What happens when you combine D&D, Magic: The Gathering, and Greek Mythology? Why, it’s the Mythic Odysseys of Theros! Wizard of the Coast has release another interesting MTG/D&D crossover, and this campaign setting has a lot to offer. There are new playable races, new subclasses, and loads of monsters to check out. Want to know more? Dive into our Mythic Odysseys of Theros Review!
Mythic Odysseys of Theros Review
Below, we’ll take you through some of the highlights of this sourcebook. Theros is a little different from some of the other recent campaign settings, specifically Wildemount. While there are far more playable races, there are fewer new options for subclasses and backgrounds. There are also no new spells, which is kind of a disappointment given the setting’s roots in MTG. However, there are tons of great monsters to choose from and a lot of material if you are creating your own campaign.
See Our Guide to the Races of Theros
Where the Theros setting really stands out is the addition of new playable races. Some of these you might be familiar with, like the Minotaur or the Centaur. While the mechanics do not differ from the Ravnica setting, the lore and storytelling potential is excellent.
When it comes to the new races, the Satyr is arguably the high point. It has nice ability increases, immunity magic, and lots of other fun options. The Centaur and Minotaur remain unchanged from the Ravnica book mechanically, but their lore in Theros is great. The final two options include Tritons and Leonin. Both of these options are strong, and Tritons finally get Darksight!
See Our Guide to the New Theros Subclasses
When this sourcebook was first announced, the rumors were that it would include four new subclasses. However, we only got word of two of the subclasses right away. At some point, there were rumors that the setting would include reworks of the Grave Cleric and Forge Cleric, but in the end, only two new subclasses made the cut. Those were the Glory Paladin and the Eloquence Bard.
The Oath of Glory is built around the theme of glory-seeking paladins using their extreme athleticism and might to win the day. To be honest, the thematic point of this subclass is pretty week. While the idea seems good on paper, most of the features of the subclass don’t fit well. The good news is that it is a viable option that will likely see use outside of the Theros setting.
The College of Eloquence hits the thematic notes that the Oath of Glory does not. Not only does this subclass highlight the strengths of bards in general, but it is also the perfect archetype for anyone intending to play the face of their party. The subclass offers great use of your Bardic Inspiration and gives a big buff to persuasion rolls out of combat. It’s a great option!
There are a TON of new monsters and NPCs. If you are a fan of Greek mythology, you will be familiar with the hydras and hoplites in the mix. But there are also fun options like Demons, Eidolons, and Amphisbaena. When it comes to monsters, my personal favorite are mythic monsters.
Mythic monsters are the epic final boss for a campaign. They are not just high-powered, however. These creatures stand apart due to their mythic traits. A mythic trait adds a cinematic element to major battles. They essentially turn these fights into a two-step process. You first fight the monster with their normal stat block. However, if you reduce them to zero or hit some other benchmark, the NPC can activate their mythic trait. This varies from one creature to another, but it typically ups the ante during the fight. When the Mythic Trait is active, it gives the monster access to Mythic Actions which are similar to Legendary Actions.
Mythic traits are more than just new actions, however. They transform the story of the fight both in style and substance. Take for example Arastra of the Endless Web. This mother of spiders can call a swarm of spiders to cover her as armor, granting her temporary HP in addition to Mythic Actions. The book also provides descriptive text that your GM can use or paraphrase to really sell the transformation process. Arastra’s reads:
The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Mythic monsters aren’t the only nice addition, as there are also classic monsters and Nyxborn creatures. If new monsters is your thing, you won’t be disappointed.
I was initially put off by the announcement that there would be no adventures or campaign to accompany this release. While I still wish there was one, Mystic Odysseys of Theros goes above and beyond when it comes to helping you create your own. This was – to my surprise – one of the strengths of the book. There are tons of tools and story ideas for every God and mythic monster. High-quality maps also come in handy. If you are interested in creating your own Theros campaign you’ll have everything you need.
This sourcebook isn’t heavy with new mechanics or rule changes outside of Mythic Monsters. The major exception is the new Piety system. While interesting, it is pretty bare-bones. The idea is that if you dedicate yourself to one of the deities, you can eventually gain piety points for pleasing them. At certain levels of piety points, you gain boons from your deity. While these benefits are fleshed out for every God, the mechanics for earning these points are largely up to the DM. Still, it’s an interesting system that fits nicely into a Greek-inspired campaign.
Wrapping Up our Mythic Odysseys of Theros Review
That’s it for our Mythic Odysseys of Theros Review. Whether or not this will be your jam depends largely on what you are looking for. If you love MTG crossovers and Greek odysseys, you are going to love it. If you’re here for new character options, you might be less enthusiastic. Still, there is something for everyone here.
Agree with our take? Let us know in the comments below!
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