Mythic Odysseys of Theros Dashboard

Legends walk the lands of Theros, a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world’s living myths.

A vast, opaque fog acts as a wall at the borders of Theros. If you check the map, the areas to the very edge of the map is covered by this fog, and it seems unpassable by mortals. Everyone who has tried to traverse into the fog always winds up exiting the fog at a random fog-obfuscated point in Theros. Though, there are the very few who walk out of this fog with no memory of where or who they were previous, sometimes they are seemingly completely new to the realm as there is no evidence of a previous life before exiting from the fog. These people are called the Mistborn.

Theros is a place filled with myths, mysteries, monsters, heroes and divinity. Paths divulge according to the hero’s choices, and the world adjusts as desired. The roots of Theros lie in the myths of ancient Greece, tales dominated by gods, heroes, and monsters. This world takes inspiration from real-world mythology and adapts it into a world designed for heroics and fantastical adventures. The central conflict in Theros is among gods, striving against each other over the devotion of mortals. Mortal devotion equates to divine power, after all. Fate and destiny is always at play in this realm, with each mortal bound by the strands of fate, but some heroes choose to take it into their own hands… will that be you? Will you become a champion of the gods, or even against them?


Setting

You are located in Theros, a region of the "realm" Fanensunn. The themes of this world are Mythology, Heavy Divine Influence, Heroic, Destiny, Discovery, and Adventure.

Here is the Timeline of Theros, which includes history of each of the four ages.

Character Creation in MOoT

What makes a hero? Is it a quality of birth that sets some mortals above others? Is it a blessing from the gods? Is it a matter of fate, spun out in the strands of a divine tapestry, charting the course of a hero's life from miraculous birth to glorious end? If you're reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare individuals whose deeds aren't bound by fate, who willfully stray from the paths laid before them and chart their own courses.

The following is information you should know when creating a character in Theros:

Heroic Drive

The defining characteristic of a hero in Theros is their heroic drive-the force that impels them to live a life worthy of great epics. Ordinary mortals across the multiverse are driven to extraordinary deeds when they are called on to pursue their ideals, to protect their bonds, and to overcome their flaws. In Theros, heroic drive stems from the same sources, but the power of fate and myth destines every character for legend; all one must do is act and discover their own immortal tale.

  • Amplifying your Ideal
    • Many characters' ideals come directly from their service to a god. Each god's description in chapter 2 includes a table you can use to determine your hero's ideal if your character serves that god, instead of (or in addition to) an ideal derived from your background. But whether your character holds to one of those ideals, one from the Player's Handbook or another source, or one of your own invention, try to state your ideal in the grandest possible terms to express your character's heroic drive.
  • Legendary Bonds
    • The connections and goals that serve as characters' bonds are powerful motivators, all the more so when they have supernatural origin or possess mythological weight. As with your character's ideal, think on a legendary scale as you define your character's bonds. What if a person mentioned in your bond is actually a god? Consider this twist on a bond from the urchin background in the Player's Handbook: "I owe my survival to Phenax, god of thieves, who taught me to live on the streets while disguised as another mortal urchin." In this case, the secret divine identity of the person in the bond makes the bond more significant. 
  • Tragic Flaws
    • The heroes of Theros don't often conform to tidy definitions of heroic morality and virtue, and they are often laid low by their own flaws. The Player's Handbook encourages you to think of "anything that someone else could exploit to bring you to ruin or cause you to act against your best interests." For a hero in Theros, a tragic flaw is something that the gods themselves might exploit or punish, with hubris being the classic example. The gods of Theros aren't so concerned about "ordinary" flaws like addiction or laziness. Rather, consider a tragic flaw involving something you don't want a god to learn or certain to provoke a god's anger. For example, some of the flaws listed for the outlander background in the Player's Handbook could put a character into conflict with a god. "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me" could cause significant problems when the character nurses a grudge against a god. A tragic flaw can also be supernatural in nature. A hermit who harbors "dark, bloodthirsty thoughts that my isolation and meditation failed to quell" might have a sinister connection to the vicious god Mogis. 

Heroic Feats

If you don't like any of the Supernatural Gift options presented below, you may choose to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from the Player's Handbook, but you can choose any feat your DM allows:

  • A snake emerged from my mouth before I took my first breath--an omen of my gift for deception. (Actor)
  • I hear voices on the wind, warning me of danger. (Alert)
  • lroas gifted me with physical prowess, intending to see me compete in the Iroan Games. (Athlete)
  • I feel the vitality of the earth beneath my feet, and it refreshes my strength when I rest on it. (Durable)
  • The stars of Nyx are never hidden from my sight, revealing their secrets to my eyes. (Keen Mind)
  • I hear the echoes of the gods' speech in every mortal language and trace the patterns of Nyx in the written word. (Linguist)
  • The gods smile on me, but I dread the day when they withdraw their favor and my luck runs out. (Lucky)
  • As a child, I used to run through the woods and play with a giant lynx--which, I learned later, was an emissary of Nylea. (Mobile)
  • The sun's light brings what is hidden to clear view in my eyes. (Observant)
  • I ate a magical fruit that blessed me with extraordinary resilience. (Resilient)
  • I studied with a supernatural tutor. (Skilled)
  • I was bathed in the waters of a mystic river that left my skin resistant to harm--and glittering with starlight. (Tough) 

Most of everything in the God's Guide Dashboard (except the homebrew Bloodlines) can be used in character creation, as long as you check with me first. Although, if a section below has "EXCLUSIVE" in the title, that means those options are your only choices for that section. The following options are added for this setting:

New Background(s)

While the heroes of Theros might come from any of the backgrounds presented in the Player's Handbook, the gods have a way of interceding in the lives of those meant for greatness. When determining your character's backstory, consider how the gods have influenced your life. The gods are pervasive in the stories and cultures of Theros, and even their devout followers shouldn't feel bound to choose a faith-focused background like acolyte. The gods' followers come from all walks of life, and any heroic soul might find themselves thrust into the midst of divine schemes.

EXCLUSIVE Race(s)

A diverse assortment of peoples dwell among the lands of Theros. Aside from humans, the races in the Player's Handbook are unknown on Theros, unless they're visiting from other worlds or are the extremely rare case of an unknown race Mistborn.

New Subclasses(s)

The heroes of Theros always find a way to throw their own spin on fighting styles, spellcasting, and of course, subclasses. The following subclass options are only available to the Theros setting, and are thus influenced by the gods and people of the setting.
  • Bard: 
  • Cleric: Revelry Domain
  • Druid: 
  • Fighter: 
  • Paladin: 
  • Ranger: 
  • Sorcerer: 
  • Warlock: 

Supernatural Gifts (Theros)

A character in Theros begins with one supernatural gift chosen from those in this section. Work with the DM to decide where your character's gift came from.




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Supernatural Gifts S

OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger
OmenHarbinger

After the events of the last session (and the conclusion of the Arixmethes arc of the campaign), you all arrived in Meletis on the back of the newly built Riddle of Lightning. At your arrival to the city, people on the shore looking out at you (as well as those of you who looked up into the night sky) could see each of your forms move in constellations in the sky of Nyx, each of you shown in battle with a tentacled foe and eventually triumphant. The people cheered at your arrival after seeing this, as even though they may not know you, the gods do not carve out constellations even temporarily for people who are no less than heroes. These constellations did, unfortunately, fade out of the sky after a couple days, but every now and then when you walk around, you hear Meletians telling (falsely spun) tales of what they believe you all accomplished on your time on the sea.

But... what happened after this?

Well, before we talk about what you all did in the timeskip, lets go over how I want you guys to recreate your characters using the 2024 rules.

Character Re-Creation

Some general ground rules to set:

  • When translating features of the 2014 character, try and use the 2024 versions if they exist unless you really don't like the new versions. If there is no 2024 version and you still want to use the 2014 version, such as for a subclass or a spell, that should probably be fine but just let me know in case there does need to be changes for it to function in the new rules.
  • You can change the build of your character up to level 10 generally how you want, as long as it stays in the spirit of your character and you inform me of the changes you make. Changes to the character that alters them a significant amount from your vision of them in the 2014 rules is not advised, but if you really want to make some huge changes then just shoot me a message and we can work it out, and ultimately as long as you can make it make sense within the story I'll probably allow it.
    • For example, if you decide that you actually want to choose a couple different spells or maybe change which fighting style you took in 2014 rules, that would be completely fine. If you decide that you actually want to change up which class(es) you are, that is a large change that you should definitely ask me about, but as long as we can make it make sense for your character then it should be fine. Now, if you decide that you no longer want to be a Satyr, and want to be a Triton instead... that would be a very difficult change to justify within the story, and I probably would be hesitant to allow it.

Special circumstances involving re-creating your character in the 2024 rules are detailed below.

Race/Species

There are no 2024 versions of the races/species available in Theros (other than Human), so if you are a Human use the new version, but otherwise just use the 2014 version of your race/species. Though, you should not take the ability score increase listed in your Race/Species, instead taking the ASI's you get from your new 2024 background.

Backgrounds

Choose one of the 2024 backgrounds, which would be one of the following:

If you really want one of the 2014 backgrounds, go ahead and message me and we could work on translating an old background into the new rules.

The Timeskip: What Did You Do?

We will be starting the next session almost 9 in-game months after the events of the last, starting on the very last day of the 10th month, Katabasion, on the day of a festival.

But what did you all do during those almost 9 months?

In addition to the various downtime activities listed in the table below, you could also have done any of these things (or anything else you think of). Listed beneath some of the options are questions you could ask yourself when deciding on one of these options.

  • Looked for and bought any non-magical weapons, armor, tools, or adventuring gear
  • Traveled to the domains of one of the Poleis (Akros, Meletis, or Setessa)
    • Why did you travel there? Did you go to Akros to watch a gladiatorial game at the Temple of Triumph, or did you go to Setessa to peruse the Abora Market while its open to outsiders?
  • Traveled to a notable location other than the Poleis and their surrounding area (Oreskos, Skola Vale, etc.)
    • Regions outside of the areas owned by the Poleis are far and usually dangerous, so why did you go there? Were you looking for an intense revel with the Satyrs of the Skola Vale, or did you take a job to neutralize a wandering band of Minotaur Mogis-worshippers in the badlands of Phoberos?
  • Joined, visited, or dealt with a faction or group (a church of a god, a Poleis' military, Pheres or Lagonna band Centaurs, etc.)
    • Did you make friends with anyone in the group or faction? Did you make any enemies?
  • Looked for and/or met with a specific individual (Captain Krager Shrapnel, Felix of Phenax, a member of the Twelve of Meletis, etc.)
    • Why were you looking for this person? Did you find them? Did they request to meet you, or you them?

Downtime Activities

I will be doing Downtime a little different than normal, so bear with me. Instead of quantifying in "workweeks" or "workdays", we will simply be using "downtime points". Over the almost 9 months, you have developed 25 downtime points (just referred to as points from here on out) to use on Downtime activities. Every 1 point an activity costs can generally translate to about a week, but it can be more fluid.

To know quickly how many points and resources are required to do a downtime activity, consult the Downtime Activities table below.

Doing the same downtime activity more than once during a period of downtime (other than the Relaxation activity) increases the chance that a random complication will arise during the activity by 10%.


Downtime ActivityDescriptionRequirement(s)PointsResource Cost
Buying a Magic ItemYou spend time trying to find and possibly buy a specific magic item.
None1 (Common); 3 (Uncommon) 
At least 100 gp (not including cost to buy the item, if found)
CarousingYou carouse within a specific social class, potentially gaining NPC contacts (can be allied or hostile).
None (Low-class); None (Mid-class); Noble background, allied noble contact, or successful Deception check with a Disguise Kit (Upper-class)
110 gp (Low-class); 50 gp (Mid-class); 250 gp (Upper-class)
Crafting a Magic ItemYou spend time getting the re sources for and crafting a magic item
Proficiency in Arcana; Proficiency in a tool dependent on the magic item
1 (Common); 3 (Uncommon); 7 (Rare)*
50 gp (Common); 200 gp (Uncommon); 2,000 gp (Rare)*
CrimePotentially make some extra coin, at the risk of arrest. 
None225 gp
GamblingParticipate in games of chance to possibly earn a fortune-- or lose one.
None210 to 1,000 gp
Pit FightingParticipate in nonlethal forms of combat in an organized set ting, for coin.
You are in Akros2None
RelaxationYou take much-needed rest, in order to heal wounds or harmful conditions. 
None1None
Religious Service Spend time in service to a temple, potentially getting the temple leaders' or a gods' favor.
Access to a temple that permits your entrance
2None
ResearchResearch a monster, a location, a magic item, or some other particular topic.
Access to a library or a willing mentor
250 gp or more
Scribing a Spell ScrollSpend time transferring a spell to a scroll, creating a spell scroll.
Proficiency in Arcana or Calligrapher's Supplies; You have the spell you are transferring prepared or in your known spells; any material components required for the casting of the spell
1 (Cantrip or 1st); 2 (2nd); 3 (3rd); 7 (4th); 10 (5th)
15 gp (Cantrip), 25 gp (1st), 100 gp (2nd), 150 gp (3rd), 1,000 gp (4th), 1,500 gp (5th)
Selling a Magic ItemTry and find someone to sell one of your magic items to. 
A magic item (that you choose to try and sell through this activity) 
125 gp
TrainingLearn a language or gain training in a tool through training by a mentor.
A mentor who knows the language or is proficient in the tool you are trying to learn
10 minus your intelligence modifier (unless negative) 
25 gp per 5 workdays
WorkFind temporary work or an honest trade to earn a living.
None
1None

*The points and cost are halved for a consumable item other than a Spell Scroll (which can be crafted with the Scribing a Spell Scroll downtime activity)


To learn what exactly you have to do for a downtime activity, refer to the sections below.


Buying a Magic Item

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the item you desire.

Resources. Finding magic items to purchase requires 1 (Common) or 3 (Uncommon) downtime points and 100 gp in expenses. Spending more gold increases your chance of finding a high-quality item.

Resolution. The first step you should take is asking you DM to make sure the item you're seeking is possible to get in Theros. If so, make a Charisma (Persuasion) check to determine if you find a seller. You gain a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10.

Afterword, consult the table below to see if you beat the DC, and if you did, you successfully find the magic item. If you wish to purchase the item, consult the table to see the price in gold pieces. If the item incorporates an item that has a purchase cost in the Player’s Handbook (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and the cost of Plate Armor (1,500 GP).

Item RarityDCPrice
Common10100 GP
Uncommon15400 GP


Complications. The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains.

Roll a percentile die. On a 10% (if your magic item was common) or a 20% (if your magic item was uncommon) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Carousing

Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?

Resources. Carousing costs 1 downtime point for days of fine food, strong drink, and socializing. You can attempt to carouse among lower-, middle-, or upper-class folk. You can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp and access to the local nobility.

A character with the noble background can mingle with the upper class, but others can only do is if the DM decides you have made sufficient contacts. Alternatively, you might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city or some other disguise.

Resolution. After carousing, you stand to make contacts within the selected social class. Make a Charisma (Persuasion) check using the Carousing table.

Check TotalResult
1-7You make one hostile contact.
8-10You make no new contacts.
11-20You make an allied contact.
21+You make two allied contacts.


Contacts are NPCs who now share a bond with you. Each one either owes you a favor or has some reason to bear a grudge.

A hostile contact works against you, placing obstacles but stopping short of committing a crime or a violent act.

Allied contacts are friends who will render aid to you, but not at the risk of their lives.

Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.

Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.

Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.

Once a contact has helped or hindered you in any way, you need to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, but doesn’t come with a guarantee of help.

At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.

Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Crafting a Magic Item

Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Resources and Resolution. Crafting a magic item takes an amount of points and money based on the item's rarity as shown in the Magic Item Crafting Points and Cost table.

For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time and point cost. Divide the point cost to create an item by the number of characters working on it (minimum of 1 point). Normally, only one other character can assist you, but the DM might allow more assistants.

The cost in the table represents the raw materials needed to make a magic item. The DM determines whether appropriate raw materials are available. If your DM allows you, and you are in a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren’t available, you must complete a different Downtime Activity before checking on the availability again.

If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in the Player’s Handbook. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor.

Magic Item Crafting Points and Cost
Item RarityDowntime Points*Cost*
Common 150 GP
Uncommon3200 GP
Rare72,000 GP

*The points and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the Player’s Handbook.

Requirements. To craft a magic item, you and any assistants must have proficiency in the Arcana skill. If a magic item allows its user to cast any spells from it, you must have all those spells prepared while crafting the item.

Crafting a magic item also requires the use of a tool depending on the type of item. The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see the Player’s Handbook.

Magic Item Tools
Item CategoryRequired Tool
Armor Leatherworker’s ToolsSmith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions
PotionAlchemist’s Supplies or Herbalism Kit
RingJeweler’s Tools
RodWoodcarver’s Tools
ScrollCalligrapher’s Supplies
StaffWoodcarver’s Tools
WandWoodcarver’s Tools
WeaponLeatherworker’s ToolsSmith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions
Wondrous ItemTinker’s Tools or the tool required to make the nonmagical item on which the magic item is based

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work.

Roll a percentile die for every 2 points used during this activity: there's a 10% chance that a complication occurs every time, but this increases by 5% every roll after the first roll.


Crime

Sometimes it pays to be bad. This activity you the chance to make some extra coin, at the risk of arrest.

Resources. You must spend 2 downtime points and at least 25 gp gathering information on potential targets before committing the intended crime.

Resolution. You must make a series of checks, with the DC for all the checks chosen by you according to the amount of profit you seek from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.

To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

If none of the checks are successful, you are caught and jailed. You must pay a fine equal to the profit the crime would have earned according to the Loot Value table and must time in jail which loses you 1 downtime point for each 25 gp of the fine.

If only one check is successful, the heist fails but the you escape.

If two checks are successful, the heist is a partial success, netting the character half the profit on the Loot Value table.

If all three checks are successful, the character earns the full value of the profit in the Loot Value table.

Loot Value
DCValue
10 50 GP, robbery of a struggling merchant
15100 GP, robbery of a prosperous merchant
20200 GP, robbery of a noble
251,000 gp, robbery of one of the richest figures in town

Complications. A life of crime is filled with complications.

If you succeed on only one check, you automatically get a complication. If you have a rival or a hostile contact who is involved in crime or law enforcement, a complication ensues if you succeed on only two checks. If you succeed on all three checks, roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.

Resources. This activity requires 2 downtime points plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution. You must make a series of checks, with a DC determined at random based on the quality of the competition you run into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

You make three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If you have proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; have your DM generate a separate DC for each one. Consult the Gambling Results table to see how you did.

Gambling Results
ResultValue
0 successes Lose all the money you bet, and accrue a debt equal to that amount.
1 successesLose half the money you bet.
2 successesGain the amount you bet plus half again more.
3 successesGain double the amount you bet.

Complications. Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity.

Roll a percentile die. On a 10% (if you got one success), 20% (if you got two successes), or 30% (if you got three successes) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Pit Fighting

Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. Combat like this is found in the Akroan arenas, as well as in some illegal rings under Meletis.

Resources. Engaging in this activity requires 2 downtime points from you.

Resolution. You must make a series of checks, with a DC determined at random based on the quality of the opposition that you run into. A big part of the challenge in pit fighting lies in the unknown nature of its opponents.

Make three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of your largest Hit Die (this roll doesn't spend that die). If desired, you can replace one of these skill checks with an attack roll using one of your weapons or an unarmed strike. The DC for each of the checks is 5 + 2d10; have your DM generate a separate DC for each one. Consult the Pit Fighting Results table to see how you did.

Pit Fighting Results
ResultValue
0 successes Lose your bouts, earning nothing.
1 successWin 50 GP.
2 successesWin 100 GP.
3 successesWin 200 GP.

Complications. Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters.

Roll a percentile die. On a 10% (if you got one success), 20% (if you got two successes), or 30% (if you got three successes) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Relaxation

Sometimes the best thing to do between adventures is relax. Whether you want a hard-earned vacation or need to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal if you don't want to make use of the downtime system.

Resources. Relaxation requires 1 downtime point.

Resolution. While relaxing, you gain advantage on saving throws to recover from long-acting diseases and poisons. In addition, you can end one effect that keeps you from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

Complications. Relaxation almost never comes with complications, unless you have a rival or hostile contact who may be seeking your misfortune.


Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders, or perhaps getting a vision, omen, or more piety with a god.

Resources. Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with yours. If such a place is available, the activity takes 2 downtime points but involves no gold piece expenditure.

Resolution. At the end of the activity, choose to make either an Intelligence/Wisdom (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

Religious Service
Check TotalResult
1-10 No effect. Your efforts fail to make a lasting impression.
11-20You earn one favor.
21+You earn two favors.

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. Alternatively, a favor could also take the form of a deity's minor intervention, such as an omen, a vision, or a minor miracle provided at a key moment. In that case, simply ask the DM to expend the favor for an omen, vision, or minor miracle relating to a specific problem at hand. Though, the DM determines the actual nature of the favor.

Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + your Charisma modifier (minimum of one unused favor).

Complications. Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

Resources. Typically, you need access to a library or a sage to conduct research. Assuming such access is available, conducting research requires 2 downtime points and at least 50 gp spent on materials, bribes, gifts, and other expenses.

Resolution. Declare the focus of the research—a specific person, place, or thing. At the end of the activity, make an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, if the DM determines that you have access to a particularly well-stocked library or knowledgeable sages you gain advantage on this check. Determine how much lore you learn using the Research Outcomes table.

Research Outcomes
Check TotalOutcome
1-5 No effect.
6-10You learn one piece of lore.
11-20You learn two pieces of lore.
21+You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. Though, the DM is the final arbiter for what exactly you learn, and what would be revealed to you.

Complications. The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival or hostile contact with a scholarly bent might try to lead you astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a Spell Scroll.

Requirements. To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus. If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.

Resources and Resolution. Scribing a scroll takes an amount of downtime points and money based on the level of the spell, as shown in the Spell Scroll Costs table.

Spell Scroll Costs
Spell LevelDowntime PointsCost
Cantrip 115 GP
1125 GP
22100 GP
33150 GP
471,000 GP
5101,500 GP

Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Selling a Magic Item

Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.

Resources. You can find a buyer for one magic item by spending 1 downtime point and 25 gp, which is used to spread word of the desired sale. You must pick one item at a time to sell.

Resolution. Make a Charisma (Persuasion) check to determine what kind of offer comes in. If you don't like the offer, you can always opt not to sell, instead forfeiting the downtime points and gold spent and potentially trying again later. Use the Magic Item Rarities and Base Prices table and the Magic Item Offer table to determine the sale price: if a magic item incorporates an item that has a purchase cost in the Player’s Handbook (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and the cost of Plate Armor (1,500 GP).

Magic Item Rarities and Base Values
RarityValue*
Common 100 GP
Uncommon400 GP
Rare4,000 GP
Very Rare40,000
Legendary200,000
ArtifactPriceless

*Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the 2024 Player's Handbook).

Magic Item Offer
Check TotalOffer
1-10 75% of base price
11-20100% of base price
21+125% of base price

Complications. The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Training

Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.

Resources. Receiving training in a language or tool requires 10 downtime points, but is reduced by a number of points equal to your Intelligence modifier (an Intelligence penalty doesn't increase the points needed). Training costs 25 gp per 1 downtime point spent on this activity.

Complications. Complications that arise while training typically involve the teacher.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Work

When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.

Resources. Performing a job requires 1 downtime point.

Resolution. To determine how much money you earn, make an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.

Wages
Check TotalEarnings
9 or lower 5 GP
10-1410 GP
15-2020 GP
21+35 GP

Complications. Ordinary work is rarely filled with significant complications, but it can happen.

Roll a percentile die. On a 5% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.

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Laurus is a somewhat dimwitted Anvilwrought Cleric whose body is composed of stained glass. While he was originally a champion of Keranos, over time he slowly drifted away from his teachings. He frequently lied to get himself out of trouble and would manipulate his adversaries, or just random citizens, to get his way. When he’s not actively being a dishonest person, he can usually be found animating the dead. All of these acts of deception unknowingly garnered both positive and negative attention from two gods in particular. During an intense battle, Laurus found his fate in the hands of these two gods, Phenax and Erebos. Erebos did everything in his power to drag Laurus to the underworld, and originally succeeded. However, Phenax had taken a liking to Laurus and was able to bring him back in the form of a Returned. Laurus’ face was morphed into the identifiable golden mask of the Returned as he was given a new purpose. Lie. Laurus now follows the deceptive teachings of Phenax and spites any god that stands against him, particularly Erebos. However, whether or not Laurus fully understands what he is doing is up for debate.

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Oberon Blood Seeker; at a passing glance he could pass as normal human, but any sort of attention payed to him would reveal that there are some aspects of him that are...different, most notably his eyes, that while resembling a serpents, have a hint of sadness behind them. He carries himself with both confidence and caution, knowing there are things in this world that are easy to deal with, and others that are not. He is willing to fight anything that poses a danger to those he considers friends, or innocents, but while this has earned him a reputation of being a ruthless killer, He tries to keep from fighting when it is possible.

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Oriz is a relatively youthful Human (Theros), of roughly average height and build. Aside from his violet hair, very little stands out about him at first glance

Oriz really has three traits that stand head and shoulders above the rest. First, is his honesty. Oriz dislikes lying, and genuinely believes that if he's sincere, reasonable, and polite, people will generally go along with what he wants. Second is his curiosity, though not everything can hold his attention for long. The third is both Oriz's greatest strength and weakness, his almost entirely unjustified sense of confidence. Until very recently, Oriz was certain he could talk, think, or fight his way out of most any circumstance he would find himself in. However, after almost dying six times in the past week, as well as picking up a mental hitchhiker, that confidence is ever so slightly shaken.

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The gladiator Zennon McNamara is a shorter but very muscular satyr man with an ear-length mop of dark brown hair. Protruding through that mop are two pale spiral horns that frame Zennon's face. His tanned complexion is usually on full display as his typical garb consists only of simple knee-length trousers and his leather weapon harness. Zennon is typically a light-hearted, revelrous thrill seeker. He loves testing his limits, and he hasn't found them. Walking away from impossible odds and ridiculous feats of strength repeatedly has left Zennon feeling invincible. This often leads him to actions that some may observe as reckless abandon, but Zennon sees it as protecting his companions by taking risks another may not survive. His unpredictable application of sheer force is on full display as he fights. Believing himself too strong, Zennon often does not use his weapon; instead, he opts for unarmed combat for the sake of an honorable and fair fight. This honor pushes him to defend the weak and has earned him grace in the eyes of Iroas, the god of victory. More recently, his sheer power and unpredictable free nature have garnered Thassa's attention. Newly armed with a storm's energy crackling in his veins, Zennon has been learning to fight with a team again and aims to lead and protect The Destined from the front.
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The Realm of Theros

The caprice of the gods. The destiny of heroes. Great journeys into monster-infested wilds, and mythic odysseys to where the mist lies at the edge of the world and back. These elements of adventure fill the realms of Theros.


Realms of Gods and Mortals

The world of Theros, as its inhabitants understand, includes three realms: the mortal world, the divine realm of Nyx, and the Underworld.

Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with the mists beyond.

A vast, opaque fog acts as a wall at the borders of Theros. If you check the map, the areas to the very edge of the map is covered by this fog, and it seems unpassable by mortals. Everyone who has tried to traverse into the fog always winds up exiting the fog at a random fog-obfuscated point in Theros. Though, there are the very few who walk out of this fog with no memory of where or who they were previous, sometimes they are seemingly completely new to the realm as there is no evidence of a previous life before exiting from the fog. These people are called the Mistborn.

The known world of Theros consists of a long stretch of coastline forming the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only few have seen what is assumed to be the mist that lies beyond.

To the north, the coastal lands become a barren region of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs speak of impenetrable mountains rising amid a dark forest to the north above Skophos.

The Siren Sea is studded with islands large and small. The largest cluster near the mainland, called the Dakra Isles, is poorly charted, and even those sailors who attempt to explore the isles return with contradictory information. Westward from those islands, some have successfully sailed to the edge of the known world, though no one can say for certain how far it is--the journey never unfolds in a straight line. In theory, it is equally possible to sail south to the edge of the known world, but those waters are stormier and more forbidding.

The heart of mortal civilization lies in and around three poleis-cities and their surrounding territories. Together the three poleis, Akros, Meletis, and Setessa, encompass most of the human population of Theros. Meletis covers the whole territory of the southwestern peninsula, Akros forms the northern frontier, and Setessa lies at the northern edge of the wild Nessian Wood.

Two bands of centaurs--the Lagonna and the Pheres--roam the hills and grasslands between the three poleis. The leonin hunt in the valley of Oreskos, nestled between the two mountain ranges. Satyrs dwell in a smaller sylvan vale northeast of the Nessian Wood. And tritons live primarily in the coastal shallows of the Siren Sea, though some manage to make comfortable homes among the humans of Meletis.

The badlands of Phoberos, northwest of Akros, are the frontier where Akroan soldiers clash with minotaurs. Farther north is the minotaur city of Skophos, little known to humans.

The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned brought the pall of the underworld out with them into the mortal realm. 


Gods and Worship

A pantheon of fifteen gods guides religious life on Theros. To learn more, click on the "Gods and Worship" title above.
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"BIRD SHRIEKED AS IT TOOK FLIGHT FROM a branch above her. Through the gaps in the rustling canopy, she could see the god-forms shift in and out of focus. The night sky was known as Nyx, the realm of the gods. Every night, the heavens displayed fleeting visions of gods and celestial creatures. Some lingered for just seconds. But sometimes the pantheon enacted entire scenes for mortal eyes to witness. Lidia rarely took time to step outside her home and watch the heavens, but now there was no place else to rest her eyes. Tonight the god-forms were vivid, and her heart beat faster as she watched their battle unfold." --Jenna Helland, Godsend


A pantheon of fifteen gods guides religious life on Theros. From the sun and agriculture to death and passage into the Underworld, the gods oversee the forces of nature and the most important aspects of mortal life. These gods are quite real to the people of Theros, who see them moving across the sky at night and sometimes encounter them face to face. Thus, most people perform rituals and devotions that honor various gods, hoping to win their favor and stave off their wrath. They tell and retell the stories of the gods' deeds-even as they watch those stories continue to play out in the vastness of the night sky.

Not every mortal serves or acknowledges the gods, though. Some philosophers in the schools of Meletis teach that the gods of the pantheon are subordinate to a higher reality, perhaps Nyx itself. And other people, particularly leonin, believe that the gods are undeserving of mortal reverence.

The Gods of Theros table gives a list of the fifteen gods that are commonly worshipped in Theros.

Gods of Theros
Diety
AlignmentDomainCommon Symbol

Athreos, God of Passage

LN

Death, Grave*

Crescent moon

Ephara, God of the Polis

LN

Knowledge, Light, Order

Urn pouring water 

Erebos, God of the Dead

LE

Death, Trickery

Serene face 

Heliod, God of the Sun

LG

Light, Order

Laurel crown

Iroas, God of Victory

CG

War

Four-winged helmet

Karametra, God of Harvests

NG

Life, Nature

Cornucopia

Keranos, God of Storms

CN

Knowledge, Tempest

Blue eye

Klothys, God of Destiny

N

Knowledge, War

Drop spindle

Kruphix, God of Horizons

N

Knowledge, Order, Trickery, Twilight

Eight-pointed star

Mogis, God of Slaughter

CE

War

Four-horned bull's head

Nylea, God of the Hunt

NG

Nature

Four arrows

Pharika, God of Affliction

NE

Death, Knowledge, Life

Snakes

Phenax, God of Deception

CN

Trickery

Winged golden mask

Purphoros, God of the Forge

CN

Forge*, Knowledge

Double crest

Thassa, God of the Sea

N

Knowledge, Tempest

Waves
*The Forge and Grave domains appear in Xanathar's Guide to Everything. 
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When storytellers relate the history of Theros, they always speak in the most general terms. An event of just ten years past happened "many years ago," and the founding of Meletis in the distant past happened "many, many years ago." In Theros, history transforms into myth more quickly than it does in other worlds, becoming generalized, vague, and moralistic. And because the gods are so deeply involved in mortal affairs, it's often impossible to distinguish between the myths of divine activities and the scraps of historical fact in these records. 

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