A downloadable game

What Is This Game?

Monomyth is a 5e-derived d20 TTRPG system designed by a bunch of oldheads who grew up playing 3rd edition DnD. Monomyth is a feature-packed system that seeks to inject the kind of splashy combat gameplay we like to pursue in IGS's home 5e games.

The system started as ideas and homebrew, then slowly evolved into an actual fully-specced game. The system pulls heavily from the 5e SRD as a design "crutch" since, this being our first project, we felt springboarding off one of our most commonly played systems would be a good start.

What To Expect From This System

Derived From and Compatible With 5e SRD

This system is compatible with the 5e SRD published under CCBY and any derived systems also published under CCBY. Once you own this system, it is yours to customize, modify, take mechanics from, and be inspired by (given that you appropriately use the Creative Commons Attribution 4.0 International License and attribution therein).

Differences from 5e SRD

This system has various changes and optional mechanics available for you to play. This includes class design, spell design with spells such as Dispel Magic, Counterspell, Forcecage, conditions such as exhaustion, weapon design and mechanics, universal spellcasting tables, skill list, and much more.

Epic Fantasy Gameplay

You should not expect a more gritty or stressful experience from this system, as there is not intended resource-tracking; no tracking inventory weight. Just collect items and have fun, while still using Strength for interacting with the world. 

Additionally, much of the healing magic and resources from 5e have been carried over, with some modifications to death and dying rules. Much like 5e, player characters will be quite hard to outright kill, much like an epic fantasy or superhero movie. This system is ill-suited for anything otherwise, such as horror or slice-of-life.

Classic 5e SRD abilities

The same abilities Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are used in this system.

A New List of Skills

The skills list has been updated to reflect a new style of play, with unique ability allowances per your chosen class, and an open design that allows for GMs and players to use different abilities for a skill based on their character's personality, backstory, and themes.

Races

The races Dragonborn, Dwarf, Elf, Gnome, Halfling, Orc, Tiefling, and Human have been developed from the ground up, with reference to the 5e SRD. 

Combining Racial Mechanics

Easy-to-separate mechanics allow for customizing races and making a character of mixed ancestry very easy and homebrew-friendly.

Open Racial Ability Score Improvements

Ability score improvements are separate from your choice of race.

Classes

The classes Archon, Barbarian, Bard, Cleric, Druid, Fighter, Guardian, Paladin, Rogue, Sorcerer, Witch, and Wizard have also been developed from the ground up. A lot of carry-over from the 5e SRD can be seen, but a lot of new ideas have been added to each class. Each class is written to allow for greater player customization, such that archetypes and features at certain levels can easily be removed and swapped out for features of your own design.

Class Complexity

High-complexity class designs that seek to engage players from 1st-level onwards, and improve player engagement at later levels. Classes follow general design structures that allow for easy replication for homebrewed content, reuse in other systems, and integration with 3rd-party rulesets.

Archetype System

An archetype system that allows for a great amount of customization at 3rd, 6th, 10th, 14th, and 18th level, for every character. Plug in an archetype available to your class, or homebrew your own following their simple and consistent leveling structure.

Spellcasting Options

Spellcasting options that enhance the spellcasting experience, such as Metamagic open for all casters, and shared casting mechanics. Spell slots are universal between classes, and spell lists are shared between different types of classes.

Universal Ability Score Improvement

At 4th, 8th, 12th, 16th, and 20th level, every player character gets an Ability Score Improvement alongside class features unlocked at that level.

Weapon Design

Weapon designs that hearken back to 3.5e, which include various damage types, critical ranges and multipliers so that every weapon feels unique.

Combat Maneuvers

A mechanic for more diverse and involved combat, where pushing, disarming, and other such actions can be taken in place of just dealing damage.

Optional Rules

Plentiful optional rules allow players and GMs to tailor the game to their enjoyment. Some rules have various modes of difficulty or style, such as death saving throws.

Future Plans

Finish the Art and Monsters

IGS will hopefully finish the art and complete the monsters in the back of the book within the near future.

More Games

From here, IGS plans to continue to design and release games when time allows. Here's to a hopeful future!!!

Download

Download
Monomyth.pdf 32 MB
Download
MonomythCharacterSheet.pdf 1.6 MB

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