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Mythic destiny awaits you in this campaign expansion for Mythic Odysseys of Theros!

In Mythic Odysseys of Theros we were introduced to the Theriad, the epic poem that contains the adventures, legends, and myths of those champions that ascended to demigod status. But what about those hopeful heroes that didn't complete their quests? What secrets and powers might they have offered to the world? Find out here!

Where the demigods were empowered to add their archetypes to the world, contained inside these pages you will find what might have been - and what should have been, had adventure and fate not intervened. 

This product contains:

  • 12 new archetypes, one for each class in the Player's Handbook
  • new magic items
  • new mythic monsters
  • a mythic NPC
  • 3 adventures
  • an example of mythic destiny
  • a giant HONKING conclusion!

SALES INCENTIVES:

  • at Copper Metal status, we will create handouts for the mythic monsters and mythic NPC. We will also expand on the mythic NPCs background and former adventuring party!
  • at Silver Metal status, custom art will be contracted for the miniature nyxborn otyugh
  • higher-tier rewards may include: new archetypes (alchemist!), additional mythic destinies, additional mythic monsters, additional adventures, more magic items, feats, and spells
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Reviews (1)
Discussions (5)
Customer avatar
David B December 27, 2020 2:47 pm UTC
I'd love to see more in the preview before purchasing, maybe a table of contents for player options or detinies? I'm not really sure what's actually in this book and going in blind for 17$ is a big ask
Customer avatar
Philip K December 02, 2020 3:59 am UTC
PURCHASER
A few questions:

Can you speak to the design behind letting bards turn non ritual spells into ritual spells? That's a major power creep given that many of these spells were balanced around NOT being able to be cast without expending spell slots? As an aside, the line about prepared spells is redundant as Bards do not prepare their spells, they KNOW their spells and can use any spells they know at any time that they have spell slots to use them (or time to ritual cast appropriate spells).

What is the Saga Domain? I recognise the need for the storyteller cleric in the lore of Theros, but how does that fit the Cleric subclass chassis that represents the followers of specific deity portfolios? Heliod is a god of the Light Domain; Nylea clearly has the Nature Domain in her portfolio. Erebos and Athreos are gods of the Death Domain, while Purphoros has the Forge Domain. What specific gods would have the Saga Domain as opposed to any other deity in Theros?

Can you speak to why you...See more
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Customer avatar
Philip K December 02, 2020 4:13 am UTC
PURCHASER
Sorry, three questionss got lost and I couldn't recover them before 10 mins were up:

Re Clerics: And how is Saga Domain differentiated from Knowledge Domain, if at all?

Re Paladins: Why does Oath of Retribution key off of Wisdom when no other Paladin ability or feature do so? Shouldn't it be Charisma? Was this supposed to reflect the 4e Ardent Vow Paladin from Divine Power, which used Str/Wis instead of Str/Cha? Is this necessary given all the other attempts in the modern game books to reduce MAD?

Re Rogues: Cantrips don't have spell slots. Did you mean you learn one Cantrip?

Thanks again; I thought I'd ask these questions here for insight before I weight the publication with a review one way or another.
Customer avatar
Damian H November 25, 2020 11:31 pm UTC
PURCHASER
The adventures themselves are often a bit confusing and need work.
The first one includes a room that can curse someone who fails a dc to not be able to leave the room by their own will. It says nothing about breaking the curse or making it again. Sure, it's up to the dm to adjust, but there are tiny details like that a lot where the original intent is hard to grasp and the dm has to adjust and edit entire sections.

The third one, furnace of invention, starts out by mentioning mogis sends minotaurs with some other monsters, then says the minotaurs are working for kruphix and are tying to maintain balance (which is that God's domain), but then later in the adventure repeatedly mentioned that they work for klothys.
I have nothing against polytheistic enemies, but it's a bit confusing as to who the actual godly antagonist is.

I'm honestly more confused by the majority of the adventures than anything. Is there an update planned, or a place with more corrections/elaborations,...See more
Customer avatar
Tom H November 02, 2020 7:38 pm UTC
PURCHASER
Excellent book.
Player options,adventure material and an accurate game representaion of Canada Geese!
Customer avatar
Nikos T October 25, 2020 1:15 pm UTC
PURCHASER
Hey everyone!
First of all, thank you for the great work you've put into this. The whole goose thing is hilarious and can't wait to run it in my Theros campaign.
I'm really impressed with the new subclasses presented here. Some interesting new mechanics for sure. However, when it comes to the Wizard one I can't figure out what it's supposed to do.
1. If I understand this correctly, the tattoos inscribed on your skin are not automatically prepared, but rather your skin acts like another spellbook. What is this feature intended to do? The only benefit I can see is that you can cast these spells even if you lost or cannot get to your spellbook.
2. What is the living scroll (arcane ink option) supposed to do? Does it mean your allies (or potentially your enemies too) can read the spells and cast them as if from a scroll? Does that then delete the spells until you inscribe them again?

Thank you!
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Customer avatar
Alan P November 02, 2020 1:33 pm UTC
CREATOR
Glad you like what you've read, Nikos - we really wanted to inject some absurd elements into the high-epic adventuring that is Theros :)

The tattoos function as, and replace, your spellbook. In the case of the living scroll option, yes, you and your allies (and your foes, if they got close enough) can read your tattoos just like they would be able to read a scroll. If the tattoo is read as a scroll, it becomes erased and would have to be inscribed again at a rate of 1 spell per long rest (see "Arcane Tattoos").

Tattooing has a really interesting place in world history and cultures, and many tattoos tell a significant story.
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Customer avatar
Alan P November 02, 2020 1:38 pm UTC
CREATOR
Points that have arisen from some previous discussions:
- you CAN still use your spellbook, yes
- spells that you've inscribed do NOT require a spellbook (a limited number of spells can be inscribed at low wizard levels)
- at level 14, you gain the "Fortified and Decorated" feature which allows you to stop using a spellbook entirely and instead inscribe as many spells as you want upon yourself. This affects all classes that use a spellbook, too.
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File Last Updated:
September 13, 2020
This title was added to our catalog on September 13, 2020.