire and gain the ability to tap into its true potential. As an action, you can sacrifice your very life essence to the fire that fuels you in exchange for incredible power. Your entire being becomes wreathed in flame and you gain the following benefits: Your weapon attacks all do 5d6 fire damage.

Any creature that starts its turn within 5 feet of you automatically takes fire damage equal to twice your Intelligence modifier.

Your attacks and abilities ignore immunity to fire damage.

You shed bright light for 60 feet and dim light for 60 feet past that. During this time, you take fire damage equal to your character level at the start of each of your turns. This damage cannot be reduced in any way. If this damage reduces you to 0 HP, inferno burst is triggered even if you've already used it and your body is reduced to ash. This form lasts until you either die, fall unconscious, or end it with an action. Once you have used this feature, you cannot use it again until you finish a long rest. Breath of Wind Wind is the element of the everchanging. Those who attune to it tend to be free spirits drifting from place to place, loathing to be tied down by anything. This style focuses on two-weapon fighting and damage per round. Windvane When you choose this elemental breath at 3rd level, you gain the ability to harness the power of the wind. You can draw or stow two weapons with your object interaction instead of one. Also, you can throw any weapon with the light property. The range of this is 20/60. If the weapon already possess the thrown property, attacking at long range doesn't impose disadvantage. Swift Wind Also at 3rd level, you can disengage as a bonus action. Blade Hurricane At 7th level, you can command the winds to take control of your weapons. As an action, you can cause your weapons to circle you and strike at every foe within 5 feet of you. Each enemy within range must make a Dexterity saving throw (DC 10 + your Intelligence modifier + your proficiency bonus) and take damage equal to your damage roll with that weapon on a failed save or half as much on a successful one. If you are wielding two weapons, the damage increases to two of your damage rolls. When you reach 13th level in this class, the range of this attack increases to 10 feet and it increases to 15 feet at 17th level. Banishing Wind When you reach 13th level, you can strike down those who utilize the winds to stay aloft. When you hit a flying creature with a weapon attack, you can expend your bonus action to force them to make a Constitution saving throw (DC 10 + your Intelligence modifier + your proficiency bonus). On a failure, they are forced to the ground and take 1d6 bludgeoning damage for every 5 feet that they fall. This damage is capped at 20d6 as per standard rules. If you attacked the creature using the windvane feature and both attacks hit, they make the saving throw at disadvantage. Ride the Winds Also at 13th level, you gain the ability to utilize the winds to enhance your movement. As a bonus action, you can triple your jump distance for 1 round. While under the effect of this ability, you do not take fall damage. Raging Tempest Starting at 17th level, you have become one with the wind. As an action, you can summon the winds to aid you in combat. For 1 minute or until you lose concentration (as though you were concentrating on a spell), whenever you hit a creature with a melee weapon attack, they take additional force damage equal to 1d4 + your Intelligence modifier. During this time, the number of damage rolls you make with your blade hurricane feature icnreases by 1 and any creature affected by your banishing wind feature takes 2d6 bludgeoning damage for every 5 feet that they fall. This damage is capped at 20d6 as per the standard rules. You can use this ability 3 times and regain all spent uses on a long rest. Breath of Lightning Lightning is the element of pure chaos; faster than the eye can see and striking seemingly at random. Those who attune to this element pride themselves on their speed both in and out of combat. This style focuses on movement and control. Lightning Cutter When you choose this elemental breath at 3rd level, you gain the ability to harness the power of lightning. As a bonus action, you can imbue one melee weapon with your element. For 1 minute, your attacks deal an extra 1d6 lightning damage. This effect ends if the weapon leaves your hand or you apply the effect to a different weapon. This damage increases to 2d6 at 13th level. Flash Step Also at 3rd level, you gain the ability to dash as a bonus action and your movement increases by 10 feet.