Campaign Guide and House Rules

This page describes which options from Fifth Edition are being used for Mythosa campaigns.

Note: Any of the rules or game elements may be altered or disallowed at any time (though I'll try to keep that to a minimum, if it's done at all). Also note that material from Unearthed Arcana is playtest material and as such is generally not permitted in the campaign.


  • PHB: Player's Handbook
  • SCAG: Sword Coast Adventurer's Guide
  • XGtE: Xanathar's Guide to Everything
  • PotA: Princes of the Apocalypse
  • DMG: Dungeon Master's Guide

General Rules

  • Ability Scores: You can use the standard rolling method or the point-buy system. If you roll, you may generate two sets of ability scores and choose the set you prefer (note that you can discard a set if none of the scores exceed 13 or if the sum of the scores' bonuses don't exceed +1).
  • Advancement: Once they have enough XP to level up, characters will get the benefits of their new level after a long rest.
  • New Characters: New characters start with the minimum XP to be the level of the character they are replacing.

Character Options

  • Alignment: All the alignments are available except Chaotic Neutral, Chaotic Evil, and Neutral Evil. Lawful Evil is discouraged but not prohibited (note that LE characters should be working with the party rather than against them; we're looking for groups of characters that will cooperate and work together rather than being constantly opposed to one another).
  • Archetypes: All archetypes in the PHB are available. If there's something in the SCAG you want to use, let me know and we can look at it.
  • Backgrounds: All backgrounds in the PHB are available. If there's something in the SCAG you want to use, let me know and we can look at it.
  • Classes: All classes in the PHB are available.
  • Races: All the races in the PHB are available with the exception of halflings and gnomes. Note that dragonborn, drow, and tieflings are fairly uncommon.
  • Spells: All spells from the PHB, SCAG, and PotA are available.

Campaign Tone and Style

  • Campaign Style: Mythosa campaigns tend to be of the "sandbox" style with major narrative elements. In other words, there are major plot arcs but at the same time players should feel free to push the story in directions that fit with their characters' histories and motivations. The campaigns tend to be a mixture of city, wilderness, and dungeon adventures.
  • Magic Item Prevalence: Mythosa isn't intended to be a "high magic" campaign, though it uses the "high magic campaign" guidelines as it pertains to the "Starting Equipment" table in the DMG (page 38). Magic isn't rare but it's not meant to be common, either. A good rule of thumb is to expect that a character will have one permanent magic item for every three levels. Magic items generally must be crafted, found, or quested for. Purchasing them is possible but costly and difficult.
  • Combat as War: The campaign assumes "combat as war" versus "combat as sport" (Google the terms for a detailed explanation). The summary definition is: don't assume balanced encounters as the default, and "kill them all" isn't always an optimal or expected solution.

Divine Domains

The domains for the Mythosan religions are listed below:
  • Triumvirate of Light: Life, Light, War
  • Dyad of Order: Knowledge, Life
  • Dark Court: Death, War
  • Faith of the Earth Mother: n/a (druids, not clerics)
  • Jhadara: Tempest, Trickery
  • Karnus: Nature, War
  • Shaarizad: Death, War
  • Skaldur: Nature, Tempest

House Rules

  • Lockpicking: If a check to pick a lock fails, it can be retried as many times as the PC wishes (once per round). However, if a pick lock check fails by 5 or more, the thieves' tools break. On a failure of 10 or more, the tools break and the lock is jammed or ruined, meaning it cannot be picked and a key will not open it.

Variant Rules from the DMG

  • Action options: All but Mark are available (DMG 271).
  • Cleaving through creatures: See DMG 272.
  • Lingering Injuries: The lingering injuries table is used when a combatant drops to 0 hit points but isn't killed outright (option #2). (DMG 271).
  • Magic item identification requires the identify spell, experimentation, or both. Just touching the item during a short rest is not sufficient (DMG 136).
  • Massive damage: See DMG 273.
  • Mixing potions table: See DMG 140.
  • Sanity: Might use this (still thinking about it) (DMG 265)
  • Scroll mishaps table: DMG 140.
  • Slow natural healing: DMG 267.


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