Other Sellers on Amazon
+ Free Shipping
+ Free Shipping
+ Free Shipping
Dungeons & Dragons Mythic Odysseys of Theros (D&D Campaign Setting and Adventure Book) Hardcover – Illustrated, July 21, 2020
Inspire a love of reading with Amazon Book Box for Kids
Discover delightful children's books with Amazon Book Box, a subscription that delivers new books every 1, 2, or 3 months — new Amazon Book Box Prime customers receive 15% off your first box. Sign up now
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Frequently bought together
From the Publisher
Will Your Story Be One of Legend—or of Tragedy?
In this D&D campaign setting, you’ll explore the Magic: The Gathering plane of Theros, a world inspired by the gripping epics, unforgettable monsters, and rich mythology of Ancient Greece.
Set off on an epic voyage across the Siren Sea, where mystic isles hide untold wonders and mythic monsters lurk in the deep. Visit the necropolies of the Returned—where melancholy golden masks mark those who dared escape the Underworld. Or journey into an enchanted valley to join satyrs in their indulgent revelry.
From the starry realm of Nyx, the gods rule over all. They seek champions—heroes to enact their schemes and spread their ideals. But are their gifts ever truly free?
Inside Mythic Odysseys of Theros
Power & Piety
All heroes are born with supernatural gifts. Were they bestowed by a god? The gift of a sphinx? The choice is yours. Each option grants your hero unique talents—whether blessing or curse.
Legendary Character Options
Introducing two playable races: get up to mischief as a fun-loving Satyr or play a proud, lion-like Leonin.
Two subclasses also join the fray: Bards of the College of Eloquence are masters of rhetoric, and Paladins who swear the Oath of Glory dedicate their lives to heroic deeds.
Plus, the admired Athlete also enters the ring of possible character backgrounds.
Kick off your campaign with a ready-to-play starting adventure. Players will unravel a mystery, uncovering secrets buried in the depths of the Underworld.
Beware the gorgon queen, Hythonia, and krakens eager to feed. Create climactic battles with detailed maps and stat blocks for mythic monsters. Discover treasures, from flying chariots to the spear of Heliod himself.
Playing Dungeons & Dragons
Become An Adventurer
Adventurers come in all shapes and sizes. Find one that’s fun for you.
A elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominous past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.
Join the Party
D&D brings people together and forges new friendships. Silly moments spawn inside jokes, moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.
Choose Your Own Path
The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?
In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?
- Publisher : Wizards of the Coast; Illustrated edition (July 21, 2020)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 0786967013
- ISBN-13 : 978-0786967018
- Item Weight : 2 pounds
- Dimensions : 8.52 x 0.71 x 11.17 inches
- Best Sellers Rank: #3,008 in Books (See Top 100 in Books)
- Customer Reviews:
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
The new classes are fine. The Bard of Eloquence is a hilariously overpowered face character.
The Piety system is nothing new, just the first time it's been officially applied.
Mythic Monsters are basically just Dark Souls monsters. Get them half way down, they transform, and get worse. Not really a new concept.
The Eberron source book provides a massive, well considered, lived in universe with a whole new class, monsters, faction systems, and much much more. This book cannot be described as anything more than forgettable.
The build quality is excellent. Good paper that holds color very well.
Honestly the art is what makes this book stand out. Wonderful high fantasy.
It contains a lot of information about the gods, how the characters relate to the gods, and how adventures can be designed around this type of gaming experience. The new races look very cool and the bestiary and magic items seem greats.
Most importantly, the gazetteer includes a nice map and descriptions of the western portion of a continent. Thankfully, it provides a generous amount of information without providing too much detail (in my opinion, some of the recent settings books are too encyclopedic and exhaustive). Nice job WOTC!
The book starts out by introducing 5 new races, 1 new background, and 2 new subclasses. The races are all great, except satyrs are slightly overpowered since they have advantage on all saving throws against spells. The subclasses and background are excellent.
The bulk of the book is spent on talking about the gods. I was so impressed with how deep the book goes into each one. Each of the 15 gods has a section on influence, goals, relationships with other gods, forms of worship, myths, characteristics of the god's champions (alignments, common classes, cleric domains, and backgrounds), how to gain or lose the god's favor, ideals of PCs who worship the god, special unlockable abilities for different tiers of Piety, ideas for adventures based on a party who follows the god, ideas for adventures based on that god being a villain in a campaign, monsters the god uses to further his or her purposes, omens, divine schemes, AND a dungeon map of a place related to the god's worship, along with even more adventure ideas!
Even if you don't plan on running a Theros campaign, I was able to fully flesh out my own homebrew pantheon thanks to using those chapters as resources.
The book also has a chapter on the world of Theros itself, which is very much a Greek-influenced one, with philosophers, sacred forests, badlands roaming with minotaurs, and the sea itself, which is ruled by tritons and has many mysterious islands. It also talks about two new planes of existence, Nyx (the realm of the gods) and the Underworld, which has sections on adventuring beyond death.
There are 8 new magic items, all unique and interesting and probably fine to include in any D&D setting, not just a Greek Mythology one. There are also five "God Weapons"—super powerful artifacts that become more powerful the more pious you are toward the god they belong to.
There are a fair amount of new creatures to flesh out a Greek setting, including new types of hydras, harpies, chimeras, and giants. Lastly, there's a new type of enemy called a Mythic Monster that's even harder than a legendary creature, because after you kill it it enters a second "boss stage" where the objectives change and it becomes even harder to kill.
I can't recommend this book enough. It is so inspiring to me as a DM in many ways, and an incredible addition to my collection.
Top reviews from other countries
I have to mention the artwork first, its a delight to behold.
Races available are the Centaur, Leonin, Minotaur, Satyr & Triton.
A nice breakdown of the pantheon of Theros.
A good collection of the realms surrounding the area and lore found within them.
Some 50 odd pages dedicated to helping you craft your adventures for your group. 15 area with high quality maps, plots, hooks and such.
Some good information on how to run water & underworld type adventures in it.
A ten page adventure, which looks like it would take somewhere between 3 and 6 hours to complete depending on group siize and playstyle.
51 pages of monsters new and old, its fair to say that of the new monster a good proportion are reworked old monsters. Monsters that have already appeared in the Monster Manual have no stat blocks in this book but rather only the new monsters.
I know I already mentioned the artwork but it truly is great.
This book is a fantastic addition to any DM source library. Its fairly well rounded and has a ton of stuff for old and new DM's alike.
I am grateful to have it in my library!
My only criticisms of it are that at times it feels like they could have done more work at making the setting and the rules for it more unique. The map in it is also very plain and lacks some details that it should have had. But both are not deal breakers by any means.
The book is super easy to read and gives you amazing ideas to build your campaign.
The only Con I found is the size of the actual map. You’ll need to find a way to make your player want to stay in a place for a certain time. Really not comparable with Forgotten Realms, Eberron, etc.