Dark Sun Player's Guide 5th Edition D&D - GM Binder Copie
Dark Sun Player's Guide 5th Edition D&D - GM Binder Copie
Dark Sun Player's Guide 5th Edition D&D - GM Binder Copie
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
CONTENTS
Adventuring gear ............................................................................43
INTRODUCTION 3 Athas poisons ..................................................................................45
CHARACTER CREATION 5 MAGIC 46
RACES SURVIVAL 47
Dwarf .................................................................................................. 6 OPTIONAL RULES 48
Elf .........................................................................................................8
Half-elf .............................................................................................. 10 Weapon options ..............................................................................49
Half-giant ......................................................................................... 12 Critical hits ......................................................................................49
Halfling .............................................................................................14 Tougher Resurrection ................................................................... 49
Human ..............................................................................................16 Vitality points ..................................................................................50
Mul .................................................................................................... 17 Dynamic initiative .......................................................................... 51
Thri-kreen ........................................................................................19
CHARACTER CLASSES
Barbarian .........................................................................................21
Bard .................................................................................................. 22
Cleric ................................................................................................ 23
Druid .................................................................................................26
Fighter ..............................................................................................28
Monk .................................................................................................28
Psion/Empath .................................................................................29
Ranger ..............................................................................................30
Rogue ................................................................................................30
Warlock ............................................................................................ 30
Wizard ..............................................................................................31
Defiling rules ...................................................................................32
Druid anti-defiling spells .............................................................. 34
WILD TALENTS 35
PERSONALITY AND BACKGROUND 36
EQUIPMENT 37
Currency .......................................................................................... 37
Weapon materials .......................................................................... 37
Breaking weapons ......................................................................... 37
Weapons and Armor ......................................................................38
Athas new weapons .......................................................................39
Athas armors ...................................................................................41
2
INTRODUCTION
There are no rivers or lakes and pockets of civilization are
concentrated in isolated oases where water is more precious
ATHAS
“I live in a world of fire and sand. The crimson sun
than life. But, this is not all a wasteland. Under the sands lie
scorches the life from anything that crawls or flies, ancient ruins, testament to a time before the desert, and the
and storms of sand scour the foliage from the city-states are a wonder in and of themselves.
barren ground. This is a land of blood and dust, 2. THE WORLD IS SAVAGE
where tribes of feral elves sweep out of the salt
plains to plunder lonely caravans, mysterious Life on Athas is brutal and short. Bloodthirsty raiders, greedy
singing winds call travelers to slow suffocation in slavers, and hordes of merciless savages overrun the deserts
the Sea of Silt, and selfish kings squander their and wastelands. The cities are not much safer; each choke in
subjects’ lives building gaudy palaces and garish the grip of an immortal tyrant. Slavery is widespread on
tombs. This bleak wasteland is Athas, and it is my Athas, and many unfortunates spend their lives in chains,
home.” —The Wanderer’s Journal toiling for brutal taskmasters. Every year, hundreds of
slaves, perhaps thousands, are sent to their deaths in bloody
arena spectacles. Charity, compassion, kindness—these
Beneath a crimson sun lie wastelands of majestic desolation qualities exist, but they are rare and precious blooms. Only a
and cities of cruel splendor, where sandal clad heroes battle fool hopes for such riches.
ancient sorcery and terrible monsters. This is Athas, the
world of the DARK SUN campaign setting, a dying planet of
savagery and desolation. Life hangs by a thread in this barren
land, it is unforgiving to the weak, and now it is up to you to
write your own story in blood and glory.
Eight Characteristics of
Athas
1. THE WORLD IS A DESERT
From the first moments of dawn until the last twinkling of
dusk, the crimson sun shimmers in the olive-tinged sky like a
fiery puddle of blood. It climbs toward its zenith and the
temperature rises relentlessly: 100 degrees by midmorning,
110 at noon, 130 - sometimes even 150 - by late afternoon. A
man cannot drink fast enough to replenish the fluids he loses.
As the days drag on, he feels sick and feeble. If he does not
have enough water, he grows too weak to move. His mouth
becomes dry and bitter, his lips, tongue, and throat grow
swollen. Before long, his blood is thick and gummy. His heart
must work hard to circulate it. Finally his system overheats,
leaving him dead and alone in the sands.
3. METAL IS SCARCE 4. ARCANE MAGIC DEFILES THE WORLD 5. SO
Most weapons and armor are made of bone, stone, wood, and Reckless use of arcane magic during ancient wars reduced Terrib
similar materials. Mail or plate armor exists only in the Athas to a wasteland. To cast an arcane spell, a magic user Thes
treasuries of the sorcerer-kings. Steel blades are nearly siphons power from the living world. Nearby plants wither to centu
priceless; many heroes never see such weapons during their ash, crippling pain wracks animals and people, and the soil is kings
lifetimes. permanently sterilized. It is possible to cast spells with care, gods.
avoiding any more damage to the world, but defiling is easier their
and faster than preserving. As a result, sorcerers, wizards, or bu
and other wielders of arcane magic are reviled and their
persecuted across Athas regardless of whether they preserve
or defile. Only the most powerful spellcasters can use their
arcane abilities without fear of reprisal.
3
8. FAMILIAR RACES AND CLASSES AREN'T Athas waits to challenge you. Whether you are a mul
WHAT YOU EXPECT
gladiator, competing for the cheers of thousands, or the elven
Typical fantasy stereotypes don't apply to Athasian heroes. In
many fantasy settings, elves are wise, benevolent forest- trickster selling contraband goods as part of your cover for the
dwellers who guard their homelands from intrusions of evil. Veiled Alliance, or a thri-kreen hunter enthralled by the
On Athas, elves are nomadic herders, raiders, peddlers, and irregular behaviors of humanoids, you will face the same basic
thieves. Halflings aren't amiable river-folk; they're xenophobic question: are you here simply to survive, or do you dare to do
headhunters and cannibals who hunt and kill trespassers in more?
their mountain forests. New races thrive here: the monstrous
half-giant, the insectoid thri-kreen, the half-breed mul. There
are no paladins, bards serve as assassins, and the mental
force of psions can be found even amongst the lowliest
beggar and slave.
THE CALL
“Athas is an endless wasteland, yet it has a majestic
and stark beauty. When first light casts its emerald
hues over the Sea of Silt, or when sunset spreads
its orange flame over the Mekillot Mountains, the
world’s feral beauty stirs the untamed heart in each
of us. It is a call to take up spear and dagger, to flee
the cities, to go and see what lurks out in the
barrenness.” - The Wanderer’s Journal
PLAYER TIP
The DARK SUN setting isn't a place for your typical bearded
dwarf with a love of beer and gems, cherubic halfling, or
charging knights and gnome wizards. In this setting, some
races don't exist, and the dwarf might instead be a hairless
devotee to the sun, the halfling a stealthy cannibalistic hunter,
and any wizard likely hides her spellcasting lest a mob hang
her for defiling what precious life clings to the earth. Half-
giants and thri-kreen are part of the dominant races, and the
scarcity of metal leads crafters to creative uses of alternative
materials and an entirely different economy. This book
expands your usual options and will help you and your friends
create characters uniquely invested in this world.
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PART 1
CHARACTER CREATION
Consider finding Dark Sun-themed art for your character.
The art of the original setting provided enhancement to the
setting.
5. CHOOSE EQUIPMENT
Consult this Guide's Equipment section in Part 6 for
purchases, currency, and changes in material. Because of the
rarity of metal and water, the economy and gear of Athas has
developed quite differently from other settings. For example,
the primary currency is a "ceramic piece (cp)," not a gold
piece, which is far more valuable on Athas.
1. CHOOSE A RACE
This guide provides the racial traits and roleplay aspects of the
eight available classes: dwarf, elf, half-elf, half-giant, halfling,
human, mul, and thri-kreen.
2. CHOOSE A CLASS
The traditional classes and archetypes may have been
modified or do not exist. This Guide lists any changes to each
class. The classes of Athas are: barbarian, bard, cleric, druid,
empath (new) fighter, monk, psion (new), ranger, rogue,
warlock, and wizard. The Paladin and Sorcerer do not exist.
5
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PART 2
RACES OF ATHAS
DWARF
, “The worst thing you can say to a dwarf is ‘It can’t be done.’ If
he’s already decided to do it, he may never speak to you again.
If he hasn’t decided to take up the task, he may commit
himself to it simply out of spite. ‘Impossible’ is not a concept
most dwarves understand. Anything can be done, with
enough determination.” - Sha’len, Nibenese trader
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DWARF NAMES Languages. You can speak Common and Dwarvish. With
Names are granted by the clan leader, the uhrnius, after DM permission, your character might be able to read
completing one's first focus. Dwarves do not have a surname Dwarvish with an appropriate background. Dwarves keep a
and like many on Athas prefer just one name, using a town long and proud oral history, and they have an old written
(Drog of Kled) if distinction is needed. language mostly used for writing history that they will never
Male Names: Baranus, Biirgaz, Bontar, Brul, Caelum, share to outsiders. Their native language is deep and throaty,
Caro, Daled, Drog, Fyra, Ghedran, Gralth, Gram, Jurgan, full of guttural sounds and harsh exclamations that cause
Lyanius, Murd, Nati, Portek, Rkard, Sa’ram, Sult, Veso. most non-dwarves to get raw throats if spoken for long.
Female Names: Ardin, Erda, Ghava, Greshin, Gudak,
Lazra, N’kadir, Palashi, Vashara.
DWARF TRAITS
Dwarves are nonmagical by nature and abhor arcane casters.
They cannot take an arcane casting class. Their priests lean
towards steady earth and avoid chaotic air, and they take to
psionics with a vengeance. Dwarves leave villages at times to
further a focus and to search for ancient dwarven ruins. They
are highly prized as mercenaries because once contracted,
their loyalty will never change.
Ability Score Increase. Your Constitution score increases
by 2, and you choose to increase your Strength or Wisdom by
1.
Age. Dwarves mature around age 35 and live up to 250
years, though the dangers of Athas often claim them well
before this time.
Alignment. Dwarves tend lawful and good to neutral. Their
devotion to an established hierarchy in villages means they
tend to follow rules even to the point of ridicule.
Size. A typical dwarf stands about 4 ½ to 5 feet tall and
weighs 200 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. You are not
slowed by wearing heavy armor.
Darkvision. Despite living aboveground, your heritage
allows you to see in dim light within 60 feet of you as if in
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Dwarven Focus. When making an ability check or saving
throw directly related to your Focus, you are considered
proficient.
Dwarven Resilience. You have Advantage on poison saves
and resistance to poison damage.
Tool Proficiency. You gain proficiency with the artisan's
tool of your choice: smith's tools, brewer's supplies, or
mason's tools.
Dwarven Toughness. Your hit point maximum increases
by 1 and it increases by 1 every time you gain a level.
Remember the intensity of your focus. Breaking it o
has social, philosophical, and spiritual y
ROLEPLAYING A DWARF
repercussions. If you die before completion, your lo
spirit will return as a banshee and you will have
shamed your clan for generations to come. For
someone to intentionally stand in the way of your
focus is an assault on you. Your greatest
satisfaction is completing the focus. Keep a serious
attitude always. The only time you show your
festive side (you have one) is when you have
recently fulfilled a focus or between setting a new
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ELF
Others see elves as dishonest and lazy; generally, a fair
assessment. Elves idle for days until compelled to exert
themselves, but they can run for days without complaint. No
self-respecting elf will ride an animal, and it is a severe
dishonor to do so. Custom dictates those who cannot keep up
are left behind, and this includes the pregnant and the elderly.
Elves prefer to live short, happy lives rather than long, boring
ones. Unlike traditional settings, Athasian elves rarely live
past 140 years. Seeing the future as a dark, deadly place, they
prefer to live in the “here and now.” They thrive in open
spaces and tend to wither in captivity, making them poor
choices on the slave block.
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ELF NAMES Burst of Speed. Your heritage allows you to move in
Naming of young runners is a sacred responsibility, given sprints. When you move on your turn in combat, you can
after the first interesting thing the child does while learning double your speed until the end of the turn. Once you use this
to run. With the right name, an elf child can grow to trait, you can’t use it again until you move 0 feet on one of
greatness, but the wrong name may cause one to vanish in your turns.
the wastes. A child’s name can be changed because of an Elven Resilience. You are conditioned to the extreme
extraordinary deed performed during the rite of passage. weather of the wastelands and have advantage on all saves
Elves take the surname of their tribe. against extreme heat and cold.
Male Names: Botuu (Water Runner), Coraanu (First Elf, Mask of the Wild. You can attempt to hide even when you
the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two are only lightly obscured by terrain, weather, or other natural
Daggers), Lobuu (First Runner), Mutami (Laughs at Sun), phenomena.
Nuuko (Sky Hunter), Traako (Metal Stealer). Elf Run. You add your Constitution score to the number of
Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), miles you can travel in a day. You have advantage on forced
Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing march saves.
Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon) Languages. You can speak Common and Elvish. Each
Tribe (Clan) Names: Clearwater Tribe (Fireshaper, tribe has a distinct dialect. The language is filled with short,
Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, clipped words, run with a rapid staccato pace difficult for
Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders others to pick up. They disdain the slow, tedious languages of
clans); Night Runner Tribe (Dark Moons, Full Moons, Half others but condescend to learn Common. Elves that learn
Moons, Lone Moons, New Moons, Quarter Moons clans); other tongues hide it to gain advantage.
Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire
Sword clans); Silver Hand Tribe; Sky Singer Tribe ROLEPLAYING AN ELF
(Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing Rely on guerilla combat skills – distance,
Tribe; Water Hunter Tribe (Raindancer, Poolrunner, maneuverability and speed. The elven philosophy is
Lakesinger clans); Wind Dancer Tribe (Airhunter, never to stand up in a fair fight, and running is
Breezechaser clans) prized, whether it be from an equal combat, an
awkward situation, or a pregnant lover. When
ELF TRAITS someone professes to be your friend, dismiss them
Elves tend to any profession and trade that let's them act at first then offer them a test of trust (don’t tell
freely. This makes them poor students of the rigorous study them). Ask them to give you a prized possession or
of psionics, and rarely does anything but Air draw them to see if they take one of yours left out in a
clerical study. conspicuous place. Pretend to sleep and listen to
Ability Score Increase. Your Dexterity score increases by what they say about you. Maybe allow yourself to
2, and you choose to increase your Intelligence or Charisma be captured and see if this presumed friend will
by 1. rescue you!
Age. Elves reach physical maturity at the same rate as
humans but must pass the tribe’s rites of initiation before
being recognized as adults, typically around 20. Elves can live
to 140 years.
Alignment. Elves tend chaotic because of their love of
freedom, variety and self-expression. They tend neutrality,
though they tend good (self-sacrifice) when the tribe is
concerned. Although they will steal everything in sight, they
are not murderous and avoid unnecessary violence.
Size. A typical elf stands about 6 1/2 to 7 1/2 feet tall and
around 175 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
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HALF-ELF
"People are no good. You can only trust animals and the
bottle.” – Delmao, half-elf thief.
10
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Speak with Animals. You can communicate simple ideas
with medium size or smaller beasts using sounds and
gestures. This does not make the animal friendly to you or
able to respond in kind.
Animal Affinity. At 3rd level, you can you can use an Action
to attempt to charm a medium size or smaller beast with
Intelligence 3 or lower. You must be able to touch and talk to
the beast. If your or your companions are fighting the beast, it
cannot be charmed. It must pass a Wisdom save or be
charmed for 24 hours. The saving throw is 8 + your
proficiency bonus + your Wisdom modifier. If you or your
companions do anything harmful to the beast, the charm
ends. You cannot use this trait again until you complete a
long rest.
Languages. You can speak Common and Elvish, and if a
city dweller, likely you adopt the distinct dialect of your home.
ROLEPLAYING A HALF-ELF
You don’t consider yourself a separate race. You
pride yourself on your self-reliance and refuse
patronizing offers to help you. You'll do fine on
your own, thank you very much. Take any chance to
show humans you're just as talented as them or
elves you're just as clever. If others view your
attempts as irrational, well, they get to be wrapped
in the blankets of racial acceptance. You're left out
in the cold. Praise should be viewed with suspicion
because no one hands that out without an angle in
mind. Other half-elves don't interest you by default.
Just because they have the same ears doesn't mean
you suddenly have anything in common. In an
adventuring group, you don't need charity and
don't need someone else to cook your food or take
your watch.
This does not mean you'll never form a lasting
friendship. But it's hard to get over a lifetime of
being on the outside and being constantly
reminded of that. This is why you feel affinity with
the beast. They're simple. They don't judge, and
they don't act with malice.
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HALF-GIANT
Because of their artificial origins, there is no half-giant
culture, tradition, or homeland. They readily imitate customs
and cultures of those they admire or associate with. They are
very imitative, eager to fit into a world that is not built for
their size. One observing a dwarf quarry might watch for a
time then try his hand at it, moving on if he does not excel at
it. Many find they excel at breaking bones and imitate those
who are also skilled at this practice.
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HALF-GIANT TRAITS
Half-giants inherit a solid balance of their bestial and human ROLEPLAYING A HALF-GIANT
parents. Always remember how much bigger and heavier
Ability Score Increase. You have 4 points to split between you are than everyone else. Take advantage of your
your Strength and Constitution scores. Your Strength score height in combat, but remember the
may reach a maximum of 22 instead of 20. Your Intelligence disadvantages. Between your size and your lesser
and Wisdom scores are decreased by 2 each. wits (even if you are a relatively intelligent half‐
Age. Half-giants mature around 24 years of age and can giant people will assume you to be dull), you find
live up to 220 years. yourself an object of comic relief. You are used to
being teased and will endure more witty remarks
Alignment. Your alignment may fluctuate as described in than most people, but when you have been pushed
Alignment on a Whim. You begin with one fixed alignment too far your personality can suddenly shift, and you
axis (good-neutral-evil or lawful-neutral-chaotic) that will can unleash astonishing violence on your
never change. The other axis may change depending on who tormentors and any who stand in your way. Less
you are emulating. Subject to DM approval, when imitating a frequently, these shifts can happen to you without
charismatic leader, select an appropriate Ideal or Flaw and provocation ― you just wake up with a different
replace your current one. If the new Ideal is tied to a non- ethos and altered disposition.
fixed axis of your alignment, change that aspect of your Remember you are influenced by powerful
alignment. personalities, and can shift your personality and
Size. A typical half-giant stands 10 to 12 feet tall and ethics. You tend to imitate the tactics, clothes and
weighs 1,600 pounds. You occupy a 10-foot by 10-foot space demeanor of your “little master.”
and have a 5 foot reach. Your size is Large.
Speed. Your base walking speed is 35 feet.
Giant Body. You cannot wear ordinary gear sized for
smaller creatures such as boots, gloves, and backpacks. All SIZE AND MAGIC ITEMS
clothing, armor, meals, and lodging cost double for you. Magical gear adjusts for the size of the wearer from
Large Hands. You may wield versatile and two-handed Small to Large. A half-giant or halfling can wear the
same pair of boots if magical, but ordinary kank
melee weapons with one hand. leather boots sized for a human simply won't fit.
Colossal Endurance. Your immense body mass allows For creatures with an alien physique, such as a thri-
you to occasionally shrug off injury. When you take damage, kreen, certain items like boots will never work,
you can use your reaction to reduce that damage by your magical or not.
Constitution score. After using this trait, you cannot use it
again until you finish a short or long rest.
Giant’s Toughness. Your hit point maximum increases by
2 and it increases by 2 every time you gain a level. RESIZING ITEMS
Languages. You can speak Common. Your voice is always Consult if your DM permits resizing of armor by a
low, making it difficult for most to hear and understand more trained crafter (PHB 144). If so, the half-giant
than a rumble. would still pay double the size of resizing the
armor, which begins at 10 to 40% of the armor
price, reflecting the extra materials needed.
FOOD AND WATER NEEDS
Large creatures require four times the daily amount
of water and food needed for a small creature
(DMG p111).
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HALFLING
Halflings are masters of the jungles of the Ringing
Mountains. They are small, quick and agile creatures steeped
in an ancient and rich culture that goes back far into Athas’
past. Although they are not common in the Tablelands, some
halflings leave their homes in the forests to adventure under
the dark sun. While omnivores, halflings prefer raw flesh and
let no meat go to waste, including that of enemies, humans,
and other sentient creatures.
Halflings have difficulty understanding others’ customs or
points of view, but curiosity helps some halflings overcome
their xenophobia. Little concerned with material wealth,
halflings are more concerned with how their actions will
affect other halflings.
“Be wary of the forest ridge. The halflings who live there
would as soon eat you alive as look at you. Chances are you
won’t even notice them until you’ve become the main course.”
―Mo’rune, half‐Elven ranger
SMALL AND SAVAGE ANCIENT CULTURE FEA
Halflings are small creatures, standing only about 3 1/2 feet Halfling culture dominates their relations with others and Halfli
tall and weighing 50 to 60 pounds. Rarely affected by age, predates human civilization. Rarely will they ever draw the rest o
halfling faces are often mistaken for the faces of human blood of another halfling. Halflings of different tribes share a uncar
children, even the elderly among them. They dress in tradition of song, art and poetry, which serves as a basis of Halfli
loincloths, sometimes with a shirt or vest, and paint their communication. Creatures that do not know these cultural cultu
skins with bright reds and greens. Forest halflings rarely tend expressions are often at a loss to understand a halfling’s spirit
to their hair, and some let it grow to great lengths, though it expressions, analogies and allusions to well–known tales. witho
can be unkempt and dirty. Halflings can easily become frustrated with such them
“uncultured” creatures lose patience with outsider them
intolerance of their ways, such as eating other humanoids.
They abhor slavery and most halflings will starve themselves
rather than accept slavery.
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HALFLING TRAITS
Halfling traits reflect their savage nature. ROLEPLAYING A HALFLING
Ability Score Increase. Your Dexterity score increases by Remember to consistently take your height into
2 and your Wisdom score by 1. account. Role–play the halfling culture described
Age. Halflings reach adulthood at the same rate as humans above: eating opponents, treating fellow halflings
and live to be about 120 years old. with trust and kindness, suspicion of big people,
Alignment. Halflings tend towards law and evil. and general lack of interest in money. Conquest
Uncomfortable with change, halflings tend to rely on and plundering have no place in your society;
intangible constants, such as racial identity, family, clan ties rather the most important value is the ability of the
inner self as it harmonizes with the environment.
and personal honor. Halflings generally have little respect for You should be sickened by the landscape of the
the laws of the big people. Tablelands and desperately want to avoid any risk
Size. Halflings average around 3 ½ feet tall and 50 to 60 that devastation ever spreading to your homelands
pounds. Your size is Small. in the Forest Ridge. You will learn about other
Speed. Your base walking speed is 25 feet. cultures, but you should firmly believe halfling
Halfling Nimbleness. You can move through the space of culture to be innately superior to all others.
any creature that is of larger size than yours. However, you don’t try to change other’s cultures,
Savage Attacks. When you score a critical hit with a melee no more than you would try to convince a tembo
attack, you can roll one of the weapon's damage dice one to change its diet.
additional time and add it to the extra damage of the critical While omnivorous, you vastly prefer meat, and
hit. everything is a source of food. You should presume
most other races will eat anything, including
Fury of the Small. When you damage a creature at least halflings, if they are hungry enough, and this makes
one size larger than you with an attack or spell, you can cause it hard to trust them.
the attack to add extra damage equal to your level. Once you
use this trait, you cannot use it again until you finish a short
or long rest.
Languages. You can speak Halfling and Common. Your
culture uses drawings and tales rather than a written
language. Halflings rarely teach others their language, but
some individuals of the Tablelands have learned the wild
speech. Halflings found in the Tablelands learn Common to
survive, but it is generally unknown past the Ringing
Mountains.
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HUMAN
Humans are the dominant culture in the explored parts of
Athas, known for their versatility and adaptability. Most tend
to be ambitious and individualistic; even the tyranny of
sorcerer kings hasn’t stamped out this diversity. Other races
often don’t know what to expect when meeting a human for
the first time because predicting their behavior based on
cultural norms is difficult. “It’s human nature” is a common
saying when humans appear to take action for no apparent
reason.
Humans tend to get along well with races they comingle
with (most often dwarves and muls). Half-giants and thri-
kreen are seen as dangerous monsters. Elves and half-elves
are considered flighty and untrustworthy. Halflings are
exotics. Humans often serve as a go-between when one race
deals with another.
16
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MUL
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THRI-KREEN NAMES Bite. Your bite can be used to make a natural attack for
The Kreen language is very different from those of the other 1d4 + Strength modifier piercing damage. At 5th level, you
intelligent races. They have no lips or tongues, and so cannot add thri-kreen venom to your bite. A target must make a
make the same sounds humanoids make. Kreen language is Constitution save or be poisoned for 1 minute; if failed by 5
made up of clicks, pops, or grinding noises. They do not or more, the target is paralyzed for the duration. The target
distinguish male and female names. repeats the save at the beginning of its turn to end the effect.
Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, The DC is 8 + proficiency bonus + Constitution modifier.
Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ik- Additional Arms. You have two ancillary arms below your
cha, Sa'Relka, T'Chai, Tak-tha. main ones. Each of these weaker arms can hold items but not
effectively wield weapons or shields. You may use your extra
THRI-KREEN TRAITS arms to stow or retrieve one item each turn without using an
Kreen physiology gives it several natural advantages that action and may freely swap items between your arms without
compensate for not being able to utilize items commonly using an action.
worn by other races. Leap. At 3rd level, your legs have grown powerful enough
Ability Score Increase. Your Dexterity score increases by to jump 50 feet forward or 20 straight up, without a running
2, and your Wisdom score increases by 1. start. You cannot jump backwards.
Age. A thri-kreen is born from an egg and becomes fully Naturally Psionic. Your Psi Point maximum increases by
mature at 6 years. They demonstrate no effect of aging until 2 and by another 2 at 5th level.
they reach the end of their life cycle around 30 years. Sensing Languages. You can speak Thri-Kreen and Common. Thri-
their death, such thri-kreen go on a final hunt. Kreen is a language composed of clicks and whirring,
Alignment. Most Thri‐kreen are chaotic, acting in antennae movements, and pheromone emissions that non-
whatever fashion benefits the pack mentality, and this rarely kreen find too difficult to interpret and impossible to
leads them to philosophies of good and evil. duplicate. When you speak other languages, you use a high-
Size. A typical thri-kreen is 7 feet tall, 11 feet long, and pitched voice.
weighs 450 pounds. Unlike other races, variation in height
and weight is nominal and a few inches or pounds at most.
You occupy a 10 foot by 10 foot space and have 5 foot reach.
Your size is Large.
Speed. Your base walking speed is 40 feet.
Carapace. Your chitinous plates provide a natural armor
class of 13 + Dexterity modifier. You cannot wear armor but
you may carry a shield.
Thri-kreen Physiology. You only require 1 gallon of water
per week. You cannot swim. You cannot wear items fitted for
humanoids, including but not limited to armor, bracers,
cloaks, and rings.
Sleepless. You require no sleep and are immune to sleep
effects. You need only 4 hours of light activity to gain the
benefits of a long rest. You are not required to make saves for
a Forced March.
Thri-kreen Weapon Training. You are proficient with the
gythka, chatkcha, and your claws and bite.
Claws. Your claws can be used to make a single natural
attack for 1d4 + Strength modifier slashing damage. At 5th
level, this increases to 2d4.
You tend to rely on your natural attacks and special t
ROLEPLAYING A THRI-KREEN kreen weapons. Everything you kill is a potential to
dinner. You have a strong need for a party leader – c
obedience to this leader in the party is important (s
to you. If you seem to be the most powerful and li
capable, then you will assume leadership; if y
someone challenges your authority then you will o
wish to test whether they are in fact stronger than o
you. It is not a question of vanity; you won’t want tr
to fight to the death, but merely to ascertain who is le
worthy to lead the party. You do not have the focus t
of a dwarf to complete a project, but you would h
give your life to protect your companions. If you
did not trust and honor them as your own family,
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PART 3
CHARACTER CLASSES
BARBARIAN
T
he main sources of barbarians are slave tribes Replace "Sea" with "Air." At 6th, replace breathe
and hunter-gatherer cultures from beyond the underwater and swim features with “you take half damage
Tablelands. Life among slave tribes is often from falling.” At 14th, replace “struck with wave” with
brutal and short. A barbarian might be a sole “struck by a powerful gust of wind.”
survivor of a raid or monster attack. She might Replace "Tundra" with “Mountains.” At 3rd level, change
be an exile or returned to her tribe to find it “icy spirits” to “earthen spirits.” At 6th, replace resistance
gone. Barbarian halfling tribes that draw to cold with force. Replace immunity to extreme cold with
power from the spirits can be found in the forest ridge, and “gain advantage against effects that would knock you
no matter their location, all share a common manifestation of prone.” Replace make ice with “as an action, you can
fury. For some, it comes from within, amplified by horrific life touch sand or silt and turn a 5 foot square of it into a solid,
events, and for others, it may come from unity with ancient non-difficult terrain that can support any amount of weight
spirits, contacted through rituals whose ways are for 1 minute. At 14th, replace “magical frost” with
documented only in oral tradition, to be lost if the tribe is ever “magical stone.”
lost.
Use the default rules for barbarians unless a change is
indicated below.
CHANGES
PATH OF THE TOTEM.
No changes to Desert.
The Paladin and Sorcerer do not exist as player classes in Dark
PATH OF THE ZEALOT (XANATHAR)
Sun. The Paladin was removed in the original AD&D setting as
At 3rd level, choose to draw power from the Black, a this is not a world of gods and divine warriors. The sorcerer
nether realm (necrotic), or a clerical element (radiant). subtypes are ill-suited for Athas and its mechanics are utilized
Those who draw from the Black cannot have a good
alignment. When choosing an element, your back-story for defiling.
should include how the element came to accept you. See
the Cleric, Elemental Pact for a description of how a
character submits herself to the elements.
PROHIBITED CLASSES
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BARD
T
he minstrels of Athas are entertainers to the The most dangerous of these - spellcasting bards - are
wealthy and powerful elite of the city-states. employed in stables by sorcerer kings and employed
Singers, acrobats, poets, dancers, and ruthlessly against their most dangerous and well-protected
storytellers, minstrels tour the cities of Athas foes.
in troupes or individually, making a living with Use the default rules for bards unless a change is indicated
their wits and talents. Among them, hiding in below.
plain sight, are an offshoot mutation of wizards
who have, over time, come to utilize magic without
spellbooks, augmented by music. To survive and avoid the
fate of most wizards, they take their natural affinity to music
and have mixed with the minstrel culture.
By tradition all but the poorest or most suspicious of hosts
are proud to open their doors to traveling performers.
Hosting a minstrel or sponsoring a troupe’s performance
reflects well on the host, and most Athasians are eager to
forget their troubles with a few hours of song and dance.
Nobles often send troupes of minstrels to one another as
gifts; it is seen as a great insult to refuse such a gift, even
when all involved know that minstrels are often spies or
assassins.
Fortunate minstrels are highly paid companions to nobility,
trusted advisors or agents who enjoy the most intimate
confidences of their patrons. Minstrels are often retained by
noble houses to tutor young nobles or teach them about the
world. They might serve as bodyguards and fighting
instructors at the same time. Minstrels who belong to a
troupe lack the comfort and trust bestowed on a kept
minstrel, but they enjoy the freedom to travel and the aid of a
network of informants and allies. The poorest and most
humble minstrels are simple wandering storytellers or
jugglers who perform for their supper from night to night.
Many minstrels have a dark side they conceal beneath their
charm and talent. Those with ambition and ruthlessness find
opportunities in the employ of the elite classes. Minstrels
often lead double lives as blackmailers, thieves, spies, or
assassins; a minstrel’s visit or a troupe’s performance might
conceal a mission of espionage or murder. They are
renowned as masters of poison, concealed weapons, and
subtle trickery. Even the humblest wandering minstrel with
threadbare cloak and battered lyre might be more than he or
she seems there’s no better spy than someone who seems
harmless and is welcome wherever he or she goes.
CLASS CHANGES
Defiling. Bards are subject to the rules of defiling contained B
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CLERIC
T
he clerics who inhabit the wastes of Athas are CLASS CHANGES
very different from those of a standard D&D New Domains. The traditional domains are replaced with
campaign. They do not pray to patron deities, Air (also known as storm), Earth (sand), Fire (sun) and
for they have no deities. Clerics beneath the Water (rain).
dark sun pledge themselves to the very powers Holy Symbol. Traditional symbols are replaced with a
that dwell on the elemental planes. Like the physical embodiment of your element. Earth clerics
Athasian deserts, the elemental powers are commonly use small chunks of granite, quartz, or precious
neither benevolent nor malevolent, caring only that their metal, and those with resources may mount it in a staff or
natural forms are preserved in the material world. To medallion. A water cleric likely has a vial of pure water worn
preserve what they can in a dying world, the elements forge around the neck, though a waterskin of untainted water could
pacts with a select few beings and through them hope to suffice. Fire clerics prefer obsidian stone, often carved into
replenish a decaying planet to the ancient, carefree days of the shape of flames. Air clerics are the most fortunate, not
power. tied by material possessions, and may use a gentle puff of
The clerics who do the elementals' bidding are a strange their own breath as a holy symbol.
and varied lot. Some teach crop rotation in order to protect
and restore the earth of the harsh planet. Others command
the power of flame for little more than vengeance’s sake.
Whatever their motivations, each cleric is bound and sworn
to preserve her patron element in the physical world. Few
ever renounce the solemn agreement: to forsake the Pact is
to incur the wrath of beings who possess the raw power of
the elements.
ELEMENTAL PACT
The pacts forged by the elemental beings with the
mortals who serve them are strange and terrible
contracts. The elementals demand nothing less
than the entire lives of the clerics, spent in total
service and obedience to their element. In
exchange, the elements bestow what powers they
have to give upon their clerics. Some are great,
some weak, but all of them demand the cleric's
total commitment. The pact is signed during the
cleric’s initiation, if she succeeds; failure means
insanity, death, and occasionally even worse fates.
Violations of the various pacts are dealt with
quickly and without pity.
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All things return to the earth and all elements are dependent
TRICKSTER (THE ELUSIVE WIND) DOMAIN SPELLS
on the earth. This gives Earth clerics diversity in their
Cleric selection of powers. Choose from the War, Nature, or Grave
Level Spells (Xanathar) domains, adjusted as follows:
1st disguise self, unseen servant WAR (THE SLOW ANGER) DOMAIN SPELLS
3rd mirror image, silence Cleric Level Spells
5th blink, dispel magic 1st shield of faith, thunderous smite
conjure minor elementals (air), dimension 3rd magic weapon, spiritual weapon
7th
door
5th elemental weapon (acid), spirit guardians
9th conjure elemental (air), mislead
7th conjure minor elementals (earth), stoneskin
Trickster Divine Strike: replace poison damage with 9th conjure elemental (earth), wall of stone
lightning damage.
EARTH CLERICS
Closely tied to nature, earth priests understand the true
nature of the cycle of life. When something dies, its organic
material is returned to the soil to provide life for another, and
in another form. Therefore, the earth clerics. outlook on life
is a utilitarian one. The death of a comrade, though tragic, is
simply one stage in nature’s endless chain of creation and
annihilation.
Because air, fire, and water all depend on growing things
for their enrichment, and because earth alone must sustain
itself, it is the earth clerics who must carry on the burden of
preventing the environmental holocaust looming over Athas,
such as teaching proper agricultural techniques and slaying
defilers who would turn usable elements to ash. For, if they
do not preserve the land, will not the death of Athas weigh
upon their shoulders?
EARTH INITIATION
When a mentor believes that a disciple is ready,
after meditation, the initiate is buried alive in a
fertile land at dawn and must commune with the
spirits of the earth to sustain her. When the sun
goes down, the novice either emerges, unscathed
and empowered, or likely she dies and feeds the
earth.
Channel Divinity: Replace Guided Strike with "Rock Solid." Cleric Re
You can use your reaction when being hit to gain resistance Level Spells level,
to all damage from that hit except psychic damage, and you 1st animal friendship, speak with animals slash
are immune to effects from that hit that would knock you
prone or shove you. At 6th level, rename War God's Blessing 3rd barkskin, spike growth GRAV
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Fire is a destroyer and creator. Choose from the Light (sun) WATER CLERICS
or Forge (Xanathar) domains, adjusted as follows: Water is the rarest of domains, life-giving and life-taking, with
LIGHT (THE SEARING FORCE) DOMAIN SPELLS a severe and unforgiving animosity to any who would defile a
well or plants. Clerics of water instinctively sense a duty to
Cleric Level Spells perform an age-old function of being healer and bringer of life
1st burning hands, hellish rebuke regardless of the morals of the target, and they bear a
sadness to the moisture that has been lost by defilement.
3rd flaming sphere, scorching ray Some eventually go insane, consumed by the thirst of this
5th daylight, fireball land and an inability to quench it. They worship by finding the
dew of the morning and encouraging it, or keeping the
7th conjure minor elementals (fire), wall of fire lifeblood from needlessly spilling onto barren land (if it falls
9th conjure elemental (fire), flame strike on fertile land, that is another matter). Because water can be
found in all living things, they have access to powers that can
Bonus Cantrip. Replace light with produce flame. restore, or manipulate, beings.
WATER INITIATION
FORGE (THE FIRE THAT CREATES) DOMAIN SPELLS When a mentor feels a student is ready, they begin
the long journey to a rare body of water such as
Cleric Lake Island or the Lake of the Golden Dreams. For a
Level Spells day they meditate on the lake’s edge, and at dusk,
1st continual flame, searing smite the student enters the water and surrenders to the
depths. If accepted, the initiate spends the night in
3rd heat metal, magic weapon the dark water forging a pact with babbling spirits.
elemental weapon (fire), protection from If not, the student likely drowns.
5th
enegy
7th conjure minor elementals (fire), wall of fire
9th conjure elemental (fire), creation
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DRUID
U
nlike Athasian clerics, druids are solitary CLASS CHANGES
creatures. They live off the land, within the See the Beast Shapes section for Wild Shape options.
land, and they have sacrificed their entire lives Replace Religion skill option with Stealth.
for the land. But, unlike clerics, druids The spell goodberry does not exist. Create or destroy
concentrate their considerable abilities in a water only affects 1 gallon per casting, and another gallon
single area: their guarded lands. A barren per slot above 1st.
stretch of desert, a sparse section of scrub
land, or perhaps a sparkling oasis, that is the home of the ARCHETYPE CHANGES
druid, and his source of power. One small preserve, protected Circle of Land. The terrain of Athas is much different than
from the dark magic of the defilers. that of most D&D worlds. Remove Arctic, Coast is renamed
They are the bane of sorcerer kings, eternally at war with Oasis, Forest includes jungles, Grassland includes savannah,
them, but hunted to small enough numbers to no longer be scrublands, and verdant belts, Swamp includes mud flats and
considered a viable threat. The few druids bide their time, salt marshes, Underdark is renamed Cave.
training and rebuilding their ranks. It is said one day the
druids will rise from the earth with their fallen brothers and
erase the sorcerer kings from Athas.
DRUID PACT
Unlike clerics, druids are not bound by the desires
of the elements but are tasked with defending the
raw elements of the world. They do not undergo
rites of initiation but instead apprentice under
other druids. Months may pass before a mentor
believes the initiate is ready to speak with the
elements. At that time, the student is allowed to
commune in a deep trance with the spirits. There
are very few rejections as druids tend to carefully
weed and groom candidates before ever allowing
them to commune. In such events, the student is
generally killed and returned to the earth.
GUARDED LAND
Choose one specific geographic feature to be your Guarded
Land. This may be a particular stretch of desert, an oasis, a
cave, a belt of scrub grass, and so on. While you are within the
boundaries of your Guarded Land, you are under a constant
pass without trace effect and can speak with animals at will.
Circle of the Moon. No changes except to Wild Shape Circle of the Shepherd (Xanathar). Remove all references BEA
beasts. to Fey. Modify Speech of the Woods. Remove ability to CR
understand Sylvan. Modify Spirit Totem. Rename Bear as
Klar (see barbarian), Hawk as Kes’trekel (see barbarian), and 0
Circle of Dreams (Xanathar). Does not exist. Unicorn as Spirit of the Land. A Spirit of the Land is an 0
enigmatic force that infuses particular lands. Only a select
few druids know how to tap into the energies of these silent, 0
ancient powers. 0
0
0
0
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BEAST SHAPES, CONTINUED
CR Beast
1 Crodlu
1 Dagorran
1 Erdland
1 Giant ant lion
1 Giant spider
2 Baazrag, boneclaw
2 Cha'thrang
2 Giant constrictor snake (swim)
2 Lirr
2 Razorwing (fly)
2 Tagster/Tigone
3 Cilops
3 Crodlu, heavy
3 Dune reaper, drone
3 Fordorran
3 Giant scorpion
3 Inix
3 Kirre
3 Pterrax (fly)
6 Klar
T
he fighter is universal no matter what world Fighters function as in the PHB with changes as below:
she may be found. Most serve as gladiators,
soldiers, merchant guards, or mercenaries. ARCHETYPE CHANGES
Most gladiators are slaves, but some can make
a lucrative living as freemen, training a stable Eldritch Fighter, Arcane Archer, and Cavalier (Xanathar).
or earning prizes. The city-states rely on slave Do not exist.
conscripts for the bulk of their forces, but all
maintain a core of elite, trained soldiers such as the all-
female Shadow Consorts of Nibenay or Urik’s Obsidian
Guard. The merchant houses employ their own armies to Samurai (Xanathar). Rename Gladiator. While any fighter
protect trade, including well-trained cavalry and foot soldiers. can take a weapon and enter the arena, there are a select few
Nobles keep their own bodyguards and small forces, who have been trained to dominate and please the crowd.
considered a fairly easy job since most nobles are content to Outside the arena, this self-control translates well to
avoid conflict. Soldiers of fortune can be found in all settings, command of soldiers.
and a few have united to form small units operating from
fortified bases, such as the Black Reavers outside of Urik.
Adamant (Psion's Primer). Available as a psionic subtype.
MONK
T
here are no monasteries on Athas. Rather, a ARCHETYPE CHANGES
style of fighting emerged from the gladiator
pits in response to a demand for unarmed Way of the Shadow. Does not exist.
combat, and from those combatants, nobles
and templars bred in psionic abilities to create
masters of the body. Due to their popular Way of the Elements. Like a cleric, the monk gives herself to
crowd appeal, enough have been granted a particular element (see Cleric, above) and is subject to the
freedom that they have spread out and trained others, or same loss of all class powers if violating tents of that element.
sought greater fame and fortune in the sands. A master monk
is as rare as steel and just as dangerous.
Psionic monk gladiators are considered by their owners to Way of the Sun Soul. A version of the sun cleric, subject to
be less trouble than a true psion because their powers tend to the same loss of all class powers if violating tenets of that
stay restricted to the physical form. A monk who displays a element.
greater array of powers might be put down instead.
Soulknife (Psion's Primer). Available as a psionic subtype.
Monks function as in the PHB with changes as below:
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PSION & EMPATH
P
sionics are a daily part of life in Athas and all
living creatures will have exposure to it. It is not Alternately, if this product is unavailable to you, the UA
unexpected that the local smith might have version of the "mystic" can adequately serve as a Psion, if
some latent talent to bend leather in a reflavored for the setting. Its free online rules are found here:
particular way that improves the product. Even
the beasts of the desert likely have some ability
that improves their survivability. Every sorcerer media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
king and most merchant houses keep a stable of powerful
psionic users on staff, and in cities those who display a
greater degree of power are carefully watched for signs of
disloyalty.
www.dmsguild.com/product/299141/The-Korranberg-
Chronicle-Psions-Primer--A-Complete-Psionics-System
While many beings can discover the strength of the Will In
Path of the Mindbender within themselves, most who go on to study the Way require teach
When people learn to use psionics, they're taught to create a guidance from a teacher. There are schools of the Way in instru
nexus - a point in the center of their beings where physical, every city of Athas, and merchant houses and noble families instru
mental, and spiritual energy can be harnessed. It is the union often pay dearly to have their scions educated by the best. these
of these powers that allows mindbenders to perform the Rarely, the academies waive tuition for a promising student of curric
remarkable feats they're capable of. the free classes. Slaves are never formally instructed in the capab
Way. psion
29
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RANGER
T
he wilds of Athas are a treacherous place, and Natural Explorer. Replace terrain with Sandy Wastes,
the skills of a ranger are most often learned as Stony Barrens, Rocky Badlands, Salt Flats, Scrub Plains, and
a guide, hunter, or scout for a military Silt. Forest may be added at DM discretion but is virtually
operation. Rangers are found in every race, unknown to any but halflings.
most prominently among halflings. To the Difficult terrain does not slow the ranger's travel but still
ranger, the seared lands are not an enemy but affects their companions. The ranger gains advantage on
a well respected adversary. Rangers generally navigation checks, not automatic success.
are on good terms with druids, and it is from a druid mentor
that a ranger likely has experienced contact with a Spirit of
the Land that can bestow upon her certain powers. Spell changes. The spell goodberry does not exist.
Rangers function as in the PHB with changes as below:
ARCHETYPE CHANGES
Favored enemies. Remove celestials, dragons, and fey. Horizon Walker (Xanathar). Does not exist.
ROGUE
D
ark Sun rogues come from all walks of life: ARCHETYPE CHANGES
slave, freeman, merchant and noble. Rogues are Arcane Trickster. Does not exist.
common amongst merchant houses as astute
guides, shrewd bargainers, and smugglers.
Every city-state has a thieves' guild, and they Lurk (Psion's Primer). Available as a subtype.
often deal with wizards (no questions asked),
who pay fees not only for illegal components but
for protection and anonymity. Skilled rogue performers are
referred to as "bards," with the presumption they might also
be serving as a covert agent or assassin. Poison has no
stigma on Athas and likely to be used by any rogue. Rogues
function as in the PHB with changes as below:
WARLOCK
W
arlocks are extremely rare on Athas because men and women of all races imbued with the essence of their
they must derive their power from a patron, god-kings and queens and empowered with the authority over
and to all but the most learned of sages, there life and death of the commoner.
are only two sources for that power: sorcerer But, for a very select few, power comes from another
kings and the elemental powers. Nearly all source. The total number of mortals who wield these powers
warlocks that are encountered are "Templars," and make a pact with the unknown can likely be counted on
one hand. Their agendas may be alien to the general interests
of most: survive and prosper.
PATRONS
Warlocks function as in the PHB with changes as below: Players may choose between the Great Old One (patron F
from the Black), Celestial (fire/sun elemental patron), W
Fiend, and Hexblade (Xanathar)(patron from the Gray). P
Defiling. Warlocks are subject to the rules of defiling Other patrons either do not exist or are within the sole h
contained in the wizard section. province of the sorcerer kings. The DM will replace the lore t
u
contained in the default books with appropriate Dark Sun s
literature.
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WIZARD
A
rcane magic is outlawed in every city-state. In Hurrum (flightless beetle that constantly produces a
secret, wizards still study the arcane arts, pleasing humming noise while cooling itself, dies in direct
drawn to it even at the risk of their lives, from sunlight and likes to hum songs you are thinking about)
small cabals to isolated ancient text study. Jank (gold furred ferret-like mammal with poisonous
Wizards are universally distrusted, for while spurs, likes to stuff its mouth pouches and play with
one may profess to not defile, the temptation objects in your packs)
will always be there, to gain greater power "just Kivit (gray-furred feline that secretes venomous musk to
this once" and "for the greater good." To the druid or ward off predators, hates being inside and musk spell
elemental cleric, there is no greater affront than seeing the intensifies when upset)
precious life of Athas turn to ash, justified for a brief need. Wrab (black-scaled winged serpent that senses emotional
PC wizards are likely revolutionaries, naturally in states, often trained for diplomatic encounters, likes to
opposition to sorcerer kings. They must take extreme steps lick blood from your wounds and wrap around your arm
to hide their nature, including from their own companions. If when you attempt to persuade others, fly)
you play a wizard, think about a "cover story." Many wizards Z'tal (chirping feathered lizard often used as food, gets
pretend to be mindbenders or clerics. alarmed when party members stray and often bumps into
your leg)
HIDING A SPELLBOOK
Wizards learn quickly and share secrets with
friends and family on hiding spellbooks, keeping
one step ahead if possible from templar searches.
Hollowed out walking sticks and weapons with
scroll spellbooks are common, along with pages
sewn between two pieces of cloth on items such
as cloaks, and some carve the symbols onto items
such as wooden and bone implements. Some have
even risked inscribing their spells into leather
garments, to be turned inside out when needed. It
has been said a few desperate souls have even
tattooed books onto their own skin. For most, it is
best to find a careful hiding spot in each
civilization.
31
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DEFILERS OF ATHAS
W
hen an arcane caster invokes a spell, she Defiler Points
draws upon the life energy of Athas. Most Defiler Effect Earned
casters are trained to take only what is needed Careful spell 1
because any more kills plant life and renders
the area barren for centuries. Every Distant spell 1
spellcaster is aware she is limiting herself by Subtle spell 1
voluntarily limiting her casting in this way.
With any spell, she can cost off her self-imposed restrictions Empowered spell 2
in exchange for a rush of power. In doing so, she marks Extended spell 2
herself as a defiler - an enemy of the land. Doing so is an evil
act, but many a good-hearted caster has found herself facing Heightened spell 3
impending doom and reconsidered this stance. Quickened spell 4
Twinned spell 2 per spell level
GAME TERMS
Recover spell slot as action 2 per spell level
Those who defile can apply a metamagic effect to
their non-cantrip spells. Once the spell is cast, the Cast spell without material
1 per 100cp value
land around them turns to barren ash, and the component
caster gains one or more defiler points. A caster
who defiles even once will track two new scores:
her current defiler points score, and if applicable,
her permanent defiler aura. The DM determines the
terrain, which determines the amount of
vegetation from which defiling power can be taken.
DEFILER POINTS
Whenever you defile, you gain defiler points based on the
effect applied according to the Defiling Benefits and Cost
Table. These points have an immediate and cumulative
negative effect, applied immediately from the Accumulated
Defiler Points Table. All points can be shed in one of two
ways: assuming the taint or meditation with the land.
The number of points you can spend on an effect is limited
to half your caster level (round down).
You cannot defile if the area has been been drained of
vegetative life.
EXAMPLE OF DEFILING
Carroz, a 4th level wizard, is being chased by
templars. Although taught by his mentor to never
defile, he has nearly exhausted his spells. He knows
the king's gardens are nearby and figures, just this
once, to save his life, he must draw more energy
than the plants can handle. He is surprised at the
volume of energy that comes at his behest, and
nearby a century-old tree begins to wither. Carroz
restores a 1st level slot by taking on 2 defiler
points. He is limited to half his level in points he
can assume per casting, in this case 2. He feels
slightly ill then points his finger at the lead templar
and draws even more energy, destroying the
ancient yew tree and twinning a 1st level witch bolt
(2 more points) at the first two enemies he sees.
Carroz now has a total of 4 defiler points, which
give him a -2 to Charisma and Wisdom checks. He
escapes and finds a safe house but doesn't have
time to meditate so he assumes the taint. All of his
defiler points are reduced to 0, the negative effects
go away, and he now has a permanent defiler score
of 2. His fellow preservers need never know, he
thinks.
MEDITATING
When attempting to defile or entering combat, the DM
DEFILING EFFECT determines the terrain zone, which sets the number of defiler D
Every bit of nonsentient plant life in the immediate vicinity is points that can be assumed in that area until is completely D
turned to ash, and the land is rendered sterile, unable to devoid of life. d
sustain life for possibly decades or centuries after. For one w
year, no matter what is done, the defiled area can never be g
viable. Even afterwards, all the lifegiving nutrients have been w
leeched from the soil, requiring skilled intervention before a
even one blade of grass can grow and taking up to centuries
to naturally restore.
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The life energy of the earth is channeled in translucent arcs
Combating Defilers: New of energy that radiate from the seed in the ground at your feet
and unerringly seek out defilers before returning to the
Druid spells ground. This spell only affects a creature with at least one
BACKLASH point in defiler aura. A defiler that starts its turn within or
1st level abjuration moves into the spell's radius must make a Constitution save.
Casting Time: 1 action On a failed save, the defiler takes 4d8 force damage. Defilers
Range: 30 feet (40' radius) have a penalty to the saving throw equal to their defiler aura
Components: V, S, M (a thorn) points.
Duration: 24 hours or until discharged
Also known as the preserver’s scourge, this spell makes the
ground dangerous to defilers. This spell only affects a
creature with at least one point in defiler aura. Should a
defiler try to tap into land that is protected by a backlash, she
automatically takes 1d6 force damage. The defiler must
make a Constitution save or the spell they were casting is
lost. Defilers have penalty to the saving throw equal to their
defiler aura points. Once it has inflicted damage, the spell is
discharged and the ground returns to normal. Only one
backlash can be cast on any given plot of ground.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage dealt increases by 1d6
for each spell slot above 1st.
DETECT DEFILER
1st level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of defilers and
where the defiler is located. A defiler must have at least 1
point in her defiler aura to be detected. You learn the number
of permanent defiler aura points each defiler has, and you
learn whether the defiler has less, more, or the same number
of Hit Dice as you.
This spell can penetrate most barriers, but it is blocked by
1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt.
REVENGE OF THE LAND
5th level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a live seed pushed into the ground at
your feet)
Duration: Concentration, up to 1 minute
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PART 4 6. Absorb Sickness: As an action, touch a creature to
transfer either a disease or the poisoned condition from it to
you, immediately gaining all effects on the target.
7. Control Sound: As an action, create a 5 foot aura of
sound dampening around you that lasts for 1 round per level
WILD TALENTS
and moves with you. Any speech into or out of this aura is
muffled enough to be incomprehensible, and creatures within
gain advantage on hearing-based Stealth checks.
8. Photosynthesis: Transform light into healing energy for
you. If you engage in light activity only while exposed to
sunlight for at least 1 hour, you are healed for 1 hit point per
level.
9. Animal Affinity: As an action, gain either keen senses
(advantage on Tracking checks based on smell) or empathy
WILD TALENTS (advantage on Wisdom (animal handling) checks) for up to 1
Many of the creatures of Athas have innate psionic ability, round per level.
even if they can never approach a mindbender in skill nor
learn any additional skills.
Non-psionic player characters may begin play with a
random d20 wild talent. If a player has a 16 in either
Wisdom, Constitution, or Intelligence, they may modify their
roll by 1; a 17 by 2; and an 18 or greater by 3.
Once used, a wild talent cannot be used again until after a
long rest. Duration effects require no Concentration and can
be ended as an action.
DETERMINING WILD TALENTS
Roll 1d20 for your power.
1. Spirit Sense: As a bonus action, read the aura of a
humanoid or undead that you can see within 30' to learn if
they have less Hit Dice than your level. 10. Trail of Destruction: As an action, you can determine
2. Biofeedback: As a reaction, redirect blood flow to if defiling has occurred within 100 feet of you within the last
mitigate harm from a single source of bludgeoning, piercing, 24 hours. Your sight gives you an accurate picture of the level
or slashing damage that you can see. Reduce the damage by of the most recent spell cast and if applicable the defiler aura
your proficiency bonus. points of that caster, though not their identity.
3. Levitate: As an action, vertically move your body plus up 11. Animate Shadow: As an action, make a target
to 10 pounds per level up to 10'. At the end of your next turn, creature's shadow move and animate as you desire in an area
you gently float to the ground. Movement while aloft is the you can see up to 120' away. It cannot actually affect anything
same as the levitate spell. in a material way and must remain on a surface large enough
4. Control Flame: As an action, animate an unattended to display the shadow. You may maintain this for 1 round per
flame source no larger than a 5' cube and move it to an level and must use a bonus action to make it move and
unoccupied space you can see within 30'. The flame cannot animate.
move through an occupied square, and cannot ignite or 12. Wild Leap: As a bonus action, until the end of your
damage objects while moving. turn you may immediately make a second jump after making
5. Deflect Strike: As a reaction, psychokinetically redirect a first jump. Your second jump can be up to a 15' long jump
an attack on you from a single source you can see. Gain +1 or a 5' high jump, allowing you to combine jump heights.
AC possibly causing it to miss you.
13. Body Equilibrium. As a bonus action, adjust your 16. Thought Projection. As a bonus action, send a mental 19.
body's weight so that you can move across semi-solid message of 1 word in a language in which your are proficient impro
surfaces such as silt and sand without sinking. This effect to a target you can see, up to 120'. Spells cannot be delivered speed
ceases at the end of your turn. in this way. turn,
14. Far Hearing. As a bonus action, focus on a square 17. Martial Trance. As an action, you focus your mind your
within 60 feet of you. Until the end of your next turn, you can against mental attacks. You gain +1 on saving throws against 20.
hear as if you occupied that square. mind-affecting abilities for up to 1 round per level but are from
15. Psionic Sense. As an action, sense whether any reduced to 0 movement during this time. addit
creature within 120' of you is maintaining a psionic power. At 18. Graft Weapon. As a bonus action, a one-handed melee light
5th level, you also determine all their general directions but weapon you hold becomes one with your hand for up to 1
not exact location or numbers. round per level. You cannot let go of the weapon or be
disarmed. Your first successful hit does extra damage equal
to your proficiency bonus and ends the wild talent.
35
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PART 5 Next, select a Social Standing commensurate to your
background: templar or city official (aristocratic), noble
(wealthy), merchant (comfortable), freeman/woman (modest),
slave / tribesman / hermit (wretched to poor. These are
suggested levels for lifestyle expenses (PHB 157). Only city
PERSONALITY AND BACKGROUND
officials, nobles, and merchants are allowed under law to
read and write.
LITERACY IS OUTLAWED
Sorcerer-kings in all cities outlaw literacy except
among the ruling class. Slaves can be executed if
LANGUAGES they are caught reading. By default, player
characters are illiterate unless justified.
Standard Languages
Language Typical Speakers
Common All but halfling and thri-kreen
Dwarvish Dwarves, some muls
Elvish Elves, some half-elves
Giant Beast-head giants, braxat, tareks
Gith Gith
Halfling Halflings, Forest Ridge residents
Pterran Pterran, nikaals, ssurrans
Sign language Humans, elves, half-elves
Thri-kreen Thri-kreen
Exotic Languages
Language Typical Speakers
Aarakocra Aarakocra
Ancient halfling (dead Historical texts, psionic
language) lore
Draxa (dead language) Historical texts
Primordial Clerics, elementals, drakes
Psurlonese Psurlons
Yuan-ti Yuan-ti
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PART 6 METAL ITEMS FROM THE PHB
All metal items cost the listed gold piece (gp)
price. Items with mixed parts like a chariot almost
EQUIPMENTalways have substitute materials and cost the
ceramic pieces price. So, a metal long sword (15gp
in the PHB) costs 15gp on Athas, or 1500 ceramic
pieces. A long sword made of other materials, such
as obsidian, cost 1% of the PHB cost, or 15cp.
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WEAPONS AND ARMOR
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NEW WEAPONS
Weapons are priced as made of non-metal. If a metal weapon is sought or commissioned, it would cost 100x the
listed cost.
Name Cost in cp Damage Weight Properties
Simple Melee Weapons
Datchi club 2 1d8 bludgeon 10 Two-handed, heavy
Talid 18 1d6 pierce 2 Light, immune disarm
Wrist razor 15 1d6 slash 2 Light, finesse, immune disarm
Simple Ranged Weapons
Dejada 10 1d6 bludgeon 2 Ammunition (range 20/60)
Martial Melee Weapons
Alhulak 14 1d6 bludgeon 2 Reach
Cahulak 12 1d6 bludgeon 12 Reach, two-handed, thrown (range 15/40), special
Carrikal 15 1d10 slashing 6 Versatile (1d12)
Dragon paw 15 1d6 pierce 9 Two-handed, finesse, heavy, special
Gouge 16 1d12 pierce 14 Two-handed, reach, heavy, special
Gythka 15 1d6 pierce 12 Two-handed, finesse, heavy, special
Impaler 4 1d8 pierce 5 Versatile (1d10)
Lotulis 10 1d8 slash 4 Two-handed, heavy
Quabone 20 1d8 bludgeon 2 Finesse
Singing sticks 24 1d6 bludgeon 1 Light, finesse
Trikal 11 1d8 slash 5 Two-handed, reach, heavy, polearm
Tortoise blade 30 1d4 slash 8 AC bonus, immune disarm, special
Martial Ranged Weapons
Chatkcha 10 1d6 slash 1/2 Light, finesse, thrown (range 30/90), special
39
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Lotulis. Crescent blades with barbed spikes near the
New Weapon Description points and mounted at either end of a long shaft make this a
Alhulak. A blunt grappling hook attached to 5-7 feet of rope nasty melee weapon.
with a 2 foot-long handle. The bladed head is commonly Quabone. Common arena weapon made from 4 identical
carved from mekillot bone while the handle is wood or bone. shanks lashed together to form a symmetrical, sword-length
Cahulak. A pair of alhulak heads tied to either end of a 10- rod.
12-foot rope. As a melee weapon, the wielder holds one blade Singing Sticks. A carefully crafted and polished thin club,
cluster in each hand and swings them in unison or often used in pairs, drawing their name from characteristic
succession at the foe. Used this way, the wielder can strike whistling noises when used.
with the off-hand as a bonus action and the weapon has Talid. Also known as the “gladiator’s gauntlet,” this is made
reach. As a thrown weapon, it tangles around the target like a of stiff leather with metal, chitin, or bone plating on the hand
Net (no effect on Huge or larger, DC10 Strength check to free cover and along the forearm. Spikes protrude from the
self or another) and causes 1d6 damage when the blades knuckles and along the back of the hand. A sharp blade runs
strike. along the thumb and there is a 6 inch spike on the elbow.
Carrikal. The sharpened jawbone of a large creature
lashed to a haft, forming a sharp club with two forward facing Trikal. Three blades radially project from the business end of
heads. a 6 foot shaft. A series of sharp, serrated edges line the shaft
Chatkcha. This small 3-bladed crystalline throwing wedge below the blades while the far end of the weapon is weighted
is made exclusively by thri-kreen in a secret process carefully to balance it.
guarded by them. In their language, it means “rememberer- Tortoise Blade. A short, sharp blade attached to the shell
who-ends-knowledge,” reflecting it ends awareness by killing of a desert tortoise. It straps to the forearm and provides
and remembers to return to its thrower. Due to its spin it will protection like a buckler with +1 to armor class. It cannot be
return to a proficient thrower if it misses. combined with a shield (the better bonus applies), but if a pair
Datchi club. A 4-foot-long head made of dried insect hide are worn, their effects stack to a maximum of +2.
or roots is attached to a 3-foot-long handle, with teeth or Wrist Razor. Several blades fastened to a strip of leather
claws embedded in the head, enabling it to create horrible and lashed onto the forearm.
wounds. It is a crude, common weapon used in the arena.
Dejada. A long, scooped basket is worn on the arm and
used to propel 2-inch ceramic or stone projectiles called
“pelota” at high rates of speed.
Dragon Paw. Popular in arenas, this is a 6-foot-long pole
with a blade on either end. Proficiency allows the wielder to
strike with the off-hand as a bonus action.
Gouge. Worn in an over-the-shoulder harness, this is
commonly found in the Nibenese infantry. A wide blade is
mounted to a 3-foot-long wooden shaft that requires two
hands to wield. One hand goes on a small bar and another on
a grip at the rear of the shaft to increase thrust. The weapon
is wielded much like a shovel.
Gythka. A thri-kreen polearm with wicked crystalline
blades at each end, wielded like a quarterstaff with the ability
to strike with the off-hand as a bonus action. Like the
chatkcha, its manufacture is a closely guarded racial secret.
Impaler. Developed for the arenas, this is a T-shaped
weapon with two blades mounted parallel atop the end of a 4-
foot shaft. It is swung like a pick.
40
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NEW ARMORS
The listed armors are not made of metal as crafters have learned ingenious methods of making armor of animal hides
and other material. Metal armors, while ill-advised during daylight hours, cost the listed PHB price. A suit of metal
plate mail would cost 150,000 cp, enough to fund construction of a small fortress, or to display one's wealth and
power.
Name Cost in cp Armor Class (AC) Weight Properties
Light Armor
Padded 5 11 + Dex modifier 8 Stealth disadvantage
Leather 10 11 + Dex modifier 10 --
Studded leather 45 12 + Dex modifier 13 --
Medium Armor
Hide 10 12 + Dex modifier (max 2) 12 --
Bonemail 50 13 + Dex modifier (max 2) 20 --
Scale 50 14 + Dex modifier (max 2) 45 Stealth disadvantage
Shell 400 14 + Dex modifier (max 2) 20 --
Chitin 750 15 + Dex modifier (max 2) 40 Stealth disadvantage
Heavy Armor
Baazrag Bone 30 14 40 Stealth disadvantage
So-ut mail 75 16 55 Str 13, stealth disadvantage
Mastyrial 200 17 60 Str 15, stealth disadvantage
Braxat plate 1500 18 65 Str 15, stealth disadvantage
Shields
Buckler 15 +1 2 Special
Shield 10 +2 6 --
Pavise (archer shield) 20 +2 9 Special
Tower shield 45 +2 30 Str 15, stealth disadvantage, special
Anyone foolish enough to wear metal armor in LIG
ARMOR AND EXTREME HEAT
Extreme heat rules will almost always apply every
extreme heat also requires double their normal
allotment of water.
The l
day in Athas (DMG 110). Characters exposed to desig
the heat and without access to water must make a Pa
Constitution saving throw at the end of each hour betwe
of exposure (DC 5 + 1 per hour after first) or gain a WHY WEAR METAL ARMOR
kes'tr
level of exhaustion. Non-metal weapons break automatically on a Le
Those wearing Medium or Heavy armors have breakage check against metal armor, making it a for a
disadvantage on this save. fearsome option for those who can afford to wear Stu
it. spike
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MEDIUM ARMOR Shield. Standard one-handed device varying in material
More protection with less flexibility, more often used in cities and shape.
than in the direct sun but also built with ventilation in mind Pavise. This convex shield is designed to stand alone on
allowing some to avoid overheating during exertion. the ground. It takes an action to place or pick up a pavise.
Hide. Crude but flexible enough for use in the sun, favored When placed, you lose the AC bonus but gain 1/2 cover if
by many warriors. Types: tembo, kank, kirre, mekillot. standing or 3/4 cover if prone behind it. A placed pavise
Bonemail. Stiff leather jackets adorned with small disks or provides no protection against melee attacks.
squares of horn, bone, or wood. The kank and the cilops have Tower shield. Standing nearly as tall as a person, this
hard body parts ideal for such coats. shield grants the wielder a +2 bonus to Dexterity saves that
Scale. A heavy coat with carru leather leggings and does not stack with cover. You can also use this shield in
overlapping scales of a beast. Types: Scorpion, mekillot. conjunction with the Dodge action to keep your dodge
Shell. Fitted inix or mekillot shell pieces worn over supple benefits even if stunned or movement is reduced to 0.
leather. Legs and arms are left vulnerable but the vital organs
are protected and movement unhampered.
Chitin. Shaped chitin plates covering most of the body
except the leg, which is protected by simple graves held by
leather straps.
HEAVY ARMOR
Years of experimentation and clever crafting methods have
led armorers to develop ingenious air ventilation and
circulation methods allowing alternative armors to be worn
in the heat of Athas, albeit with some drawback.
Baazrag Bone. Hardened leather with thick baazrag
bones, the few bones aside from drakes that can withstand
the process, sewn in it. While appearing massive and
imposing, it is the least practical of the heavy armors.
So-ut mail. The scales of a so-ut are attached to a layer of
quilted fabric worn underneath to prevent chafing and
cushion blows. The hard scales provide superior protection
to traditional scale armor.
Mastyrial. The chitinous shell of the mastyrial is valued for
its protective qualities. When supplemented with a backing of
leather over cloth padding, it serves as a superior armor.
Braxat plate. Braxat shell makes excellent armor plates
that can be shaped to fit the body and interlocked. Thick
padding underneath cushions attacks, and buckles and straps
evenly distribute the weight.
SHIELDS
Shields are made from a variety of materials, ranging from
thick beetle shells to mekillot plates to reinforced bark.
Buckler. Small shield strapped to forearm. As an action or
bonus action, you can don or doff the buckler by flipping it
around, allowing you to quickly switch between fighting styles
or to free up a hand for casting. A shield normally takes 1
action to doff or don.
MASTERWORK ARMOR (OPTIONAL) Lightweight. Reduces weight by 4 pounds for light or
Drawn from Wraith Wright's Comprehensive Equipment medium armor. For medium armor, removes (if any), stealth R
Manual, DMGuild disadvantage. Heavy armor has weight reduced by 10 and F
For 150cp, light or medium armor can be improved with removes Strength requirement. Shields have weight reduced a
one unique masterwork feature. Heavy armor costs 300cp. by half and remove Strength requirement (if any). e
Armor cannot be improved more than once. Shields can only Quick-escape. Removing this armor only requires an to
apply the "lightweight" property. action. Donning it is unaffected. 1
Absorbent. Resistance to poison damage against weapons Reinforced. Immune to deadly or high critical hit t
with injury poison. properties from the optional weapon rules.
Efficient. Requires half the time to don or doff.
Enclosed. Resistance to damage from splashed materials
and contact poisons.
42
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ADVENTURING GEAR Item Cost Weight
Adventuring gear is presumed to be made of non-metal Clothing
components unless impossible (e.g. a lock), in which case the Elven 30cp 5
item costs the listed full listed GP price as normal.
High Templar 100cp 5
NEW EQUIPMENT
Royal defiler 80cp 5
Slave 2 bits 1
Wastelander 20cp 6
Food and Lodging
2cp gallon, 4 bits
Broy 8
mug
Inn stay (per day)
Good 20cp
Poor 2cp
Meals (per day)
Good 5 bits
Common 3 bits
Poor 1 bit
Water
Gallon 2 bits 8
Mug 1 bit 1
Tun (250 gallons) 40 cp 2000
Mounts
Crodlu, riding 200cp
Crodlu, war 400cp
Erdlu 10cp
Inix 100cp
Kank, riding 125cp
Kank, war 250cp
Mekillot 200cp
Other
Giant hair rope (50 ft.) 50cp 10
Sorcerer king levy (to enter
2cp
city)
DESCRIPTION
CLOTHING Royal Defiler’s Outfit: Royal defilers, who practice sorcery Wa
Elven Outfit: Elven clothing is based around two concepts: with the full legal backing of a sorcerer‐king, must clearly desig
functionality and flattery. This set includes a hooded cloak or indicate their protected status if they are to be spared the fashio
stylized robes patterned to match a landscape as well as a mob’s wrath. This set of clothing is made from the best helps
scarf to assist with wind and sandstorms. While normally materials available to a city‐state’s artisans, and is second in
only made and fitted for elves, the design has caught on and quality only to a templar’s outfit. Subject to DM discretion, FOOD
is in demand in many city-states. wearing it may give advantage to Charisma (intimidation) Broy
High Templar’s Outfit: This set of clothing is made of the checks in that city. serve
best material produced by a city‐state’s artisans and Slave’s Outfit: This simple set of clothes consists of a be s
exemplifies that city’s templarate. Subject to DM discretion, loincloth, or a short skirt and sleeveless tunic, all made of disgu
simply wearing it may give advantage on Charisma checks in rough‐hewn materials. powe
that city against the populace.
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Mekillot: A mekillot is a huge, 6,000‐lb. lizard, used for Howdah. A howdah is a frame with seats designed to be
hauling large cargo or serving as transportation for troops. mounted on the back of an inix or mekillot. A normal howdah
These beasts are hard to control in combat and usually is made of a light wooden frame while a war howdah is
require a psionic handler. Mekillots benefit from stabling, can constructed of much sturdier materials and offering half
wear barding, and require feed eight times more than a cover against any attacks from outside. An inix howdah can
normal mount. hold up to four people. A mekillot howdah can be constructed
in a more elaborate affair; it often contains two levels and can
OTHER
Giant Hair Rope. Made from the near-unbreakable hair of accommodate up to sixteen people. Anyone riding in a
giants, this rope has Hardness 5 and 2 damage to cut. howdah is considered to be at rest and shaded.
Wagon. A wagon is the simplest form of transportation.
TACK, HARNESS, AND VEHICLES Crodlus or kanks can be used as beasts of burden for the
Item Cost Weight normal versions. An open wagon is a little more than a
Barding (+2 AC)
wooden box on four wooden wheels while an enclosed
ensures its riders are unaffected by weather. An armored
Crodlu 250cp 80 caravan wagon requires two mekillots to pull, has multiple
Inix 500cp 100 rooms on multiple levels, and can carry a cargo of 15,000
pounds of goods, up to 50 fully armed warriors, 25 slaves in
Kank 250cp 80 transit, and a handful of merchants, nobles, or other
Mekillot 1,000 200 travelers. The defense balconies in an armored caravan
wagon provide half cover against any attacks from outside.
Bit and bridle 2cp 1 Anyone riding an enclosed or armored caravan wagon is
Transport considered to be at rest and shaded.
Chariot 250cp 100 POISONS OF ATHAS
Howdah
Inix, normal 10cp 50
Inix, war 100cp 150
Mekillot, normal 50cp 250
Mekillot, war 500cp 1,000
Wagons
Armored 1,000cp 5,000
Enclosed 50cp 500
Open 25cp 400
DESCRIPTION
Barding. A mount's defense can be reinforced by covering it
with barding. Made of leather pads with bone, chitin, or wood
plates, barding increases a mount's Armor Class by 2.
Chariot. A chariot is a lightly armored vehicle constructed
of wood, chitin and hardened leather, designed for riding and
combat. Two people can ride a chariot. A creature riding a
chariot has half cover against attacks from the front or the
sides. Crodlu and kanks can be used to pull a chariot.
Poison Type Price (cp) per dose Gold scorpion Injury 120 P
Assassin's blood (DMG) Ingested 75 Hypnotic brew Inhaled 30 P
Assassin bug Injury 90 Id fiend essence Contact 375 Se
Bleached inix slumber Ingested 650 Kivit musk Ingested 90
Blight Injury 90 Malice (DMG) Inhaled 250
Burnt othur fumes Inhaled 250 Mastyrial poison Injury 1200
Cactus venom Injury 200 Midnight tears (DMG) Ingested 1500
Essence of ether (DMG) Inhaled 300 Mulworm Contact 120
Gaj poison gas Inhaled 1200 Oil of taggit (DMG) Contact 400
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POISON DESCRIPTION Gold scorpion (injury). The poison of the gold scorpion is
These are commonly encountered market poisons and are extremely potent for its tiny size, causing muscle spasms and
not considered a full list of all available poisons in Athas. loss of strength more commonly associated with much larger
Those with skill in gathering components may harvest and poisonous creatures. The target must make a DC 12
develop less-commonly seen poisons. Constitution saving throw or take 13 (2d12) poison damage,
Assassin bug (injury). The poison of the male assassin or half as much damage on a successful one.
bug causes a flesh-numbing sensation that ends with a Hypnotic brew (inhaled). This is a tasteless, odorless
stiffness of the victim's limbs. The target must make a DC 10 mixture of herbs commonly peddled in Bard’s Quarters. It is
Constitution saving throw or have disadvantage to all typically used by bards and mindbender to “soften up” a
Dexterity-based saving throws and checks for 1 minute. target before attempting to manipulate or manifest a power.
Bleached inix slumber (ingested). Made from mixing sun The target must make a DC 15 Constitution saving throw or
bleached inix bone and epserweed sap, this poison is suffer a 1d4 penalty modifier to saving throws against psionic
typically mixed with spiced wine. This poison is typically used effects for 1 minute.
by bards and templars as a preliminary attack before Id fiend essence (contact). A combination of an id fiend's
ambushing rival noble houses, templar officials, or Veiled blood and cranial fluid can be reduced through a slow boil
Alliance cells. The target must make a DC 16 Constitution into a pinkish fluid that, when absorbed by a targets' skin,
saving throw or be poisoned and unable to use psionics or causes frightful visual hallucinations. If left unchecked, these
cast arcane spells for 1 minute. Those who fail the saving hallucinations can send the victim into blind panic, fleeing
throw by 5 or more are also unconscious and may be from the unseen assailants that harass and threaten him. A
awakened by taking damage or if another creature uses an creature subject to this poison must succeed on a DC 14
action to shake them awake. At the end of each of its turns, Constitution save or be frightened for 1 minute. The creature
the target repeats the saving throw to be able to use psionics can attempt a save at the end of each of its turns to end the
and cast arcane spells again. effect.
Blight (injury). This poison made from undead extract Kivit musk (ingested). When ingested, the refined extract
disrupts the central nervous system's ability to communicate from a kivit's musk gland causes constant stomach pain
between the brain and the muscles, thereby causing accompanied by sporadic vomiting and diarrhea, the effects
paralysis. A target must make a DC 10 Constitution saving sometimes lasting for hours on end. The target must make a
throw or become paralyzed for 1 minute. The poisoned DC10 Constitution saving throw or be poisoned for 8 hours.
creature can attempt a saving throw at the end of each of its Mastyrial poison (injury). The poison from a desert
turns to end the effect. mastyrial causes internal hemorrhaging, resulting in painful
Cactus venom (injury). When correctly harvested and splotchy bruises appearing all over the victim's skin, body
refined, the venom contained in the tiny sac at the base of a chills, and possible bleeding from bodily orifices. A target
hunting cactus' spine can be made into a fast-acting paralytic must make a DC 15 Constitution saving throw or take 24
agent, distrupting the victim's central nervous system. The (7d6) poison damage on a failed save, or half as much
target must make a DC 14 Constitution save or be poisoned damage on a successful one.
for 1 minute. The poisoned creature is also paralyzed. The Mulworm Poison (contact). Those who simply come into
target can repeat the saving throw at the end of each of its contact with mulworm poison suffer a severe rash; a far
turns to end the effect. worse fate awaits those injured by the poison, which attacks
Gaj poison gas (inhaled). This noxious gas clogs the the body's immune system, causing a debilitating inability to
victims breathing conduits, making it difficult to breathe as defend itself from other infections. A creature subject to this
well as causing nausea and blurred vision. Additionally, a poison must succeed on a DC 13 Constitution saving throw
painful tingling of the skin occurs where the gas touches or take (3) 1d6 poison damage and have disadvantage on
exposed flesh. A creature must make a DC 16 Constitution saves against poison and disease. The poisoned creature
saving throw or take 14 (4d6) poison damage and have must repeat the saving throw every 24 hours, taking (3) 1d6
disadvantage on all attacks, saving throws, and abilty checks poison damage on a failed save. Until this poison ends, the
for 1 minute on a failed save, or half as much damage on a damage caused by the poison cannot be healed by any
successful one. means. After one successful save, the effect ends.
Purple grass extract (ingested). Made from the purple T'chowb ichor (contact). The lymph nodes and enlarged
grass that grows outside of Urik, this poison both damages sweat glands found in the hands of the t'chowb can be used to
the victim, and inebriates them. This poison is not commonly create a viscous contact poison that, like the touch of the
used, but herders and gatherers know to avoid it in the areas creature itself, drains the victim of his wits. A creature
around Urik. Bards have recently been attempting to find subject to this poison must succeed on a DC 13 Constitution
uses for this poison, given the long period of intoxication that saving throw or have his Intelligence reduced by (2) 1d4
follows. Anyone ingesting the plant, which tastes like a points. The poisoned creature must repeat the saving throw
delicious dry wine, has their teeth and lips stained purple for every 24 hours and have his Intelligence reduced by (2) 1d4
1d8 days. A target must succeed on a DC 13 Constitution points on a failed save. Until this poison ends, the reduction
saving throw or take 22 (4d10) poison damage and be cannot be healed by any means. A creature whose
poisoned for 24 hours in an intoxicated condition. A target Intelligence reaches 0 dies. After one successful save, the
that makes the save takes (2) 1d4 points of poison damage. effect ends and the points are fully restored after a long rest.
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EQUIPMENT PACKS
Most people avoid cumbersome equipment packs
in the heat of the desert. Still, some items are vital
for one's travels to such inhospitable lands. The
packs available to characters include:
Bard's Kit (40cp). Includes a backpack, bedroll, 2
costumes, 5 candles, 5 days of rations, a waterskin,
and a disguise kit.
Burglar's pack (8 cp). Includes a backpack, 10
feet of string, a bell, 5 candles, a bag of bone
caltrops, a fire kit, a bone grappling hook, 2 flasks
of oil, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side of it.
Dune Trader's pack (8 cp). Includes a backpack,
an abacus, a blanket, a lamp, a flask of oil, a pouch,
a sack, a merchant's tunic, 2 ceramic vials, and two
waterskins.
Noble's pack (37 cp). Includes a chest, 2 cases
for maps and scrolls, a set of fine clothes, a vial of
ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of
parchment, a vial of perfume, sealing wax, and
soap.
Nomad's pack (4 cp). Includes a blanket, a set of
desert clothes, a fire kit, a small knife, a signal
whistle, a two-person tent, and two waterskins.
Traveler's pack (10 cp). Includes a backpack, a
bedroll, a set of desert clothes, a fire kit, 5 days of
ration, 5 torches, and four waterskins.
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PART 7 MAGIC
SPELL COMPONENTS
Spell components with a gold piece (gp) cost are
converted to ceramic pieces (cp). The ecosystem
of Athas has led casters to find substitutes. When
appropriate, for flavor the DM or players may
describe the substitute material.
ALTERED SPELLS
For flavor only, any spell that purports to have a
metallic effect (e.g. blade barrier) thematically can
have it replaced with obsidian, bone, etc. Similarly,
Removed Spells spells that require a watery component (e.g.
Simulacrum snow) are replaced with an Athas
The following PHB spells either do not exist or are restricted equivalent (e.g. sand or silt).
to a particular class. Spells from other sources, such as
Xanathar's Guide to Everything, must be approved by the
DM.
Spell Level
Create or Destroy Water 1st
Continual Flame 2nd
Create Food and Water 3rd
Water Walk* 3rd
Control Water* 4th
Conjure Woodland Beings 4th
Conjure Fey 6th
Conjure Celestial** 7th
Tsunami*** 8th
All planar travel spells
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PART 8 Water needs are doubled if the weather is hot for at least 1
hour of the travel day (100+ degrees Fahrenheit.)
WATER
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PART 9 Moderate Loading: Must use an Action or forfeit all
movement for the round. Cannot reload if mounted, grappled,
if at movement 0, or otherwise being jostled. Cannot fire
more than 1x per round, unless hasted, which permits the
OPTIONAL reload
RULES to be done as a bonus action. If the character uses his
movement at all, he cannot reload this weapon unless
utilizing an Action.
Long Loading: Must use all actions and forfeit movement
to reload, including reactions and bonus actions. Follows
same rules as moderate except haste has no effect on reload.
Damage advantage. Crossbows at 30' or less range gain
damage advantage (reroll the damage die or dice twice, take
the higher result.)
These are purely homebrew additions that may enhance your
game but are not required to enjoy Dark Sun.
WEAPON OPTIONS
Reach weapons. Creatures with at least 10' reach may make
an Attack of Opportunity if a creature without at least 10'
reach voluntarily enters its threatened zone. This reflects the
initial advantage a longer weapon has in keeping enemies at
bay. Polearm Master feat modified: the first attack of
opportunity taken in a round using this feat does not
consume your reaction.
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VITALITY
This rule replaces Death Saves with Vitality, which represent DEATH POINTS
the actual physical damage a character can sustain before If you ever have 2 Death Points, you gain a
lingering injury per DMG 272. If you ever have 3
dying. Otherwise, the rules on hit points are unchanged. Death Points, you die. Death Points can only be
Once Hit Points are gone, all damage goes to Vitality, and removed at the rate of 1 per long rest.
once these are gone, the character is dead. Unlike hit points,
Vitality is fixed at 1st level.
Starting Vitality. You have Vitality equal to your 1st level hit
points. This number never changes unless your Constitution
modifier changes.
Death. If you ever have 0 vitality points or 3 death points,
you are dead.
Reaching 0 hit points. The player chooses to either (1)
gain 1 death point and the condition staggered, or (2) gain the
condition unconscious. If an enemy opts to knock you
unconscious, you cannot choose to become staggered. All
future damage goes against your Vitality.
STAGGERED
You have 0 hit points. You gain 1 Death Point. You no longer
have movement. All d20 rolls you make are with
disadvantage, and all foes have advantage against your class
abilities, such as spells, but not items such as wands. You
lose this condition if you gain any hit points.
UNCONSCIOUS At the
Take 1 Vitality damage and make a DC 10 death saving throw Vitali
IN PLAY to stabilize. On failure immediately take 1 more point of
Although you have no movement when staggered, vitality damage and 1 damage at the start of your turns until MAGI
you can use the Dash action to move. You cannot stabilized. If you roll a natural 1, the extra vitality damage is Magi
Dodge (requires movement speed) or Disengage 1d4 instead of 1. full.
(modifies your movement). In a heated battle,
Spare the Dying and the Medicine skill (DC10) stop further On
death points can quickly accumulate, and these
vitality damage. calcu
rules eliminate the "whack a mole" combat. Note: effect
like normal, excess damage when reaching 0 hit REGAINING HIT POINTS
points is ignored unless it would outright kill the No changes.
character.
REGAINING VITALITY
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INITIATIVE DICE
Dynamic Initiative Action Die*
This optional initiative rule replaces the d20 roll with a die No action (move only) 1
based off a choice of action, making initiative unpredictable
each round. Lowest numbers go first. Light weapon, Medium or smaller natural
attack, Power Word spell
d4
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Athas is a land of deadly magic and powerful
Dark Sun
psionics that offers no promise of glory or even
of survival. Those who do not have the cunning
to face life on Athas will surely perish, leaving
Guide
Amid the barren wastelands of Athas lie the
scattered city states, each in the grip of its own,
tyrannical sorcerer king. Protecting their own
positions with dark magic, they demand absolute
obedience. The restless mobs are placated with
bread and circuses - the arenas overflow with
spectators seeking release from their harsh lives.