Theros Campaign Rules
Unless otherwise stated, RAW is followed as closely as possible.
Character Creation
Races
- Human (Variant)
- Centaur
- Leonin
- Minotaur
- Satyr
- Triton
Use the Monsters of the Multiverse version of all races, if applicable. Customized origin is allowed. Every race is given standard ASIs which are floating +2, +1 or +1, +1, +1
Classes, Backgrounds, Spells
PHB + Xanathar's + Tasha's + Mythic Odyssey of Theros allowed by default. Everything else is case-by-case basis. If there is something specific you want, such as a background, subclass, or spell, run it by the DM. Custom background is allowed and encouraged.
Starting Feat
At 1st level, you can choose a starting feat (including Variant Humans) from a list of available feats. If you take "Iconoclast" or "Oracle" you can choose one additional supernatural gift or feat.
Piety
We will be using the Piety system which is an optional system that rewards players for following the will of the gods.
Feats & Multiclassing Allowed
PHB + Xanathar's + Tasha's + Mythic Odyssey of Theros allowed by default. Everything else is case-by-case basis.
Ability Score Generation
You can choose point buy or standard array, or a communal "4d6" method. The party will each roll a single Ability Score, generated by 4d6 drop lowest, with me rolling the rest. That pool of numbers becomes the "4d6" option for the campaign.
For RAW, see, Pg. 12 of the PHB.
Gameplay
Variant Encumbrance
Pg. 176 of PHB
Magic Backpacks
As long as you have the encumbrance for it, a standard backpack will carry everything that you can.
Diagonals
Pg. 252 of DMG
Level Advancement without XP
Pg. 261 of DMG
Spell Point Variant for Sorcerers
(This is optional.)
See Pg. 287-288 of DMG
Tool Checks
Just a reminder that these are a thing.
See Pg. 78-85 of XGtE
Advantage/Disadvantage
Advantage and disadvantage will cancel each other out, but multiple sources of advantage/disadvantage will stack against each other, potentially providing you with one or the other. They still will not stack together.
For RAW, see Pg. 173 of PHB.
Group Checks and Helping
Whenever someone attempts an ability check and someone wants to help, the helper must also have proficiency in that skill or tool to grant them advantage on that check.
Additionally, when several people want to attempt a check after someone already has, it becomes a group check that uses the first roll as that player's part of the group check.
For RAW, see Pg. 175 of PHB
Crafting
Consumable items can be made over an 8-hour period, and non-consumables made over one week.
Spell Scrolls
Anyone can attempt to use any spell scroll with an Arcana check equal to 10 plus the spell's level.
For RAW, see Pg. 200 of DMG
More Difficult Identification
Pg. 136 of DMG
Mixing Potions & Scroll Mishaps
Pg. 140 of DMG
Resting
One D&D Exhaustion
The exhaustion from the PHB will be replaced with the following rules:
Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
d20 Rolls Affected. When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
For RAW, see Pg. 291 of PHB
Gritty Realism
Short rests are 8 hours, and long rests take 1 week.
Pg 267 of DMG
Relaxing Hobbies
Downtime activities, such as crafting or carousing, count as "light activity" for the purpose of not interrupting long rests.
Combat
Grewhawk-ish Initiative
In combat, each creature rolls for initiative individually. Additionally, initiative is rerolled at the start of every new round in combat.
I have a module in Foundry that automates this process, so it doesn't slow combat at all.
For RAW, see Pg. 189 of PHB
Healing Surges
Once per short rest, players can use a healing surge as a bonus action. Additionally, a character regains all spent Hit Dice at the end of a long rest and one-fourth total hit dice at the end of a short rest.
For RAW, see Pg. 266-267 of DMG
Action Options
Climb Onto Bigger Creature, Disarm, Overrun, Shove Aside, Tumble
Climb onto a Bigger Creature
When you want to climb onto a larger creature, you can make a grapple check against a creature at least one size larger than yourself.
If you win the contest, you move into the target creature’s space and cling to its body. While in the target’s space, you move with the target and have advantage on attack rolls against it.
You can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack you depends on the smaller creature’s location, and is left to the DM's discretion. The larger creature can dislodge you as an action—knocking you off, scraping you against a wall, or grabbing and throwing you—by making a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Pg. 271-272 of DMG
Hitting Cover
Pg. 272 of DMG
Miscellaneous
Actually Powerful Build
Creatures with the "Powerful Build" trait also count as one size larger for grappling checks.
Alignment Is Karma
Alignment measures your current standing with the divine. Creatures like celestials, fey, and fiends, can inherently detect your alignment. Your alignment will adjust based on your decisions in-game.
Owlbear Whisperer
Any effect that specifically targets a "beast" can also target a "monstrosity," provided the creature’s Intelligence score is 3 or lower.
Two-Weapon Fighting Rules
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can make an additional attack with a different light melee weapon that you’re holding in the other hand. When you engage in two-weapon fighting, you don’t add your proficiency bonus to your weapon attack rolls.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Two-Weapon Fighting Style
When you engage in two-weapon fighting, you can add half your proficiency bonus (rounded down) to your weapon attack rolls.
Dual Wielder
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.