TEXT: HEROES & 
  VILLAINS 
  OF THEROS
  DAEL KINGSMILL, JEREMY MELLOUL, STUART BROZ
  template by nathanaël roux
  
  Heroes & Villains of THeros | inTroducTion
  2
  Introduction
  Introduction
  Humans are born to tell stories. Every one of us.
  I once read an article that put forth the suggestion that 
  storytelling began with the first spark of campfire. Before humans 
  had access to controlled fire the sun would go down and it would 
  be very dark and everyone would be forced to sleep, but with the 
  invention of campfire, all of that changed. Just in that small circle 
  of warmth and light with their family group, the darkness was held 
  at bay. They didn’t have to sleep as soon as the sun went down 
  anymore, but there wasn’t much they could do, and so what better 
  way to while away the hours than to weave tales?
  I don’t know whether I believe that this was actually how it 
  began, but wouldn’t it be marvellous if it was? The first sparks of 
  fire, humanity, and imagination all converging, intertwining, and 
  running away together through time until we arrive at the new 
  fires, the new families, the new stories. All built on the foundations 
  of the old.
  D&D is one such fire. The adventuring party one such family. 
  The campaign one such story.
  A shared tradition practiced by every human being since the 
  beginning.
  As a byproduct of mostly luck, geography, and colonisation, 
  many people today remain familiar with the story of how humanity 
  got its fire, according to classical mythology; Prometheus, knowing 
  that he would be punished for his actions, stole into the very 
  heavens and took for us a burning coal from the Sun. And he was 
  right! He was punished! In a pretty grizzly way, too, all livers and 
  hungry eagles, it’s pretty gross.
  And that’s worth remembering. We’re used to assuming of 
  Dungeons & Dragons a story with a medievalist fantasy setting. 
  One with dungeons. And also dragons. Medievalist fantasy settings 
  take a lot of influence from faerie tales and from folklore, stories 
  wherein the hero is rewarded for their cunning and their trickery. 
  These folkloric figures can, and frequently do, evade punishment. 
  Fool fate. Deceive death.
  But you’re not in a medievalist fantasy now. You’ve crossed 
  the boundary into myth, and this genre is a dangerous one. The 
  conventions change. The mysteries of unknowable magic are 
  replaced with the strict and vengeful wrath of gods. Rousing hope 
  and triumph are replaced with bitter tragedy. Virtuous folk heroes 
  are replaced with flawed demigods. Deeply flawed. Deeply flawed. 
  So flawed that it catches up and kills them. In the realm of classical 
  mythology fate cannot be bargained with; it is immutable and 
  inescapable. I’m trying to call to mind, of the truly famous heroes 
  of Greek legend, which ones didn’t die at the end of their stories… 
  Only three have come to me. Atalanta, Perseus and, not for lack 
  of trying, Odysseus. That’s it. Within the realm of myth, death 
  becomes not just one possible ending to heroic endeavours, but the 
  assumed standard.
  By playing a myth instead of a fantasy, you choose a dangerous 
  story… But a dramatic one. An epic one. A story worth telling.
  You dare to steal fire from the gods.
  Credits
  This is version 1.1 of Heroes & Villains of Theros (August 8th, 2020).
  Written & Designed by Dael Kingsmill & Jeremy Melloul
  Edited by Stuart Broz
  Design Template by Nathanaël Roux
  Cover Art is The Fall of Phaeton by Peter Paul Rubens (Public 
  Domain). All interior art is public domain.
  You can find Dael and Jeremy on YouTube at MonarchsFactory and 
  ImaginaryJeremy respectively.
  Copyright Info
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, 
  the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, 
  and their respective logos are trademarks of Wizards of the Coast in the USA 
  and other countries. All characters and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-
  0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  Heroes & Villains of THeros | inTroducTion
  3
  Using this Guide
  Written for both players and Dungeon Masters, Heroes & Villains 
  of Theros provides a ton of additional material to help you bring a 
  mythic quality to your adventures.
  Mythic Subclasses New class options make up the first portion 
  of this book, with brand new archetypes for each of the 12 D&D 
  classes. These class options were designed to integrate the tropes 
  and lore of both Greek Mythology and the Theros setting. And 
  while they would make for perfect choices in a Theros adventure 
  they would also be right at home in any other D&D setting.
  Epic Backgrounds. Following the class options, the two new 
  backgrounds—the God-Scorned and the Returned—provide 
  compelling narrative tools for players and Dungeon Masters 
  interested in getting more mileage out of the character 
  backgrounds. These backgrounds are designed to serve as easy 
  hooks into compelling stories.
  Allies & Adversaries. Following the player options, you’ll find a 
  selection of fourteen unique allies and adversaries detailed with 
  their own descriptions, flaws, ideals, and more. Designed to offer 
  a large selection of interesting NPC allies or compelling enemies, 
  these characters can be dropped into any Theros adventure or 
  adapted for use in other settings. Twelve of the NPCs have unique 
  stat blocks based off the subclasses in this book. They can provide 
  unique challenges to your adventuring party or can be used to 
  introduce these new archetypes within the course of a campaign. 
  This section also includes over 250 Theran names to help you create 
  your own NPCs.
  Items of Myth & Legend. Lastly, there are ten new items inspired 
  by stories from Greek mythology and the legendary lore of Theros. 
  Use them as epic rewards or make them sought after treasures your 
  players can search for or take after defeating notable enemies. These 
  items are sure to inspire you and help make your game as epic as 
  possible.
  From the team that worked on this, thank you for supporting our 
  work, and let us know how your adventures go!
  Table of Contents
  Mythic Subclasses                                  pg.4
  BarBarian: Path of the Mythic toteM............................................6
  BarD: college of trageDy.................................................................7
  cleric: Journey DoMain......................................................................8
  DruiD: circle of revelry...................................................................9
  fighter: hoPlite................................................................................11
  Monk: Way of the rage-croWneD................................................13
  PalaDin: oath of atoneMent..........................................................14
  ranger: sacreD keePer.....................................................................15
  rogue: tactician...............................................................................17
  sorcerer: ascenDant ancestry.......................................................18
  Warlock: the forgotten goD (& Pact of the caulDron).........20
  WizarD: school of fate..................................................................24
  Epic Backgrounds                             pg. 26
  goD-scorneD.....................................................................................26
  returneD............................................................................................28
  Allies & Adversaries                   pg. 30
  Items of Myth & Legend          pg. 48
  
  Heroes & Villains of THeros | inTroducTion
  4
  Mythic Subclasses
  Mythic Subclasses
  Barbarian: Path of the Mythic Totem
  It is no secret that some barbarians shape their rage through a 
  connection to animal totems, but some stories speak of warriors 
  who forge connections to greater, legendary creatures.
  Walk the path and pursue spiritual encounters with one of three 
  mythic benefactors: the Chimera, the Hydra, or the Sphinx. The 
  Chimera ties your anger to the weave of magic itself. The Hydra 
  grants you its relentless endurance and mighty strength. The Sphinx 
  hones your mind, making you as unpredictable as you are strong.
  Bard: College of Tragedy
  The College of Tragedy trades style for substance. Laughter can 
  easily win over an audience, but a performance that drives them to 
  tears can stay with them for years to come and also teach hope and 
  strength against even the most difficult of obstacles.
  We need help most at our lowest points. Bards of the College 
  of Tragedy recognize this. Their inspiration can touch their allies 
  even when they are at death’s door, and makes it easier for an entire 
  party to work together when faced with shared adversity.
  Cleric: Journey Domain
  Theros is a world of odysseys and pilgrimages, long quests, and epic 
  adventures. These clerics understand the sacred aspects of travel: 
  the bonds it can forge among new friends, the lessons it can teach, 
  and the hardships it can present.
  Guide your party through a dangerous world. Use your magical 
  insights to unravel mysteries or undertake expeditions to distant 
  lands. Serve as a scout or support your party by being there when 
  they need you and learn spells and skills to make sure that nothing 
  will keep you or your companions from reaching your destination.
  Druid: Circle of Revelry
  Druids of the Circle of Revelry express both the most playful and 
  the most callous aspects of nature, which always moves at its own 
  pace and can be unforgiving to those who don’t follow its stride.
  Transform into a wilder version of yourself. Charm friend and 
  foe alike, and excite or exhaust those you come across... having a 
  great time along the way.
  Fighter: Hoplite
  Some fighters fight for glory, seeking to prove themselves over 
  their enemies. But for Hoplites, only the results matter. They know 
  that when victory is on the line, a single combatant can make a 
  difference, but a squad, working in harmony, can win the day. 
  Talented frontline fighters, Hoplites elevate their allies, drawing 
  out their utmost potential on the battlefield, directing the battle 
  with a flexible set of Squad Tactics you can activate. Use your 
  abilities to slow down powerful opponents or ensure your enemies 
  have no chance to strike back.
  Monk: Way of the Rage-Crowned
  Hone your body and anger to a razor sharp edge until your 
  unstoppable might dominates all those you might come across. 
  This tenet drives many monks who follow the Way of the Rage-
  Crowned.
  Defeat your enemies with an iron grip, grappling your foes and 
  disable them, while making yourself more resilient. Find grace 
  in the art of slaughter and never let go of a chance to crush your 
  enemies underfoot.
  
  Heroes & Villains of THeros | inTroducTion
  5
  Paladin: Oath of Atonement
  Redemption is a noble purpose. But there are some for whom 
  redemption seems too forgiving… too easy. They are committed to 
  turning a new page on their lives and adopting new values, but they 
  do not believe—or at least, do not expect—that their new path will 
  earn them forgiveness. They simply hope to make up for the pain 
  they have caused or the wrongs they have committed.
  Put yourself at risk to protect your companions. Empower 
  them with your spells and lead the charge when the odds seem 
  overwhelming. Earn your redemption with a transformation 
  empowered by divine magic.
  Ranger: Sacred Keeper
  Sacred Keepers combine divine and primal magic to incredible 
  effect, channeling the elements and calling upon the beasts of nature 
  in order to protect the sanctity of the natural world.
  Sacred Keepers serve as hunters and protectors for the gods 
  of nature. Their abilities to mark enemies with their magic are 
  enhanced by the deities they serve. They attune to the seasons in 
  order to empower their attacks. Eventually, they even take on an 
  aspect of the divine might wielded by their gods and patrons.
  Rogue: Tactician
  Brilliant minds on and off the battlefield, Tactician rogues 
  understand the importance of a well thought out plan. 
  Incomparable schemers, tacticians can be the downfall of their 
  enemies, without ever putting themselves at risk. Of course, if they 
  do appear on the battlefield, they are surgical strikers and dangerous 
  adversaries.
  Learn the arts of a Tactician and specialize in the preparation that 
  occurs before a battle. Take your time to analyze the battlefield and 
  let your cunning mind shift the odds in your favor. Help direct your 
  allies to strike even more effectively themselves.
  Sorcerer: Ascendant Ancestry
  Born to bloodlines that carry not only divinity, but also mortal 
  greatness, sorcerers of an Ascendant Ancestry are incredibly 
  powerful martial combatants.
  Deepen your magical connection to your past to channel the 
  skills of your heroic ancestors. Follow one of three legacies of your 
  choice—The Great Crusader, the Undying Bulwark, or the Valiant 
  Spellsword— and master the powers it bestows upon you. Bypass 
  years of martial training with your magical talent and surpass the 
  legends of your ancestors.
  Warlock: The Forgotten God                                 
  (& Pact of the Cauldron)
  Powerful magic is often lost to time, whether a victim of 
  circumstance or intentionally hidden out of fear or greed. Bringing 
  forth the will of these primeval powers, warlocks of the Forgotten 
  God wield occult magics that can ensorcel and befuddle the minds 
  of their enemies. And the esoteric Pact of the Cauldron teaches 
  them to brew an arsenal of potions.
  Make blood offerings to catalyze your magical strength and 
  continue casting long past when a lesser mage would be exhausted. 
  Forge the Pact of the Cauldron to brew myriad magical potions to 
  strengthen your allies and deceive your enemies.
  Wizard: School of Fate
  There is no more esoteric magic than the magic of fate. But despite 
  its obscurity, there are still Wizards who commit their lives to the 
  study of this magic. Those who follow this magical school may only 
  come to understand a tiny fragment of what Fate magic can actually 
  do, but even that small sliver grants them awesome powers that 
  seem to defy the very foundations of reality.
  Tie your destiny to your allies or enemies and use that connection 
  to manipulate the weave of the world. Pull at threads to change 
  the course of attacks, transfer damage, and exert an unyielding 
  influence on the flow of battle.
  
  Heroes & Villains of THeros | MyTHic subclasses
  6
  Barbarian: Path of the 
  Barbarian: Path of the 
  Mythic Totem
  Mythic Totem
  If you follow the Path of the Totem Warrior from the Player’s 
  Handbook, you have access to the options presented here—new 
  totems specific to Theros, inspired by its mythic monsters.
  Path of the Mythic toteM features
      Barbarian Level 
   
               Feature
  Spirit Seeker
  Yours is a path that seeks attunement with the natural world, giving 
  you a kinship with beasts. At 3rd level when you adopt this path, 
  you gain the ability to cast the Beast Sense and Speak with Animals 
  spells, but only as rituals.
  Totem Spirit
  These options are available to you when you choose a totem animal 
  at 3rd level.
  As with the spirits in the Player’s Handbook, the options here 
  require a physical object incorporating some part of the totem beast, 
  and you might acquire minor physical attributes associated with 
  your totem spirit, such as scales across part of your body if you have 
  a hydra totem or sharpened lion’s teeth if you have a sphinx spirit.
  Chimera. While you’re raging, you have advantage on saving 
  throws to resist spells and magical effects. In addition, you gain the 
  benefits of your Danger Sense feature even when you are blinded 
  or deafened. The spirit of the chimera makes you more resilient to 
  hostile magic and grants you preternatural awareness.
  Hydra. While you’re raging, you regain hit points equal to half 
  your barbarian level (rounded down) + your Constitution modifier 
  at the start of each of your turns. If you take fire damage, this trait 
  doesn’t function on your next turn. The spirit of the hydra makes 
  you incredibly tenacious in combat.
  Sphinx. While raging, you have resistance to psychic damage. In 
  addition, you have advantage on saving throws to see past illusions 
  and resist being charmed. The spirit of the sphinx makes your mind 
  impenetrably sharp.
  Aspect of the Beast
  These options are available to you when you choose a totem animal 
  at 6th level.
  Chimera. You gain the magical senses of a chimera. You can cast 
  detect magic, but only as a ritual. Additionally, you gain proficiency 
  in Arcana.  
  Hydra. You gain the relentless endurance of a hydra. Once per 
  day when you finish a short rest you can reduce your exhaustion 
  level by 1. The hydra’s spirit grants you the strength to persevere 
  through the most difficult of circumstances.
  Sphinx. You gain the primal magic of a sphinx. When you enter 
  your rage, you unleash a powerful, bestial roar. Each creature you 
  choose within 30 feet of you must make a Wisdom saving throw 
  (DC = 8 + your proficiency bonus + your Charisma modifier). A 
  creature that fails the saving throw is deafened and frightened of 
  you for 1 minute and takes thunder damage equal to 1d10 + your 
  barbarian level. On a successful save, the creature takes half as much 
  damage and isn’t frightened or deafened. An affected creature can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. The spirit of the sphinx makes you 
  proud and imperious.
  Spirit Walker
  At 10th level, you can cast the Commune with Nature spell, but 
  only as a ritual. When you do so, a spiritual version of one of the 
  animals you chose for Totem Spirit or Aspect of the Beast appears 
  to you to convey the information you seek.
  Totemic Attunement
  These options are available to you when you choose a totem 
  animal at 14th level.
  Chimera. While you’re raging, if you are targeted by a spell, you 
  can use your reaction to immediately move up to your speed. If 
  you end your movement within 5 feet of the caster, the caster must 
  succeed on a Constitution saving throw (DC = 8 + your Strength 
  bonus + your proficiency bonus) or the spell is interrupted and the 
  caster takes bludgeoning damage equal to 1d12 + your Strength 
  modifier. On a successful save, the spell is not interrupted and the 
  caster takes half damage.
  Hydra. While you’re raging, if you attack at least two different 
  creatures when you take the Attack action,  you can make one 
  additional melee weapon attack as a bonus action.
  Sphinx. While you are raging, you can use your action to 
  magically teleport, along with any equipment you are wearing or 
  carrying, up to 120 feet to an unoccupied space you can see. When 
  you appear in the targeted space, you can make one melee weapon 
  attack against a creature within your reach as a bonus action.
  3
  6
  10
  14
  Spirit Seeker, Totem Spirit
  Aspect of the Beast
  Spirit Walker
  Totemic Attunement
  Mythic sPirits
  With the normal totems available to barbarians, the 
  encounters made possible by the Spirit Seeker and Spirit 
  Walker features can be spiritual and profound. With 
  mythic totems they can—and should—take on a whole 
  new dimension. The creatures that these Barbarians take 
  on as spiritual guides, protectors, and inspirations are 
  awesome—in the truest sense of the word.
  Spiritual encounters with these creatures should be 
  impactful, fully delivering upon the majesty of these 
  mythic beasts. On the other hand, attempts to connect 
  with them may be more difficult and dangerous than with 
  more mundane creatures.
  Mythic Spirits are similar to a warlock’s Patron in that 
  they grant the barbarian strength in much the same way 
  that a warlock is bestowed their powers.
  In a setting like Theros, you can take things even further 
  by tying these mythic totems to longstanding traditions 
  within a particular clan or set of clans that model them-
  selves after their protector.
  
  Heroes & Villains of THeros | MyTHic subclasses
  7
  Bard:                                   
  Bard:                                   
  College of Tragedy
  College of Tragedy
  Bards of the College of Tragedy seek to empower the hearts of 
  others by memorializing that which has been lost. Those who 
  follow this tradition are intimately familiar with the immense 
  hardships of a fickle world, but they have also witnessed the 
  strength and beauty that blooms in the wake of loss.      
     
  These bards are often travelers, looking to experience life to its 
  fullest, with all the highs and lows that journey entails. Members of 
  the College of Tragedy are rarely gregarious performers living for 
  the spotlight. They are more likely to be quiet observers composing 
  heartrending ballads or contemplative poems and saving them for 
  when they will have the greatest impact.
  college of tragedy features
      Bard Level 
   
               Feature
  Tragic Flaw
  When you join the College of Tragedy at 3rd level,
   you become adept at identifying the driving motivations
  of others. If you spend at least one day observing a
  target creature with whom you share a language you                    
  learn your choice of the creature’s Ideal, Bond, or Flaw.                        
  When you make a Charisma (Deception), Charisma (Intimidation), 
  or Charisma (Persuasion) check against the target you can utilize 
  the Ideal, Bond, or Flaw learned this way to improve your chances 
  of success.
  For example, you might suggest to a creature whose Flaw is 
  their greed that supplying your party with weapons will lead to 
  a cut of any treasure you acquire, or a creature whose Ideal is the 
  importance of community might be convinced that their town 
  would enjoy boosted morale if your party are supplied with the 
  means to kill the local monster. 
  Any time you do this you can expend one of your uses of Bardic 
  Inspiration, rolling the Bardic Inspiration die and adding the 
  number rolled to the ability check. You can wait until after you roll 
  to use the Bardic Inspiration die, but must decide before the DM 
  says whether the roll succeeds or fails.
  Katharsis
  Also at 3rd level, you learn to guide grief into a powerful
  rallying force. If an ally you can see within 60 feet of 
  you is reduced to 0 hit points, you can expend one of your uses of 
  Bardic Inspiration as a reaction and inspire two 
  creatures other than yourself instead of one. All other
  restrictions of the Bardic Inspiration feature still apply.
  Reversal of Fortune
  At 6th level, you gain the ability to magically influence the course of 
  a creature’s fate. Your Bardic Inspiration feature now allows you to 
  inspire unconscious creatures who currently have 0 hit points. 
  In addition, you can use your bonus action to expend one of your 
  uses of Bardic Inspiration to choose one creature within 30 feet of 
  you who can hear you and give it vulnerability to the damage type 
  of your choice until the beginning of your next turn. If the creature 
  is resistant to the chosen damage type, it instead loses its resistance. 
  If the creature is immune to the chosen damage type, it instead has 
  its immunity reduced to resistance.
  Shared Adversity
  At 14th level, your tales of hardship and heroism are retold by those 
  around you as they aid each other through difficult burdens. A 
  creature that has a Bardic Inspiration die from you can transfer it to 
  another creature within 10 feet of them as a bonus action.
  3
  6
  14
  Tragic Flaw, Katharsis
  Reversal of Fortune
  Shared Adversity
  
  Heroes & Villains of THeros | MyTHic subclasses
  8
  Cleric: Journey Domain
  Cleric: Journey Domain
  The journey domain is overseen by gods who safeguard those 
  setting out on travels across the world. These gods—including 
  Hermes, Meili, Xaman Ek, Akadi, and Phenax—offer protection 
  to any who travel by land, sea, or sky regardless of alignment or 
  intent. Messengers, refugees, smugglers, and fugitives alike may 
  enjoy the benefits that come from worshipping such deities. A cleric 
  who serves a god of journeys seeks to accompany those who face 
  hardship on the road and ensure their safe passage, often finding 
  a welcome place for themselves among nomadic clans, touring 
  players, or adventuring parties who must traverse the wild places 
  between civilization.
  Journey doMain features
      Cleric Level 
   
               Feature
  Journey doMain sPells
      Cleric Level 
   
               Spells
  Swift Traveler
  At 1st level, your walking speed increases by 10 feet.
  Guiding Light
  Also at 1st level, the gods guide you in your path through signs in 
  nature. You can name a location on the same plane of existence, 
  such as Akros, and receive an indication of the direction you must 
  travel. This sign might be a sudden change in the direction of the 
  wind, a bright star shining in the night sky, or a deer running off 
  into the distance.
  Once you use this ability, you can’t do so again until the 
  next dawn. In addition, you gain proficiency in the Survival                   
  skill, if you do not have it already.
  Channel Divinity:                 
  Divine Shepherd
  Starting at 2nd level, you can use your Channel                          
  Divinity to give your allies a head start on the                                                
  next step of their journey. As an action, you                                                                                                    
  present your holy symbol and call out to                                                        
  your companions.
  Choose any number of creatures                                                  
  within 30 feet of  you who can see or hear                                                                                                                 
  you. Those creatures can immediately use                                                                                                               
  their reaction to move a distance up to                                                                                                             
  their walking speed. This movement                                                   
  does not provoke attacks of opportunity.
   
  Scenic Route
  Starting at 6th level, you have a climbing and swimming speed 
  equal to your walking speed. 
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes with 
  divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  radiant damage to the target.
  When you reach 14th level, the extra damage increases to 2d8.
  Blessed Crossing
  Starting at 17th level, you can use your action to call on the 
  elements to aid your passage. For a number of hours equal to 
  your Wisdom modifier, you and any number of others can cross 
  otherwise impassable terrain. Boulders might form themselves into 
  a bridge over a chasm, a tunnel might open through the heart of a 
  mountain, or the sea might part to let you proceed. You must 
  maintain concentration during this time, as if you were                
  casting a spell. You can choose to close the path behind                    
  or before you by releasing the elements and dropping 
  the effect, however you must maintain the effect 
  in at least a 20 foot radius sphere centered on you.
  Once you use this feature, you can’t use it                                                                                                         
  again until you finish a long rest.
  1st
  3rd
  5th
  7th
  9th
  comprehend languages, longstrider
  pass without trace, darkvision
  water walk, phantom steed
  freedom of movement, dimension door
  passwall, commune with nature
  1
  2
  6
  8
  14
  17
  Domain Spells, Swift Traveler, Guiding Light
  Channel Divinity: Divine Shepherd
  Scenic Route
  Divine Strike (1d8)
  Divine Strike (2d8)
  Blessed Crossing
  
  Heroes & Villains of THeros | MyTHic subclasses
  9
  Druid: Circle of Revelry
  Druid: Circle of Revelry
  Druids who are members of the Circle of Revelry often come 
  from regions where civilization has yet to leave its mark. Or, 
  alternatively, from civilized areas from which they’ve sought an 
  escape. These druids do not seek to act as guardians of the natural 
  world, instead they seek to embody it, finding great joy and freedom 
  within the simple pleasures of natural life. 
  These druids desire to share their joy with the rest of the world 
  and provide a release from the many mundane problems that plague 
  the daily lives of intelligent creatures everywhere. The revels these 
  druids are known for provide a brief escape to replenish the spirit 
  and heal the mind.and can be an important coping mechanism for 
  those weighed down by the worries and responsibilities that come 
  with civilization.
  Free-spirited and irresistible, druids from this circle are generally 
  some of the friendliest  you can encounter. But not all encounters 
  with them end as easily as they begin. Druids from the Circle of 
  Revelry can be mischievous and have been known to inject a little 
  bit of playful mayhem in the lives of those they meet.
  circle of revelry features
      Druid Level 
   
               Feature
  Revelr’s Delight
  When you choose this circle at 2nd level, you gain the ability to 
  manifest the charismatic spirit of nature within yourself.
  You gain proficiency in the Performance skill or one musical 
  instrument of your choice.
  In addition, you learn the druidcraft cantrip, which doesn’t count 
  against the number of druid cantrips you know. For you, the effect 
  produced with this cantrip must fit within a 15-foot cube.
  Circle Form
  The rites of your circle grant you the ability to assume a Circle 
  Form that enhances your connection to the spirits of nature. 
  Starting at 2nd level, you can use your Wild Shape to transform 
  into your Circle Form.
  While transformed, your visage takes on a wild aspect. Many 
  humans appear as satyrs when they use this ability, but others have 
  been known to develop bark-like skin or have vines replace their 
  hair. Your statistics, including your hit points, are the same in each 
  form. Any equipment you are wearing or carrying isn’t transformed 
  and adapts to your new form. When you transform into your Circle 
  Form you increase your maximum hit points by your Wisdom 
  score (not modifier) + your druid level and gain the same number 
  of hit points. You revert to your true form if you fall unconscious, 
  drop to 0 hit points, or die. In addition, while transformed, you gain 
  the following abilities:
  Ecstatic Dance. While in your circle form, your AC can’t be 
  less than 10 + your Dexterity modifier + your Wisdom modifier, 
  regardless of what kind of armor you are wearing.
  Enchanting Performance. You may cast your Circle Spells while in 
  your Circle Form. In addition, once per turn, when a creature fails 
  a Wisdom saving throw against one of your spells or abilities, you 
  gain temporary hit points equal to 1d8 + your Wisdom modifier.
  Free Spirit. You have advantage on Wisdom saving throws to 
  resist Charm effects.
  2
  3
  6
  10
  14
  Reveler’s Delight, Circle Form
  Circle Spells
  Incite Frenzy
  Twisted Pleasures
  Night of Revels
  
  Heroes & Villains of THeros | MyTHic subclasses
  10
  Circle Spells
  Your mystical connection to the wilds infuses you with the ability to 
  cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to 
  circle spells connected to the hedonistic spirit that empowers you.
  Once you gain access to a circle spell, you always have it prepared, 
  and it doesn’t count against the number of spells you can prepare 
  each day. If you gain access to a spell that doesn’t appear on the 
  druid spell list, the spell is nonetheless a druid spell for you.
  circle of revelry sPells
      Druid Level 
   
               Spells
  Incite Frenzy
  Beginning at 6th level, you can compel the spirits of those around 
  you to enter into a frenzy. 
  As an action, when you activate this feature, choose one of the 
  following effects:
  • Allies within 10 feet of you are imbued with a strength born of 
  passion. Until the end of your next turn, they make Strength 
  (Athletics) checks at advantage and add your Wisdom modifier to 
  their damage rolls with melee weapons.
  • Allies within 10 feet of you are energized with frantic speed. 
  They can immediately use their reaction to move up to their 
  speed without provoking attacks of opportunity.
  • Enemies within 10 feet of you are overcome by rage. They must 
  succeed on a Wisdom saving throw against your spell Save DC 
  or immediately use their reaction if available to move up to half 
  their speed to a space adjacent to a randomly determined creature 
  they can reach and make a single melee weapon attack against 
  that creature.
  • Enemies within 10 feet of you are plagued by chaotic thoughts. 
  Any enemy within 10 feet of you who is concentrating on a spell 
  must succeed on a Wisdom saving throw against your spell Save 
  DC or stop concentrating on the spell.
  You can use this feature a number of times equal to your Wisdom 
  modifier (minimum of 1). You regain all expended uses of this 
  feature after you finish a long rest.
  Twisted Pleasures
  Starting at 10th level, your grasp of the baser instincts of intelligent 
  creatures allows you to use your magic to compel creatures into a 
  magical trance-like state.
  While in your Circle Form, as an action you can attempt to draw 
  a number of creatures into revelry. Choose a number of humanoid 
  or beast creatures within 60 feet of you, up to a number equal to 
  your Wisdom modifier (minimum of 1). Each target must succeed 
  on a Wisdom saving throw against your spell save DC or be 
  charmed by you.
  While charmed in this way, the target begins to comically dance 
  in place—letting loose its inhibitions. A dancing creature uses all its 
  movement to dance without leaving its space and has disadvantage 
  on attack rolls and Dexterity saving throws. While the target is 
  dancing, other creatures have advantage on attack rolls against it.
  As an action while dancing, a charmed creature can make a 
  Wisdom saving throw. If it successfully saves, the effect ends. If 
  it fails three saves against this effect, it is stuck in the revelry and 
  charmed for 1 hour, after which it suffers 2 levels of exhaustion. 
  If another creature uses an action to shake the creature out of its 
  stupor, the dancing creature gets advantage on their next Wisdom 
  saving throw. The effect ends early if an affected creature takes any 
  damage or if you are incapacitated.
  A creature who succeeds on its save against this effect manages 
  to harness the energy of the dance without being controlled by it 
  and can immediately use its reaction to move up to half its speed 
  without provoking attacks of opportunity. In addition, such a 
  creature is immune to your use of this effect until it completes a 
  long rest.
  Once you use this feature, you can’t use it again until you finish a 
  short or long rest.
  Night of Revels
  At 14th level, you have fully mastered the arts of revelry and can use 
  them to free the spirits of all those around you, easing their minds 
  and refreshing their bodies. Over the course of a long rest, you 
  project an aura of revelry with a 60-foot radius. Within this aura, 
  you can conjure illusory music and manifest hypnotic lights that 
  accompany you as you and your companions dance freely.
  At the end of a long rest, you and any friendly creatures who 
  spent the long rest within your aura and participated in your revelry 
  are affected as if targeted with a greater restoration spell and gain the 
  following additional benefits:
  • Temporary hit points equal to your Wisdom modifier + your 
  Druid level.
  • Advantage on Constitution saving throws to maintain 
  concentration on a spell.
  • Advantage on Charisma saving throws.
  These benefits last for 24 hours. Once you use this feature, you 
  can’t use it again for 7 days.
  3
  5
  7
  9
  enthrall, suggestion
  haste, hypnotic pattern
  confusion, conjure woodland beings
  awaken, dominate person
  
  Heroes & Villains of THeros | MyTHic subclasses
  11
  Fighter: Hoplite
  Fighter: Hoplite
  The Hoplite is a heavily armed soldier who knows how to be 
  effective in battle, even with only a few allies at their side. Rarely 
  acting alone, the Hoplite’s skills shine brightest when fighting 
  side-by-side with others. In these situations, Hoplites make use 
  of their defensive prowess to defend their allies and apply their 
  tactical training to allow their squad to take down enemies that an 
  individual soldier would not be able to overcome alone.
  Battle-hardened and experienced in the arts of war, Hoplites have 
  a keen understanding of the flow of battle and intuit that individual 
  moments in a single combat can turn the tides of an entire war. 
  Hoplites know that these moments can come from anywhere and 
  that victory relies on the unity of their squad.
  hoPlite features
      Fighter Level 
   
               Feature
  Squad Tactics
  When you choose this archetype at 3rd level, you begin to apply 
  tactics that allow you and your allies to fight alongside one another 
  more effectively. When you gain this feature, you learn two Squad 
  Tactics of your choice (see “Squad Tactics Options” below).
  You can use your Squad Tactics a number of times equal to your 
  Charisma modifier (minimum of 1) and you regain all expended 
  uses when you finish a short or long rest.
  You learn additional Squad Tactics options at 7th, 10th, and 15th 
  level. Each time you learn a new tactic, you can replace one tactic 
  you know with a different one.
  Rising Tide
  Also at 3rd level, you learn to provide cues to your allies, allowing 
  them to take advantage of lulls in the rhythm of combat to sustain 
  themselves. 
  When you use your Second Wind you can choose one ally that 
  you can see within 5 feet of you. They also gain the benefits of your 
  Second Wind.
  Inspiring Advance
  Starting at 7th level, your own resolve in battle can inspire the allies 
  around you to push through seemingly insurmountable obstacles.
  When you are subject to any effect that heals you, you may 
  activate this feature. When you do, any allies within 30 feet of you 
  that can hear you gain temporary hit points equal to your fighter 
  level + your Charisma modifier.
  Once you use this feature, you can’t use it again until you finish a 
  short or long rest.
  Heroic Effort
  At 10th level, your commitment to your allies empowers you to 
  react rapidly when they are in danger.
  When an ally that you can see is reduced to 0 hit points, you can 
  use your reaction to take the Dash action. If you do, you must end 
  your movement as close to that ally as possible. Upon ending your 
  movement, you may immediately make a melee weapon attack 
  against a single enemy within reach.
  3
  7
  10
  15
  18
  Squad Tactics (2 options), Rising Tide
  Inspiring Advance, Squad Tactics (3 options)
  Heroic Effort, Squad Tactics (4 options)
  Hold the Line, Squad Tactics (5 options)
  Press the Advantage
  
  Heroes & Villains of THeros | MyTHic subclasses
  12
  Hold the Line
  At 15th level, you are able to split your attention between your 
  allies and enemies in battle, supporting your companions while you 
  remain engaged in combat.
  When an ally within 5 feet of you fails a saving throw, you can 
  use your reaction to allow that ally to reroll the saving throw using 
  your saving throw bonus. Once you use this feature, you can’t do so 
  again until you complete a short or long rest.
  Press the Advantage
  At 18th level, your understanding of the flow of combat has 
  deepened and you learn to identify and seize critical moments of 
  opportunity to turn the tides of battle.
  When an ally you can see within 30 feet of you reduces a creature 
  to 0 hit points, the first attack you hit with on your next turn deals 
  additional damage equal to 1d10 + your fighter level.
  Squad Tactics Options
  The Squad Tactics feature lets you choose options for it at certain 
  levels. The options are presented here in alphabetical order.
  Charge!. When you take the Dash action, you can activate this 
  tactic to allow any allies within 5 feet of you to take the Dash action 
  as a reaction. Any allies who choose to dash in response to this 
  tactic must end their movement in an unoccupied space within 10 
  feet of you.
  Drive them Back!. If you successfully shove a creature at least 5 
  feet or knock it prone, that creature provokes opportunity attacks 
  from your allies.
  Follow Me!. When you hit a creature with a melee weapon attack, 
  you can activate this feature as a bonus action. Any ally within 30 
  feet of you that can see or hear you who makes a melee weapon 
  attack against this creature before the beginning of your next turn 
  has advantage on their first attack against the target.
  Form Up!. As a bonus action, any allies within 30 feet of you that 
  can see or hear you may immediately move up to their movement 
  speed towards you. Any allies who choose to move in response to 
  this tactic must end their movement in an unoccupied space within 
  10 feet of you.
  Keep Moving!. As a bonus action, you can activate this tactic. 
  Any ally who can see or hear you when you activate this tactic is 
  unaffected by difficult terrain until the end of your next turn.
  Never Surrender!. As an action, you can use this tactic. When you 
  do, any ally within 30 feet of you that can see or hear you can use 
  their reaction to make a melee weapon attack.
  Scatter!. When you are subjected to an area effect that allows you 
  to make a Dexterity saving throw to take only half damage and you 
  succeed on the saving throw, you can use your reaction to take no 
  damage and immediately move up to half your movement speed. 
  In addition, if you succeed on the saving throw, any allies within 5 
  feet of you can use their reaction to immediately move up to half 
  their movement speed and gain advantage on their Dexterity saving 
  throw against the effect.
  Take Cover!. As a bonus action, for 1 minute you increase the 
  Armor Class of any allies within 5 feet of you by 1. The effect ends 
  early on an individual ally if they are no longer adjacent to you at 
  the end of their turn. You must be using a shield to use this tactic.
  To Arms!. When you roll initiative and are not surprised, any 
  allies within 5 feet of you can add your Charisma modifier to their 
  initiative roll.
  
  Heroes & Villains of THeros | MyTHic subclasses
  13
  Monk: Way of                      
  Monk: Way of                      
  the Rage-Crowned
  the Rage-Crowned
  Monks of this tradition tap into the beating heart of the battlefield 
  by embracing their most violent impulses. They are an intimidating 
  physical presence in combat, finding fulfillment and serenity in 
  crushing opponents beneath their sheer power.
  Monk features
      Monk Level 
   
               Feature
  Overpowering Might
  Starting when you choose this tradition at 3rd level, when grappling 
  a creature you can choose whether it must use Strength (Athletics) 
  or Dexterity (Acrobatics) when attempting to escape your hold. 
  When you hit a creature you have grappled with an unarmed strike, 
  you can spend 2 ki points to have the creature make a Constitution 
  saving throw against a DC equal to 8 + your proficiency 
  bonus + your Strength modifier. If it fails, you can 
  impose one of the following effects:
  • The creature is restrained as long as you maintain                          
  the grapple.
  • The creature’s speed is halved for one minute.
  • The creature has disadvantage on attack rolls                                  
  for one minute.
  At the end of each of its turns, the creature                                         
  can make another Constitution saving throw.
  On a success, the effect is ended.
  Savage Resolve
  At 6th level, you gain a clarity in the chaos of battle which         
  enables you to cast aside pain. As a bonus action on your turn       
  you can spend 3 ki points to gain resistance to all damage types 
  except psychic until the beginning of your next turn.
  In addition, the DC for your Stunning Strike is now           
  calculated using your Strength modifier instead of Wisdom, and 
  you can spend 2 ki points to attempt to grapple a creature up to two 
  sizes larger than you as an action.
  Merciless Advance
  Beginning at 11th level, when you reduce a hostile creature to 0 hit 
  points on your turn, you can immediately move a distance up to 
  your speed and make a single attack (no action required).
  Surrender to Slaughter
  At 17th level, you have honed an instinct for bloodthirst which 
  allows you to become one with the flow of battle. If you successfully 
  deal 10 or more damage to your target when you use your reaction 
  to make an opportunity attack, your opportunity attack does not 
  use your reaction. You can use this feature a number of times equal 
  to your Dexterity modifier. You regain all uses of this ability when 
  you finish a long rest.
  3
  6
  11
  17
  Overpowering Might
  Savage Resolve
  Merciless Advance
  Surrender to Slaughter
  
  Heroes & Villains of THeros | MyTHic subclasses
  14
  Paladin Oath of      
  Paladin Oath of      
  Atonement
  Atonement
  The Oath of Atonement is made by paladins who feel deeply moved 
  to make amends for the great wrongs they have committed in their 
  past. These warriors vow to lay down their lives in the defense of 
  those more vulnerable than themselves; not with the expectation 
  of achieving redemption, but from a desire to ease the world’s 
  ills. Paladins called to take this oath are dedicated to turning their 
  penitence into action by protecting others from harm.
  tenets of atoneMent
  The fundamental ethics that a paladin swears by if they take 
  this oath are simple in theory, but can be much more difficult in 
  practice.
  Balance the Scales. Be driven. Fight to make up for actions you 
  regret. Never let another suffer when you could have eased their 
  pain. Protect those whom you are able to protect.
  Repent Wrongdoing. Be sincere. Make peace with your past sins 
  by acknowledging them, openly and honestly. When you cause 
  harm, do not hesitate to accept blame.
  Forgive Transgressions. Be merciful. When you are harmed by 
  the actions of others, freely offer forgiveness. Do not demand of 
  those less mighty than you the path to absolution you have elected 
  to walk.
  Paladin features
      Paladin Level 
   
               Feature
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Paladin sPells
      Paladin Level 
   
               Spell
  Channel Divinity
  When you take this oath at 3rd level, you gain the following two 
  Channel Divinity options. 
  Inspiring Sacrifice. You can turn your suffering to the service 
  of those around you. As a bonus action you can use your Channel 
  Divinity to choose a creature within 30 feet of you. For 1 minute, 
  whenever you take damage, that creature regains a number of hit 
  points equal to half those lost by you. A creature cannot exceed their 
  hit point maximum in this way, and the effect ends if the creature is 
  healed to their hit point maximum.
  Protective Charge. You can use your Channel Divinity to rush 
  to the aid of a friend in need. As a reaction, when an ally is hit 
  by an attack from an attacker you can see within 15 feet of you, 
  you can spend your Channel Divinity to immediately move to an 
  unoccupied space adjacent to the attacker and make a single melee 
  attack against them in response.
   
  Shield of                                    
  Contrition
  Starting at 7th level, you can give up 
  your own security for the safety of others. 
  When an ally within 10 feet of you is 
  targeted by an attack, you can use your reaction 
  to reduce your armor class by an amount equal to your 
  Charisma modifier, and raise that ally’s armor class by the same 
  amount. You can do this after the attack has been rolled but must 
  declare your intent to do so before success or failure is announced. 
  This effect lasts until the end of your next turn.
  At 18th level, the range of this effect increases, allowing you to 
  use it to protect an ally up to 30 feet away.
  Hold Back the Tide
  Beginning at 15th level, you have the strength to take on the lion’s 
  share of enemies, keeping them from reaching those under your 
  protection. You gain +1 to your attack bonus for every additional 
  hostile creature beyond the first that is within five feet of you.
  Larger than life
  At 20th level, you can take on a gigantic stature as the avatar 
  of a truly heroic guardian. Using your action, you undergo a 
  transformation. For 1 minute, you gain the following benefits:
  • You grow to large size, filling an area of 10 feet by 10 feet in 
  combat.
  • Your walking speed increases by 10 feet.
  • Your Strength modifier is doubled on melee weapon attacks you 
  make, and your melee weapon attacks have their reach extended 
  by 5 feet.
  • You have advantage on Strength checks and saving throws.
  • You gain temporary hit points equal to your Paladin level + your 
  Charisma score.
  Once you use this feature, you can’t use it again until you finish a 
  long rest.
  3rd
  5th
  9th
  13th
  17th
  compelled duel, heroism
  enhance ability, warding bond
  counterspell, crusader’s mantle
  death ward, mordenkainen’s faithul hound
  antilife shell, hold monster
  3
  7
  15
  20
  Oath Spells, Channel Divinity
  Shield of Contrition
  Hold Back the Tide
  Larger than Life
  
  Heroes & Villains of THeros | MyTHic subclasses
  15
  Ranger: Sacred Keeper
  Ranger: Sacred Keeper
  Sacred Keepers have dedicated themselves to protecting the 
  sanctity of the natural world. Often working alongside druids or 
  in communities where nature is revered, they draw strength from 
  either their primal connection to the natural world or a divine 
  connection to the nature deity that they serve.
  These rangers are often outcasts from their homes who find a 
  place for themselves living harmoniously with nature. They are 
  typically found in large forests, where they serve as guardians and 
  protectors—watching vigilantly for outside influences that seek to 
  encroach into their protected lands.
  Sacred Keepers express their reverence and respect for nature 
  through their connection to and understanding of the cycle 
  of seasons through which nature grows, withers, lives, dies, 
  and is born again. For the Sacred Keeper, this endless cycle of 
  metamorphosis and rebirth reveals the eternal grandeur of nature 
  and puts the brief life known to mortals into perspective as 
  something to be treasured while it exists but not held on to past its 
  time. 
  This attitude reveals itself in the relationship that Sacred Keepers 
  have to the hunt. To these rangers, hunting is a sacred act that 
  embodies the relationship mortal creatures have with the natural 
  world. To the Sacred Keeper, it is a ritual that expresses gratitude 
  for the gift of life. However, when performed to excess, it is a crime 
  that Sacred Keepers will gladly punish.
  ranger features
      Ranger Level 
   
               Feature
  Sacred Keeper Magic
  Starting at 3rd level, you learn an additional spell when you reach 
  certain levels in this class, as shown in the Sacred Keeper Spells 
  table. The spell counts as a ranger spell for you, but it doesn’t count 
  against the number of ranger spells you know.
  ranger sPells
      Ranger Level 
   
               Spell
  Divine Mark
  Starting at 3rd level, your regard for the sanctity of the hunt 
  empowers your ability to mark your targets. 
  When you make an initiative roll you can immediately cast 
  hunter’s mark without using a bonus action.
  In addition, when you roll a 1 on a damage die for your hunter’s 
  mark, you can reroll the die and must use the new roll, even if the 
  new roll is a 1. Any damage dealt by your hunter’s mark is radiant 
  damage.
  Blessed Armaments
  Also at 3rd level, your dedication to the hunt is reflected in your 
  equipment. Either by the blessing of a patron or your own efforts, 
  the natural world supports your dedication to the hunt and you will 
  never go without weapons or ammunition.
  As a bonus action, you can touch a natural material, such as 
  a tree, log, or rock and conjure a nonmagical simple weapon or 
  piece of ammunition from it that is made of that material. You can 
  use this ability a number of times equal to your Wisdom bonus 
  (minimum 1).
  Alternatively, you can expend all uses of this feature to duplicate 
  one magical piece of ammunition in your possession. You can 
  only have a number of conjured pieces of ammunition equal 
  to your ranger level. If you create a piece of ammunition once 
  you have reached this limit, your oldest existing conjured piece 
  of ammunition is dispelled and disappears. You can dispel your 
  conjured ammunition at any time. 
  You regain all expended uses of this feature after a long rest.
  Devoted mind
  Beginning at 7th level, you learn to clear your mind of all 
  distractions while in pursuit of your prey. You have advantage 
  on Constitution saving throws to maintain your concentration. 
  In addition, when you cast hunter’s mark, it does not require 
  concentration.
  3rd
  5th
  9th
  13th
  17th
  hunter’s mark
  find steed
  conjure animals
  mordenkainen’s faithful hound
  commune
  3
  7
  11
  15
  Sacred Keeper Magic, Divine Mark,
  Blessed Armaments
  Devoted Mind
  Nature’s Mantle
  Avatar of the Hunt
  
  Heroes & Villains of THeros | MyTHic subclasses
  16
  Nature’s Mantle
  At 11th level, your pursuit of the hunt has deepened your 
  connection to the natural world, earning you its favor. Choose one 
  of the blessings below. A mantle forms around you that carries the 
  essence of the season you choose.
  Spring—The Endless Cycle. The blessing of spring allows you to 
  draw strength from your victories. When you reduce a creature to 0 
  hit points with a weapon attack, you regain hit points equal to your 
  Constitution modifier + ranger level. 
  Summer—The Light of the Sun. The blessing of summer fills you 
  with strength. Whenever you deal radiant damage, you add your 
  Wisdom modifier to your damage.
  Fall—The Darkening Days. The blessing of fall enables you to 
  invite others to your hunt. When an ally makes an attack targeting 
  a creature marked with your hunter’s mark, you can use your 
  reaction to give them the benefits of the hunter’s mark as if they had 
  cast the spell.
  Winter—The Still and Quiet. The blessing of winter coats your 
  weapons with a thin layer of frost. The first time each turn you 
  hit a creature with a weapon attack, you can force the creature to 
  make a Constitution saving throw. On a failed save, reduce the 
  creature’s speed by 10 feet for the next minute. If you reduce a 
  creature’s speed to 0 using this feature, the creature also becomes 
  restrained. On a successful save, the creature’s speed is not reduced 
  and it has advantage on saving throws to resist this effect for the 
  next 24 hours. A creature affected by this feature can try to break 
  free by taking an action on their turn to make a Strength check 
  against your spell saving throw DC. If the affected creature’s speed 
  is already 0, the creature has disadvantage on the saving throw to 
  break free.
  At the end of each long rest, you can choose a different blessing. 
  When you do so, you lose the benefits associated with the previous 
  season and gain the benefits associated with the new season.
  Avatar of the Hunt
  At 15th level, your deepened connection to the forces of nature 
  allows you to manifest a divine aspect of the hunt, enhancing your 
  appearance. This change to your appearance can be unique, but it 
  should reflect your connection to the source of your power—plant 
  life near you may grow subtly towards you, a silhouetted shadow 
  may appear over you, or your weapons and armor might be blessed 
  with divine power and markings.
  Using your action, you undergo a transformation. For 1 minute, 
  you gain the following benefits:
  • You can use a bonus action to change the blessing you receive 
  from Nature’s Mantle
  • While in your Favored Terrain, your ranged weapon attacks 
  ignore half-cover.
  • You know the location and number of any creatures of creature 
  types you have chosen as your Favored Enemies within a radius 
  of 120 feet.
  • When you roll damage for a critical hit scored against any of 
  your Favoured Enemies you can choose to deal all your damage 
  as radiant damage instead. When you do so and roll a 1 on any of 
  the damage dice, you can reroll the die and must use the new roll, 
  even if the new roll is a 1. 
  Once you use this feature, you can’t use it again until you finish a 
  long rest.
  
  Heroes & Villains of THeros | MyTHic subclasses
  17
  Rogue: Tactician
  Rogue: Tactician
  You direct your efforts to the cunning art of battlefield strategy. 
  Tactician rogues are careful planners, considering the best course 
  of action available before enacting it with patience and precision. 
  Preparation and attention to detail enable you to lead your allies to 
  organized victory.
  rogue features
      Rogue Level 
   
               Feature
  Ignoble Methods
  When you choose this archetype at 3rd level, you gain proficiency 
  in your choice of either Persuasion or the disguise kit and forgery 
  kit.
  Calculated Approach
  Starting at 3rd level, you’ve learned the value of stepping back and 
  assessing combatants before charging into battle. During the first 
  round of combat you can choose to take your turn on initiative 
  count 1 to spend time studying an opponent. At the beginning of     
        your turn, choose one creature you can see within 60 feet of you  
                 that has already acted. For 1 minute you have advantage on        
                     any attack rolls made against the creature you observed.
  Sharp Mind
  Starting at 9th level, you can see through the magic designed by 
  others to control you. You can add half your proficiency bonus, 
  rounded down, to any saving throws you make against charm 
  effects or spells of the Enchantment school that don’t already 
  include your proficiency bonus.
  Field Command
  By 13th level, you know how to identify weaknesses in seemingly 
  insurmountable foes and communicate them to your allies. When 
  you have attacked or been attacked by the same creature for three 
  consecutive rounds, you can use your cunning action to activate 
  this feature targeting that creature. Each ally within 30 feet of 
  you that is able to hear you deals an additional 2d6 damage to the 
  first successful attack they make against that creature before the 
  beginning of your next turn. Once you have used this feature, 
  another three consecutive rounds of attacking or being attacked by 
  the target must pass before you can use it again.
  Visionary Strategy
  When you reach 17th level, you become an expert at leading others 
  in strategic warfare. You can spend at least 1 hour instructing a 
  number of creatures up to your Intelligence modifier with whom 
  you share a language. Until they complete their next long rest, these 
  creatures gain a +2 bonus to their armor class and a single strategy 
  die, a d6. A creature can roll their strategy die and add the number 
  rolled to any initiative check, attack roll, or saving throw they 
  make. Once the die is rolled, it is lost. Once you use this ability, you 
  cannot use it again until you finish a long rest.
  3
  9
  13
  17
  Ignoble Methods, Calculated approach
  Sharp Mind
  Field Command 
  Visionary Strategy
  
  Heroes & Villains of THeros | MyTHic subclasses
  18
  Sorcerer:                             
  Sorcerer:                             
  Ascendant Ancestry
  Ascendant Ancestry
  Bloodlines can be powerful things. Portents of potential. Living 
  legacies, carried down through a family line. When these 
  bloodlines mix with the magical potential in an individual - they 
  can sometimes express themselves by forging a deep connection 
  between an individual and their ancestors. These individuals can 
  become powerful sorcerers, drawing upon the martial might of 
  their forebears to manifest incredible powers.
  This Ascendant Ancestry blesses sorcerers with the same 
  incredible strength their ancestors once held, allowing them to 
  wield both martial and magical power. This spiritual connection is 
  most often passive—filling the sorcerer with well-honed instincts 
  born from a previous lifetime. However, it can also be more active, 
  as the sorcerer learns to tap into the connection to manifest aspects 
  of their ancestors in battle.
  Sorcerers that explore their Ascendant Ancestry learn to 
  commune with their ancestors through their bloodline connection. 
  However, the rekindling of this power can carry its own dangers. 
  Sometimes the burden of a heroic destiny can carry over from an 
  ancestor to a sorcerer with an Ascendant Ancestry and ancient 
  enemies may see the return of the power as a threat. The only way 
  a sorcerer can overcome this is by drawing all the power they can 
  from their bloodline and then surpassing it, forging their own 
  legacy greater than the ancestors that came before them.
  sorcerer features
      Sorcerer Level 
   
               Feature
  Warrior’s Instincts
  At 1st level, you gain a natural connection to your ancestors’ 
  choice of arms. Choose two melee weapons (eg. longswords, 
  morningstars) and gain proficiency with those weapons. You may 
  choose a shield instead of one of your weapons. You can perform 
  the somatic components of spells even when you have your chosen 
  weapon(s), or shield, in one or both hands.
  When you attack with either of the weapons you have chosen, 
  you can use your Charisma modifier, instead of Strength or 
  Dexterity, for the attack and damage rolls.
  Ancestral Guidance
  Also at 1st level, you can pull on your ancestral magic to enhance 
  your reflexes for a short period of time. 
  You can use a bonus action to activate Ancestral Guidance, which 
  lasts for 1 minute. It ends early if you are incapacitated. You can 
  also dismiss Ancestral Guidance at any time you choose (no action 
  required).
  While your Ancestral Guidance is active, you gain the following 
  benefits:
  • While you are not wearing any armor, your Armor Class equals 
  10 + your Dexterity modifier + your Charisma modifier. You can 
  use a shield and still gain this benefit.
  • You have advantage on Dexterity Saving throws.
  • When a creature misses you with a melee attack, you can 
  use your reaction to make a melee weapon attack against the 
  creature.
  Once you use this feature you can’t use it again until you finish a 
  short or long rest.
  1
  6
  14
  18
  Warrior’s Instincts, Ancestral Guidance
  Extra Attack
  Heroic Legacy
  True Inheritance
  
  Heroes & Villains of THeros | MyTHic subclasses
  19
  Extra Attack
  Starting at 6th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Heroic Legacy
  At 14th level, your own heroic legacy has begun to resonate with 
  the legacy of your ancestor(s). You gain one of the following 
  benefits of your choice:
  The Great Crusader. When you roll a critical hit with a weapon 
  attack, you regain 3 expended sorcery points.
  The Undying Bulwark. You can stir your magic to replenish 
  your vital energy. On your turn, you can use an action and expend 
  a sorcery point to activate this feature. When you do, regain hit 
  points equal to 1d8 + your Charisma modifier. When you activate 
  this feature you may expend an additional sorcery point to increase 
  the healing by 1d8 for each sorcery point spent.
  The Valiant Spellsword. You can meld your magic more seamlessly 
  into your fighting style. When you successfully hit a target with a 
  spell attack, you have advantage on all melee weapon attacks against 
  that creature until the end of your next turn.
  True Inheritance
  At 18th level, you have actualized the potential of your ancestry. 
  When rolling damage for a melee weapon attack made with 
  either of the weapons you chose as part of Warrior’s Instincts you 
  can now add your Charisma modifier to either your Strength or 
  Dexterity modifiers, as opposed to using your Charisma modifier 
  instead of either of the two modifiers.
  In addition, when you use your action to cast a sorcerer spell, you 
  can make one weapon attack as a bonus action. You can also spend 2 
  sorcery points to activate Ancestral Guidance as a bonus action even 
  when you have no remaining uses of the feature.
  
  Heroes & Villains of THeros | MyTHic subclasses
  20
  Warlock:
  Warlock:
  The Forgotten God
  The Forgotten God
  Your patron was once a god. A primeval deity from the beginnings 
  of creation, long pushed from the spotlight of mainstream worship. 
  They were, and remain, an embodiment of major elements of the 
  material plane, such as the earth, the heavens, darkness, or time. 
  While there are few mortals left who recall their name, tribute 
  continues to be offered by those who find value in their forgotten 
  power. Most commonly they are driven to reclaim their lost 
  authority by cultivating a resurgence in their cults of followers, 
  though some are content to simply play their part in maintaining 
  the ongoing mechanisms of the universe.
  Warlock features
      Warlock Level 
   
               Feature
  Expanded Spell List
  The Forgotten God lets you choose from an expanded list of spells 
  when you learn a warlock spell. The following spells are added to 
  the warlock spell list for you.
  forgotten god exPanded sPells
      Spell Level 
   
               Spells
  Blood Tithe
  Starting at 1st level, your patron offers you access to magic through 
  secret, long obscured rituals. As a bonus action, you can make a 
  blood sacrifice to create an extra spell slot of your current warlock 
  spell slot level or lower. The offering must be of your own blood or 
  that of a beast.
  To cast with an offering of your own blood, you must roll a 
  number of your warlock hit dice equal to the spell slot level you 
  wish to create and subtract the result from your current hit points 
  at the end of your turn. These hit dice are not considered spent.
  To cast with the blood of a beast, you must sacrifice an 
  unconscious creature of the beast subtype. The minimum challenge 
  rating of this beast depends on the level of the spell slot created and 
  is given on the table below. For every additional spell slot you create 
  this way, the required CR for the sacrifice is raised by one level. All 
  CR requirements reset after a long rest.
       
          Spell Level        Challenge Rating
  A spell slot created through this feature disappears at the end of 
  your turn if it is not used.
  1st
  2nd
  3rd
  4th
  5th
  entangle, sleep
  augury, beast sense
  call lightning, conjure animals
  polymorph, fire shield
  dominate person, awaken
  1st
  2nd
  3rd
  4th
  5th
  CR 0
  CR 1/8
  CR 1/4
  CR 1/2
  CR 1
  1
  6
  10
  14
  Expanded Spell List, Blood Tithe
  Forgotten Purpose
  Primordial Protection
  Succumb to Nature
  
  Heroes & Villains of THeros | MyTHic subclasses
  21
  Forgotten Purpose
  Beginning at 6th level, enemies who stray too close to you find 
  themselves feeling groggy and confused. When a creature comes 
  within 5 feet of you, you can use your reaction to give them 
  disadvantage on their next attack roll.
  The creature must also make an Intelligence saving throw against 
  your warlock spell save DC. On a failed save, the creature has 
  disadvantage on Dexterity based attacks, ability checks, and saving 
  throws, and it can’t use reactions. Attacks made against the creature 
  have advantage.
  The effect lasts for 1 minute. At the end of each of its turns, the 
  creature can make another Intelligence saving throw ending the 
  effect on a success.
  Once you use this feature, you can’t use it again until you finish a 
  short or long rest.
  Primordial Protection
  From 10th level, your patron grants you a measure of protection 
  from a domain they once governed. You gain resistance to your 
  choice of fire, cold, lightning, psychic, or necrotic damage.
  Succumb to Nature
  Starting at 14th level, you can twist people into a more bestial state. 
  As an action, you can force each humanoid creature you choose 
  within 20 feet of you to make an Intelligence saving throw against 
  your warlock spell save DC. On a failed save, the targets take on an 
  animalistic appearance and begin behaving like wild beasts, cattle, 
  and swine.
  This effect lasts for 1 minute and ends early if you fall 
  unconscious. At the end of each of their turns, transfigured 
  creatures can make another Intelligence saving throw ending the 
  effect on a success and altering it on a failed save.
  A creature affected by Succumb to Nature begins to transform 
  at the beginning of its next turn—its muscles bulge and its body 
  hair thickens into a coat of fur reminiscent of a bear’s. The creature 
  drops any weapons it is holding and uses its turn to make two 
  unarmed strikes against a creature it can reach.
  If a creature fails a second save, then—at the start of their next 
  turn—bull-like horns begin sprouting from their head as their 
  fur becomes patchy and thin. The creature uses its turn to charge 
  towards a creature within its movement  and shove them. If it can’t 
  reach a target with its movement, the creature uses its action to 
  dash towards the nearest creature.
  If a creature fails a third save, then—at the start of its next turn—
  its horns fall out, tusks extend from its bottom teeth, and its nose 
  grows into a hog’s snout. The creature becomes frightened of all 
  other creatures and must use its movement to flee from combat. 
  Having failed a third save, the creature can no longer repeat its 
  saving throw at the end of each of its turns.
  Once you use this feature, you can’t use it again until you finish a 
  long rest.
  
  Heroes & Villains of THeros | MyTHic subclasses
  22
  Pact Boon: Pact of the Cauldron
  You can use your action to summon a large, ornate cauldron from 
  the ether. Through the guidance of your patron, you can use the 
  cauldron as a tool for ritual casting and potion brewing. When 
  using the cauldron you can choose from the following effects:
  • By submerging an item in the cauldron you can discover its 
  properties as if casting the identify spell. The opening of the 
  cauldron is approximately 1 foot in diameter, and items must 
  be able to fit through that space from at least one angle (other 
  dimensions of the object have no bearing on its ability to be 
  submerged). This ritual takes 1 minute.
  • You can spend 1 minute gazing into the liquid’s surface to 
  perceive cryptic images foretelling the future. This functions as 
  per the divination spell. Once you have used this feature of the 
  cauldron, you cannot do so again until you have completed a long 
  rest.
  • You can spend 1 hour brewing a potion of healing from curious 
  but common ingredients. The cauldron’s power can sustain the 
  magic of 3 potions at any given time. Any additional potions 
  brewed after the third cause the oldest potion brewed in your 
  cauldron to lose its potency and become useless if it has not 
  already been consumed.
  You can dismiss the cauldron into an extradimensional space as a 
  bonus action.
  Eldritch Invocations
  Formulary Manuscript
  Prerequisite: 9th level, Pact of the Cauldron feature
  You can now brew a wider variety of potions using your pact 
  cauldron. Choose three recipes from the list below. By spending 
  1 hour brewing, you create one dose of a potion which, when 
  consumed, creates a spell effect targeting the drinker. This 
  invocation does not increase the number of potions sustained 
  through your Pact of the Cauldron at any given time. You must use 
  the material components listed as ingredients when brewing a 
                        potion. All ingredients are consumed by the brewing 
                                                              process. Any saves required by 
                                                                   the potions you brew are 
                                                                       made against your 
                                                                         spell save DC. 
  darkvision
  Ingredients: Either a pinch of dried carrot or an agate
  You can brew a potion that gifts the drinker with the ability to see 
  through darkness. A creature that consumes this potion is granted 
  darkvision out to a range of 60 feet for the next 10 minutes.
   
  doMinate Person
  Ingredients: A puppet’s string or a playing card
  You can brew a potion which overpowers the free will of another. 
  A humanoid creature that ingests this potion must succeed on 
  a Wisdom saving throw or be charmed by you for the next 10 
  minutes.
  While the drinker is charmed, you have a telepathic link with it 
  as long as the two of you are on the same plane of existence. You 
  can use this telepathic link to issue commands to the creature while 
  you are conscious (no action required), which it does its best to 
  obey. You can specify a simple and general course of action, such as 
  “Attack that creature,” “Run over there,” or “Fetch that object.” If the 
  creature completes the order and doesn’t receive further direction 
  from you, it defends and preserves itself to the best of its ability.
  You can use your action to take total and precise control of the 
  drinker. Until the end of your next turn, the creature takes only the 
  actions you choose, and doesn’t do anything that you don’t allow 
  it to do. During this time you can also cause the creature to use a 
  reaction, but this requires you to use your own reaction as well.
  If you or creatures that are friendly to you attack the charmed 
  creature, the effect ends.
   
  enhance ability
  Ingredients: Fur or feather of the animal
  You can brew a potion which bestows magical aptitude on the 
  drinker. When brewing the potion, choose one of the following 
  effects to be granted by it. The potion’s effect lasts for 10 minutes.
  • Bear’s Endurance. The drinker has advantage on Constitution 
  checks. It also gains 2d6 temporary Hit Points, which are lost 
  when the effect ends.
  • Bull’s Strength. The drinker has advantage on Strength checks, 
  and his or her carrying capacity doubles.
  • Cat’s Grace. The drinker has advantage on Dexterity checks. It 
  also doesn’t take damage from falling 20 feet or less if it isn’t 
  incapacitated.
  • Eagle’s Splendor. The drinker has advantage on Charisma checks.
  • Fox’s Cunning. The drinker has advantage on Intelligence checks.
  • Owl’s Wisdom. The drinker has advantage on Wisdom checks.
   
  feign death
  Ingredients: A pinch of grave dirt
  You can brew a potion that acts as a draught of living death. A 
  creature that consumes this potion must succeed on a Constitution 
  saving throw or enter a cataleptic state that is indistinguishable 
  from death. A creature can choose to fail this saving throw.
  For the next 10 minutes the drinker appears dead to all outward 
  inspection and to spells used to determine their status. The creature 
  is blinded and incapacitated, and its speed drops to 0. The creature 
  has resistance to all damage except psychic damage. If the creature 
  is diseased or poisoned when they drink the potion, or becomes 
  diseased or poisoned while under the potion’s effect, the disease and 
  poison have no effect until the potion wears off.
   
  invisibility
  Ingredients: An eyelash encased in gum arabic
  You can brew a potion which renders the drinker impossible to see 
  with the naked eye. A creature that consumes this potion becomes 
  invisible for the next 10 minutes. Anything the creature is wearing 
  or carrying is invisible as long as it is on their person. The effect 
  ends if the creature makes an attack or casts a spell.     
       
  
  Heroes & Villains of THeros | MyTHic subclasses
  23
  Modify MeMory
  Ingredients: Either a drop of pond water or a twig
  of dried bramble
  You can brew a potion that will change the 
  drinker’s perception of the past. A creature 
  that ingests this potion must succeed on a 
  Wisdom saving throw or become 
  vulnerable to having their memories 
  manipulated by you. On a failed save, 
  the creature becomes charmed by you 
  for 10 minutes. The charmed creature
   is incapacitated and unaware of 
  its surroundings, though it can still hear you. 
  If it takes any damage or is targeted by a spell, 
  this effect ends, and none of the creature’s 
  memories are modified.
  While this charm lasts, you can alter the creature’s memory of an 
  event that it experienced within the last 24 hours and that lasted no 
  more than 10 minutes. You can permanently eliminate all memory 
  of the event, allow the target to recall the event with perfect clarity 
  and exacting detail, change its memory of the details of the event, or 
  create a memory of some other event.
  You must speak to the creature to describe how its memories 
  are affected, and it must be able to hear you and understand your 
  language for the modified memories to take root. Its mind fills in 
  any gaps in the details of your description. If the potion wears off 
  before you have finished describing the modified memories, the 
  creature’s memory isn’t altered. Otherwise, the modified memories 
  take hold when the charm effect ends.
  A modified memory doesn’t necessarily affect how a creature 
  behaves, particularly if the memory contradicts the creature’s 
  natural inclinations, alignment, or beliefs. An illogical modified 
  memory, such as implanting a memory of how much the creature 
  enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. 
  The DM might deem a modified memory too nonsensical to affect a 
  creature in a significant manner.
  A remove curse or greater restoration spell cast on the creature 
  restores its true memory.
  PolyMorPh
  Ingredients: A caterpillar cocoon
  You can brew a potion which will transfigure the drinker into 
  another form. A creature with at least 1 hit point that ingests this 
  potion must succeed on a Wisdom saving throw or be transformed 
  into a beast of challenge rating 3 or lower that you choose when 
  you brew the potion. A creature can choose to fail this saving throw 
  and a shapechanger can choose to automatically succeed.
  The transformation lasts for 10 minutes, or until the creature 
  drops to 0 Hit Points or dies. The creature’s game statistics, 
  including mental ability scores, are replaced by the statistics of the 
  chosen beast. It retains its alignment and personality.
  The drinker assumes the hit points of its new form. When it 
  reverts to its normal form, the creature returns to the number 
  of hit points it had before it transformed. If it reverts as a result 
  of dropping to 0 hit points, any excess damage carries over to its 
  normal form. As long as the excess damage doesn’t reduce the 
  creature’s normal form to 0 hit points, it isn’t knocked unconscious.
  The creature is limited in the actions it can perform by the nature 
  of its new form, and it can’t speak, cast spells, or take any other 
  action that requires hands or speech.
  The drinker’s gear melds into the new form. The creature can’t 
  activate, use, wield, or otherwise benefit from any of its equipment.
   
  sleeP
  Ingredients: A pinch of fine sand, 
  a passionflower, or a cricket
  You can brew a potion that causes 
  the drinker to instantly fall asleep. 
  A creature with 50 hit points or fewer 
  that ingests this potion enters a 
  magical slumber and is rendered 
  unconscious for 10 minutes. The effect 
  ends early if the sleeper takes damage, 
  or someone uses an action to shake or 
  slap the sleeper awake.
  Undead and creatures immune to being 
  charmed aren’t affected by this potion.     
       
  sPeak With dead
  Ingredients: A drop of blood and a pinch of ash
  You can brew a potion which, when poured into the mouth of a 
  corpse, grants it the semblance of life and intelligence required for it 
  to answer the questions you pose to it. The corpse must still have a 
  mouth and jaw, though they do not need to be in perfect condition. 
  The potion has no effect if the corpse was already subject to a 
  similar magical effect within the last 10 days.
  For the next 10 minutes, you can ask the corpse up to five 
  questions. The corpse knows only what it knew in life, including 
  the languages it knew, and it can only comprehend questions asked 
  by you. Answers are usually brief, cryptic, or repetitive, and the 
  corpse is under no compulsion to offer a truthful answer if you are 
  hostile to it or it recognizes you as an enemy.
  This potion doesn’t return a creature’s soul to its body, only its 
  animating spirit. Thus, the corpse can’t learn new information, 
  doesn’t comprehend anything that has happened since it died, and 
  can’t speculate about future events.
   
  Water breathing
  Ingredients: A stalk of bulrush or the leg of a frog
  You can brew a potion which gives the drinker a set of amphibious 
  gills. A creature that consumes this potion gains the ability to 
  breathe underwater for 10 minutes. Affected creatures also retain 
  their normal mode of respiration.
  
  Heroes & Villains of THeros | MyTHic subclasses
  24
  Wizard: School of Fate
  Wizard: School of Fate
  The workings of fate are a mystery to most. Those who follow 
  the arcane tradition of the School of Fate seek to unravel these 
  mysteries, peering into the workings that even the gods cannot 
  deny. The School of Fate blends principles of divination with the 
  esoteric magic of destiny and teaches techniques that allow a wizard 
  to either deny or reinforce fate.
  These wizards have the ability to peer into the workings of fate 
  and see its woven threads that allows them to have a better grasp 
  on the individual fates of the people around them and the destinies 
  that fate calls them towards. If they are so inclined, wizards of this 
  school can tie destinies together, binding their own fate to those of 
  the people around them, either to help allies actualize their potential 
  or to hinder enemies in realizing their own.
  Followers of this tradition are often known as seers or prophets, 
  though some do take a more academic bent. However, the docile 
  presentation of these wizards poorly reflects the true power they 
  learn to wield, manipulating reality itself even with a simple tug of 
  a thread.
  Wizard features
      Wizard Level 
   
               Feature
  Shared Destinies
  Beginning at 2nd level, you recognize fate’s interwoven nature, and 
  can even weave your thread with that of another.
  As an action, choose a creature you can see within 60 feet and 
  weave your destinies together. While connected in this way, as long 
  as you are on the same plane, you each always know the other’s 
  location.
  At 2nd level, you can connect to 1 creature in this way. You can 
  connect to 2 creatures at 5th level, 3 creatures at 11th level, and up 
  to 4 creatures at 17th level. You can dismiss the connection between 
  you and any number of creatures you are connected to at any time 
  as a bonus action.
  If the creature you are attempting to connect to is unwilling, the 
  creature must succeed on a Wisdom saving throw against your spell 
  save DC in order to resist the connection. If you are touching the 
  creature they have disadvantage on the saving throw.
  All creatures you are connected to in this way know your 
  location, but they do not know each other’s location.
  Tangled Threads
  Also at 2nd level, you can use your power to tangle the threads of 
  fate. 
  When you or a creature you are connected to by your Shared 
  Destinies feature are targeted by an attack, you can use your 
  reaction to attempt to change the target of the attack. The attacking 
  creature must make a Wisdom saving throw against your spell save 
  DC. On a failed save, you can choose a new target for the attack. 
  The new target must:
  • Be yourself, or a creature you are connected to with your Shared 
  Destinies feature;
  • Be within range of the attacking creature’s original attack; and
  • Not be the creature making the original attack
  If you can find a suitable target, the creature must make its attack 
  against the new target instead.
  Watcher’s Eyes
  Beginning at 6th level, you can peer deep into fate’s workings and 
  more easily keep track of certain threads.
  You add the scrying spell to your spell book. You always have it 
  prepared, and it doesn’t count against the number of spells you have 
  prepared. You can cast it once without expending a spell slot. Once 
  you do so, you can’t do so again until you finish a short or long rest.
  A creature you are connected to with Shared Destinies 
  automatically fails the Wisdom saving throw to resist being scryed 
  upon by you.
  Promise and Peril
  Beginning at 10th level, you can tug the threads of fate into and out 
  of place for a brief moment.
  When a creature you have connected to using your Shared 
  Destinies feature takes damage, you can use your reaction to deal 
  the same amount and type of damage to any one of the other 
  creatures you are also connected to that is within 120 feet of you.
  In addition, when a creature you have connected to using your 
  Shared Destinies feature is healed, you can use your reaction to 
  heal any one of the other creatures you are also connected to that is 
  within 120 feet of you for the same amount.
  Once you use this feature you can’t use it again until you 
  complete a short or long rest.
  Weaver’s Workings
  Beginning at 14th level, you can more easily pull the threads of fate.
  In combat, you gain a special reaction that you can take once on 
  every creature’s turn, except your turn. You can use this special 
  reaction only to activate Tangled Threads, and you can’t use it on 
  the same turn that you take your normal reaction.
  School of Fate: Custom Spells
  The esoteric magics of fate are rare and hard to come by, focusing 
  on the manipulation of reality itself.
  sPells by sPell level
      Spell Level 
   
               Spells
  Broken Path
  1st-level illusion
  Classes: Wizard
  Casting Time: 1 reaction, which you take in response to a creature 
  within range moving at least 10 feet
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You mentally disrupt a creature’s movement. When a creature 
  within range moves 10 feet or more, you force the creature 
  to succeed on a Wisdom saving throw or immediately end its 
  movement.
  1st
  2nd
  3rd
  broken path, chains of fate, deliverance,
  gambler’s reprieve
  weaver’s reading
  harbinger of doom, unturning wheel
  2
  6
  10
  14
  Shared Destinies, Tangled Threads
  Watcher’s Eyes
  Promise and Peril
  Weaver’s Workings
  
  Heroes & Villains of THeros | MyTHic subclasses
  25
  Chains of Fate
  1st-level enchantment
  Classes: Wizard
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You twist a creature’s destiny on a minute scale to keep them locked 
  in place. One creature that you can see must succeed on a Wisdom 
  saving throw or be restrained by illusory chains that remain until 
  the spell ends. A creature restrained by the chains can use its action 
  to make a Wisdom check against your spell save DC. On a success, 
  it frees itself. On a failed save it remains restrained and takes 1d8 
  psychic damage.
  Deliverance
  1st-level enchantment
  Classes: Wizard
  Casting Time: 1 reaction, which you take in response to a creature 
  within range taking damage
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You bend a creature’s fate in to protect it. When a creature you can 
  see within range takes damage, you reduce the damage by 1d6.
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage reduced increases by 1d6 for each 
  slot level above 1st.
  Gambler’s Reprieve
  1st-level necromancy
  Classes: Wizard, Bard
  Casting Time: 1 reaction, which you take in response to a creature 
  within range failing a death saving throw
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You entangle your fate with that of another creature in an attempt 
  to save it. When a creature within range fails a death saving throw, 
  you cause the saving throw to succeed instead. In exchange, if you 
  fall to 0 hit points within the next minute, you immediately fail 
  your first death saving throw. This spell has no effect on undead or 
  constructs.
  Harbinger of Doom
  3rd-level enchantment
  Classes: Wizard, Warlock
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You instill existential dread in a creature, causing it to believe that 
  you will be its doom. When you cast this spell, choose a creature 
  within range that you can see. The creature must make a Wisdom 
  saving throw, suffering 3d8 psychic damage on a failed save, or half 
  as much damage on a successful save. On a failed save the creature 
  also becomes frightened of you for the duration. While frightened 
  by this spell, a creature must take the Dash action and move away 
  from you by the safest available route on each of its turns, unless 
  there is nowhere to move. If the creature ends its turn in a location 
  where it cannot see you, the creature can make a Wisdom saving 
  throw. On a successful save, the spell ends for that creature.
  Unturning Wheel
  3rd-level enchantment
  Classes: Wizard
  Casting Time: 1 reaction, which you take in response to a creature 
  you can see within range succeeding on a saving throw
  Range: 90 feet
  Components: V, S, M (a spider’s leg)
  Duration: Instantaneous
  You manipulate the workings of a minute moment of fate, forcing 
  it to submit to your will. When a creature you can see within range 
  succeeds on a saving throw, you force the creature to reroll its save, 
  subtracting your spellcasting modifier from the result of the roll.
  Weaver’s Reading
  2nd-level divination (ritual)
  Classes: Wizard
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (A gem worth at least 250 gp and a thread of 
  spider’s silk)
  Duration: Instantaneous
  Choose one creature that you must touch throughout the casting 
  of the spell. You learn what spells, curses, or other magical effects, 
  if any, are currently affecting it. You also learn what class levels the 
  creature has, if any, and one fact about the creature’s life at your 
  DM’s discretion.
  
  Heroes & Villains of THeros | epic Backgrounds
  26
  Epic Backgrounds
  Epic Backgrounds
  As a land of myths and magic, there are some rather unorthodox 
  origins that characters in Theros may have.
  God-Scorned
  At some point in your family’s history, your ancestors deeply 
  offended one or more of the gods, earning their ire and saddling 
  your bloodline with an immortal grudge. Your ancestor may have 
  been punished for their crime, or perhaps such a punishment 
  was meant to be passed down—with the gods making the lives 
  of all your predecessors more difficult in the ways that only such 
  far-reaching deities can. Whatever the initial offense and the gods’ 
  subsequent response, the story was passed down through the 
  generations, until you became the next in line to carry it, burdened 
  with both the gods’ enduring ire, and the hope that the family name 
  might be cleared some day.
  Skill Proficiencies: History, Religion
  Tool Proficiencies: One of your choice
  Languages: One of your choice
  Equipment: A trinket you inherited from your family, a set of 
  traveler’s clothes, the tool you choose for this background’s tool 
  proficiency, and a pouch containing 15 gp
  Offense & Punishment
  Though immortal gods can be very patient, making plans that 
  can take generations to come to fruition, they can also be quick 
  to anger, bearing eternal grudges against those who offend them. 
  The grudge of such a powerful being is a dangerous thing, and the 
  punishment that the gods impose and inflict upon those who cross 
  them can often be felt for generations. None know this more than 
  the victims of the gods’ wrath. You can choose the way in which 
  your ancestor offended a god, as well as the punishment inflicted 
  in return, or roll on the table below. You should also consider how 
  well you know the story of your ancestors’ offense and which god, 
  specifically, they offended.
      d6 
  Offense & Punishment
  Feature: Godless Authority
  Your own history has taught you to be skeptical of wrathful gods 
  and unjust religious institutions. Though they may be cautious, 
  people who have been similarly let down by the gods or their 
  churches will extend you every courtesy and do their utmost to 
  help you. Unless you have shown yourself to be a danger to them, 
  they will even take up arms to fight alongside you, should you find 
  yourself facing an enemy alone.
  Suggested Characteristics
  The generational weight of the burden the God-Scorned carry 
  can affect them in a variety of ways, often depending on their 
  relationship to their family’s past.
       d8 
  Personality Trait
       d6 
  Ideal
   
   
    
       d6 
  Bond
       d6 
  Flaw
  1
  2
  3
  4
  5
  6
  I secretly wish I could turn the god’s anger upon someone 
  else to take their attention away from me. 
  I have grown cold and distant to ensure nobody else gets 
  close enough to me to be hurt by the god.
  I live in constant fear that takes great willpower to over-
  come.
  I have an addiction I turn to in order to keep my mind off 
  things.
  I try to undermine other people’s faith in their gods.
  I can barely contain my anger at the unjust circumstances of 
  my life and often lash out angrily at the people around me.
  1
  2
  3
  4
  5
  6
  I was run out of my hometown because they were afraid I’d 
  bring bad luck.
  I parted ways with my lover, unwilling to pass down my 
  burden to another generation.
  I was raised by a cleric who believes my bloodline has long 
  paid the price for my ancestor’s sin.
  A devotee of the god my ancestor angered hunts after me.
  The gods’ punishment hurt someone I care about deeply.
  I am my family’s best hope of bringing an end to our tor-
  ment.
  1
  2
  3
  4
  5
  6
  Honor. I will show that the gods’ judgement does not deter-
  mine the kind of person I am. (Good)
  Ambivalence. Nothing that we do really matters if the gods 
  decide everything for us. (Neutral)
  Sacrilege. The institutions that support the wrathful gods 
  must fall by any means necessary. (Chaotic)
  Anathema. The gods’ wrath is second to none… but my own. 
  (Evil)
  Redemption. I will make my ancestor’s sin right and clear our 
  family name. (Lawful)
  Overcome. I am determined to succeed in spite of the gods’ 
  to prove that I control my own life. (Any)
  1
  2
  3
  4
  5
  6
  7
  8
  I am extremely cautious of offending any god in even the 
  slightest of ways.
  I find devotees to the gods naive and untrustworthy.
  I value family over everything else.
  I am determined to become famous for my exploits, to 
  outshine my ancestry.
  I am relentlessly optimistic, despite the burden of my lineage.
  I often feel hopeless, due to my family’s circumstances.
  I get angry when I hear people complaining about their lives. 
  They don’t know what true misfortune is!
  I don’t talk about the thing that torments me. I’d rather not 
  burden others with my curse.
  1
  2
  3
  4
  5
  6
  Your ancestor made a god jealous, winning the heart of a 
  mortal being whose love a god was unable to win. Your 
  lineage has since been punished to never know a love that 
  ends well.
  Your ancestor stole something a god valued, whether out 
  of need or hubris. Your lineage has since been punished to 
  never know riches or wealth.
  Your ancestor injured a favored descendent of a god, slight-
  ing the god’s pride and power. Your lineage has since been 
  hunted by devotees of the god seeking to curry favor with 
  their deity by injuring your family the same way.
  Your ancestor outsmarted a god in a contest of wits, embar-
  rassing the deity. Your lineage has since been punished with 
  minds that age faster than your bodies.
  Your ancestor blasphemed the name of a prideful god, or 
  refused to offer the worship they demanded—perhaps 
  unreasonably. Your lineage has since been punished with 
  misfortune.
  Your ancestor lived an honorable life, above reproach, and 
  was greatly respected among their community, threatening 
  to outshine a god they worshipped.  Your lineage has since 
  been tarnished, a cruel plot orchestrated by the gods to soil 
  your family’s good name. You and yours have lived in the 
  shadow of that dishonor ever since.
  
  Heroes & Villains of THeros | epic Backgrounds
  27
  
  Heroes & Villains of THeros | epic Backgrounds
  28
  Returned
  You are one of the dead who have escaped the Underworld and 
  returned to the sunlit realm of the living. To do so, you had to give 
  up key pieces of your identity: your memories, name, and even your 
  face. You retain the skills, personality, and habits you developed in 
  life, but have no recollection of the events that gave them to you. 
  Now that you’ve made it back, you find the world unwelcoming, 
  frightened by your deathly gray complexion, by the golden mask 
  you wear to cover your face, by your very existence. While you 
  can’t recall your reasons for risking everything and leaving the 
  Underworld, you know with certainty that they were important.
  Skill Proficiencies: Intimidation, Stealth
  Tool Proficiencies: One of your choice
  Languages: One of your choice
  Equipment: A personalized golden funerary mask, a set of fine 
  clothes, 2 trinkets (you can roll for random trinkets on the Trinkets 
  table in chapter 5 of the PHB), and 25 gp.
  Mask Designs
  When a mortal dies in Theros, it is customary that a clay mask be 
  crafted which frames the most important aspects of their identity, 
  allowing the deceased to remember themselves once they reach the 
  afterlife. In order to escape the Underworld, a being must abandon 
  that identity and become a blank slate, destroying the mask that was 
  made for them. To replace it, the Returned cast new masks from 
  gold. Often these will replicate the symbolism of the original, in 
  the hopes that it might remind the Returned of who they were, but 
  sometimes the individual will try to leave clues for themselves in 
  the artistry of the mask, in order to achieve some unknown goal in 
  the world of the living. You can choose the kind of symbolism used 
  in the casting of your mask or roll on the table below.
       d6      Mask Design
  Feature: Restless Dead
  Since you are not truly living, you are not bound by the physical 
  needs that hold the living back. While you still become thirsty and 
  tire from physical exertion, your body does not require food or rest 
  to fuel it, so you suffer no ill effects from not eating or sleeping.
  Suggested Characteristics
  The loss of their memories and sense of self leaves most Returned 
  unsure of their place in the world. The unusual nature of their 
  situation can result in highly emotional individuals, whether they 
  are angry at their rejection, overjoyed by their freedom, or fearful of 
  what might have killed them in the first place.
       d8 
  Personality Trait
  1
  2
  3
  4
  5
  6
  7
  8
  I feel compelled to protect even strangers from experiencing 
  the trials death brings.
  It frightens me to use skills that I don’t remember learning.
  The only memory I have retained is a melody which I obses-
  sively hum.
  I refuse to choose a new name for myself since I cannot 
  remember my own.
  I find myself habitually making superstitious gestures against 
  bad luck.
  I compulsively write down everything that happens to me in 
  this second life so that I can’t forget it like the first.
  I like to talk with strangers. Learning about their lives brings 
  me peace.
  I take meticulous daily care of the equipment I carried back 
  with me from the afterlife.
  1
  2
  3
  4
  5
  6
  My mask uses symbolism which alludes to the way in which 
  I died
  My mask uses symbolism which alludes to my lineage
  My mask uses symbolism which alludes to my homeland
  My mask uses symbolism which alludes to my favorite 
  pastime
  My mask uses symbolism which alludes to my emotional 
  disposition
  My mask uses symbolism which alludes to my purpose for 
  returning
  
  Heroes & Villains of THeros | epic Backgrounds
  29
       d6 
  Ideal
         
   
     
   
       d6 
  Bond
      d6 
  Flaw
  1
  2
  3
  4
  5
  6
  I don’t remember ever needing to eat or sleep, so I lack com-
  passion for the physical needs of the living.         
  I can’t help but overindulge in the pleasures of life now that 
  I have a second chance.
  My anger at the world for rejecting my return leads me to 
  lash out at others.
  My jealousy towards the living and the things they take for 
  granted can get out of hand. 
  I am proud to have escaped death and will not sit idle while 
  the living slander that accomplishment.
  I sometimes forget that others have lives and families at 
  stake.
  1
  2
  3
  4
  5
  6
  I keep the shattered pieces of my clay funerary mask and 
  would do anything to keep them together.
  I’ve noticed the value of gold to the living, so I hoard as 
  much as I can. One day I will buy my way back into society’s 
  good graces.
  I may not recall the person I love, but I feel that love leading 
  me to seek them out.
  I came back from the underworld with nothing but the 
  clothes on my back and the dagger on my belt, so I keep 
  hold of them to remind me of the struggles I’ve overcome.
  The town that embraced and cared for me when I first 
  returned means the world to me.
  The story I’ve pieced together from the imagery on my mask 
  is the only clue to my identity. Anything that threatens that 
  story threatens me.
  1
  2
  3
  4
  5
  6
  Improvement. Now that I know how suddenly life can end, 
  I want to use my second chance to better the world while I 
  can. (Good)
  Conformity. I fought to rejoin society, so I should strive to 
  meet its standards. (Lawful)
  Instinct. Without memories to guide me, emotional whims 
  must take their place. (Chaotic)
  Retribution. Since the world doesn’t want me, I choose not 
  to care about the world. (Evil)
  Closure. The ideals that I once lived by are lost to me; all 
  that matters is the here and now. (Neutral)
  Reclamation. I must recover my past life, however long it 
  takes. (Any)
  
  Heroes & Villains of THeros | allies & adVersaries
  30
  Allies & Adversaries
  Allies & Adversaries
  What is an adventure without a compelling villain or empathetic 
  ally? With the Allies & Adversaries below, you can drop in original, 
  unique characters each designed with their own personalities and 
  motivations which will fit right in to any Theros adventure.
  nPcs by alPhabetical order
  • [Sky-Taming] Amillyta (Ascendant Hero)
  • Anaxander, the Gray Wolf (Hoplite Fighter)
  • Bakkremos, Wayfinder (Journey Domain Cleric)
  • Bastus, High-Hearted (Druid Reveler)
  • Carila, the Oracle’s Claw (Mythic Totem Barbarian)
  • Clover (Sacred Keeper Ranger)
  • Demne, the Enchantress (Warlock of the Forgotten God)
  • Hypesia (Politician)
  • [Heavyhorn] Irekea (Oath of Atonement Paladin)
  • Jaire Anatyrus, River Fisherman (School of Fate Wizard)
  • Lannic, Student of War (Rogue Tactician)
  • Pereske, Endseeker (College of Tragedy Bard)
  • Ruin-Caller (Rage-Crowned Warlord)
  • Tyresian (Triton Academic)
  nPcs by challenge rating
  CR 2
  • Lannic, Student of War (Rogue Tactician)
  CR 4
  • Pereske, Endseeker (College of Tragedy Bard)
  CR 5
  • Bakkremos, Wayfinder (Journey Domain Cleric)
  CR 7
  • Bastus, High-Hearted (Druid Reveler)
  • Ruin-Caller (Rage-Crowned Warlord)
  CR 8
  • Skytaming Amillyta (Ascendant Hero)
  CR 9
  • Carila, the Oracle’s Claw (Mythic Totem Barbarian)
  CR 10
  • Demne, the Enchantress (Warlock of the Forgotten God)
  CR 11
  • Anaxander, the Gray Wolf (Hoplite Fighter)
  CR 12
  • Heavyhorn Irekea (Oath of Atonement Paladin)
  CR 13
  • Jaire Anatyrus, River Fisherman (School of Fate Wizard)
  Non-Combat, Social Allies
  • Hypesia (Politician)
  • Tyresian (Triton Academic)
  Skytaming, Amillyta
  Famed throughout Theros as a monster hunter, warrior, and 
  for having won many events at the Iroan games, Amillyta (NG 
  female human) is surprisingly small in person. Years of service 
  beneath the hot Akroan sun have lightened her braided curls and 
  left the muscles beneath her dark skin obviously toned. Amillyta 
  acts as one of the lead scouts for the Akroan army in the border 
  territories, able to see trouble from the air on her pegasus steed. 
  She’s entrusted with the responsibility to engage monsters in battle 
  if she can handle them on her own, or else fly to the nearest Stratian 
  encampment with a warning.
  Amillyta does not like to share the spotlight with others, 
  preferring to take risks and keep all the glory of a victory to herself 
  over working as part of a group. The Akroan soldiers posted out in 
  the wilderness aren’t particularly fond of working with Amillyta, 
  either. They feel she achieved her rank through nepotism and luck, 
  inheriting the heroic traits of her bloodline easily through magic 
  instead of hard work. While they must sustain themselves for long 
  stretches of time on the frontier, Amillyta wings her way back to 
  the Kolophon and rubs elbows with the city’s elite.
  Whatever they might think of her, Amillyta hardly cares. She is 
  exceptionally skilled in battle, does her duty for the polis, and strives 
  for ever greater glories. She knows her worth.
  Personality Traits. Confident and boisterous, Amillyta frequently 
  interrupts others while they are speaking. If someone can make 
  their point quickly or speak up and interrupt her right back, they 
  rapidly earn her respect.  
  Ideal. A legacy shouldn’t be wasted. Amillyta’s mother and 
  grandfather before her made their marks as heroes of Theros and 
  she feels it is her duty to live up to their memory, just as it is the 
  duty of all to rise to their full potential.
  Bond. Amillyta’s steed, her pegasus Laertes, is her closest friend. 
  He sets her apart from her fellow soldiers as a living legend and has 
  become an irreplaceable piece of her identity.
  Flaw. Amillyta feels that she should be able to handle any 
  situation on her own. She doesn’t want help from others and, in her 
  opinion, she doesn’t need it.
  Laertes, Amillyta’s Steed
  Large celestial, neutral good
  —
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 50 ft., fly 80 ft.
  —
  Saving Throws Dex +4, Wis +4, Cha +3
  Skills Perception +6
  Senses passive Perception 16
  Languages understands Celestial and Common but can’t speak
  Challenge 3 (700 XP)
  —
  Swooping Attack. If Amillyta’s Steed is flying and dives at least 30 
  feet straight toward a target and then hits it with its hooves, the 
  attack deals an extra 7 (2d6) bludgeoning damage to the target.
  actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Beating Wings. Amillyta’s Steed rears up and beats its wings in 
  a flurry of wind, dust, and feathers. Creatures in a 10 foot cone 
  must make a DC 14 Strength save or be pushed 5 feet away from 
  Amillyta’s Steed.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  15 (+2)
  13 (+1)
  
  Heroes & Villains of THeros | allies & adVersaries
  31
  Skytaming Amillyta
  Medium humanoid (human), neutral good
  —
  Armor Class 13 (shield) (17 with Ancestral Guidance)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  —
  Saving Throws Con +5, Cha +8
  Skills Athletics +4, Perception +4, Persuasion +8, Stealth +4
  Senses passive Perception 14
  Languages Common, Celestial
  Challenge 8 (3,900 XP)
  —
  Ancestral Guidance (Recharges after a Short Rest). When Amillyta 
  uses a bonus action to activate Ancestral Guidance, her AC 
  increases to 17, she has advantage on Dexterity Saving throws, 
  and when a creature misses her with a melee attack, she can 
  use her reaction to make a spear attack against that creature. 
  Ancestral Guidance lasts for 1 minute and ends early if Amillyta 
  is incapacitated.
  Empowered Spell (Recharge 5-6, or Great Crusader). When Amillyta 
  rolls damage for a spell she rerolls up to 5 damage dice. She must 
  use the new rolls.
  Warrior’s Instinct. Amillyta can perform the somatic components 
  of spells even while wielding her spear and shield.
  Great Crusader. When Amillyta rolls a critical hit with a 
  weapon attack she can recharge either her Quickened Spell or 
  Empowered Spell if they are currently recharging.
  Quickened Spell (Recharge 5-6, or Great Crusader). Amillyta casts a 
  spell with a casting time of 1 action as a bonus action.
  Spellcaster. Amillyta is a 14th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  She has the following sorcerer spells prepared:
  Cantrips (at will): blade ward, fire bolt, friends, light, mage hand, 
  message
  1st level (4 slots): feather fall, magic missile, thunderwave
  2nd level (3 slots): hold person, misty step
  3rd level (3 slots): blink, counterspell, lightning bolt
  4th level (3 slots): banishment, dimension door
  5th level (2 slots): hold monster
  6th level (1 slot): chain lightning
  7th level (1 slot): reverse gravity
  actions
  Multiattack. Skytaming Amillyta makes two melee attacks with 
  her spear.
  Fire bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. 
  Hit: 16 (3d10) fire damage.
  Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage or 9 
  (1d8 + 5) piercing damage if wielded with two hands.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  15 (+2)
  12 (+1)
  13 (+1)
  20 (+5)
  
  Heroes & Villains of THeros | allies & adVersaries
  32
  Anaxander, the Gray Wolf
  The warriors of Akros are feared and renowned across Theros, but 
  there are some legends that never escape their borders. Such is the 
  case with Anaxander (LE human male), an elderly commander of 
  the Lukos—or wolves—of Akros. The Lukos are the elite backbone 
  of Akros’ military might, vilified elsewhere for their role in 
  capturing slaves and plundering villages for the glory of their polis, 
  and Anaxander is the man who trains them. He is a severe figure, 
  with a body of taught muscle, covered in scars, and topped with a 
  mane of long, graying hair.
  Credited for the learned viciousness of the Lukos, Anaxander 
  commands unwavering loyalty from the warriors he trains. But his 
  most promising students never go on to join the legions proper. 
  Instead, he recruits them for his own personal guard—a capable 
  group of warriors tasked with carrying out secret missions for 
  Akros far beyond the reach of their polis, supporting insurrections 
  against their enemies, carrying out assassinations, and more.
  Personality Traits. Anaxander is an extremely demanding 
  man who carries himself like he is in battle at all times and 
  sees conversations as spars in which one person always has the 
  momentum and initiative. Highly adaptable, he is adept at keeping 
  those he speaks to off-balance. 
  Ideal. Mercy is a weakness. Anaxander believes a warrior’s 
  most important weapon is their mind and that mercy, pity, and 
  compassion can blunt that most critical of blades.
  Bond. Anaxander is loyal to himself, to his personal guard, and to 
  Akros, in that order. His loyalties have not come into conflict… yet.
  Flaw. Anaxander’s cruelty knows no limits and it’s often 
  unnecessarily excessive, earning him enemies both at home and 
  abroad.
  Anaxander, the Gray Wolf
  Medium humanoid (human), lawful evil
  —
  Armor Class 20 (breastplate, shield)
  Hit Points 255 (30d8 + 120)
  Speed 30 ft.
  —
  Saving Throws Str +7, Con +8
  Skills History +4, Insight +5, Intimidation +6, Perception +5
  Senses passive Perception 15
  Languages Common
  Challenge 11 (7,200 XP)
  —
  Indomitable (2/Day). Anaxander rerolls a failed saving throw. 
  Improved Second Wind (Recharges after a Short or Long Rest). 
  As a bonus action, Anaxander and an ally he can see within 5 
  feet of him regain 17 (3d10) hit points.
  Inspiring Advance (Recharges after a Short or Long Rest). 
  When Anaxander is subject to any effect that heals him, 
  any allies within 30 feet of him that can hear him gain 10 
  temporary hit points.
  Martial Advantage. Once per turn, Anaxander can deal an 
  extra 21 (6d6) damage to a creature he hits with a weapon 
  attack if that creature is within 5 feet of an ally of Anaxander 
  that isn’t incapacitated.
  actions
  Multiattack. Anaxander makes three weapon attacks with his 
  longsword or his light crossbow.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +3) 
  slashing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, ranged 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Never Surrender! (2/day). Any ally within 30 feet of 
  Anaxander that can see or hear him can use their reaction to 
  make a melee weapon attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  18 (+4)
  10 (+0)
  12 (+1)
  14 (+2)
  
  Heroes & Villains of THeros | allies & adVersaries
  33
  Bakkremos, Wayfinder
  It can be dangerous to travel the realms. That’s where Bakkremos 
  (CG male satyr), and other Wayfinders like him come in. A 
  handsome satyr of well-brushed fur and immaculately polished 
  horns, Bakkremos takes great care of his appearance—considering 
  it a part of the services he provides. A devotee of Phenax, the God 
  of Deception, he finds his vain presentation often leads people to 
  underestimate him, and he takes advantage of this fact as much as 
  possible.
  If you need to get somewhere quickly or reach a place that 
  is difficult to reach, there is no better guide than Bakkremos—
  assuming you can afford his extortionate fees. Some suppose that 
  the extravagant prices he charges go to fund his extensive grooming 
  habits, but careful study would reveal that he uses these funds to 
  help other travelers who are escaping unfair ends or making trips 
  through dangerous stretches of land.
  Personality Traits. Always performing, Bakkremos will exert 
  whatever effort is necessary to take center stage in a room. He hates 
  being shown up or outshined and is not above using his magical 
  abilities to harass someone he feels isn’t giving him the proper 
  respect.
  Ideal. Bakkremos believes that civilization is built on lies and 
  that these “mis-truths” are as important of a currency as gold. He 
  considers himself a merchant, in this way, willing to play the games 
  in order to undermine the system.
  Bond. Bakkremos has a younger sister who disappeared while 
  traveling. He keeps his ears peeled for any word of her.
  Flaw. Bakkremos’ greatest flaw is his arrogance and his refusal to 
  reflect upon his actions and choices. Entangled in the very societies 
  he despises, such introspection may very well be his undoing, but as 
  long as he keeps moving, he won’t have to confront his hypocrisy.
  Bakkremos, Wayfinder
  Medium fey (satyr), chaotic good
  —
  Armor Class 15 (leather armor, shield)
  Hit Points 156 (24d8 + 48)
  Speed 45 ft., climb 45 ft., swim 45 ft.
  —
  Saving Throws Wis +7, Cha +6
  Skills History +3, Medicine +7, Performance +6, Persuasion 
  +6, Survival +7
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 5 (1,800 XP)
  —
  Divine Strike. Once on each of his turns, when he hits a 
  creature with a weapon attack, Bakkremos can cause the 
  attack to deal an extra 5 (1d8) radiant damage to the target.
  Magic Resistance. Bakkremos has advantage on saving 
  throws against spells and other magical effects.
  Spellcaster. Bakkremos is an 8th level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). He has the following cleric spells 
  prepared:
  Cantrips (at will): guidance, light, sacred flame, spare the dying
  1st level (4 slots): comprehend languages, detect magic, guiding 
  bolt, healing word, longstrider, sanctuary
  2nd level (3 slots): enhance ability, find traps, hold person, pass 
  without trace, darkvision
  3rd level (3 slots): create food and water, meld into stone, phantom 
  steed, sending, spirit guardians, water walk 
  4th level (2 slots): dimension door, freedom of movement, guardian 
  of faith
  actions
  Divine Shepherd (1/day). Bakkremos chooses any number 
  of creatures within 30 feet of him who can see or hear him. 
  Those creatures can immediately use their reaction to move 
  a distance up to their walking speed. This movement does 
  not provoke attacks of opportunity.
  Guiding Light (1/ day). Bakkremos names a location on the 
  same plane of existence, such as Akros, and receives an 
  indication of the direction he must travel. This sign might 
  be a sudden change in the direction of the wind, a bright 
  star shining in the night sky, or a deer running off into the 
  distance.
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6) bludgeoning damage or 5 (1d8 
  bludgeoning damage if used with two hands.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  11 (+0)
  18 (+4)
  16 (+3)
  
  Heroes & Villains of THeros | allies & adVersaries
  34
  
  Heroes & Villains of THeros | allies & adVersaries
  35
  Bastus, High-Hearted
  Bastus (CN male human) is a large and jolly man with a constant 
  smile and shining cheeks. Having come from money and means, 
  he makes it his business to throw frequent and lavish celebrations. 
  He’ll take any excuse—the full moon, the harvest, the new moon, 
  the solstice—and invite guests by the hundreds to some strange, 
  secluded spot in the wilds, always somewhere different.
  Bastus wants only to have a good time. While he is connected 
  in some way to almost every famous figure in Theros and knows a 
  great deal about the various machinations of the world’s factions, 
  he isn’t interested in dragging down a celebration by getting mired 
  in tactical shop talk. Bastus has no patience for someone who 
  isn’t looking to enjoy themselves, and that sort of buzz kill will 
  find themselves swiftly removed from his events—forcefully, if 
  necessary. But if, over the course of an evening, through good wine 
  and pleasant conversation, a little bit of gossip slips out here and 
  there, well… that’s all in good fun, isn’t it?
  Personality Traits. Bastus speaks in a big, booming voice that fills 
  any space he’s in. He becomes easily distracted by other people, the 
  impulse to dance, the clothes someone might—or might not—be 
  wearing, anything; and he doesn’t appreciate it when someone tries 
  to stymie his frivolous whims.
  Ideal. As far as Bastus is concerned, if you’re not having fun, you 
  may as well be dead. He thinks the world would be a much happier 
  place if everyone would just relax once in a while.
  Bond. Bastus needs for his parties to be beloved by all. He values 
  the opinions of his guests more than anything, and he greatly fears 
  them losing interest and no longer attending.
  Flaw. Bastus is openly, indulgently hedonistic. He wants the finest 
  things life has to offer and he wants them in great excess, regardless 
  of what he has to give to get them.
  Bastus, High-Hearted
  Medium humanoid (human), chaotic neutral
  —
  Armor Class 10
  Hit Points 130 (20d8 + 40)
  Speed 30 ft.
  —
  Saving Throws Int +3, Wis +7, 
  Skills Arcana +3, History +3, Insight +7, Nature +7, 
  Performance +7, Persuasion +7
  Senses passive perception 14
  Languages Common, Sylvan
  Challenge 7 (2,900 XP)
  —
  Circle Form. As a bonus action, Bastus can transform, taking 
  on a satyr like appearance while his hair turns to leaves and 
  vines snake down his arms. While in this form his AC becomes 
  14 and he has advantage on Wisdom saving throws to resist 
  charm effects.
  Spellcaster. Bastus is a 10th level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). He has the following druid spells prepared:
  Cantrips (at will): druidcraft, poison spray, produce flame, resistance, 
  thorn whip
  1st level (4 slots): charm person, faerie fire, purify food and drink, 
  thunderwave
  2nd level (3 slots): enthrall, heat metal, hold person, moonbeam, 
  suggestion
  3rd level (3 slots): dispel magic, haste, hypnotic pattern, plant growth
  4th level (3 slots): confusion, conjure woodland beings, grasping vine, 
  ice storm, stone skin, wall of fire
  5th level (2 slots): awaken, dominate person, greater restoration
  actions
  Incite Frenzy (4/day). Enemies within 10 feet of Bastus, High-
  Hearted must succeed on a Wisdom saving throw (DC 15) or 
  immediately use their reaction, if available, to move up to half 
  their speed and make a single melee weapon attack against a 
  randomly determined creature they can reach.
  Thorn Whip. Melee Weapon Attack: +7 to hit, reach 30 ft., one 
  target. Hit: 7 (2d6) piercing damage and the target is pulled 10 
  feet towards Bastus, High-Hearted.
  Twisted Pleasures (1/Short Rest). Up to 4 humanoid or 
  beast creatures within 60 feet of Bastus must make a DC 
  15 Wisdom saving throw. On a failed save, the creatures 
  are charmed by him and begin to dance in place. A dancing 
  creature must use all of its movement to dance and has 
  disadvantage on Dexterity saving throws and attack rolls. 
  While the target is affected by this spell, other creatures have 
  advantage on Attack rolls against it.
       A dancing creature charmed by this effect can make another 
  Wisdom saving throw at the end of each of its turns. On a 
  success, the effect ends. If a creature fails its saving throw 
  three times, it is stuck in the revelry and charmed for 1 hour, 
  after which it suffers 2 levels of exhaustion. If another creature 
  uses an action to try and pull the dancer out of its revelry, the 
  dancing creature has advantage on its next saving throw to 
  end the effect. The effect ends early if an affected creature 
  takes any damage or if you are incapacitated.
       A creature who succeeds on its save against this effect 
  can immediately use its reaction to move up to half its speed 
  without provoking attacks of opportunity. Such a creature is 
  immune to this ability until it completes a long rest.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  11 (+0)
  15 (+2)
  11 (+0)
  18 (+4)
  18 (+4)
  
  Heroes & Villains of THeros | allies & adVersaries
  36
  Carila, the Oracle’s Claw
  Hailing from the badlands of Phoberos, Carila (NG female leonin) 
  was once a young scion from a tribe of marauding Leonin. When 
  she was young her family was betrayed and killed as part of a rival’s 
  bid for power. Carila, however, managed to escape. In the process, 
  she awakened her primal connection to her mythic totem—the 
  wise and ancient sphinx, Medomai, the wandering oracle—and 
  her yellow-brown fur turned an arcane blue and purple hue. Years 
  have passed since then and, under the guidance of her mysterious 
  benefactor, Carila has traveled the realm—her appearances as 
  infrequent and impactful as the cryptic sphinx from whom she 
  draws her strength.
  It is this habit that has earned her the title Oracle’s Claw, with 
  wise observers believing that her appearances are not random 
  chance, but are instead informed by Medomai’s oracular gifts. 
  Indeed, those who meet Carila along her journey can all attest to her 
  aloof nature. Her actions seem as if they are in accordance with—
  or perhaps defiance of—a larger tide none around her can quite 
  understand. The ascetic lifestyle she now enjoys suits Carila. She 
  is now more of a warrior monk now than the marauding warrior 
  she once was. She holds on to her purpose with great fervor, in an 
  effort to forget her anger at the betrayal her family suffered and her 
  desire to take revenge on their behalf.
  Personality Traits. Quiet and reserved, Carila’s cold exterior belies 
  the heat and passion underneath. She rarely turns away a person in 
  need and, when riled, her anger is a truly awesome thing to behold.
  Ideal. Power should be used. Unlike her more restrained patron, 
  Carila doesn’t hesitate to use her formidable strength to try to 
  influence the outcome of events.
  Bond. Carila’s tribe—the Iron Pride—remains on her mind and in 
  her heart at all times. While her path has taken her far from home, 
  she still hopes to someday return and set her past right.
  Flaw. Carila is suspicious of her benefactor, wondering if he is 
  to blame for her family’s death. Medomai acts in ways that can be 
  difficult to parse, often taking actions based on the results they will 
  have dozens of moves down the line. She fears that her awakening 
  to her mythic totem may have been orchestrated by the oracle in an 
  effort to recruit himself an enforcer.
  Carila, the Oracle’s Claw
  Medium humanoid (leonin), neutral good
  —
  Armor Class 15 (unarmored defense)
  Hit Points 153 (18d8 + 72)
  Speed 45 ft.
  —
  Saving Throws Str +8, Con +8
  Skills Athletics +8, Arcana +6, Insight +5, Intimidation +4, 
  Perception +5, Survival +5
  Damage Resistances psychic; bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Senses darkvision 60 ft., passive perception 15
  Languages Common, Leonin
  Challenge 9 (5,000 XP)
  —
  Danger Sense. Carila has advantage on Dexterity Saving 
  Throws against effects that she can see, such as traps and 
  spells.
  Feral Instinct. Carila has advantage on Initiative rolls.
  Unarmored Defense. While Carila is not wearing any armor, 
  her Armor Class equals 10 + her Dexterity modifier + her 
  Constitution modifier.
  actions
  Multiattack. Carila makes three attacks with her greataxe.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Aspect of the Beast (Sphinx). Carila unleashes a powerful, 
  bestial roar. Each creature of her choice within 30 feet 
  must make a DC 13 Charisma saving throw. A creature 
  that fails the saving throw is deafened and frightened of 
  her for 1 minute and takes 16 (3d10) thunder damage. On 
  a successful save, the creature takes half as much damage 
  and isn’t frightened or deafened. A frightened and deafened 
  creature can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Totemic Attunement (Sphinx). Carila teleports up to 120 feet 
  to an unoccupied space she can see. When she appears in 
  the targeted space, she can make one melee weapon attack 
  against a creature within reach as a bonus action.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  15 (+2)
  12 (+1)
  11 (+0)
  
  Heroes & Villains of THeros | allies & adVersaries
  37
  Clover
  Clover (LG human female) enjoys a peaceful serenity in the waning 
  years of her life. She has long white hair she keeps in a braid, 
  woven with leaves and vines. She wears simple leathers, with no 
  ornamentation. The only extravagant thing about her is the bow 
  and quiver on her back, intricately detailed, and gifted to her by 
  Anthousan, leader of Karametra’s Council of Warriors.
  Clover resides in Setessa, living in worship of Nylea and her 
  various seasons. An outsider among the Setessans, Clover earned 
  her honored place there after years of demonstrating her values 
  and proving her fidelity to Nylea. Committed to passing along 
  the wisdom her life has taught her, Clover is one of Nylea’s most 
  favored disciples and embodies many of the god’s principles.
  Personality Traits. Clover is fundamentally kind and playful, 
  much like Nylea herself. However, she also struggles with a terrible 
  grief over the death of her son, who died of illness. It was his love 
  of nature that led her to spend more time outside in the wake of 
  his passing. Through that experience she eventually came to the 
  protection of forest creatures.
  Ideal. Clover believes that the world is a garden and that mortal 
  beings are just its temporary tenders. She believes it’s every person’s 
  responsibility to make the world better in the time they have.
  Bond. Clover sees her lost son in the children of Setessa—the 
  arkulli (“little bears”). She’ll protect them fiercely, as if they were her 
  own.
  Flaw. Despite her faith in Nylea, Clover has come to fear that 
  they are fighting a losing battle and that the development of 
  civilization will continue without end.
  Clover
  Medium humanoid (human), lawful good
  —
  Armor Class 17 (studded leather)
  Hit Points 187 (22d8 + 88)
  Speed 30 ft.
  —
  Saving Throws Str +4, Dex +9
  Skills Nature +6, Perception +8, Survival +8
  Senses passive perception 18
  Languages Common, Sylvan
  Challenge 11 (7,200 XP)
  —
  Divine Mark. Clover casts hunter’s mark when she rolls 
  initiative. In addition, when she rolls a 1 on a damage die 
  for her hunter’s mark she can reroll the die and must use the 
  new roll, even if the new roll is a 1. Any damage Clover deals 
  with her hunter’s mark is dealt as radiant damage.
  Devoted Mind. Clover has advantage on Constitution saving 
  throws to maintain her concentration. In addition, when she 
  casts hunter’s mark, it does not require concentration.
  Feral Senses. When Clover attacks a creature she can’t see, 
  her inability to see it doesn’t impose disadvantage on her 
  attack rolls against it. She is also aware of the location of 
  any invisible creatures within 30 feet of her, provided that 
  the creature isn’t hidden from her and she isn’t blinded or 
  deafened.
  Mantle of Spring. When Clover reduces a creature to 0 hit 
  points with a weapon attack she regains 22 (4d10) hit points.
  Spellcaster. Clover is an 18th level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 16, +8 to 
  hit with spell attacks). She has the following ranger spells 
  prepared:
  1st level (4 slots): animal friendship, cure wounds, fog cloud, 
  hunter’s mark
  2nd level (3 slots): darkvision, find steed, spike growth
  3rd level (3 slots): conjure animals, plant growth, speak with plants, 
  water walk
  4th level (3 slots): Mordenkainen’s faithful hound, freedom of 
  movement
  5th level (1 slots): commune, tree stride
  actions
  Multiattack. Clover makes three weapon attacks.
  Longbow. Melee Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage and, if using 
  hunter’s mark, 4 (1d8) radiant damage.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage and, if using hunter’s 
  mark, 4 (1d8) radiant damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  20 (+5)
  18 (+4)
  15 (+2)
  18 (+4)
  14 (+2)
  
  Heroes & Villains of THeros | allies & adVersaries
  38
  Demne, the Enchantress
  Those who sail the Dakra Isles fear wrecking upon the rocks for a 
  multitude of reasons. One of the most whispered about is Demne, 
  the Enchantress (N female human). Demne is a mysterious woman 
  who inhabits the Isles, where she performs ancient and veiled 
  rituals. Descriptions of her vary, but she is often said to appear as a 
  densely freckled woman, adorned in bright feathers and animal furs. 
  She claims to have been taught her magic by the darkness 
  between the stars and has been rumored to offer her services to 
  those who need them in exchange for the fulfillment of strange 
  tasks. She might call on a lost sailor or unlucky triton to learn 
  and pass on an old, forgotten song, or to spend a small pouch of 
  unusually marked copper coins. Other times she might simply 
  bewitch those who stumble upon her abode, transforming them 
  into birds or dogs or enchanting them to serve her on the island 
  for the next ten years. She is fickle and more safely avoided than 
  escaped.
  There are rewards, however, for those intrepid few who might 
  seek her out with purpose. Her island is said to harbor many rare 
  and wondrous items, and the enchantress is known to be capable 
  of brewing all manner of powerful concoctions. The more pressing 
  question is what such heroes are willing to give over in return.
  Personality Traits. Demne gives nothing away for free, not even 
  information. As a result of this, she tends to speak predominantly 
  in questions until a deal has been struck. If she senses that she will 
  gain nothing by the end of an interaction, Demne quickly abandons 
  negotiation and will not hesitate to dispatch the uncooperative 
  intruder.
  Ideal. As far as Demne is concerned, the preservation of tradition 
  is paramount. She practices ancient modes of worship, aware of just 
  how easily history can be lost to the world.
  Bond. Demne sees the treasures that have come to her island as 
  evidence of her patron’s favor and is loath to part with any piece of 
  it.
  Flaw. Faith drives every move Demne makes. She is dedicated to 
  the cause of restoring the dominion that was once taken from her 
  patron and will unerringly follow their commands, even to her own 
  undoing.
  Hypesia
  Hypesia (LN female human) is a young rising philosopher within 
  Meletis who aspires to join the ranks of the Twelve. She has bold 
  ideas for the betterment of the polis and its people but has rarely 
  been taken seriously due to her inexperience and a tendency to 
  let anger and passion cloud her reasoning in debates. She’d rather 
  build a lasting society than friendships, and a perpetual frown and 
  angular face only serve to encourage her hostile reputation.
  Recently, Hypesia has earned more attention from the people 
  of Meletis after being blessed by Klothys, the god of destiny. The 
  city woke up one morning to find many of its streets tangled in 
  a web of winding threads leading from the temple of Klothys to 
  Hypesia’s door. When she stepped out, she plucked a single thread 
  and the entire network fell to the ground. Hypesia has since been 
  regarded by some as the voice of fate, advising the Reverent Army 
  regarding tactics and targets alike. Though the councilmembers of 
  the Twelve haven’t yet given sanction to her political positions or 
  officially recognized her blessing, they’re keeping a ready eye out for 
  Hypesia’s next move.
  In actuality, the blessing of Klothys was entirely fabricated. It 
  took Hypesia months of planning to orchestrate the hoax, and now 
  that it’s given her the respect she needed for her opinions to be 
  heard she daren’t admit the truth to a single soul.
  Personality Traits. Hypesia is bursting with ideas for where the 
  polis should focus its efforts and desperate to have those ideas 
  heard. Her typical fashion of sharing her thoughts, however, is to 
  shout them loudly at the people who disagree with her. She is well 
  intentioned, but difficult to get along with.
  Ideal. Hypesia is frustrated by the passive inaction of the Twelve. 
  She firmly believes that philosophical discussion must be backed by 
  tangible enforcement if anything is to change for the better.
  Bond. Everything Hypesia does comes from her love for her polis 
  and the people who live there. She believes rising to power will help 
  Meletis to be the best city it can be. 
  Flaw. Since she is neither charming nor congenial enough to 
  win political favor in Meletis, Hypesia is not above using deception 
  to get her way and improve her prospects. Her arrogance can lead 
  her to take extreme action without first thinking through the 
  consequences.
  Hypesia is intended as a social ally and, therefore, has no stat block.
  
  Heroes & Villains of THeros | allies & adVersaries
  39
  Demne, the Enchantress
  Medium humanoid (human), neutral
  —
  Armor Class 12 (leather armor)
  Hit Points 183 (18d8 + 90)
  Speed 30 ft.
  —
  Saving Throws Wis +6, Cha +9
  Skills Deception +9, Insight +6
  Damage Resistances cold
  Condition Immunities frightened
  Senses passive perception 12
  Languages Common, Abyssal, Celestial, Primordial, Sylvan
  Challenge 10 (5,900 XP))
  —
  Blood Tithe. Demne can cast spells by spilling her own blood. The 
  spell must be a warlock spell she can cast. After resolving the 
  spell’s effects, she must roll a number of dice equal to the spell’s 
  slot level and subtract the total from her current hit points.
  Formulary Manuscript. Demne can brew potions of healing, 
  dominate person, sleep, and modify memory. 
  Innate Spellcasting. Demne’s innate spellcasting ability is 
  Charisma. She can innately cast the following spells (spell save 
  DC 17), requiring no material components:
  At will: alter self, speak with animals
  1/day each: feeblemind, finger of death, mass suggestion, true 
  polymorph
  Spellcaster. Demne is a 17th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  She has the following warlock spells prepared:
  Cantrips (at will): chill touch, eldritch blast, friends, minor illusion
  5th level (4 5th-level slots): awaken, beast sense, blight, conjure 
  animals, dispel magic, dominate person, entangle, fear, hunger of Hadar, 
  ray of enfeeblement, scrying, sleep
  Witch Sight. Demne can see the true form of any shapechanger 
  or creature concealed by illusion or transmutation magic while 
  the creature is within 30 feet of her and within line of sight.
  actions
  Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., four 
  targets. Hit: 5 (1d10) force damage.
  Sculptor of Flesh (Recharges after a Long Rest). Demne can cast 
  polymorph once using a warlock spell slot.
  Succumb to Nature (Recharges after a Long Rest). Demne forces 
  any number of humanoids within 15 feet of her to make an 
  Intelligence saving throw (DC 17). The effect lasts for 1 minute 
  and creatures can repeat their save at the end of each of their 
  turns.
       If a creature fails its first save, at the beginning of its next 
  turn it drops any items it’s holding and uses its turn to make two 
  unarmed attacks against any creature within melee range.
       If a creature fails a second save, it uses its next turn to charge 
  towards a creature within its movement and shove them. If it 
  can’t reach a target with its movement, the creature uses its 
  action to dash towards the nearest creature.
       If a creature fails a third save, it becomes frightened of all 
  other creatures on its next turn and must use its movement to 
  flee from combat. Having failed a third save, the creature can no 
  longer repeat its saving throw at the end of each of its turns.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  20 (+5)
  12 (+1)
  14 (+2)
  20 (+5)
  
  Heroes & Villains of THeros | allies & adVersaries
  40
  Heavyhorn Irekea
  Irekea (LG female minotaur) is a tall gray-skinned minotaur with 
  large horns, curved forward, ready for charging. Years of battle on 
  behalf of the minotaur polis of Skophos, in service to Mogis, the 
  minotaur god of slaughter, have rendered her tough and savage. 
  And though her bloodlust and wrath earned her much glory, it 
  also cost her the things she cared for most—her family. Fighting in 
  conflict after conflict, her anger grew immense and uncontrollable, 
  until the rage within her sat only just under the surface of her spirit, 
  spilling out even when she didn’t call on it. 
  A powerful, trusted warrior, Irekea was called on by the powers 
  that be in the polis of Skophos to bring other minotaurs who 
  didn’t agree with the worship of Mogis into line. With her anger 
  unleashed she was a frenzied storm of steel and horn. So deep 
  was her rage that in one such battle she tore apart an entire group 
  of rebels without even first uttering a word. It was only in the 
  moments after that she realized her mate was among them and that 
  she had killed her lover. She was lost after that, for a long time, 
  afflicted by grief, guilt, and regret. Now she walks a new path, 
  hoping to atone for her anger and her sins, searching for a way 
  to change the world that does not require blood to be spilled so 
  mindlessly.
  Personality Traits. Irekea has found laughter a great coping 
  mechanism to deal with the anger in her past. She does her best to 
  be jovial and friendly, to undercut her intimidating stature. 
  Ideal. Irekea believes that though she may never be redeemed for 
  the carnage she has wrought, it is still right for her to attempt to 
  atone.
  Bond. In exploring this new path, Irekea has turned to the 
  worship of Heliod, seeking solace in his message of self-sacrifice and 
  the importance of the bonds of kinship. She hopes to live by those 
  ideals.
  Flaw. Irekea still struggles with her anger, an uncontrollable rage 
  that threatens to unravel the discipline she holds so dear.
  Heavyhorn Irekea
  Medium humanoid (minotaur), lawful good
  —
  Armor Class 20 (plate armor, shield)
  Hit Points 357 (42d8 + 168)
  Speed 30 ft.
  —
  Saving Throws Str +8, Con +8
  Skills Athletics +8, Intimidation +6, Religion +5, Survival +4
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 12 (8,4000 XP)
  —
  Divine Health. Irekea is immune to disease.
  Hammering Horns. After Irekea attacks something no more 
  than one size larger than her, she can use a bonus action 
  to force it to make a DC 16 Strength saving throw or be 
  pushed 10 feet away.
  Rage of Mogis. If Irekea begins her turn with half her hit 
  points or less, she must succeed on a DC 17 Wisdom saving 
  throw or activate this ability as a bonus action. When Rage 
  of Mogis is activated, Irekea gains resistance to bludgeoning, 
  piercing, and slashing damage from non-magical weapons. In 
  addition, she may make a single melee weapon attack as a 
  bonus action on each of her turns. She also gains advantage 
  on Strength checks and saving throws and can’t be charmed 
  or frightened. This effect only ends after 1 hour or when she 
  is knocked unconscious. 
  Spellcaster. Irekea is a 3rd level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). She has the following paladin spells prepared:
  1st level (3 slots): bless, cure wounds, heroism
  actions
  Multiattack. Irekea makes three attacks. Two with her 
  greatsword and one with her horns.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  reactions
  Protective Charge (1/day). When an ally is hit by an attack 
  from an attacker Irekea can see within 15 feet of her, she 
  can immediately move to an unoccupied space adjacent to 
  the attacker and make a single melee attack against them in 
  response.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  7 (-2)
  19 (+4)
  13 (+1)
  11 (+0)
  15 (+2)
  
  Heroes & Villains of THeros | allies & adVersaries
  41
  Jaire Anatyrus, River Fisherman
  Some see fate as a tangle of threads. Others look at it as a river, 
  flowing along its course. The latter perfectly describes the 
  perspective of Jaire Anatyrus (CN human male). He sees fate—and 
  life, by extension—as a living, moving thing. And as he has learned 
  more about its nature he has become more content to sit and ride 
  the tide finding peace in the chaos and complexity of the world.
  A superficial glance at Jaire Anatyrus would not reveal his 
  academic and philosophical interests. By all appearances, he 
  presents himself as a simple fisherman: bamboo fishing rod, straw 
  hat, and clothing only a handful of threads away from being rags. 
  His lifestyle, too, reflects this, as he spends his days boating and 
  fishing, living a rather simple life in the comfort of the village he 
  calls his home and the community he enjoys there. He finds this a 
  much more meaningful existence than an endless commitment to 
  academia or the futile work of struggling against the limits of being 
  a mortal.
  Personality Traits. Calm and serene, Jaire Anatyrus is never quick 
  to do anything. Friendly and welcoming to all he meets, he takes 
  particular delight in meeting adventurers, who always seem to be 
  in a rush. He finds them—and their behaviors—humorous, in an 
  almost patronizing sort of way.
  Ideal. Live and let be. The world will be what it will be and it is 
  useless for mortal creatures to attempt to change or influence it.
  Bond. Jaire Anatyrus feels bound to his lifestyle. He harbors fear 
  that plucking wantonly at the threads he sees could have disastrous 
  consequences. It has in the past.
  Flaw. Jaire Anatyrus is not cruel but his detachment does make 
  him rather callous.
  Jaire Anatyrus
  Medium humanoid (human), chaotic neutral
  —
  Armor Class 11
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  —
  Saving Throws Int +10, Wis +7
  Skills History +10, Insight +7
  Senses passive Perception 12
  Languages Common, Celestial
  Challenge 13 (10,000 XP)
  —
  Spellcaster. Jaire Anatyrus is a 17th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 18, +10 to 
  hit with spell attacks). He has the following wizard spells 
  prepared:
  Cantrips (at will): light, mage hand, mending, minor illusion, 
  prestidigitation
  1st level (4 slots): broken path*, chains of fate*, deliverance*, 
  gambler’s reprieve*
  2nd level (3 slots): Nystul’s magic aura, rope trick, weaver’s fortune*
  3rd level (3 slots): clairvoyance, counterspell, dispel magic, 
  harbinger of doom*
  4th level (3 slots): banishment, Mordenkainen’s faithful hound
  5th level (3 slots): contact other plane, legend lore, scrying
  6th level (2 slots): true seeing
  7th level (2 slots): Mordenkainen’s sword, forcecage, teleport
  8th level (1 slot): control weather, power word: stun
  9th level (1 slot): foresight
  reactions
  Tangled Threads. When targeted by an attack, Jaire Anatyrus 
  can use his reaction to force the attacking creature to 
  make a DC 18 Wisdom saving throw. On a failed save, Jaire 
  Anatyrus can choose a new target for the attack that is 
  within range of the attacking creature’s original attack and is 
  not the attacking creature.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  14 (+2)
  20 (+5)
  15 (+2)
  15 (+2)
  
  Heroes & Villains of THeros | allies & adVersaries
  42
  Lannic, Student of War
  Lannic (LG Human male) believes that someday he will change the 
  world. Were he any other young man, that might simply be naive 
  confidence, but Lannic has the brilliance and ambition to see it 
  through. Hair unkempt and clothes usually out of sorts, Lannic has 
  the disheveled look of a person caught up in their own world. And 
  indeed he spends almost all of his time slaving over books, battle 
  maps, and records of previous wars.
  Born in Meletis to a family of wizards, he was never the most 
  magically adept of his siblings. Instead, he admired The Reverent 
  Army, their battlewise warriors and brilliant tacticians. Committed 
  to his studies, he enrolled at the Dekatia—Meletis’ legendary 
  academy—but instead of studying philosophy and magic, he focused 
  his efforts on studying the tactics of battle, with a goal of one day 
  helping to lead the Reverent Army to greater glories.
  Personality Traits. Lannic has a wry sense of humor and sarcastic 
  manner that can make him a bit annoying to speak with if you’re on 
  the receiving end of his sharp wit.
  Ideal. Duty. Lannic lives by the ideal that individuals have a 
  responsibility to serve their polis. He loves his home and intends to 
  show that love through action rather than piety.
  Bond. Lannic wholeheartedly believes in the ideals of Meletis and 
  is loyal to the nation he calls home.
  Flaw. Lannic can be single-minded in his pursuits, focused on his 
  goals to the detriment of everything—and everyone—else.
  Lannic, Student of War
  Medium humanoid (human), lawful good
  —
  Armor Class 14 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  —
  Saving Throws Int +6, Wis +2
  Skills Athletics +1, Insight +2, Perception +2, Persuasion +2
  Senses passive Perception 12
  Languages Common, Thieves’ Cant
  Challenge 2 (450 XP)
  —
  Calculated Approach. During the first round of combat, 
  Lannic acts on initiative count 1. He chooses one creature 
  he can see within 60 feet of him that has already acted and, 
  for the next minute, has advantage on any attack rolls made 
  against that creature.
  Sneak Attack (1/Turn). Lannic deals an extra 3 (1d6) damage 
  when he hits a target with a weapon attack and has 
  advantage on the attack roll.
  Spellcaster. Lannic is a 1st level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips (at will): mending, message, true strike
  1st level (2 slots): alarm, longstrider, shield, unseen servant, sleep
  actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 
  30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  13 (+1)
  19 (+4)
  10 (+0)
  10 (+0)
  
  Heroes & Villains of THeros | allies & adVersaries
  43
  Pereske, Endseeker
  The Gods are flawed. Not that any one of their sycophants 
  would admit to that, of course. But if you ever meet Pereske (NG 
  nonbinary human), they’ll be more than happy to regale you with 
  songs and stories of their misdeeds. Their pride, their jealousy, 
  and most of all… their wrath. It is this latter subject which most 
  fascinates Pereske, or the Endseeker, as they prefer to be known.
  One of the only survivors of the fall of Arixmethes, cast into 
  the ocean by an angered god, Pereske bears great hate for the gods 
  above and hopes to find others who are similarly suffering as a 
  result of the god’s machinations. Pereske doesn’t pursue these tragic 
  tales out of morbid interest, but out of a respect for the strength it 
  takes to carry on after the greatest of losses. Though they wouldn’t 
  readily admit it, Pereske’s curiosity is a coping mechanism for them 
  to be better able to deal with their own profound grief and guilt.
  Personality Traits. Pereske puts on a brave, extroverted front to 
  mask the pain they’re suffering. Their curiosity is their main escape 
  and when they become interested in a topic, they will never let go 
  of it.
  Ideal. Rebellion. Authority is a weapon the gods use unjustly. It is 
  only right to seek an alternative to their dominion.
  Bond. Though they might not let it on, Pereske is empathetic to 
  all those who have been victimized by the gods. 
  Flaw. Sometimes, Pereske’s grief drives them to lash out at the 
  people around them
  Pereske, Endseeker
  Medium humanoid (human), neutral good)
  —
  Armor Class 14 (leather armor)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
  —
  Saving Throws Cha +5, Dex +5
  Skills Deception +5, Insight +6, Performance +7, 
  Perception +4
  Senses passive perception 14
  Languages Common, Aquan, Primordial
  Challenge 4 (1,100 XP)
  —
  Spellcaster. Pereske is a 4th level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). They have the following bard spells 
  prepared:
  Cantrips (at will): mage hand, message, vicious mockery
  1st level (4 slots): charm person, comprehend languages, detect 
  magic, Tasha’s hideous laughter
  2nd level (3 slots): calm emotions, detect thoughts, shatter
  actions
  Multiattack. Pereske makes two melee weapon attacks with 
  their rapier.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  reactions
  Katharsis (3/Day). When a creature Pereske can see within 
  60 feet is reduced to 0 hit points, they can grant a d6 Bardic 
  Inspiration die as a reaction to two other creatures.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3)
  13 (+1)
  15 (+2)
  14 (+2)
  17 (+3)
  
  Heroes & Villains of THeros | allies & adVersaries
  44
  Ruin-Caller
  Born in the midst of battle, Ruin-Caller (NE male centaur) earned 
  his name when his newborn crying heralded a great victory for his 
  warband, and so it is said that he was always destined for greatness. 
  Ruin-Caller grew to become a feared Pheres band warlord, with the 
  body of a strong, white destrier and a human torso to match. He 
  prefers to crush his opponents with the hands and hooves the gods 
  gave him and so his hair is cropped roughly, close to the scalp so 
  that it cannot be used against him in close combat.
  Ruin-Caller controls several leagues of the wilderness between 
  Akros and Setessa through sheer force of might and responds to 
  trespassing with violent retribution. The Akroan military would 
  gladly pay a large sum to be rid of his raiding parties so that they 
  could move their soldiers freely through his lands. Ruin-Caller cares 
  more for his own reputation in battle than for the wellbeing of 
  the other centaurs under his leadership. He demands strength and 
  obedience from his followers and does not hesitate to abandon any 
  he deems to be a weak link.
  Personality. Ruin-Caller is not content to simply be the strongest 
  and best warrior, he also wants everyone to know it, so he shows 
  off his power at every opportunity. He sees fury as the path to 
  victory and will frequently mock and harangue his fellow band 
  members until they snap.
  Ideal. Through his might alone, Ruin-Caller has provided for his 
  band. He feels that he deserves to be celebrated as a leader because 
  of that might and he believes any pursuit other than strength to be a 
  pointless diversion.
  Bond. Ruin-Caller is fiercely protective of the lands he has 
  accrued and claimed as Pheres band territory. He sees it as proof 
  that his reputation is earned and will not relinquish even a foot of it 
  without a fight.
  Flaw. Ruin-Caller is so proud of his legacy as a warrior that 
  he will enter conflict needlessly and impatiently. If anyone were 
  to question his supremacy of strength, he would immediately 
  challenge them, whether enemy, stranger, or family member.
  Ruin-Caller
  Medium fey (centaur), neutral evil
  —
  Armor Class 14 (hide armor)
  Hit Points 108 (13d8 + 26)
  Speed 40 ft.
  —
  Saving Throws Str +8, Con +5
  Skills Athletics +8, Intimidation +3, Perception +4, 
  Survival +4
  Condition Immunities frightened
  Senses passive perception 14
  Languages Common, Sylvan
  Challenge 7 (2,900 XP)
  —
  Charge. If Ruin-Caller moves at least 20 feet straight towards 
  a target and then hits that creature with the next melee 
  attack he makes on the same turn, the target suffers an 
  extra 10 (3d6) bludgeoning damage.
  Equine Build. Ruin-Caller has advantage on Strength saving 
  throws made against effects that would knock him prone.
  Overpowering Might. When a creature attempts to escape 
  Ruin-Caller’s grapple they must use Ruin-Caller’s choice of 
  Strength (Athletics) or Dexterity (Acrobatics) for the skill 
  check (DC 16).
  actions
  Multiattack. Ruin-Caller makes two melee weapon attacks 
  with his hooves.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) bludgeoning damage.
  Grapple. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: If the target is a creature, it is grappled (escape 
  DC 16). Until this grapple ends, Ruin-Caller can’t grapple 
  another target.
  Rage-Crowned (Recharge 5-6). If Ruin-Caller has a creature 
  grappled, he can deal 7 (1d4 + 5) bludgeoning damage to 
  the creature and it must succeed on a DC 16 Constitution 
  saving throw or make attack rolls with disadvantage for one 
  minute. At the end of each of its turns, the target can make 
  another Constitution saving throw. On a success, the effect 
  is ended.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  14 (+2)
  8 (-1)
  12 (+1)
  10 (+0)
  
  Heroes & Villains of THeros | allies & adVersaries
  45
  
  Heroes & Villains of THeros | allies & adVersaries
  46
  Tyresian
  Tyresian (LG male triton) secured his position as a historical 
  archivist at the Dekatia, the elite academy for higher education, 
  predominantly through persistence and the judicious rationing out 
  of ancient secrets. He isn’t particularly welcome among either the 
  sea-dwelling tritons or the other academics and philosophers in 
  Meletis, so he has become well acquainted with solitude. Tall and 
  bony for a triton, his blue is notably pale for one who has spent so 
  much time on land, betraying a tendency to hide himself away in 
  the academy library.
  While he might be hesitant to share the information with 
  strangers, Tyresian knows a great deal about the history of Theros, 
  its legendary figures, battles, geography, and gods. While he 
  has travelled very little, he has read every historical text he has 
  been able to get his hands on—which, since he began working at 
  the Dekatia, has been many—and he is able to speak and read in 
  Common, Primordial, Sylvan, and Celestial.
  Personality Traits. Due to Tyresian’s general isolation from 
  others, socializing isn’t his strong suit. He alternates between 
  speaking too much on irrelevant tangents and becoming too 
  self-conscious to say anything at all. When he gets to discussing 
  something he finds truly fascinating, though, even a rampaging 
  hydra isn’t likely to stop him.
  Ideal. Tyresian has witnessed the power knowledge has to create 
  alliances. He believes education and understanding are the only 
  viable paths to a better future.
  Bond. Tyresian keeps meticulous notes on the things he thinks 
  and learns. He writes them down into personal scrolls which he 
  feels are too precious to be kept in the academy library with the 
  other texts of the age. He would give anything to protect these 
  documents and the secrets they hold.
  Flaw. A habit of secrecy colors Tyresian’s interactions with 
  others. Experience has taught him that holding back and 
  doling out only small morsels of information at a time is the 
  best way to maintain a relationship for an extended period. 
  Once an acquaintance has the answers they seek, they will 
  have no more use for him.
  Tyresian is intended as a social ally and,                              
  therefore, has no stat block.
  
  Heroes & Villains of THeros | allies & adVersaries
  47
  Acantha
  Adriana 
  Aella
  Aeschylia
  Aite
  Alcina
  Alcyone 
  Alecto 
  Althea
  Amytis
  Anaxa
  Andromeda
  Ankia
  Antiope
  Arcadia
  Ariadne 
  Arete
  Artemis 
  Aspasia
  Astra
  Aura
  Basillia
  Brione
  Calliope
  Callisto 
  Calyce
  Cassandra
  Ceres 
  Chara
  Charity 
  Chloe 
  Circe
  Clio
  Clymene
  Clytemnestra 
  Corinna
  Cressida 
  Cynisca
  Cynthia
  Cyrene
  Danae
  Daphne
  Dela
  Desdemona
  Diadora
  Dido
  Dione 
  Dionysia
  Echo
  Electra
  Enyo
  Eos
  Epione
  Erinna
  Eris
  Ersa 
  Eryx
  Eumydia
  Eurydice
  Eurynome 
  Fury 
  Gaia
  Galatea
  Hecate
  Hecuba 
  Helen
  Hermione
  Hero
  Hestia
  Hippolyta
  Hygea
  Hymnia
  Illiria
  Ilythia
  Iaso
  Io
  Iola
  Iphigenia
  Iris
  Isadora
  Ismene
  Jocasta
  Lachesis
  Latona 
  Leaena
  Leda
  Lucretia 
  Lyssa
  Medea
  Megara
  Melissa
  Metis
  Metra
  Myia
  Nemesis
  Nikea
  Niobe
  Nyssa
  Olympia
  Omphale 
  Pallas
  Pandia 
  Penelope
  Persephone
  Phaedra
  Phoebe
  Pleiade
  Psyche
  Pyrrha
  Pythia
  Rhea
  Sappho
  Scylla 
  Selene
  Semele
  Sophia
  Styx
  Sybil 
  Sycorax 
  Tethys
  Thalia
  Theano 
  Theia
  Themis
  Theodosia
  Thera
  Thisbe
  Timaea
  Timandra
  Tyche
  Xanthe
  Xenia
  250+ Theran Names
  feMinine naMes
  Masculine naMes
  Acteon 
  Achaeus
  Actor
  Admetus
  Adonis
  Adrastos
  Aeolus 
  Aeson
  Aesop
  Agamemnon
  Ajax 
  Alekos
  Alexandros
  Amphitryon
  Anchises
  Apis  
  Apollodorus 
  Apollonius
  Archimedes
  Ares
  Argus
  Aristaeos 
  Aristophanes
  Aristotle
  Asterion
  Athamas 
  Atlas
  Autolycus
  Axius 
  Bellenos
  Billius
  Boreas 
  Brontes
  Broteas
  Cadmus 
  Calais
  Calyx 
  Castor
  Challimachus
  Chiron
  Chyros
  Cosmo 
  Cronus
  Daedelus
  Damocles
  Damon
  Deucalion 
  Diogenes
  Diomedes
  Draco
  Endymion
  Erasmos
  Erisicthon
  Eros 
  Euphorion
  Euripides
  Evander 
  Gaius
  Ganymede 
  Hades 
  Haemon
  Hector 
  Hermes 
  Hesiod
  Hissarion
  Hyades
  Hyllas
  Hyperion
  Icarus 
  Itonus 
  Jason
  Kallias  
  Kallos 
  Kreon
  Laios
  Leandros 
  Leonidas
  Lysander 
  Marathon
  Markos 
  Menelaus 
  Mentor
  Midas
  Milos  
  Mopsus 
  Myles
  Nereus
  Nessus
  Nicandros
  Nicodemos
  Nixion 
  Oceanus 
  Origenes 
  Orion
  Paris 
  Parthenus
  Patroclus
  Pentheus 
  Pericles
  Perseus 
  Phaethon
  Philo
  Phineus 
  Phoenix
  Phrixus
  Pindar 
  Plato  
  Plutarch
  Praxis
  Priam 
  Proteus
  Ptolemy
  Pyramus 
  Python
  Rhesus 
  Rhianus
  Rhode
  Sarpedon
  Simonides
  Sisyphus
  Socrates
  Solon
  Sophocles
  Straton
  Tantalus
  Telemachus
  Themistocles
  Theon
  Theseus 
  Thyestes
  Timon
  Typhon
  Xeno
  Xenophon
  Zephyr
  Zetes
  
  Heroes & Villains of THeros | iTems of myTH & legend
  48
  Items of Myth & Legend
  Items of Myth & Legend
  Mythic adventures require mythic equipment. The magic items 
  below are the perfect companion for any adventurer making their 
  way through Theros.
  Bow of the Wilds
  Weapon (short bow), legendary (requires attunement)
  This bow, crafted by initiates to Nylea’s personal hunting party, 
  magically enhances your aim. Every time you fail a ranged attack 
  roll against a hostile creature using the bow of the wilds you gain an 
  additional +1 to future attack rolls made with the bow. This bonus 
  resets to +0 daily at dusk. 
  Cloak of the Horizon
  Wondrous item, legendary (requires attunement)
  This cloak is a tattered shred from the mantle of Kruphix, oldest 
  of the gods, made from the star scattered fabric of Nyx itself. It 
  holds only a fraction of the knowledge he keeps. While wearing 
  this cloak, your Intelligence score changes to 22. The cloak has 20 
  charges. It regains 1d6+2 expended charges daily at dawn.
  Spells. While a spellcaster is wearing the cloak, they can use an 
  action to expend some of its charges to cast one of the following 
  spells from it, using their spell save DC and spellcasting ability: 
  detect thoughts (2 charges), find the path (6 charges), legend lore (5 
  charges), scrying (5 charges), telepathic bond (5 charges), true seeing (6 
  charges)
  You can also use an action to cast one of the following spells from 
  the cloak without using any charges: comprehend languages, identify.
  Once per day, as an action, the cloak of the horizon can become 
  a gateway to a different plane of existence. You can specify a target 
  destination on another plane in general terms and a creature 
  passing through the gateway appears in or near that destination. 
  Alternatively, if you know the sigil sequence of a teleportation 
  circle on another plane of existence, the cloak can take you to that 
  circle directly. The gateway remains open for up to a minute, can 
  be closed at will as a bonus action, and a creature must be of size 
  Medium or smaller in order to pass through. When the gateway 
  closes the cloak’s wearer can decide to remain on the originating 
  plane or arrive at the chosen destination.
  You can use the cloak to contact Kruphix, god of mysteries, 
  directly and ask any question. The answer you receive will be 
  truthful, complete, and straight forward. Once three questions have 
  been asked in this way, the cloak fades out of existence.
  Ferryman’s Crook
  Staff, very rare (requires attunement by a cleric, druid, warlock, or 
  wizard)
  Supposedly crafted from the same dark wood as the staff of Athreos, 
  these staves were made to identify his most devoted cultists. The 
  ferryman’s crook can be wielded as a magic quarterstaff that grants a 
  +2 bonus to attack and damage rolls made with it. While you hold 
  it, you gain a +2 bonus to spell attack rolls.
  The staff has 10 charges for the following properties. It regains 
  1d4 expended charges daily at dawn.
  Death Touch. When you hit a creature with a melee weapon 
  attack using the staff, you can expend up to 3 of its charges. For 
  each charge you expend, the target takes an extra 1d8 necrotic 
  damage.
   Spells. While holding the staff, you can use an action to expend 
  some of its charges to cast one of the following spells from it, using 
  your spell save DC and spellcasting ability: animate dead (3 charges), 
  antilife shell (5 charges), blight (4 charges), death ward (4 charges), 
  false life (4th level version, 4 charges), ray of enfeeblement (2 charges), 
  speak with dead (3 charges).
  You can also use an action to cast gentle repose from the staff 
  without using any charges.
  Forgemaster’s Scion
  Wondrous item, legendary
  These magical clockwork automatons were abandoned by 
  Purphoros to the far reaches of the wilds. If you spend 1 minute 
  winding up one of the constructs, it awakens.
  The construct is friendly to the creature that wound it up and 
  anyone they designate as an ally. It understands Celestial and obeys 
  your spoken commands. A forgemaster’s scion can record audio up 
  to 1 minute in duration and play the recording back at will. The 
  next time the construct is ordered to record audio it will erase the 
  previous recording. Each construct also has additional features 
  specific to its form. If you issue no commands, the construct defends 
  itself but takes no other actions.
  The construct is imbued with life for 3 days. At the end of the 
  duration, the construct winds down and ceases all functions until it 
  is wound up again.
   
  The DM can choose from the list of scions below or roll to 
  determine one at random. Complete stat blocks for each are 
  included in Appendix A.
      d6      Creature 
      Details
  Lionheart Hide
  Armor, legendary
  This magical animal skin, once worn by a great hero of the gods, 
  is a simple draping made from the pelt of a monstrous lion. While 
  wearing the lionheart hide your AC is 10 + your Dexterity modifier 
  and you have immunity to all piercing and slashing damage.
  Ant
  Hind
  Hound
  Owl
  Ram
  Scorpion
  1
  2
  3
  4
  5
  6
  Climb 30 ft., Carry capacity 500 lb.
  Speed 60 ft., Alarm
  Speed 60 ft., Grapple
  Fly 60 ft., Light
  Climb 30 ft., Charge
  Burrow 30 ft., Poison sting
  
  Heroes & Villains of THeros | iTems of myTH & legend
  49
  Mask of Shadows
  Wondrous item, legendary (requires attunement)
  Phenax was the first mortal to escape the gaze of the god of death. 
  Now a god himself, he offers this golden funerary mask, which 
  carries that same power to those willing to accept its price. The 
  wearer of this mask cannot be targeted by spells or magical effects 
  from the divination school.
  In addition, the mask of shadows provides its wearer with true 
  invisibility. Once per day the wearer can become invisible. They 
  must concentrate on this effect as if concentrating on a spell. 
  Anything they are wearing or carrying is invisible as long as it is 
  on their person. While invisible, the wearer cannot be seen or 
  revealed by any means including faerie fire, see invisibility, true seeing, 
  and similar magics. The mask’s power hides you even from the 
  gods. The effect lasts for one hour or ends early if the wearer loses 
  concentration. This property cannot be used again until the next 
  dusk.
  Curse. A creature who dies while wearing the Mask of Shadows 
  will be forgotten, wholly and immediately, by everyone. Their soul 
  will not pass into the afterlife and it will seem as if they had never 
  existed.
  Once a creature is attuned to the Mask of Shadows it can never 
  be removed while that creature is alive. A creature can only attune 
  to this artifact with fully informed consent to the conditions of its 
  power. 
  Shield of Anax
  Armor (shield), legendary (requires attunement)
  For many years this magical shield served the king of Akros in 
  battle. You gain a +2 bonus to AC while wearing this shield, in 
  addition to a shield’s normal bonus to AC. 
  The shield of Anax draws fire away from the warrior who wields 
  it and toward itself. The shield of Anax has 1d6 charges and regains 
  2 expended charges daily at dawn to a maximum of 6. When you 
  are targeted by a ranged weapon attack you can expend one of the 
  shield’s charges (no action required) to roll 1d6, subtracting the 
  number rolled from the attack. You can choose to use this feature 
  after the attack roll is made, but before the DM determines whether 
  it succeeds or fails.
  While wearing the shield of Anax, as long as you are not 
  incapacitated, you have advantage on Dexterity saving throws 
  against effects you can see. You can use your reaction and expend 
  one charge when making such a saving throw to take half damage 
  on a failed save or no damage on a successful one.
  Spear of the Champion
  Weapon (spear), legendary (requires attunement)
  This spear once belonged to a famous hero, long hailed as 
  unkillable. You gain a +3 bonus to attack and damage rolls made 
  with this magic weapon.
  While you are attuned to the spear of the champion you have 
  advantage on initiative checks and cannot be surprised. While 
  wielding the spear of the champion two-handed, the spear has 
  reach.
  In addition, while attuned to the spear you can reroll 
  one failed death saving throw you make. You must use the                          
  second roll. Once you use this property, it can’t be used                                                                                                      
  again until the next dawn.
  Victor’s Wreath
  Wondrous item, uncommon (requires attunement)
  Wreaths such as this are awarded to the most accomplished 
  athletes to compete in the Iroan games. All non-magical 
  weapons you use while attuned to this item gain a +1 bonus to 
  attack and damage rolls you make with them.
  Wings of Dalakos
  Wondrous item, rare
  Crafted by the famous triton engineer, these wings are powerful but 
  fragile. The wings of Dalakos provide their wearer with a fly speed 
  of 60 ft. If the wearer takes more than 5 points of fire damage or is 
  saturated with water while wearing them, for example becoming 
  submerged or getting caught in a heavy downpour of rain for 10 
  seconds or more, the wings are permanently destroyed.
  
  Heroes & Villains of THeros | appendix a: forgemasTer’s scion
  50
  Appendix A: Forgemaster’s Scion
  Appendix A: Forgemaster’s Scion
  Forgemaster’s Hound
  Medium construct, unaligned
  —
  Armor Class 19 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 60 ft.
  —
  Skills Athletics +5, Perception +5, Stealth +5
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Divine Construct. The forgemaster’s hound’s weapon attacks 
  are magical.
  Immutable Form. The forgemaster’s hound is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The forgemaster’s hound has advantage on 
  saving throws against spells and other magical effects.
  Grapple (1/day). When the forgemaster’s hound hits a 
  creature of size Medium or smaller with its bite attack, 
  the target is also grappled. The forgemaster’s hound has 
  advantage on Strength (Athletics) checks made to maintain 
  this grapple.
  actions
  Multiattack. The forgemaster’s hound makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  18 (+4)
  3 (-4)
  14 (+2)
  3 (-4)
  Forgemaster’s Hind
  Medium construct, unaligned
  —
  Armor Class 20 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 60 ft.
  —
  Skills Perception +5, Stealth +6
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Alarm (1/day). You can designate an area, no larger than a 
  15 foot radius, for the forgemaster’s hind to watch. For the 
  next 10 hours, whenever a tiny or larger creature touches 
  or enters the warded area, the forgemaster’s hind produces 
  a sound like a loud hand bell for 10 seconds. When you use 
  this feature, you can designate creatures that won’t set off 
  the alarm.
  Dash. The forgemaster’s hind can dash as a bonus action.
  Divine Construct. The forgemaster’s hind’s weapon attacks 
  are magical. 
  Immutable Form. The forgemaster’s hind is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The forgemaster’s hind has advantage on 
  saving throws against spells and other magical effects.
  actions
  Multiattack. The forgemaster’s hind makes two kick attacks.
  Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  18 (+4)
  3 (-4)
  14 (+2)
  3 (-4)
  Forgemaster’s Ant
  Small construct, unaligned
  —
  Armor Class 18 (natural armor)
  Hit Points 75 (10d6 + 40)
  Speed 30 ft., climb 30 ft.
  —
  Skills Athletics +7, Perception +5, Stealth +4
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Divine Construct. The forgemaster’s ant’s weapon attacks are 
  magical.
  Immutable Form. The forgemaster’s ant is immune to any 
  spell or effect that would alter its form.
  Lift. The forgemaster’s ant can carry a weight of up to 500 lb. 
  without impediment and can lift up to twice as much while 
  immobile. An unwilling creature must be incapacitated or 
  restrained to be lifted or carried in this way.
  Magic Resistance. The forgemaster’s ant has advantage on 
  saving throws against spells and other magical effects.
  actions
  Multiattack. The forgemaster’s ant makes two bite attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  3 (-4)
  14 (+2)
  3 (-4)
  
  Heroes & Villains of THeros | appendix a: forgemasTer’s scion
  51
  Forgemaster’s Scorpion
  Small construct, unaligned
  —
  Armor Class 19 (natural armor)
  Hit Points 75 (10d6 + 40)
  Speed 30 ft., burrow 30 ft.
  —
  Skills Perception +5, Stealth +5
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Divine Construct. The forgemaster’s scorpion’s weapon 
  attacks are magical.
  Immutable Form. The forgemaster’s scorpion is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The forgemaster’s scorpion has advantage 
  on saving throws against spells and other magical effects.
  Poison Sting (1/day). After hitting a creature with its strike 
  attack the forgemaster’s scorpion can use a bonus action to 
  inject the target with poison. The target must make a DC 16 
  Constitution saving throw, taking 10 (4d4) poison damage on 
  a failed save, or half as much damage on a successful one.
  actions
  Multiattack. The forgemaster’s scorpion makes two strike 
  attacks with its tail.
  Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  18 (+4)
  3 (-4)
  14 (+2)
  3 (-4)
  Forgemaster’s Ram
  Medium construct, unaligned
  —
  Armor Class 19 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft., climb 30 ft.
  —
  Skills Athletics +6, Perception +5, Stealth +2
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Charge. If the forgemaster’s ram moves at least 20 feet 
  straight toward a target and then hits it with a headbutt 
  attack on the same turn, the target takes an extra 7 (2d6) 
  bludgeoning damage. If the target is a creature of size 
  Medium or smaller, it must succeed on a DC 16 Strength 
  saving throw or be knocked prone.
  Divine Construct. The forgemaster’s ram’s weapon attacks 
  are magical.
  Immutable Form. The forgemaster’s ram is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The forgemaster’s ram has advantage on 
  saving throws against spells and other magical effects.
  Sure-Footed. The forgemaster’s ram has advantage on 
  Strength and Dexterity checks made against effects that 
  would knock it prone.
  actions
  Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+3)
  14 (+2)
  18 (+4)
  3 (-4)
  14 (+2)
  3 (-4)
  Forgemaster’s Owl
  Small construct, unaligned
  —
  Armor Class 20 (natural armor)
  Hit Points 65 (10d6 + 30)
  Speed 5 ft., fly 60 ft.
  —
  Skills Perception +5, Stealth +6
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive perception 15
  Languages understands Celestial but can’t speak
  Challenge 5 (1,800 XP)
  —
  Disengage. The forgemaster’s owl can disengage as a bonus 
  action.
  Divine Construct. The forgemaster’s owl’s weapon attacks 
  are magical.
  Immutable Form. The forgemaster’s owl is immune to any 
  spell or effect that would alter its form.
  Light (1/day). The forgemaster’s owl casts bright light from 
  its eyes in a 20-foot cone and dim light for an additional 20 
  feet. Completely covering the owl with something opaque 
  blocks the light. The light lasts for 1 hour or until it is 
  dispelled as a bonus action.
  Magic Resistance. The forgemaster’s owl has advantage on 
  saving throws against spells and other magical effects.
  actions
  Multiattack. The forgemaster’s owl makes two attacks with 
  its talons.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  18 (+3)
  3 (-4)
  14 (+2)
  3 (-4)
  
  conclusion
  This project was the product of months of work and 
  years of passion for both Dungeons & Dragons and the 
  stories of Greek Mythology.
  We hope that the way those worlds and stories have 
  inspired us can, in turn, inspire you, too, and bring a great 
  deal of thematically-rich, mechanically-engaging fun 
  storytelling to your Dungeons & Dragons group.
  If you enjoyed this project it would mean a lot if you 
  left a rating and review on the DM’s guild page. You can 
  also get in touch with both of us on Twitter if you have 
  questions or comments (Dael is @DailyDael and Jeremy 
  is @JeremyMelloul)
  Thanks for reading!
  -Jeremy & Dael
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Heroes & Villains of Theros v1.pdf