Setting Snapshot - Theros
Theros is a plane of gods, their trials, culture, and war. This snapshot seeks to expand on the player options presented in the Mythic Odysseys of Theros. Here you will find additional races, feats, supernatural gifts and more.
Table Of Contents
- 2 Races
- 3 Feats
- 4 Supernatural Gifts
- 5 Classes
- 6 Theros Magic Items
- 6.1 Rasma, Staff of Athreos
- 6.2 Bazon, Amphora of Ephara
- 6.3 Nikory, Lance Spear of Iroas
- 6.4 Komidi, Scythe of Karametra
- 6.5 Ronti, Bolt of Keranos
- 6.6 Nimoiras, Threads of Klothys
- 6.7 Asteri, Cowl of Kruphix
- 6.8 Aimatos, Axe of Mogis
- 6.9 Theneia, Libation of Pharika
- 6.10 Kryvo, Mask of Phenax
- 6.11 Gelio, Glaive of Xenagos
- 6.12 Shadowspear
- 6.13 Godsend
- 7.14 Non-Theros Magic Items
Player Options
Races
Theros is home to multiple different races that either segregate themselves into their only cities, or polis, come together to form massive cities based on their ideals and beliefs, or both. Humans are prominent in most cities such as Meletis, Akros, or Setessa. Leonin form prides and have a communal gathering location known as Oreskos. Gorgons are rare and don't have any one city they call home and are sometimes seen as monsters. Merfolk often live in the seas of Theros, only really venturing into the city of Meletis. Minotaurs, the worshipers of Mogis, live in their labyrinth city of Skophos. Satyrs are tricksters and revelers who can likely be found in any city having the time of their lives. Finally, Sirens are generally a malicious race
Gorgon
Gorgons of Theros are the creation of the God of Affliction, Pharika and are exclusively the Stheno subrace. With the appearance of a humanoid upper half and a serpentine lower half it is easy to think these reclusive creatures are monsters. However, Gorgon's are well known for their ancient knowledge of medicines and poisons.
A Blessing and a Curse
The chosen of the God of Affliction; she has taken their very form in starry sky of Theros. They are blessed by Pharika to have protection, from those who would come to them with ill intentions, in the form of their petrifying gaze. However this is also a curse that they must bare so as to not petrify every creature they come across, even each other, or even themselves.
Generally, Gorgon's are seen as monsters based on their appearance but on Theros they are the chosen of a god and can be worshiped or seen as healers. But, as with everything touched by the God, Pharika, they are a double edged sword, able to defend themselves and attack using their unique serpent like form and their petrifying gaze.
Gender Disparity
Gorgons are more common on Theros than anywhere else, but they are still a rarity. To most it appears that the race is mono-gendered with only women, but this actually proves untrue. Males can be found among the Gorgon race, however they are as rare to be seen among Gorgons as Gorgons are to be seen among any of the races on Theros.
Versatile Combatants
Gorgons are vicious combatants with or without their petrifying vision. A gorgon tends to live isolated from society granting them an ideal location to practice magic free from the gaze of others. A gorgon who trains in combat can be a terrifying sight as they use a shield to close the distance and crush a foe with their constricting tail or attack from unusual angles with a bow or spear.
Gorgon Names
Gorgons rarely identify with a family like name and typically only go by a personal name.
Male Names. Cresas, Drenas, Nanas, Remas, Sarendas, Trenas, Varonas
Female Names. Damia, Hythonia, Lexya, Lydya, Ludmilla, Vraska, Visara
Gorgon Traits
Your gorgon character has the following racial traits:
Ability Score Increase. Your Constitution score increases by 2.
Age. Gorgons age slower than most races living around 200 years.
Alignment. Creations and worshipers of the god Pharika, God of Affliction. Gorgons are enigmatic and rare to be found. Due to their connection with Pharika they often possess ancient knowledge of poisons and medicine. They tend toward neutral alignments.
Size. Gorgon's come in two ways, a humanoid weighing about equal with a human or a more serpentine creature with a upper half a human (with snakes for hair) and the lower half of a serpent gorgon's generally weigh around 350 to 450 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Petrifying Gaze. While not nearly as potent as a special few of their race, all gorgons possess the ability to slowly petrify a target with their gaze. As an action you can fill your eyes with magic from your ancestors. The next creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) if you aren't incapacitated and can see the creature. On a failure the creature's movement speed is reduced by 10 feet. If the saving throw fails by 5 or more, the creature is considered grappled and can use its action to make a Strength (Athletics) check against your DC to break free. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save. If you sees yourself reflected on a polished surface within 30 feet of her and in an area of bright light, you are affected by her own gaze.
A creature affected by your gaze may repeat its saving throw at the end of its turn, ending the effect on a success.
At 7th level, this feature reduced the affected creature's movement speed by 10 feet or by half whichever is higher. At 15th level, if the creature fails by 5 or more it is considered restrained.
Once you have used this feature you cannot use it again until you finish a short or long rest.
Monstrosity. Your creature type is monstrosity, rather than humanoid.
Snake Hair. Your snake hair is a natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 piercing damage and 2d4 poison damage.
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.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Gorgons have two distinct subraces to choose from, one who walks on two legs (Medusa) and one with a serpentine lower body (Stheno).
Stheno
Ability Score Increase. Your Dexterity score increases by 1.
Constrict. As an action you can make a Grapple check against a creature. On a success the target is grappled and until this grapple ends, the target is restrained and you can’t constrict another target. As a bonus action on your turn you can constrict a grappled target dealing 1d4 + your strength modifier bludgeoning damage.
Medusa
The more common variant of Gorgons found among other planes. These Gorgons are
Ability Score Increase. Your Charisma score increases by 2.
Design
Lore. There is not a lot written on Gorgons in D&D or Magic. So much of this lore is playing on the legends of Medusa, the mythological race of Gorgons from Greek mythology and what I could scrounge up on Pharika and Gorgons. However, a male Gorgon did exist in Greek mythology evidently. Nanas, the guard of Zeus. Thus, I made the race nonmono-gendered.
Racial Names. I chose Nanas as a root for the names of the males and used females found in MTG for their names. Since every female has a name that ends with the letter 'a' I had the males follow suit ending with 'as'.
Name. I went with Gorgon since that was what Medusa and her sisters actually were called. As for the subrace names, I went with Medusa since, lets be real, she had a horrible life and deserves some good things, and D&D also calls the normal ones with two legs Medusas. The other subrace, Stheno is named after one of Medusa's sisters. It sounded more snake like.
Breakdown. Lets start from the top. A Medusa's highest ability score is Constitution so it makes sense that the entire race has some benefit in that area. I will handle the subraces later. Size, was easy Medusas are medium creatures and their entry in Theros has them using the Medusa statblock with new abilities but not an increase in size. Movement speed is taken from the Medusa stat block as well.
Natural Armor was again taken from the stat block. It makes sense with their monstrosity creature type and the scales. Petrifying gaze is one of the hallmarks of the race. A must have. However, obviously a constant chance of petrification is way to OP for a player race. Thus I opted for a full petrification to perhaps be an anomaly. In its current design it acts as a ranged slow as you petrify them and if they are unlucky they "petrify" a little more and the creature is grappled and has to use an action to break free. Finally, when you get stronger the slow gets more powerful with a chance of a restrain instead. I limit this to the first creature that must save because grappling a group seemed too powerful. Finally I let it come back on a short rest since it does not seem incredibly powerful. I was also thinking a once per combat thing but we can workshop that.
Monstrosity and Darkvision were again a statblock thing. Snake Hair is also one of the hallmarks of the race. They need to have it. However here is the interesting thing: it doesn't deal damage based on an ability score so it needed to do more damage (with poison) to be viable.
Design Continued
Subraces! Our Theros based more Lamia like (or straight from Clash of the Titans), the Stheno. I felt that Dexterity was the important choice as they would be "slippery" and hard to pin down like a snake. Then they get the ability to constrict with their lower half, dealing some extra damage and what not. Tried and True Medusas next. This was harder to pin down. We have covered everything from the Medusa stat block, so what can we give them? I opted for Charisma since Dex and Char are the Medusa's second highest stats, but I also decided to go the route of the Mountain Dwarf and give them an extra ability score rather than a racial trait. This way I am not adding something like poison resistance to a creature that did not have it originally in their monster stat block.
Originally, I had a few different things in here. I had a trait called Ancient Knowledge that gave medicine and poisoner's kit proficiency, but that felt like it was Theros only and that the base class already had enough. I had poison resistance for the medusa to try and give them some more draw, but that didn't fit the stat block of a normal Medusa monster. So finally, I settled on what we have above.
Detect Balance: 2 + 12 + 3 + 2 + 3 + 2 + 4. Both Subraces put you at 28. A little strong, but less than other official races. Everything follows the detect balance sheet other than Petrifying Gaze, which I put as sometime useful. You can make the enemy use its reaction, slow it, grapple it or eventually restrain it, but it is not a true petrification so I felt the +2 from "sometimes useful feature" was fitting.
Siren
Siren Traits
Your siren character has the following racial traits:
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Alignment. Most sirens lean toward chaotic alignment, cherishing the freedom and independence of the lawless open sky.
Size. Sirens stand about 5 to 6 feet tall, with a slim, feathered frame. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor.
Siren’s Song. As an action you can start your siren's song. Creatures of your choice that can hear you within 60 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure the creature is charmed by you. On a success the creature is immune to this affect for 24 hours. A creature who is charmed by you with this trait falls under your sway. At the start of your turn you force a creature charmed by you to move 10 feet in a direction toward you through any available route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
Your song's effects last for 1 minute. Once this feature has been used it cannot be used again until you complete a short or long rest.
Languages. You can speak, read, and write Common and Sylvan.
Design
Breakdown. If you have ever read the Planeshift: Ixalan, you can tell where I pulled a lot of this from. The Charisma makes sense given the siren's allure. The Dexterity I added to have it fit into a normal race structure and given their nimble, light, bodies, it made sense. The walking speed is the next interesting thing. Given that they could fly they probably would not be as adept on the ground so I kept that in the race. A restricted flying due to armor also makes sense since most of their kind likely wouldn't wear armor. Finally we have the Siren's Song. A hallmark ability to the race (and to harpies). I gave you the ability to move the creature a little, but they still get their turn. It may help for a fight, but attacks by other creatures or their own save may make the ability useless.
Detect Balance: 4 + 12 -2 + 16. This puts you at 30 which is on par with a mountain dwarf (and far below the aarakocra). Obviously super high, most of which is from flight. Flight is powerful for exploration and combat but can still be a double edged sword.
Feats
Serpentine Heritage
Prerequisite: Gorgon
Your blood is closely tied to snakes and serpents. You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma by 1, up to a maximum of 20.
- You have advantage on saving throws against being poison, and you have resistance to poison damage.
- You can comprehend and verbally communicate with snakes and have advantage on Charisma checks made to influence them.
- You gain advantage on Wisdom (Perception) checks made to find living creatures within 60 feet of you. Undead and constructs are immune to this. This is meant to represent a creature having warm blood so work with your DM on if this finds creatures like an ancient white dragon versus an ancient red dragon, or a fire elemental versus an earth elemental.
Petrified Animation
Prerequisite: Gorgon
You have gained a small control of those turned to stone. You gain the following benefits:
- The DC of your Petrifying Gaze increases by 1.
- As a bonus action you can briefly control a creature under the petrified condition or under the effects of your Petrifying Gaze that is within 30 feet of you. You cause that creature to make one melee attack against another creature of your choice within 5 feet of your original target. Once you have used this feature you cannot use it again until you finish a short or long rest.
Bird of Prey
Prerequisite: Siren
You are adept at striking from above a creature and using your speed to your advantage. You gain the following benefits:
- Increase your Dexterity or Charisma by 1, up to a maximum of 20.
- You can use your flying speed with medium armor.
- Divebomb. You can use your action to divebomb at an enemy. When you do this you move your full movement speed directly toward an enemy, dealing an extra 1d4 damage for every 10 feet you moved, to a maximum of 10d4.
Alluring Song
Prerequisite: Siren
Your song is both alluring and haunting putting creatures into a deeper stupor. You gain the following benefits:
- Increase your Dexterity or Charisma by 1, up to a maximum of 20.
- Creatures who fail their saving throw against your Siren's Song have disadvantage on their next attack roll or Dexterity saving throw. Additionally, if the creature fails by 5 or more the creature now moves its full movement speed toward you instead of 10 feet.
Encouraging Roar
Prerequisite: Leonin
Your roar shakes the enemy to its core and emboldens your allies to stand and fight. You gain the following benefits:
- Increase your Strength or Constitution by 1, up to a maximum of 20.
- When you use your Daunting Roar trait allies within 30 feet of you who can hear you are emboldened by your roar. These allies immediately gain temporary hit points equal to your level and may immediately make a save against the charmed or frightened condition.
Bolstering Magic
Prerequisite: Leonin
For the sake of the pride some leonin learn magic to empower and protect others. You gain the following benefits:
- Increase your Strength or Constitution by 1, up to a maximum of 20.
- You know the guidance cantrip. When you reach 3rd level, you can cast the bless spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the magic weapon spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Revenant Blade
Prerequisite: Leonin
You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- While you are holding a double-bladed weapon with two hands, you gain a + 1 bonus to Armor Class.
- A double-bladed weapon has the finesse property when you wield it.
Martial Weapon
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Double-Bladed Axe | 80 gp | 2d4 slashing | 6 lbs | Special, Two-Handed, Heavy |
Hedonistic Strike
Prerequisite: Satyr
Revelry is better when you have more to join! It also leaves them distracted. You gain the following benefits:
- Increase your Charisma or Dexterity score by 1, to a maximum of 20.
- You may use your action to end the charmed effect on a creature charmed by you. When you do this you may make one attack roll against that creature. You have advantage on the attack roll and on a hit you can roll one of the weapon’s damage dice two additional time and add it to the damage of the attack. The charmed condition immediately ends for the target creature.
Party Magic
Prerequisite: Satyr
You have learned the perfect magic to get others to join the party. You gain the following benefits:
- Increase your Charisma or Dexterity score by 1, to a maximum of 20.
- Innate Spellcasting. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Natural Cavalier
Prerequisite: Centaur
You have the power and force to drive your weapons through the enemy or assail them from afar. You gain the following benefits:
- Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using a weapon that deal piercing damage, you can reroll one of the dice once.
- You do not need to wield the lance weapon with two hands while unmounted.
Galloping Assault
Prerequisite: Centaur
There may be nothing more fearsome or harder to out run than the charge of a centaur. You gain the following benefits:
- Increase your Strength or Wisdom score by 1, to a maximum of 20.
- Your movement speed increases by 5 feet.
- When you take the Dash action you may make a single melee weapon attack as a bonus action. This attack deals an extra 1d4 damage for every 10 feet you moved, to a maximum of 10d4.
Rampage
Prerequisite: Minotaur
You have learned how to use your horns better than most use weapons. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- The damage die that your horns deal increases to 1d8.
- When you roll damage for attacks made with your horns, you can reroll any roll of 1 on the damage dice, but you must use the new roll, even if it is another 1.
Abyssal Heritage
Prerequisite: Minotaur
Your blood burns with the abyssal power of Baphomet. You gain the following benefits:
- Increase your Strength score by 1, up to a maximum of 20.
- You have resistance to two of the following types of damage: fire, cold, or poison damage.
- Labyrinthine Recall. You can perfectly recall any path you have traveled.
Triton Deep Magic
Prerequisite: Triton
You have learned to shape the wind and water to protect yourself and others. You gain the following benefits:
- Increase your Charisma score by 1, up to a maximum of 20.
- You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Deep Training
Prerequisite: Triton
Fighting beneath the seas has taught you to move with the wind and sea. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with tridents, spears, and light armor.
- When you are the target of an attack roll you can use your reaction to add half your proficiency bonus (rounded down) to your AC. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage.
Supernatural Gifts
An additional supernatural gift, symbolizing those who managed to break free of the Underworld and cast off their old identity and memories. Let it be noted that any creature that goes through this process has their soul removed which becomes an Eidolon.
Returned
Known as a Noston, or Returned. You escaped the prison that is the Underworld, and in so doing gave up all memories of your past life. Now nearly faceless you cover your face with a golden mask to symbolize your new identity. The Mask Style table suggests a basic design for the mask that serves as your new identity. Additionally, you gain the following traits:
Undead Nature. You have returned from the underworld with the following changes:
- You have resistance to necrotic damage.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep.
Unreadable Face. You are immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the your intentions or sincerity are made with disadvantage.
Reverence. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Forgetful. You have disadvantage on Intelligence (History) checks.
New You. When you gain this supernatural gift your old personality is split from you. At the DMs discretion you change your personal characteristics: personality trait, ideal, bond, and flaw. All memories and personal characteristics lost manifest as one of the eidolon.
Mask Style
d6 | Mask |
---|---|
1 | A mask that is featureless |
2 | A mask with a demonic or angelic face |
3 | A mask with a humanoid face conveying a specific emotion |
4 | A mask with a humanoid face with glowing runes in a specific pattern |
5 | A mask with a humanoid face missing a specific feature such as eyes, mouth, or nose |
6 | A mask with an animalistic face |
Design
Name. Noston, or the Returned are the undead of Theros, but they are not without thought or personality. Noston is, I guess, what they refer to themselves as.
Breakdown. To start: Why is this not a race? Simply put, all the races of Theros can become a returned. There are cards for centaurs, satyrs, and humans at the very least. So rather than go the way of the Revenant in Unearthed Arcana, I chose to make a new supernatural feat.
The Undead Nature trait is the hallmark of undead in D&D, but it is formatted in the style of the Anvilwrought supernatural gift. And Unreadable Face is the trademark trait of the Returned. (I did not include Turn resistance because you do not have the undead creature type. Reverence only makes you appear as undead with divination spells.)
Finally, I gave a negative trait: Forgetful. This is two fold. When a mortal passes through that soul wall (watch the Theros Beyond Death cinematic trailer) their soul leaves their body. It takes with it the personality and memories, leaving the body a husk without either. The spirit returns to Theros as an Eidolon and the body continues forward as a Returned. So... You do not have memories from before that point. Additionally, the lore of the Returned is that they cannot form long term memories, thus the disadvantage on History checks.
I only went with the most basic form of describing the masks so that players can choose whatever they want.
Eidolon Creation
When the dead of the Underwolrd seek to leave them must make a great sacrifice. To leave the Underworld requires that the soul and body be separated. The body dons a ceremonial mask and becomes a Returned. The soul takes with it the memories and personality of their former life and go to live a life reliving past battles or memories as an Eidolon. The following guide is to create an Eidolon from a characters who chooses to become a Returned.
The site of a meaningful battle. Their childhood home. Their
Damage Resistances. necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities. poison
Condition Immunities. charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
Blurred Form. Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.
Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.
Classes
The following homebrew classes fit the theme and setting of Theros.
Gladiator
The warriors of Akros live and die by the spear. They are born to combat and take to it in Iroas, the God of Victory's name. However, some choose a life gladiatorial combat and superior skill in an attempt to win the great Iroan Games and achieve Iroas's favor.
Savant
The intellectual of Theros, savants are the philosophers who seek to understand the world around them. They are often encouraged by the God of the Polis, Ephara and are granted enlightenment, or they surprise Keranos, God of Storms and are granted great epiphanies. Yet do not think that since they chose the life of a scholar that they were not or are not more. Mortals of all shapes and sizes can be blessed by a god.
Warlord
From the rising soldier to the leader of a great army, a warlord to lead the warriors of Theros is always needed. From the warriors of Akros to the Minotaur of Skophos and beyond warlords can be found leading the brave soldiers of Theros into adventures, battles, and wars.
Design: The Choices
Gladiator. JosieWrites made an inspired class based on the ancient games. You will find that the class has the right flair and feel to these famed warriors. You get unique flourishes to choose and subclasses based around different types of gladiator fighting styles. This easily and readily fits Theros and especially the Iroan Games of Akros (basically Gladiator Olympics).
Savant. LaserLlama's Savant will fit your non-magical intellectual needs. The Savant was chosen over Cometdance's Philosopher due to being more recently updated. The class as a whole lets you play as someone who is smart and knows it and can use that intelligence to overcome any challenge. Any city on Theros except maybe Skophos would have members of this class.
Warlrod. KibbleTasty's Warlord is easily one of my favorite homebrew classes to the extent that in my own games it is one of the standard classes a user can choose. This is for the players who want their character to use strategy and cunning to beat their opponents. Basically, you can play Odysseus before he starts his trip home (he came up with the Trojan Horse). Leader, be they for a small band of heroes or grand armies of Akros of Skophos could easily be directed by members of this class.
Theros Magic Items
The following weapons were created in the style of the artifacts presented in the Mythic Odysseys of Theros book. They were created using the same format as the weapons and were styled for each of the other gods of the Theros Pantheon that have not received an artifact. These are not in any way official items for D&D or even a card in Magic the Gathering. I created them from what lore I could find on the gods, their relations with mortals, Theros, or other gods. I used various sights and videos talking about the lore of the Gods, or in many cases from Magic the Gathering cards associated with each god. Enjoy!
Athreos, God of Passage
Rasma, Staff of Athreos
Atheros wields Rasma, a gnarled wooden staff he is never seen without. In Atheros's hands the staff is used to ferry the dead, and only the dead, to the underworld. The living rarely, if ever see Athreos, so it is unknown if he has ever granted his staff to a follower. If he should grant the staff, it would have to be a very special soul that is meant to cross into the underworld.
Staff of Passage. This staff grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast (excluding spells cast from this staff). Additionally, while you are holding the staff you can move through other creatures and objects as if they were Difficult Terrain.
Blessing of Ferryman. If you are a worshiper of Athreos, you gain all the following benefits for which you have the required piety:
Piety 10+. The staff has 1 randomly determined minor beneficial property.
Piety 25+. The staff has 1 additional randomly determined minor beneficial property.
Piety 50+. The staff has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Athreos, the staff has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Ferry. As an action, the staff can be laid down in water, creating a ferry. The ferry uses the statistics of a Galley (see Appendix: Of Ships and the Sea of the Ghosts of Saltmarsh book) with the following changes:
- The ship does not have any weapons.
- The ship can move through other creatures and objects as if they were Difficult Terrain. It and any passengers on board take 5 (1d10) force damage per if it ends its turn inside an object.
The staff can remain in this form for 1 hour or until the attuned creature uses their action to revert the ship back into its staff form. This property cannot be used again until the next dusk.
Spells. The staff has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: spare the dying (0 charges), toll the dead (0 charges), animate dead (3 charges), speak with dead (3 charges), blight (4 charges), create undead (6 charges), finger of death (7 charges). The staff regains 1d12+3 expended charges daily at dawn.
Destroying the Staff. To destroy the staff one must use it against its nature. It is meant to ferry the dead into the underworld. To pervert this and ferry the dead out of the underworld or the living into it breaks the staff down. This process must be repeated at dawn and dusk every day for one month to break the staff completely.
Design
Name. Greek for Passage (Perasma)
Weapon Type. His lore says he is never seen without a staff so I chose a staff.
Breakdown. Given that it was a staff I decided to make this one a little more caster oriented and give the wielder a DC increase. Also his lore has him literally not caring about the rest of the pantheon and he is not described as fighting physically ever. As for the piety increments I went with a higher start for the first benefit because he doesn't seem to interact with mortals very much.
As for the special ability, his lore talks about him laying down his staff and it becomes the ferry so I went with that since it is really unique. The spells I selected were necromancy spells that prevented resurrection, dealt damage, or raised dead. I let raise dead remain because of a card called Grim Guardian who seems to kill any living who attempt to get on the ferry, so Athreos is not without undead aides.
Destruction. Not an amazing destruction quest, but one meant to go against Athreos's nature and goals. Plus there are a few gods who would not enjoy this act.
Ephara, God of the Polis
Bazon, Amphora of Ephara
Wondrous item, artifact (requires attunement)
Ephara uses Bazon, a large amphora filled with the power of Nyx. In Ephara's hands she uses Bazon to strengthen a polis warding it from the dangers outside. Should Ephara grant this item to a follower it would to give them a the power to defend a city first hand and the knowledge to make it better.
Amphora of the Enlightenment. This amphora grants you +2 to your AC while attuned. Additionally, you are granted enlightenment, you gain proficiency in 4 skills or tools of your choice. When you unattune from this weapon you lose proficiency in these skills.
Blessing of of Polis. If you are a worshiper of Ephara, you gain all the following benefits for which you have the required piety:
Piety 1+. The amphora has 1 randomly determined minor beneficial property.
Piety 25+. The amphora increases the user's tremorsense out to 60 feet.
Piety 50+. The amphora has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Ephara, the amphora has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Tremorsense. While attuned to the amphora you have tremorsense out to 30 feet.
Spells. The amphora has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: mold earth (0 charges), earth tremor (1 charge), maximlian's earthen grasp (2 charges), wall of sand (3 charges), stoneskin (4 charges), wall of stone (5 charges), move earth (6 charges). The amphora regains 1d6+4 expended charges daily at dawn.
Destroying the Amphora. To destroy the amphora one must deep into the wilds protected by Nylea and pour the blood of the hydra Polukranos and pour it into the stars of Nyx within the amphora. Then the amphora must be pierced with each arrow of Nylea's bow, Ephixis (AC 25) within the span of a minute. Once all four have entered the amphora shatters.
Design
Name. Greek for Vase (Vazo) but its pronunciation has the symbol for beta. An amphora is a greek jar (think the ones in the Hercules Disney movie. )
Weapon Type. Ephara does carry any weapons, so the choice was a scroll or the vast. The scroll we do not see do anything in the cards, but the vase appears to be pouring out Nyx itself.
Breakdown. Ephara's domain as a god actually covers a lot of things, however her two most prominent seems to be related to the earth, specifically the fortifying of cities (polis) and the advancement of mortals in knowledge and industry. Thus we get the attuned being fortified with an AC increase and the user being enlightened with new proficiencies.
The piety increment was because many people in a city worship Ephara, with her face etched into like every wall of some kind. So a minor boon early makes sense. But after that one must really devote themselves to protecting the polis or advancing knowledge. I have tremorsense because of specifically one card from magic the gathering called Stonewise Fortifier which has the quote that Ephara taught them to "feel every vein in the marble as if it was their own blood". Sounds like tremorsense to me. The spells all revolve around the earth for this same reason.
Destruction. I based the destruction around the amphora on her protecting cities from the wilds of Theros. Nylea is the protector of those wilds and Ephara is the protector of the polis. Kinda similar opposites. Thus, the challenge is the blood of Polukranos and then the having someone with the blessing of the wilds (Nylea's bow) destroy it. It doesn't seem that great, but works for now.
Iroas, God of Victory
Nikory, Double-Bladed Spear of Iroas
Weapon (lance), artifact (requires attunement)
Iroas wields Nikory, a Lance that has seen uncountable battles. In the hands of the god of victory it is usually used in a spar against the god of slaughter. When Iroas grants his weapon to a follower it is usually to let them lead a battle to victory when victory should have been impossible.
Lance of Victory. This lance grants a +2 bonus to attack and damage rolls made with it. The first attack you make each turn with this weapon is made with advantage. Additionally, Nikory scores a critical hit on a d20 roll of 19 or 20.
Blessing of Victory. If you are a worshiper of Iroas, you gain all the following benefits for which you have the required piety:
Piety 3+. You gain advantage on initiative rolls. Additionally, the lance becomes easier to wield and can be used with one hand at all times.
Piety 10+. The lance has 1 randomly determined minor beneficial property.
Piety 25+. The lance has 1 additional randomly determined major beneficial property. Additionally, you no longer suffer disadvantage on attacks rolls made against a creature within 5 feet of you.
Piety 50+. The lance has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Iroas, the lance has 2 randomly determined minor detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Victor's Momentum. When you take the attack action on your turn and then hit with at least two attacks you may make 1 additional attack before the end of your turn.
Destroying the Lance. To destroy the lance it must be used to slay no less than 50 warriors in dishonorable combat, such as a warrior who is not wielding a weapon or cannot fight back. Then it must be taken to the Temple of Malice in the Labyrinth of Skophos and struck with a +3 weapon by the Champion of Mogis.
Design
Name. Greek for Victory (Niki) and Spear (Dory).
Weapon Type. I didn't want another spear so I originally had him wielding effectively a double-bladed scimitar but with spears. However, given his form I ultimately settled on a lance.
Breakdown. All these artifacts grant +2 to something for intermediate gods. Being a god of war and victory having advantage and a better chance to crit made sense, but it could not be advantage on every attack so I settled for the first attack on a turn. Piety increments were determined because I did not believe Iroas would grant just anyone who worshiped him a benefit, but if you showed promise then you would get the benefits. The weapon also acts as a trial where you must continue to worship him and control your anger at using the weapon, but if you could the negatives of the weapon would disappear.
Between this weapon and Mogis's weapon I chose two different ways to fight. Mogis hits hard and crits hard. Iroas hits often and crits often. Thus I decided that if you had momentum in a fight it could lead you to victory and so I chose the extra attack if you land your attacks.
Destruction. Based on his want for honorable combat there is no greater sin than his weapon being used in dishonorable combat. However, the challenge here is that they must be warriors who aren't given a chance to fight or defend themselves, but cannot be civilians since that wouldn't be combat. Finally, given how Mogis's Champion would likely want to fight the party and that getting through a labyrinth filled with Minotaurs would be a great challenge I decided that it would be sufficient to have the party go there to finally break the lance.
Karametra, God of Harvests
Komidi, Scythe of Karametra
Weapon (glaive), artifact (requires attunement)
Karametra is Komidi, a scythe meant to harvest the gifts of nature or those who would dare endanger it. In Karametra's hands it changes the land around it, warding off dangerous creatures while allowing mortals who are worthy to harvest nature's bounty.
Scythe of Harvests. This scythe grants a +2 bonus to attack and damage rolls made with it. Whenever you finish a short or long rest you gain temporary hit points equal to half your piety score (minimum of 1, maximum of 25).
Blessing of Abundance. If you are a worshiper of Karametra, you gain all the following benefits for which you have the required piety:
Piety 1+. The scythe has 1 randomly determined minor beneficial property.
Piety 25+. The scythe can cast heroes' feast once. When you finish a long rest roll 1d10. On a 10 the scythe regains this ability.
Piety 50+. The scythe has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Karametra, the scythe has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Bronze Sable Companion. While attuned to this weapon you gain an animal companion in the form of a Sable. The Sable obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). Use the Bronze Sable stat block (Mythic Odysseys of Theros pg. pending) with the following changes:
- The Bronze Sable gains 1d8 + 2 hit points per your character level. Additionally, the creature gains extra hit points equal to your piety score (maximum 50).
- You add your proficiency modifier to the creatures attack rolls.
Spells. The scythe has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: goodberry (1 charge), sanctuary (1 charge), barkskin (2 charges), spike growth (2 charges), plant growth (3 charges), awaken (5 charges), commune with nature (5 charges), tree stride (5 charges), wall of thorns (6 charges). The scythe regains 1d6+4 expended charges daily at dawn.
Destroying the Scythe. To destroy the scythe one must bathe it in the blood of 100 orphans. This corrupts and removes the power of the scythe. Then it must be taken to Erebos’s palace in Tizerus where it must be left without sunlight or water for one year, wilting the scythe to dust.
Design
Name. Greek for Harvest (Synkomidi)
Weapon Type. Karametra is shown to wield a scythe in her art and she will use it for combat if she must. That weapon is an obvious choice. halberd could also work, but I decided to go with glaive since it is the common depiction of a scythe in D&D.
Breakdown. All these artifacts grant +2 to something for intermediate gods. I decided to invoke Karametra's role as a protector for the scythe and playing on her renewing harvest of abundance by granting temporary hit points after a short or long rest. However, like the Sable this grows with your piety, as I feel given her maternal domain she would want to encourage her followers to remain as pious as possible. A mother's warmth and what not.
Karametra's Temple of Plenty is known to be guarded by these Sables and she even awakened a bronze one in defense of the temple (also why awaken is on the list). She also is depicted to have a very massive Nyxborn one in her card art, so it is very prominent to her, that is why the weapon has a companion. But seeing as though piety plays a part in this, I chose for the creature to get stronger the more pious you are. Thankfully the book has a statblock for them. As for the spells, Nylea is said to hate how Karametra magically infuses the earth and plants with magic. Thus I chose for her to have more nature themed spells. However, sanctuary is on the least because of her motherhood aspect AND the card Karametra's Blessing.
Destruction. Dark. Given her being the protector of orphans it horribly makes sense for that to be what weakens the weapon. Then the underworld is all necrotic so it would do the rest. Don't ever use this destruction you monsters.
Keranos, God of Storms
Ronti, Bolt of Keranos
Weapon (javelin), artifact (requires attunement)
Keranos wields the very lightning itself. In Keranos's hands lightning is used to strike down any impetuous mortal who has earned his ire. However, Keranos is not without his favorites, granting inspiration and epiphanies to those who please him. Should he ever decide a mortal has earned more, he may grant Ronti for a time. However, should this prove the mortal to be too rash, more lightning could solve the issue.
Javelin of Storms. This javelin grants a +2 bonus to attack and damage rolls made with it. Additionally, you deal an extra 3d4 lightning damage with the javelin that also arcs to any enemy creatures within 5 feet of your target. Immediately after the Attack, the weapon flies back to your hand.
Blessing of Storms. If you are a worshiper of Keranos, you gain all the following benefits for which you have the required piety:
Piety 10+. The javelin has 1 randomly determined minor beneficial property.
Piety 25+. The javelin casts the cantrip thunderclap (DC 18) centered on your target whenever you land a critical hit and the javelin has 1 additional randomly determined minor beneficial property.
Piety 50+. The javelin has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Keranos, the javelin has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Epiphany. When you land a critical hit you are given a sudden burst of inspiration and insight. You receive a d12 Inspiration die. Once within the next 10 minutes, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Once the Bardic Inspiration die is rolled, it is lost. You can only have one Inspiration die at a time.
Spells. While the javelin is on your person, you can use an action to cast one of the following spells (save DC 18): lighting bolt, storm sphere, chain lightning. Once you use the javelin to cast a spell, the spell can’t be cast again from it until the next dusk.
Destroying the Bolt. To destroy the bolt it must be thrust into the heart of the Colossus of Akros, which then must be carried to Purphoros's Forge in Mount Velus and struck with Akmon, Hammer of Purphoros every minute for 1 day to shatter the heart and bolt forever.
Design
Name. Greek for Thunder (Vronti)
Weapon Type. Inspired by his obvious relation to Zeus, and since he is always depicted slinging lightning, I decided to go with another ranged type weapon, the javelin.
Breakdown. All these artifacts grant +2 to something for intermediate gods. I went with a standard bonus damage, but given lightning's chaining nature, decided to add that effect to the weapon allowing the user to have a small area of effect on their attacks. For piety, I went with an increment that is harder to obtain, which is due to Keranos's dislike for mortals and how fickle his boons come. You gotta work for him to like you. I added the thunderclap to give you a further area of effect.
The epiphany trait is due to Keranos's boons he grants to mortals he favors. You are struck with a sudden epiphany or a glimpse of the future that you cannot change. Since the later one is not really actionable (since you cannot change it), I went with the first, giving you a Bardic Inspiration effect without it being an actual Bardic Inspiration.
Destruction. This one sucked when it comes to its destruction. One its lightning. Pure energy. and Two, Keranos doesn't really have any interactions with the other gods so there wasn't anything to play off there. I chose the colossus because it was made of stone to counteract and lock the lightning away, and then decided that it needed to be broken to get rid of it forever. The best place for that is the most dangerous place for such a thing, Purphoros's forge.
Klothys, God of Destiny
Nimoiras, Threads of Klothys
Weapon (spear), artifact (requires attunement)
Klothys wields Nimoiras, a spear entwined with the threads of fate. In the hands of the god of destiny, she peers across the threads of fate attached to the weapon and her own head, looking up the destiny of mortals and ensuring they are followed. In the most extreme and dire of circumstances she may need to cut the thread with the golden nail on her left thumb. This has never occurred before. Klothys is largely unknown in Theros as she acted as jailer to the Titans, thus she has never granted her weapon to a mortal. If a follower were to be granted Nimoiras it would be to capture someone seeking to escape their destiny or change the destiny of others.
Spear of Destiny. This spear grants a +2 bonus to attack and damage rolls made with it. Additionally, the first time you miss with an attack roll on your turn you may choose to hit instead.
Blessing of Destiny. If you are a worshiper of Klothys, you gain all the following benefits for which you have the required piety:
Piety 10+. The spear has 1 randomly determined minor beneficial property. Additionally, the spear has a reach of 15 feet.
Piety 25+. You are always under the effects of a guidance spell.
Piety 50+. The spear has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Klothys, the spear has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Portent. When you finish a long rest, roll one d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Spells. The spear has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: gift of alacrity (1 charge), augury (2 charges), fortune's favor (2 charges), divination (4 charges), legend lore (5 charges), scry (5 charges), foresight (9 charges). The spear regains 1d12+3 expended charges daily at dawn.
Destroying the Spear. To destroy the spear one must cut each of the 1d1000 threads entwined in the spear with the golden nail that Klothys wears on her left thump. Then the spear must be thrust into an oracle of any god.
Design
Name. Greek for Fate (Moiras) Thread (Nima).
Weapon Type. In Calix, Destiny's Hand card art and in Klothys, God of Destiny you can clearly see the spear with the threads of fate leading to daggers. Obviously I went with the spear as the main weapon.
Breakdown. All these artifacts grant +2 to something for intermediate gods. Being a god of destiny, mechanics revolve around fate and luck that can be played with. Destiny is a hard thing to escape or avoid so having the ability to choose to hit once a turn nails that home. Klothys does not require devotion to survive, so the piety can be spaced out. I gave the extra reach because of the daggers on the threads of fate. The guidance spell is really nice, but it only applies to ability scores so I felt it fit for you following where destiny leads you.
Granting a portent die was really fun because that is just another way of showing your connection to Klothys. You know AN event will happen that will be good/bad/average, but you don't know WHAT will happen or WHEN. However, you do get to say "Ah! This is what I foresaw..." and the use the portent. The spells all revolve around learning information about someone (which could be stylised as you reading their thread of fate) or as your destiny protecting you and propelling you to further heights. I chose to add some of the new spells from Explorer's Guide to Wildemount because I feel Klothys would be able to have some Dunamancy spells.
Destruction. In Klothys's lore she has that golden nail which is supposed to be the only thing that can cut the threads of fate, so the major trial here is to get that nail. Then the killing of an oracle is just the final slap in the face to break the weapon. How you handle the 1d1000 threads and how often you get to break them is up to the DM.
Kruphix, God of Horizons and Time
Asteri, Cowl of Kruphix
Wondrous item, artifact (requires attunement)
Kruphix wears Asteri, a cowl of Nyx. Kruphix uses this cowl to help govern the cycle of time. He counts few followers among the population so none have been known to receive this power. However, should he grant this item to a mortal it would be to aid all of Theros.
Cowl of Time. This cowl grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast (excluding spells cast from this staff). Additionally, you have resistance to necrotic and radiant damage.
Blessing of the Timeless. If you are a worshiper of Kruphix, you gain all the following benefits for which you have the required piety:
Piety 10+. The cowl has 1 randomly determined minor beneficial property.
Piety 25+. The cowl has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Kruphix, the cowl has 2 randomly determined major detrimental property.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Rewind. You can use your reaction to reroll a saving throw. You must use the new roll.
Spells. The cowl has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: hold person (2 charges), blink (3 charges), haste (3 charges), slow (3 charges), hold monster (5 charges), temporal shunt (5 charges), time ravage (9 charges), time stop (9 charges). The cowl regains 1d12+3 expended charges daily at dawn.
Destroying the Cowl. The only way to destroy the cowl is to unravel it with Klothys's spear Nimoiras, unwinding its destiny, in the very prison of the Titans in the Underworld.
Design
Name. Greek for Star (Asteri)
Weapon Type. This one was the last and worst to figure out. Kruphix is the most mysterious of the gods and literally is a Nyx silhouette. He has no weapons to his name, and his silhouette doesn't give much to work with. He looks like he has bands or bracelets, four arms, and what appears to be a cowl based on the shape of his head. The bands could work or I could have went wild with the four arms (he has a chosen that has them). But that doesn't really make for an item. So I went with the final option.
Breakdown. As the more spell focused other features of the cowl I chose saving throws as its increase. As for the resistances I based it off the card One with the Stars, where Kruphix turns the creature into stars I decided to go with a Nyxborn trait granting resistances. Much like Klothys, Kruphix does not need devotion to survive so his piety increments are further spaced apart then other gods.
For the special ability I went with a time based rewind allowing you to have advantage (kinda) on a saving throw at the cost of your reaction. For the spells I went with time based things that did not step on the divination based future sight of Klothys.
Destruction. My reasoning here is that Klothys is the only other older god and the only one with a close enough domain to Time. So I wanted to use something from her that would be the this artifacts undoing. As for adding danger, I went with the prison of the Titans, which is likely a powerful and important place in Theros.
Mogis, God of Slaughter
Aimatos, Axe of Mogis
Weapon (greataxe), artifact (requires attunement)
Mogis wields the greataxe Aimatos, which is stained with the blood of past kills. In the hands of the god of slaughter it is used to spar against his brother Iroas or to bury it into a mortal Mogis seeks to fight. When Mogis grants his weapon to a follower it would be to further cement their growing savagery. Mogis may even grant the weapon to any warrior in a moment of desperation, trying to draw out their malice.
Greataxe of Slaughter. This greataxe grants a +2 bonus to attack and damage rolls made with it. Additionally, If the target is missing any of its hit points, it deals 1 extra die of damage and 1 additional die of damage when the enemy's hit points are below half their hit point maximum.
Blessing of Slaughter. If you are a worshiper of Mogis, you gain all the following benefits for which you have the required piety:
Piety 1+. The greataxe has 1 randomly determined minor beneficial property.
Piety 25+. The greataxe has 1 randomly determined major beneficial property.
Piety 50+. The greataxe has 1 additional randomly determined major beneficial property.
If you aren’t a worshiper of Mogis, the greataxe has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Brutality. You can roll two additional weapon damage dies when determining the extra damage for a critical hit with a melee attack. Additionally, attacks made with this weapon only deal lethal damage.
Mogis's Favor. While attuned to this weapon and in combat horns cloaked in stars adorn your head. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Destroying the Greataxe. To destroy the greataxe it must be used in honorable combat to win the Iroas Games then must be broken against the stone of the Colossus of Akros during a fight against it.
Design
Name. Greek for Blood Axe (Tsekouri Aimatos).
Weapon Type. He has a big axe. So the choice is greataxe or battle axe, but I decided that greataxe would be more "savage".
Breakdown. All these artifacts grant +2 to something for intermediate gods. Being a god of slaughter it is really compelling to fall back on some kind of rage, but I decided against that. However, given that Mogis likes to try and whisper malice into someone's mind in a fight I went with dealing extra damage as the fight goes on. For the piety I went with these increments because once you give in to Mogis's power it would be hard to get out, so a single piety giving you further enticement would be enough. However, after that you must be REALLY brutal to get the other benefits.
Taking a page out of the barbarian's book I went with a brutal critical style with the weapon. Finally, looking at the card Mogis's Favor you see a normal human with nyxborn horns charging someone. It felt right given his minotaur look to have the original orc's aggressive feat allowing you to charge into battle to your hearts content. Finally, given his savage nature, there is no "non-lethal" attacks for Mogis's weapon.
Destruction. To destroy the weapon I wanted to include Iroas since I included Mogis with Iroas weapon. Iroas has the Iroas Games which is basically like Theros Olympics but gladiatorial in nature. So given his honorable nature, I figured winning the games in honorable combat would be a fun start, but then the real challenge is breaking it upon the Colossus IN combat. It doesn't have to be very serious fight, but CR 23 is no joke.
Pharika, God of Affliction
Theneia, Libation of Pharika
Potion, artifact (requires attunement)
Pharika holds a bowl with her most potent concoctions. To some, it is a potent poison enough to kill any mortal, to others a cure that heals the wounds. For Pharika, it brings diseases, poisons and death to her enemies while empowering, healing, and bringing life to her followers. Should she grant Thenia to a follower, it would be to save one of her own, or to destroy someone who would target her faith and followers.
When you drink this potion you take 1d4 poison damage per your character level and gain the following benefits:
Libation of Affliction. After drinking this potion you regain 2 hit points at the start of your turn for the duration of the effect. Additionally, you gain resistance to poison damage.
Blessing of Affliction. If you are a worshiper of Pharika, you gain all the following benefits for which you have the required piety. For any effect given below treat yourself as the target. For example the weapon targeted for any benefit would be your unarmed attacks or natural weapons and for an increase to your AC your skin hardens from the potion. Roll these effects each time you drink:
Piety 1+. The potion gives 1 randomly determined minor detrimental property-the dangers of this concoction.
Piety 10+. The potion gives 1 randomly determined minor beneficial property.
Piety 25+. The potion gives immunity to poison damage and 1 additional randomly determined minor beneficial property.
Piety 50+. The potion gives 1 randomly determined major beneficial property.
Pharika's Cure. You gain the effects of the greater restoration spell the moment you drink the potion. Additionally, if a creature hits you with a melee attack while under the effects of this potion, the creature takes 5 poison damage. Poison damage dealt by this ability ignores resistances to poison damage. Treat immunity to poison damage as resistance instead.
The effects of the potion last until you complete a short or long rest. The bowl refills each day at dawn.
If you aren’t a worshiper of Pharika, the potion gives 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Pharika's Curse. If a creature not attuned to the potion attempts to drink the potion that creature immediately suffers 3 levels of exhaustion. If a creature unattunes to the potion after having drank it, that creature immediately drops to 0 hit points.
Destroying the Libation. Everything malady and poison has a cure on Theros. Even Pharika's. To destroy the libation one must seek out gather a fang from Arasta of the Endless Web and the acidic blood of Polukranos, grinding the fang in the acid. Finally one must acquire the head of Hythonia the Cruel and have it stare at the concoction for 3 days and nights. At the end of the this time the libation will cease to exist.
Design
Name. Greek for Cure (Therapeia) Disease (Astheneia)
Weapon Type. Pharika is only ever depicted with her bowl. Suffice to say the only choice I found compelling was an artifact potion.
Breakdown. Pharika is a god who holds all afflictions and cures. In medicine, a cure is often a poison with low potency. Thus I tried to make that play out. When you drink it, it is going to deal you a chunk of damage, but then give you a powerful healing effect in the form of regeneration. The powerful effect here is that the regeneration is not stopped while you are above half your hit point maximum. I chose this because you do not get a constant effect from the potion like you do a normal artifact. Also poison damage resistance is obvious.
For her piety I wanted to further call out her duel nature, giving you a minor detrimental property as the first thing you gain, but then you get multiple benefits along the way. There is a card in magic the gathering that is called Pharika's Cure that heals you and deals damage to the enemy. I chose this for one of the major effects, giving you a condition curing heal and making your blood poisonous to enemies. However, since poison is so common for resistance and immunity I gave this the ability to break through. It is the poison of a god after all. The most interesting property I gave this potion is that it gives the randomly determined property directly to the user since they wield no weapon AND each randomly determined property is rolled each time you drink it. I did this because Pharika's concoctions would like be different each time it is brewed, with different ingredients and made in a different way.
I chose to limit the potion duration to a short or long rest because an hour seems too short for this effect but there is no real drawback to the potion having an "until long rest" duration. A drawback is fitting for Pharika. Finally, Pharika's Curse represents the ways to fail at using the potion. You have a more potent drawback for drinking while not being a worshiper since you are ingesting the potion not wielding a weapon. If you don't attune and drink it, (such as having an ally drink it) it backfires. And if you try to drink it and then unattune you lose Pharika's protection from it, possibly killing you.
Destruction. In Theros lore Pharika gave everything a cure. Those cures are just hidden in the most dangerous creatures on Theros. I felt that this could also be how one destroys the Libation. But that means facing no less then 3 of the most dangerous creatures on Theros. Good Luck!
Phenax, God of Deception
Kryvo, Mask of Phenax
Phenax wears Krybo, a golden mask hiding his secrets and lies. In his hands he meddles into the affairs of mortals, spreading lies, coaxing betrayals, and starting wars. Phenax has never been seen without his mask, but given his nature, no one can even be sure it exists at all. Should one of his followers be granted the mask it would be to sow the seeds of betrayal into the hearts of mortals and enact a grand plan with Theros as the stage.
Mask of Deception. This mask grants a +2 bonus to your AC as your form seems to shift and dance. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Blessing of Lies. If you are a worshiper of Phenax, you gain all the following benefits for which you have the required piety:
Piety 10+. The mask has 1 randomly determined minor beneficial property.
Piety 25+. The mask has 1 randomly determined major beneficial property and 1 randomly determined major detrimental property.
Piety 50+. The mask has 1 additional randomly determined major beneficial property and 1 randomly determined minor detrimental property.
If you aren’t a worshiper of Phenax, the mask has 1 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Liar's Embrace. While you wear the mask, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Spells. The mask has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: minor illusion (0 charges), disguise self (1 charge), blur (2 charges), invisibility (2 charges), mirror image (2 charges), hallucinatory terrain (4 charges), mislead (5 charges), simulacrum (7 charges), illusory dragon (8 charges). The spear regains 1d12+3 expended charges daily at dawn.
Destroying the Mask. To destroy the mask, one must take it Erebos’s palace in Tizerus. There one must speak a truth of the world while shattering a mask of the Returned within 5 feet of Kryvo every day for 100 days. Finally, one must then find the original Eidolon place the mask upon it and then defeat the creature.
Design
Name. Greek for Hide (Kryvo)
Weapon Type. The only really unique thing about him is a cloak and a mask. I decided to go with the mask. Plus its unique because it is NOT a weapon.
Breakdown. All these artifacts grant +2 to something for intermediate gods. A god of deceit is going to have a lot of things that are about lying, being fake, or misleading so I decided that this could act as a better cloak of displacement, granting both the cloak's ability and a bonus to AC. Additionally, pulling from Glibness your lies always seem like truth.
For his piety I added some extra detrimental properties which plays on his deceit and betrayal of even his followers. Finally his spells all revolve around illusions, making you harder to hit, or making copies of yourself.
Destruction. As for destroying the mask, I played on him being one of the only immortals to ascend to godhood on Theros. He was the "first to escape the underworld". And he has a special connection to the Returned, so I used both of these aspects and truths in the destruction of the mask. Then a second play on his connection to the returned is that his mask SEEMS like it is a mask like theirs so I figured if a DM wants to make the first Eidolon be HIS soul or something, then that plays a neat part. However, something to consider is if this is even the REAL mask to begin with.
Xenagos, God of Revels
Gelio, Glaive of Xenagos
Weapon (glaive), artifact (requires attunement)
Xenagos wields Gelio, a glaive always with a pair of orangish lights floating within. In his hand it was used to start the greatest of parties or play the best of pranks. He was well known for his ability to whip revelers into a frenzy. Xenagos is said to be dead, but for a creature based in belief who is to say what is permanent. If he were to grant this weapon to a follower it would be for them to finish the Grand Revel, a party of such proportions it threatens to ruin the world.
Glaive of Revels. This magic glaive grants a +2 bonus to attack and damage rolls made with it. Creatures you hit with this weapon must make a DC 18 Wisdom saving throw or have disadvantage on the first attack roll made against you until the end of their next turn.
Blessing of Revelry. If you are a worshiper of Xenagos, you gain all the following benefits for which you have the required piety:
Piety 10+. The glaive has 1 randomly determined minor beneficial property.
Piety 25+. The glaive has 1 randomly determined major beneficial property.
If you aren’t a worshiper of Xenagos, the glaive has 2 randomly determined major detrimental property.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Duplicity. Whenever you fall below half your hit point maximum or receive a critical hit the spell mirror image is cast on you, lasting the duration, no concentration required.
Spells. The glaive has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: friends (0 charges), charm person (1 charge), Tasha's Hideous Laughter (1 charge), charm monster (3 charges), enemies abound (3 charges), dominate beast (4 charges), dominate person (5 charges), otto's irresistible dance (6 charges), dominate monster (8 charges). The spear regains 1d12+3 expended charges daily at dawn.
Destroying the Glaive. To destroy the glaive, it must remain untouched in a location without any form of entertainment for one month, then it must cast from Mount Hiastos in Nyx into the depths of the Underworld where it will shatter.
Design
Name. Greek for Laugh (Gelio)
Weapon Type. So Xenagos wasn't a god for very long, but he is always depicted as wielding a spear/mace like object. Rather than have yet another spear in this pantheon I decided to use its close cousin the glaive.
Breakdown. All these artifacts grant +2 to something for intermediate gods. With Xenagos's penchant for being the life of the party, it would be understandable that he doesn't want to be the target of the attacks he is probably causing. As such, giving him something closer to a sanctuary effect. As for the piety increments, seeing as though he is technically dead, I decided to give him this spacing. This makes it so that if you want him back in the world you have to be really devoted to even get the first benefit, and then since he was such a new god without a lot of followers there can only be so much power he can grant you.
For the secondary buff I decided to go with just a bunch of spells. This gives the wielder plenty of ways to charm others and keep the focus off of the user. I also decided to give the user a small trickery for protection when things take a turn for the worst.
Destruction. Destroying the glaive was a little awkward to come up with. The only real enemy Xenagos had was Elsbeth, but she isn't really a viable way break something since she is a Planeswalker. I decided to play on Xenegoes's need for partying as his antithesis to depower the weapon and then just like himself, it must be case from Nyx into the underworld.
Godless Artifacts/Legendaries
Shadowspear
Weapon (spear), artifact (requires attunement)
The cursed nightmare image of Khrusor, Heliod's Spear pulled from the nightmare of the champion he betrayed. It is every bit as powerful as the original, but horrifically twisted and empowered by those who curse Heliod's name.
Spear of Shadows. This spear grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 necrotic damage healing for half the necrotic damage dealt.
Godslayer. Damage dealt by this spear ignores resistances and treats immunity as resistance.
Random Properties. Shadowspear has the following random properties:
- The spear has 2 randomly determined minor beneficial property.
- The spear has 1 randomly determined major beneficial property.
- The spear has 1 randomly determined major detrimental property.
If you are a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
One With Shadows. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Additionally, you gain darkvision out to 60 feet and can see in magical darkness.
Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: arms of hadar (1 charge), darkness (3 charges, targeting the tip of the spear only), shadow of moil (4 charges). The spear regains 1d6+4 expended charges daily at dusk.
Destroying the Spear. To destroy the spear, it must be taken to the heights of Mount Hiastos in Nyx, and shattered by the champion of Heliod while they wield Khrusor, Spear of Heliod.
Design
Name. From the Magic: the Gathering card of the same name.
Weapon Type. Its name tells all.
Breakdown. The card has lifelink so I figured a life drain effect made sense. It deals necrotic damage as the opposite of radiant just like this spear is the opposite of Heliod's. Godslayer trait is directly based off of the fact that the card removes indestructible. This also makes sense considering Elspeth...
The spear is not actually connected to a god so it cannot use piety. Thus it gets the powers automatically, but since it was made from nightmares there should be a drawback, i.e. the detrimental property. I pulled from the gloom stalker ranger for it blessing you with shadows to hide you in the darkness. The spells either mirror Heliod's spear or fit with their dark theme.
Destruction. To destroy the spear I used something close to Khrusor's but with a bit of a twist. And having it use Heliod's spear is the direct opposite of how its actual encounter went.
Godsend
Weapon (glaive), legendary (requires attunement)
Originally a sword forged by Purphoros, God of the Forge, known as the Blade of Chaos. It was transformed into a swordspear and named Godsend by Heliod and given to his champion. The weapon appears as a sword with a spear length handle and a crossguard with two glowing gems. The spear radiats with Heliod's light.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties:
Blessing of Heliod. When you hit with an attack using this spear, the target takes an extra 2d6 radiant damage.
Banishing Blade. When you hit with an attack using this spear, you can choose to cast banishing smite as part of the attack. You can use this ability once per long rest.
Blade of Chaos. The powers of Heliod cannot completely eclipse the power of a weapon forged by Purphoros. When you land a critical hit you ignore resistances and immunities to necrotic and radiant damage.
Design
Name. From the Magic: the Gathering card of the same name.
Weapon Type. it is called a sword spear in lore, so I went with the glaive since that seemed to fit the best.
Breakdown. The card gives +3/+3 so I incorporated that as a straight +3 weapon. The card art depicts the blade giving off a holy light so I went with a weaker version of the extra radiant damage on Heliod's spear.
Drawing from the card mechanics again it "exiles" a creature that blocks it. I wanted to turn this into a banishment ability and banishing smite fit the bill perfectly. Finally, I feel like Purphoros's creations being the god of the forge, should not have every aspect of a weapon he makes be overwritten by a different god. Thus pulling from the lore of the original weapon, the Blade of Chaos I gave it the ability to overcome radiant and necrotic resistance and immunity. The reasoning here is that the original blade was "capable of damaging the substance of Nyx". And the Nyxborn supernatural feat gives resistance to those two damage types. I thought that worked perfectly.
Other Theros Magic Items
Chariot of Victory
Wondrous item, rare
The creature(s) pulling the chariot have their movement speed increased by 10 feet and have advantage on initiative rolls while bound to the chariot.
Chariots
Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
- Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.
- Being mounted on a chariot grants you half cover.
- A chariot’s speed is equal to the speed of the slowest creature pulling it.
- If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Fleetfeather Sandals
Wondrous item, very rare (requires attunement)
Sandals with a pair of wings and feathers protruding from the shin guard.
You gain a flying speed equal to your movement speed.
Helm of the Gods
Add Xenagos to the list of gods to be prayed too.
Helm of the Gods
God | Spell |
---|---|
Xenagos | tasha's hideous laughter |
Hythonia's Head
Wondrous Item, legendary
The head of Hythonia the Cruel. Even severed its eyes still retain a portion of the power they once held.
As an action a user can hold the head aloft and use the following ability:
Petrifying Gaze. When a creature that can see the head's eyes starts its turn within 30 feet of her it is forced to make a DC 15 Constitution saving throw if head can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, on a failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see head's until the start of its next turn, when it can avert its eyes again. If the creature looks at the head in the meantime, it must immediately make the save. If the head sees itself reflected on a polished surface within 30 feet of itself and in an area of bright light, it is affected by her own gaze. It automatically fails the saving throw, and the head is turned to stone.
Only the first creature to be forced to make the saving throw can be affected. Once a creature is petrified or succeeds on the saving throw the head loses its power and cannot be used again until the next dusk.
Prowler's Helm
Wondrous item, legendary (requires attunement)
A helm with a strange ethereal glowing runs adorning it.
While you wear the helm you have the following trait:
Incorporeal Movement. Toy can move through other creatures and Objects as if they were Difficult Terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Traveler's Amulet
Wondrous item, rare
An amulet on a bronze or gold chain with a mirror like reflection of a city in the center. As an action a creature may smash the amulet and cast the teleport targeting only yourself. You are brought directly to a location of the DMs choosing within the city. When the amulet is found it roll for which city it shows:
Cities
d8 | City |
---|---|
1 | Akros |
2 | Arixmethes |
3 | Asphodel |
4 | Meletis |
5 | Odunos |
6 | Oreskos |
7 | Setessa |
8 | Skophos |
Additional Weapons NOT from Theros
Its from God of War but can fit pretty well in Theros (well maybe not the Leviathan Axe, but if Kaldheim is ever introduced to Magic or D&D proper then I will move it there.)
Blades of Chaos
Weapon (twin shortswords), legendary (requires attunement)
The jagged and dark twin blades were forged with hatred and made for warfare. The blades seem to respond to a will for fighting reaching out for an attack, extending on the chains as they unravel from your arms.
Attunement. When you first attune to these swords, chains extend from the hit of the blades and wrap around your forearms. The chains sear you and fuse onto your arms. You take 6d8 fire damage. Additionally, the blades count as a single weapon when it comes to the number of magic items you can normally attune to.
Dormant
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon has the reach property, extending its range to 10 feet as it extends out on a chain.
- You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
Awakened
- The bonus to attack and damage rolls increases to +2.
- The weapon's range extends by 5 feet to a total of 15 feet.
- The fire of your weapons now deal 2d6 fire damage to any target it hits.
Exalted
- The bonus to attack and damage rolls increases to +3.
- The weapon's range extends by 5 feet to a total of 20 feet.
- The fire of your weapons now deal 3d6 fire damage to any target it hits.
Design
Name. Kratos's weapons in the God of War series.
Weapon Type. Given the size of the weapons I think they are too short for a long sword and two long for a dagger. Hence, shortsword.
Breakdown. I made this a "vestige of divergence" style after the latest god of war game's mechanic as the blades get stronger over time. It felt right.
As for the properties I wanted three specific things. Fire damage, reach, and then the standard +1 progression of many other vestiges. Thus you have a flametongue like effect, that starts off weaker than normal but gets stronger than normal eventually. You have a standard +1 progression through the different modes. And finally, you have an increase to the weapons reach that grows with the weapon.
I styled the unique attunement trait because this is two weapons in one but I did not think it should count as two attunements. Additionally the damage is from the super heated chains wrapping around and searing your arms like when Kratos first got them.
Leviathan Axe
Weapon (battleaxe), legendary (requires attunement)
A brilliant large axe of dwarven make. It emanates a cold mist off the blade, and readies to be called back to its owner at any distance.
Dormant
- You gain a +1 bonus to attack and damage rolls made with this weapon.
- The weapon deals an extra 2d6 cold damage.
- It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the Attack, the weapon flies back to your hand.
Awakened
- The bonus to attack and damage rolls increases to +2.
- The normal range for the weapon increases to 30 feet and the long range increases to 80 feet.
- As an action you can throw the weapon at an enemy, and on it hit, the enemy must make a DC 15 Constitution saving throw, on a failed save, the enemy is Stunned until the end of your next turn. However, the Leviathan Axe remains lodged in the opponent and does not return to your had until the end of your next turn either. You can call the weapon back to your hand as a bonus action but the enemy immediately loses the stunned condition. You can use this trait once and cannot use it again until you complete a short or long rest. On a successful save the creature is not stunned and the weapon immediately returns to your hand.
Exalted
- The bonus to attack and damage rolls increases to +3.
- The weapon deals an extra 1d6 cold damage, to a total 3d6 cold damage.
- The normal range for the weapon increases to 45 feet and the long range increases to 100 feet.
- The DC saving throw for your stun is now a 17.
Design
Name. Kratos's weapon in the God of War series.
Weapon Type. Given that he wields it one or two hands I went with the battleaxe since it had the versatile property.
Breakdown. I made this a "vestige of divergence" style after the latest god of war game's mechanic as the blades get stronger over time. It felt right.
As for the properties I know the axe had two important traits, cold damage and it could be thrown and then called back to the owner. I gave it the thrown property and it returns like the dwarven thrower and it starts off with some extra cold damage and that only increases in the Exalted form. I also gave it a normal +1 progression across the stages and one of the unique abilities of the axe: to be thrown unto a creature and freeze them for a short time.
Guardian Shield
Armor (shield), very rare (requires attunement)
A nigh unbreakable shield that is retracts back into the user's gauntlet. You gain the following benefits:
- The shield can be retracted as a bonus action. While retracted your AC does not benefit from the shield but your hand is free. As a reaction when you are the target of an attack you can have the shield expand granting the AC bonus of the shield to the triggering attack. You do not drop what was in your hand at the time, but it cannot be used while the shield is out.
- You gain a +l bonus to AC while the shield is expanded.
Design
Name. Kratos's shield in the God of War series.
Weapon Type. Its a shield.
Breakdown. Styled after the effects of the shield in the game and also a little from Percy Jackson, the shield does not take up a hand while retracted letting you dual wield, fire a bow, or use a two hander. But you can make the shield spring out to your defense. Since the shield is part of the gauntlet it does not make you drop a weapon but it still cannot be used since a shield is in the way now.