Mythic Odysseys of Theros - Character Creation
Mythic Odysseys of Theros - Character Creation
Mythic Odysseys of Theros - Character Creation
Character Creation
In fairness, the giant had just been awakened. Still, not everyone would be able to bring down a brute twice the size of a city temple, even if it was in a stupor, so I
guess I am a hero. That’s not to say I’m the greatest hero or would even be remembered once I fell, but I would not turn away being called “Aesrias, the hero.” I am
stronger than others of my age and have always been able to easily master all manner of weapons, although for challenge I prefer to use my own sts in combat.
But I boast too much. In truth, I am one of many who are blessed with the might of Iroas, children of devout parents to whom the God of Victory has given the
strength to serve and protect the people. Everyone always said I was born a hero.
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.
This chapter describes playable races of Theros, new subclass options, a new background, and their places in the world. It also includes a
description of the supernatural gifts that set the heroes of Theros above the ordinary mortals of their world. But it begins with the question of what
makes your character a hero.
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(CHASE STONE)
Heroic Drive
The de ning 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
aws. 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.
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 de ne 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 signi cant.
Tragic Flaws
The heroes of Theros don’t often conform to tidy de nitions of heroic morality and virtue, and they are often laid low by their own aws. 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 aw 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” aws like addiction or laziness. Rather, consider a tragic aw involving something you don’t
want a god to learn or certain to provoke a god’s anger.
For example, some of the aws listed for the outlander background in the Player’s Handbook could put a character into con ict with a god. “I
remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me” could cause signi cant problems when the
character nurses a grudge against a god.
A tragic aw 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.
Supernatural Gifts
Most heroes of Theros have some kind of supernatural aid to help them achieve their goals. Often this aid comes from the gods, but some heroes
might nd their support from other beings, such as the sphinx Medomai, an oracle like Atris or Kydele, or a repository of mystical knowledge. Some
heroes are born with supernatural power or born as a result of supernatural events.
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. Is it tied to the god you serve? Was it the result of a fateful encounter with a sphinx or an oracle? Does it indicate the nature of your birth?
Each gift’s description also includes a table to spark your imagination as you think about your character’s gift.
These supernatural gifts are intended for starting characters, but some might be bestowed by gods as rewards for remarkable deeds.
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Anvilwrought
You were forged in the res of Purphoros’s forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table
suggests details of your life or origins. Additionally, you gain the following traits.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following bene ts:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you
appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Anvilwrought Characteristics
d6 Characteristic
1 An oread who works in Purphoros’s forge is the closest thing I have to a parent.
3 I was created decades ago and, fearing that I’m growing obsolete, recently ed Mount Velus.
5 Purphoros intended me to carry on his work by making even greater creations of my own.
6 Someone in Mount Velus implanted a terrible secret within me in order to smuggle it out into the world.
Heroic Destiny
Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny
using the Heroic Destiny table. Additionally, you gain the following traits.
Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t use it
again until you nish a long rest.
Heroic Destiny
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d6 Destiny
5 I was born while a kraken ravaged Meletis, and I’m destined to destroy that kraken.
FOR CHAMPIONS LIKE THE SETESSAN LEADER ANTHOUSA, HEROISM AND DESTINY ARE INESCAPABLE FORCES
(HOWARD LYON)
Iconoclast
No one can deny the reality of the gods of Theros, whose presence and deeds are visible in the night sky and sometimes directly in the mortal realm.
But some people refute the idea that the gods are worthy of reverence. Such iconoclasts are common among the leonin, but members of any culture
can adopt this supernatural gift. The Iconoclast Characteristics table presents suggestions for why you’ve become an iconoclast.
Your denial of the gods gives you supernatural power to resist their in uence in the world. You gain the following traits.
Enlightened Protection. You can cast protection from evil and good with this trait, targeting only yourself and requiring no material components.
Once you do so, you can’t cast it in this way again until you nish a long rest. Wisdom is your spellcasting ability for this trait.
Reject the Gods. You can’t gain or lose piety to any god. You instead gain the following traits at the character level listed in each one. Wisdom is your
spellcasting ability for any spell that you cast through these traits.
Iconoclast Hero
5th-level Iconoclast trait
You can cast dispel magic with this trait. Once you do so, you can’t cast it in this way again until you nish a long rest.
Iconoclast Paragon
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You can cast dispel evil and good with this trait, requiring no material components. Once you do so, you can’t cast it in this way again until you nish
a long rest.
In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 4th-level spell.
Iconoclast Archetype
17th-level Iconoclast trait
You can cast antimagic eld with this trait, requiring no material components. Once you do so, you can’t cast it in this way again until you nish a
long rest.
In addition, when you cast dispel magic using your Iconoclast Hero trait, you cast it as a 5th-level spell.
Iconoclast Characteristics
d6 Characteristic
2 Multiple gods seek to use me to their ends, so I try to avoid all divine entanglements.
Inscrutable
Like a sphinx, you have a mind like a maze, impenetrable to mortal scrutiny. This might be a gift or training from an actual sphinx, the blessing (or
curse) of a god, or an inexplicable talent. The Inscrutable Characteristics table suggests options for what makes you inscrutable. Additionally, you
gain the following trait.
Sphinx’s Shroud. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks
made to ascertain your intentions or sincerity have disadvantage.
Inscrutable Characteristics
d6 Characteristic
3 I only speak in the past tense, as if all things I say have already transpired.
4 I have sworn a vow to allow no living person to see behind the mask that covers my face at all times.
I was born a sphinx, but a god cursed me into humanoid form and saddled me with the limits of mortal knowledge. I won’t rest until I break the
6
curse.
Lifelong Companion
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Behind many heroes is another hero whose greatness comes from the support and love they offer. Haktos had his beloved Perynes, Renata was
accompanied by her servant Karados, and Siona sailed with her devoted crew. Like these partners, you are great and make others great. Consider the
Companion Relationships table when determining your legendary connection. Any relationship with another player’s character requires that player’s
consent. Additionally, you gain the following traits.
Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being frightened or charmed, provided you aren’t incapacitated.
Companion’s Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit
you instead. Once you use this trait, you can’t do so again until you nish a long rest.
Companion Relationships
d6 Relationship
5 After admiring another character from afar, I’ve nally won a position by their side.
6 I want nothing more than for another character to recognize my devotion and love me in return.
HEROES AND LIFELONG COMPANIONS, KYNAIOS AND TIRO FOUNDED MELETIS AND RULED AS ITS FIRST KINGS
(WILLIAN MURAI)
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Nyxborn
Born from the minds of the gods, the creatures that populate the gods’ realm are called Nyxborn. Nyxborn creatures resemble mortal beings, but
philosophers debate their true character. Are they idealized forms of mortal beings, free from the imperfections and transience that causes mortals
to suffer and die? Or are they hollow and soulless shades, lacking the authenticity and pathos that make mortal existence worthwhile?
A Nyxborn is like a fragment of divinity, an idea or a dream that is incarnate. You embody an idea—like the way leaves turn toward the sun or the
feeling of ocean sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when remembering a
happy moment of childhood.
These ideas, dreams, memories, and feelings are the stuff Nyx is made of, and a Nyxborn is shaped from that raw material. You might have been
speci cally crafted by one of the gods to serve a certain purpose. Or your existence could be an accident caused by a con uence of supernatural
forces. The Nyxborn Origin table offers a handful of suggestions that might explain how you came to be, and the Nyxborn Quirks table describes
some special effects that might linger around your person.
Cloak of Stars. As an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have
disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can’t use it
again until you nish a long rest.
Nyxborn Origin
d6 Origin
2 I was formed from Nyx by one of the gods to serve as a divine emissary.
5 I was rescued from the Underworld and took on supernatural characteristics when I returned to life.
Nyxborn Quirks
d6 Quirk
1 Whenever my weapon strikes something, the weapon gives off a shower of starry sparks.
4 When the sun shines on me just so, I glimmer with many colors.
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d6 Quirk
ORACLES HEAR THE VOICES OF THE GODS, A RARE GIFT AND SOMETIMES A CURSE
(ERIC DESCHAMPS)
Oracle
You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communication between the mortal and divine
realms. As an oracle, you can perceive the whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse,
though, which typically takes the form of dire insights. Consult the Oracle Curse table to determine what unwanted revelations you receive.
The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the
voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often nd themselves
pursued by the agents of evil gods who would bind them to the god’s service, if necessary.
Ears of the Oracle. You can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message through you, and
you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any
language you speak.
Oracle’s Insight. The gods give you ashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10
and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM
says whether the roll succeeds or fails. Once you use this trait, you can’t use it again until you nish a short or long rest.
Oracle’s Piety. Your oracular abilities improve as your piety score increases. Instead of gaining the piety bene ts associated with any god (as
described in chapter 2), you gain the following traits when you reach the speci ed piety score.
Wisdom is your spellcasting ability for any spell that you cast through these traits.
Augur
Piety 3+ Oracle trait
You can cast augury as a ritual with this trait. Once you do so, you can’t cast it in this way again until you nish a long rest.
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Seer
Piety 10+ Oracle trait
You can cast divination as a ritual with this trait. Once you do so, you can’t cast it in this way again until you nish a long rest.
Sibyl
Piety 25+ Oracle trait
You can cast commune as a ritual with this trait. Once you do so, you can’t cast it in this way again until you nish a long rest.
Divine Oracle
Piety 50+ Oracle trait
You can increase your Intelligence or Wisdom score by 2, as well as increasing your maximum for the chosen score by 2.
Oracle Curse
d8 Flaw
1 I know exactly how I’m going to die, and I can’t do or say anything to prevent it.
2 People who consult me for information rarely believe the answers I give them.
3 I’m haunted by nightmares foretelling the deaths of people I’ve never met.
4 I’m often distracted by the sights and sounds of things that other people can’t perceive.
5 A horrible monster in Nyx watches me constantly, and I see it every time I venture outdoors.
6 Any time I grow close to someone, I see them aged, dying, or dead.
8 One of the gods intends to use me as an oracle whether I want to listen or not.
Pious
Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how
your faith might in uence your personality. Additionally, you gain the following traits.
Pious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can’t do so again until you
nish a long rest.
Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god.
Starting Piety. You begin with a piety score of 3 with your chosen god.
Pious Quirks
d6 Quirk
1 I often call people by the name of my god (or another god) by accident.
2 I stay up late at night watching the stars in hopes that my god will share a message with me.
3 I’m deeply jealous of my god’s oracles, who seem to have a more intimate relationship with my god than I can ever hope to attain.
4 I dream of one day entering Nyx and being granted a permanent place at my god’s side.
6 I can’t prove it, but I suspect that my god might actually be my parent.
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Unscarred
Like the great hero Haktos, you are resistant to physical harm. Use the Unscarred Origin table to determine how you gained your legendary
invulnerability. Additionally, you gain the following trait.
Unscarred Resilience. When you take damage, you can use your reaction to roll a d12. Add your Constitution modi er to the number rolled, and
reduce the damage by that total. After you use this trait, you can’t use it again until you nish a short or long rest.
Unscarred Origin
d6 Origin
1 I was bathed in hydra’s blood as an infant, and my wounds close too quickly to become mortal injuries.
2 I swallowed a magic stone that fell from Nyx, which made my skin hard as rock.
3 When I was wounded as a child, a god healed me. Now wounds are reluctant to undo the god’s work.
4 I was rescued from the Underworld, and I’m not sure I fully returned to life—it’s always so cold.
5 I was born on one of the Dakra Isles. All my people are naturally resilient, a fact I didn’t realize until I lost my home and ventured into the world.
6 I don’t know who one or more of my parents is, but my resilience (and other hints) provide clues to their immortal identity.
Races
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.
This chapter provides information about the following common playable races of Theros, as well as racial traits for all of them except humans:
Humans on Theros are similar to those found on other D&D worlds: adaptable, ambitious, and wildly diverse.
Centaurs employ cunning and equine strength to further the goals of the roaming Lagonna and Pheres bands.
Leonin are proud lion-like hunters, many of whom live in de ance of the gods.
Minotaurs are infamous for bloodthirstiness, a reputation even the most peaceful struggle to escape.
Satyrs follow their passions in the pursuit of wild revels and new adventures.
Human
The most numerous of Theros’s mortal races, humans embody the mortal will to carve out a place for civilization from the wilds. Although other,
smaller settlements exist, the majority of humans are associated with one of Theros’s three major poleis: Meletis, Akros, and Setessa.
Human Names
Human names tend to honor heroes or philosophers of old—an aspirational nudge from parent to child in the hope that their offspring might one day
live up to such a storied name.
Family surnames are uncommon in the human poleis, and people with the same name must nd ways to distinguish themselves from one another.
Some attach their place of birth or residence to their own names. A merchant from Meletis named Brigone, for example, would be Brigone of Meletis.
Others link their name to their trade, like Ristos the Learned, or Alesta the Hunter.
The most prestigious names however, are those earned through deeds or temperament. These names typically mark heroes, such as Hypatia of the
Winged Horse, Kalogeros Doomhammer, or Ianthe the Bold.
Female Names: Agathe, Alesta, Arissa, Brigone, Callaphe, Corisande, Hira, Hypatia, Iadorna, Ianthe, Lidia, Luphea, Nymosyne, Olexa, Polyxene,
Psemilla, Rakleia, Sophronia, Telphe, Tikaia, Vala
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Male Names: Alkmenos, Basarios, Braulios, Drasus, Eocles, Hixus, Kaliaros, Kalogeros, Kanlos, Kleon, Kytheon, Lanathos, Lindos, Nyklos, Phrogas,
Prokopios, Rhexenor, Ristos, Teraklos, Uremides, Verenes, Zenon
Centaur
Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life’s boundless bounty. The centaurs of
Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy
territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in
permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.
Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single
color, often with a shine that can look metallic in bright light.
Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres
centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical
stripes on their hooves, foretelling an exciting and adventurous life.
(MIN YUM)
The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other
members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade:
a barterer, an omener, a courser, and preferably a koletra.
A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different
languages.
An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.
A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and
unerringly return to their families.
Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of
the rst, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every
guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds.
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Journeys of Discovery
When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a
protoporos, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs nd their place in the
world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the rst steps of their journey. While most centaurs
return to the band eventually, some nd their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs
who found their heroic destiny on a protoporos.
Pheres Raiders
The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family
groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets—
be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.
The Pheres value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior,
called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are
clever as well, and understand the value of strategic leadership.
Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper.
Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side,
and can speak to animals to learn about the surrounding lands.
Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods rst fashioned humans from the red mud
of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a
portion of what they catch. While humans don’t recall this arrangement, the Pheres often cite it as justi cation for their raids.
Pheres Renegades
Pheres band members survive by working and ghting together, but still some centaurs choose to strike out on their own. These renegades often feel
like outsiders in their own band. They might be paci sts, wishing to learn about other people rather than ghting them. Or they might feel a
restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with
their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more.
(SLAWOMIR MANIAK)
Centaur Names
Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs
tend to have shorter, sharper sounding names, often appended with an honori c gained in battle.
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Centaur Traits
Your centaur character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs mature and age at about the same rate as humans.
Alignment. Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger
than Lagonna centaurs. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modi er:
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow
that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage
equal to 1d4 + your Strength modi er, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially di cult for you because of your equine legs. When you make such a climb, each foot
of movement costs you 4 extra feet instead of the normal 1 extra foot.
Survivor. You have pro ciency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common and Sylvan.
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(WISNU TAN)
Leonin
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids
rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin
wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.
Leonin often act with con dence, which can come off as imperiousness. While this can reassure their allies, it can also suggest de ance in the face
of what they perceive as imposed authority or unworthy experts.
Quick to Quarrel
Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy ghting,
whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and
bodies.
It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the ght is over (and the
leonin’s superiority proven), the insult is forgotten—along with the vanquished foe.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the
hunt. See chapter 3 for more details on Oreskos and the leonin who call that land home.
d6 Attitude
1 I’m amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment.
2 The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
I’m certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with
4
my life.
5 I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence.
6 I don’t talk about it among other leonin, but I actually revere the gods and try to please them by my actions.
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LEONIN MATRONS LEAD THE PRIDES OF ORESKOS, PROTECTING THE PLAINS FROM INTERLOPERS
(STEVE PRESCOTT
Leonin Names
Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for
example, would likely style herself as Ziore of the Flintclaw.
Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore
Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior
Leonin Traits
Your leonin character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Leonin mature and age at about the same rate as humans.
Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modi er:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4
+ your Strength modi er, instead of the bludgeoning damage normal for an unarmed strike.
Hunter’s Instincts. You have pro ciency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
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Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must
succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your pro ciency bonus
+ your Constitution modi er. Once you use this trait, you can’t use it again until you nish a short or long rest.
Languages. You can speak, read, and write Common and Leonin.
Minotaur
The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god
Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though,
have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.
(JASON RAINVILLE)
Built to Survive
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or
sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in
heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes,
keepsakes from their homeland, or naturally occurring marks of their god’s favor.
Ages of Darkness
Although minotaurs aren’t evil by nature and are free to worship any god, many are raised among those devoted to Mogis’s vile whims. Myths tell that
Mogis created the rst minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of
minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the
future, not the past.
While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless con icts with
bloodthirsty minotaurs, they know there are those who forsake Mogis’s depravities. The people of Meletis, Setessa, and lands beyond are also
generally open-minded and curious about minotaurs who wander into their lands. Epics like The Callapheia also describe multiple heroic minotaurs.
As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis.
See chapter 3 for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands.
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Minotaur Names
In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after
these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents
invent their own names, though, believing in their child’s potential to light a new constellation in Nyx with the brightness of their own soul.
The Minotaur Namesake table suggests possible qualities or deeds that a minotaur’s namesake might have been known for. Your character might
strive to emulate that quality or seek to forge a new legacy to be associated with your name by future generations.
Female Names: Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris
Male Names: Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog
Minotaur namesake
d8 Ancestor’s Qualities
4 My namesake ran the entire breadth of Phoberos in order to warn the minotaurs of an Akroan attack.
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(STEVE PRESCOTT)
Minotaur Traits
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have
avoided the demonic in uence of Baphomet.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Minotaurs mature and age at about the same rate as humans.
Alignment. Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who
remain within the polis and its tyrannical regime tend toward lawful alignments.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modi er:
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to
1d6 + your Strength modi er, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a
bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to
attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds
on a Strength saving throw against a DC equal to 8 + your pro ciency bonus + your Strength modi er, you push it up to 10 feet away from you.
Imposing Presence. You have pro ciency in one of the following skills of your choice: Intimidation or Persuasion.
Languages. You can speak, read, and write Common and Minotaur.
Satyr
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Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to
see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs
rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far
as most satyrs are concerned, is to accept it with relish.
(STEVE PRESCOTT)
Embracing Life
Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-
builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that
life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every
page. See chapter 3 for more details on the satyr homeland, the Skola Vale.
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Satyr Eccentricities
d8 Characteristic
1 Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
5 If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.
7 Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem.
8 If I have something really important to say, I always make sure to sing it.
Satyr Names
A satyr’s name is as playful and mischievous as they are, and each one is given when a satyr’s personality shines through. Most satyrs also give each
other nicknames.
Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi
Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon
Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scru ebutt, Sunbeam, Skiphoof, Twinkle-Eyes
Satyr Traits
Your satyr character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Satyrs mature and age at about the same rate as humans.
Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy
causing dismay.
Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modi er:
Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength
modi er.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when
making a standing jump. This extra distance costs movement as normal.
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Reveler. You have pro ciency in the Performance and Persuasion skills, and you have pro ciency with one musical instrument of your choice.
Languages. You can speak, read, and write Common and Sylvan.
(JOHANNES VOSS)
Triton
Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the “dryfolk” of the surface world will never know.
While most live their entire lives beneath the sea, they’re not bound to the deep. Following their inherent curiosity, some tritons venture beyond the
waves, seeking to explore a whole world of wonders beyond their own.
(RYAN PANCOAST)
Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials
found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed
civilization, tritons know much of how to re ne these materials into garb as rich and weapons as sturdy as any found on land.
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Land and Sea
For centuries, dryfolk have shed the seas of Theros and have used the sea’s surface as a means of travel. Many tritons interpret this as an intrusion
into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and shing vessels. Others believe that
turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches.
Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling of the winds, the
rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so
for their own reasons. In some places, like the polis of Meletis, whole triton communities ourish among dryfolk neighbors. See chapter 3 for more
details on the tritons of Meletis and the Siren Sea.
Hand of Thassa
While tritons pay respects to many gods, they tend to revere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god
of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land.
Depths of Curiosity
Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks, sifting through the debris for
whatever grabs their attention. Often these tritons develop collections of a speci c kind of object or lore, trading with one another as they develop a
sort of expertise in their eld. Some tritons approach investigations of the dryfolk with scienti c rigor. Such scholars often hold theories to go along
with their collections, hypotheses many are eager to test upon meeting new dryfolk.
Triton Names
A triton’s name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own
choosing. Some opt to keep their name, but the majority select one that represents the adult they’ve become. Tritons might even go on to choose yet
other names, as they shift from one phase of life to another, or after signi cant life events. Leaving a home community or transitioning to live among
dryfolk might constitute such life changes. Tritons also have a uid concept of gender and might switch names freely as they shift gender identities.
Female Names: Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra
Male Names: Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios
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(JACK WANG)
Triton Traits
Your triton character has the following racial traits.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Alignment. Tritons tend toward neutrality. Their culture encourages them to be mindful of life’s currents, knowing when to harness fate’s tides and
when to ow along with them.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modi er:
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can
also cast wall of water with it (see the spell below). Once you cast a spell with this trait, you can’t cast that spell with it again until you nish a long
rest. Charisma is your spellcasting ability for these spells.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Emissary of the Sea. Aquatic beasts have an extraordinary a nity with your people. You can communicate simple ideas with beasts that can breathe
water. They can understand your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage.
Languages. You can speak, read, and write Common and Primordial.
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3rd-level evocation
Range: 60 feet
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can
make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is di cult terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and re damage is halved if the re effect passes through the wall to
reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section
is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s
water doesn’t ll it.
(CORY TREGO-ERDNER)
Subclass Options
At 3rd level, a bard chooses a Bard College and a paladin chooses a Sacred Oath. This section offers the College of Eloquence for bards and the Oath
of Glory for paladins, expanding their options for that choice.
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument
often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with
logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a
d20 roll of 9 or lower as a 10.
Unsettling Words
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You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic
Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled
from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration
6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability
check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
6th-level College of Eloquence feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a
number equal to your Charisma modi er (minimum of one creature). The chosen creatures can magically understand you, regardless of the language
you speak, for 1 hour.
Once you use this feature, you can’t use it again until you nish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration
14th-level College of Eloquence feature
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds
one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a
different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic
Inspiration uses.
You can use this reaction a number of times equal to your Charisma modi er (minimum of once), and you regain all expended uses when you nish a
long rest.
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently
and encourage their companions so they’re all ready when destiny calls.
Tenets of Glory
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
Oath Spells
3rd-level Oath of Glory feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
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Channel Divinity
3rd-level Oath of Glory feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
(RYAN PANCOAST)
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on
Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your
long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action
and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points
equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Aura of Alacrity
7th- and 18th-level Oath of Glory feature
You emanate an aura that lls you and your companions with supernatural speed, allowing you to race across a battle eld in formation. Your walking
speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by
10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Glorious Defense
15th-level Oath of Glory feature
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your
reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modi er (minimum of
+1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s
range.
You can use this feature a number of times equal to your Charisma modi er (minimum of once), and you regain all expended uses when you nish a
long rest.
Living Legend
20th-level Oath of Glory feature
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You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following bene ts for
1 minute:
You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you nish a long rest, unless you expend a 5th-level spell slot to use it again.
Background
Remarkable individuals from all walks of life seek their destinies among the lands of Theros, from devout servants of the gods, to triumph-hungry
athletes.
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
in uenced 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
nd themselves thrust into the midst of divine schemes.
Whether or not your character is exceptionally devout, consider reviewing the deities
presented in chapter 2 and see if you gravitate toward one. Perhaps this god has a
special interest in you, is the deity your family has hailed as a patron for generations, or
embodies values you hold close. Based on this, consider that chapter’s possibilities for
how you might have earned that immortal’s favor (if indeed you have) and alternate
background ideals related to their worship—along with other boons that might entice you
into their service.
Your character doesn’t need to be a follower of any of the gods, but if you’re not, there’s
likely a reason why you’ve avoided them.
In addition to the gods, the supernatural gifts presented earlier in this chapter might
in uence your background. Consider what story emerges from your combination of
supernatural gift, background, and other choices.
Beyond these options, the athlete background presented here provides a new way to seek
glory through discipline and physical prowess.
(NOAH BRADLEY)
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Athlete
You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights re in your blood, and the roar of the
crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command
respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
Favored Event
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored
Event table to determine the athletic event in which you excel.
Favored Event
d8 Favored Event
1 Marathon
2 Long-distance running
3 Wrestling
4 Boxing
Between adventures, you might compete in athletic events su cient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession”
downtime activity in chapter 8 of the Player’s Handbook.
Suggested Characteristics
Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons
from their training to their lives in general.
d8 Personality Trait
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d8 Personality Trait
Athlete Ideals
d6 Ideal
2 Triumph. The best part of winning is seeing my rivals brought low. (Evil)
5 Tradition. Every game has rules, and the playing eld must be level. (Lawful)
Athlete Bonds
d6 Bond
3 My mistake got someone hurt. I’ll never make that mistake again.
Athlete Flaws
d6 Flaw
3 I ignore anyone who doesn’t compete and anyone who loses to me.
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d6 Flaw
Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2020 Wizards.
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