Darksun 5e

by Jay

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Athas, the world of Darksun

The world of the DARK SUN setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS® game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure.

Newcomers to Athas have much to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting.

The World is a Desert

Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive-tinged sky. Temperatures routinely exceed 100 degrees F. by midmorning and can reach 130 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt.

In this forbidding world, cities and villages exist only in a few oases or verdant plains. Some places don’t see rain for years at a time, and even in fertile regions, rain is little more than a humid mist that falls during a few weeks each year.

The world is Savage

Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an ageless tyrant. The institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness— these qualities exist, but they are rare and precious. Only a fool hopes for such riches.

Metal is Scarce

Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes.

Arcane Magic Defiles the World

The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, preserving the world and avoiding any more damage to it, but defiling offers more power than preserving. As a result, sorcerers, wizards, and other wielders of arcane magic are reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisal.

City-States Ruled by Sorcerer-Kings

Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, lesser defilers who can call upon the kings’ powers. Only in the city-state of Tyr does a glimmer of freedom beckon, and powerful forces already conspire to extinguish it.

The Gods are Silent

Long ago, when the planet was green, the brutal might of the primordials overcame the gods. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. Old shrines and crumbling temples lie amid the ancient ruins, testimony to a time when the gods spoke to the people of Athas. Nothing is heard now but the sighing of the desert wind.

In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Shamans and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power.

Fierce Monsters Roam the World

The desert planet has its own deadly ecology. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo. Perhaps the harsh environment of Athas breeds creatures tough and vicious enough to survive it, or maybe the touch of ancient sorcery poisoned the wellsprings of life and inflicted monster after monster on the dying world. Either way, the deserts are perilous, and only a fool or a lunatic travels them alone.

Races aren't what you Expect

Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable riverfolk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Goliaths—or half-giants, as they are commonly known—are brutal mercenaries who serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.

Adventure

Wilderness

Athas is a world ripe with possibilities for adventure. Countless ruins litter the deserts and badlands, each mute testimony to a different world that is lost in the past. Abandoned cities lie half buried in sand or brood beneath barren, rocky hills. Crumbling castles perch atop windswept heights or guard old passes that now lead nowhere. Magnificent palaces and ominous towers dot the wastelands, each the former retreat of a great noble or mighty archmage whose name and realm are long forgotten. Farmhouses and villages lie in the middle of stony wastes with nothing more than a few bits of masonry or a lonely fragment of a wall to mark the spot where people once lived.

City-States

The city-states of Athas are little safer than the ruins or the countryside. Each groans under the oppressive rule of a despotic sorcerer-king and his or her templars. Nobles jockey for influence, scheme against their rivals, and amass treasures. Merchant houses engage in silent trade wars in the markets and alleyways, con- flicts that can include poisonings and assassinations. A hero might battle for fame and fortune in an arena (or try to survive being sentenced to fight), serve as a hired blade in a noble intrigue or a merchant feud, or break into a templar treasury. A character could explore forgotten undercities where the sorcerer-kings buried.

Culture

Social Order

Within the walls of a city-state, every person has a specific place in the social order. Sorcerer-kings rule, supported by nobles and templars—the priests and warriors of the monarchs. Merchants and craftsfolk, as well as warriors in their employ, enjoy positions slightly higher than those of beggars, farmers, herders, and laborers. Slaves toil in the lowest level of society, giving their lives in forced labor, gladiatorial spectacles, or outright sacrifice.

On the other hand, those who dwell in villages or nomadic tribes in the wilderness value freedom and competence, and they believe, perhaps rightly, that city residents lack both. (Of course, the most independent tribes still have leaders and members with more wealth or status than others.) Liberty comes at a high price, however, since the wastelands of Athas are treacherous even for the well prepared.

Sorcerer-Kings

The sorcerer-kings at the center of urban life are sovereigns who rose to power long ago through unchecked arcane might. In all remaining city-states except Tyr, the monarch has ruled for generations; each sorcerer-king is a formidable defiler and employs magic to prolong his or her life to near-immortality. In some cities—most notably Draj and Gulg—the people view the sorcerer-king as a divine being. Worship of and obedience to the ruler is usually mandatory, with templars tasked to enforce this state religion.

Within his or her city, each sorcerer-king has absolute authority. Most reside in fortified palaces teeming with minor officials and intimidating sentries, and they rarely emerge without grand entourages and marching files of watchful guards. In the face of the king’s power, common citizens can ask for nothing more than to be defended, fed, and sheltered. The sorcerer-kings fiercely protect the secrets of arcane magic and brook no rival mages in their cities.

Templars

Directly under the authority of the sorcerer-king are the templars: priests, officials, and disciples loyal to their ruler. Although a sorcerer-king can be expected to defend and nurture his or her city, the templars manage its day-to-day necessities, from law enforcement to religious services. Some templars wield magical power granted to them by their monarch, but even if they lack such might, all templars enforce the will of the sorcerer-king. They can punish lawbreakers, dismiss complaints against favored citizens, detain and abuse those they wish to harass, and seize materials for the good of the state. They are hated and feared by commoners, and in any given city-state, the templar organization is rife with corruption and perfidy. The sorcerer-king seldom intervenes in templars’ affairs, no matter how crooked they might be.

Nobles

The aristocrats of Athasian society usually control farmland and water through hereditary titles that the sorcerer-king granted to their ancestors long ago. They are expected to maintain their holdings and to have private military forces ready to maintain order and repel invasion when necessary. Most noble houses keep large stables of slaves as laborers, soldiers, and gladiators. Competition among the nobles, as well as between nobles and templars, is fierce.

In some cities, the heads of the noble houses form a council that advises the sorcerer-king. At any time, the monarch can call upon the resources, living and otherwise, at a noble’s disposal.

Merchants

Athasian merchants as a group include merchant dynasties, tribal merchants, and independent merchants (or free citizens, discussed below). Merchant dynasties (or houses, as they’re often called) are a class of free folk who maintain emporiums, resource-gathering outposts, and trade routes in the city-states and across the hostile wastes. They are citizens of no city and exist outside the normal power structure, although their wealth and influence rivals that of the most prominent nobles. Each merchant house is a family or an alliance of dealers with its own small army of guards and slaves that keeps goods flowing from one region to another. Intrepid dune traders and larger caravans carry merchandise from place to place. Merchant dynasties operate large emporiums in various city-states and pay taxes to the sorcerer-kings in return for this privilege. Even the most rapacious templars avoid harassing members of merchant houses without good cause. Doing so would risk not only the templars’ personal buying power but also the welfare of the city-state.

Free Citizens

City dwellers who aren’t templars, nobles, affiliated merchants, or slaves are citizens. Independent merchants and artisans make up the bulk of this class. Mercenaries, minstrels, monks, priests, masters of the psionic arts, and adventurers or others who wield extraordinary powers make up the rest.

These people are free, but only until a capricious templar or noble judges them guilty of a crime. When that happens, a free citizen becomes a slave. However, this fate usually befalls only the powerless citizens. Those who can defend themselves are rarely harassed by templars, who do not wish to risk losing several soldiers just to acquire one slave.

Slaves

Slaves make up a large portion of the urban population. Some are born into slavery, and others are tribal folk or villagers from distant lands who were seized by slavers and sold into captivity. Templars and nobles also have the power to condemn debtors and criminals to slavery (although dangerous people are executed if enslaving them is considered too risky).

Wealthy Athasians keep slaves as a show of prosperity as well as a source of cheap labor. Most slaveholders have few moral qualms about the practice, arguing that it is better to enslave others than to allow them to starve in freedom. A slave’s treatment depends on his usefulness and the affluence of his owner. Reliable and loyal slaves are likely to receive better treatment.

Each slave is afforded a place according to his or her talents. Most are farmers, laborers, or servants. Those with fighting skills end up as soldiers or gladiators. (The best soldier slaves are trained as such from birth.) A few slaves have talents that earn them spots as artists or entertainers in a household. Skilled slaves can enjoy comfortable lives, but they are always at risk of falling out of favor. Few slaves earn lasting freedom.

Villagers

In the unforgiving desert, villages exist only in locales that have valuable resources, important trade cross- roads, or defensible positions. A mining settlement,a raiding tribe’s base, and a merchant trading post all are considered villages. Independent villages, especially those built by escaped slaves or members of a particular race, are chaotic, colorful places. They have strong or charismatic leaders and allow practices that are frowned upon in city-states (such as the use of primal magic). Of course, given the dangers of the wilderness, any village can disappear or become abandoned overnight.

Nomads

Any people who live a mobile existence can be considered nomads. They survive by moving to wherever the resources are. Some nomadic tribes or bands are racially diverse, and others are racially homogenous. A few tribes enjoy the sponsorship of (and provide services to) a patron, such as a city-state, but most survive independently by herding, hunting, or raiding. A single tribe might resort to all these methods.

Matters of Learning

In the urban societies of Athas, knowledge - especially information about arcane magic — is tightly controlled. Those who rule know that truth and enlightenment make the governed less likely to accept the status quo. People who gain abilities that allow them to challenge or escape authority become threats to the stability of the system.

Literacy

In most city-states, the templars restrict reading and writing. Common citizens and slaves can be executed for being literate. Merchants can be educated enough to keep accounts, although most are fully literate and seldom face repercussions. Nobles, templars, and other servants of the sorcerer-kings are allowed the privilege of reading and writing without fear. Some nobles teach these skills to their most valuable retainers and slaves as well.


The march of Time

The sorcerer-kings make sure that hardly anyone knows the true age of Athas. Regardless, most Athasians are too concerned with day-to-day living and survival to wonder about what happened in the past. People suppose that things are more or less as they have always been.

Years on Athas are named, not numbered, and recorded by the Calendar of Kings. By this calendar, the current year is the Year of Priest’s Defiance, in the 190th King’s Age. Last year was the Year of Desert’s Slumber, and next year will be the Year of Wind’s Reverence. Every 11 years an eclipse occurs, and every 45 years the Messenger—a comet that turns night to day—blazes through the sky. Most Athasians find this complicated calendar less than useful; they rely on the templars to tell them about important events related to the passage of years.

History

Since common Athasians are forbidden to read or write, few people know the annals of their world. They do know that Athas used to be lush and green, rich with water and thronged with cities and realms. This knowledge is no secret; any traveler can see the evidence of the former world crumbling in the deserts. Ancient bridges span empty watercourses, dilapidated castles sag on hilltops over deserted towns, shrines to vanished gods lie dusty and silent, and the ruins of great cities are filled with sand and monsters — all remnants of the time known as the Green Age. Fleeting tales whisper of eras that preceded the Green Age, leaving older and even more mysterious ruins, but no definite knowledge of such fantastically ancient days remains in the world unless the sorcerer-kings know more.

Cosmology

Most Athasians know nothing of the worlds and planes that exist beyond their own. Very few scholars have studied such topics at length, and their writings are locked away in the vaults of the sorcerer-kings.

All Athasians know the night sky and its familiar constellations, and many peoples assign different meanings to the motions of the stars and planets. Athas has two moons, Ral and Guthay. Ral, a mottled green in color, is the closer of the two. Sages who have scried Ral report that it is covered in great green seas and mountain-islands of dizzying heights. Guthay, the smaller and more distant moon, is a golden orb mantled in steaming mists beneath which lie scarlet jungles and marshy seas. Stories tell of ancient moon-gates on Athas that lead to both Ral and Guthay, but they function only at unpredictable intervals.

The Gray is an echo of Athas, an otherworld of shadows and ghosts. In this realm, the restless spirits of the dead linger amid the haunted ruins of great cities. Some sources call this otherworld “the Shadowfell” or “the Plane of Shadow.” Like the Lands Within the Wind, the Gray is home to strange and powerful creatures, including mighty shadow giants, fearsome nightmare beasts, and a race of devils that traveled to the Gray when the connection between their home plane and Athas withered. Unlike the eladrin of the fey realm, the denizens of the Shadowfell are much more hostile to mortals who venture into their domain.

Underlying the rest of existence is the Elemental Chaos, a vast, churning realm from which all the energy and elements of the world were formed. Some sources call this realm “the Elemental Planes” or “the Inner Planes.” In cosmological terms, Athas is close to the Elemental Chaos, and vortexes such as volca- noes, sand gyres, and desert flats known as “anvils” link the planet to corresponding parts of the seething realm. Elemental influences grow steadily stronger and more chaotic as one travels farther away from the Tyr Region, suggesting that the presence of civiliza- tion or natural life holds true elemental power at bay (or that in the distant past, the region was shielded from unchecked elemental manifestations).

Races of Athas


Aarakocra - Vulture Folk

Aarakocras are hunters and scavengers that eat just about any meat they find. They loot whatever they can from victims claimed by the wastes. Most residents of Athas try to avoid aarakocras, considering them to be sordid opportunists, but the vulture-folk have few sworn enemies.

Despite their reputation as distasteful scavengers, aarakocras are deeply spiritual. They revere the sky and the sun as primal entities. Those members of a tribe that wield primal power use spirits and elementals to aid their kin in mundane tasks as well as in battle.


  • Ability Scores: Dex +2; Wis +1
  • Size: Medium
  • Speed: 25ft.

  • Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
  • Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  • Far sight. Have proficiency in Perception. While flying you have advantage on perception checks to notice objects that are at a distance.

  • Language. You can speak, read, and write Common, Aarakocra, and Auran.

Dray - Draconic Retainers

Created many centuries ago by the sorcerer-king of Giustenal to serve as a race of sorcerous warriors, dray are a strong, resilient race of dragonlike humanoids. Most dray were cast out of their home by their creator, Dregoth, and a handful of dray survived when Giustenal was destroyed. From those ancient refugees arose a race of mercenaries, sorcerers, and slave traders known for their calculating (and sometimes duplicitous) ways.

Dray live by a brutally pragmatic philosophy rooted in their exile from Giustenal. They tend to be avaricious, sly, and amoral, although they carefully observe the exact wording of any deal or bargain they strike, since it’s good business to have a reputation for living up to agreements. The dray learned long ago that they can rely only upon one another, and they are fiercely loyal to their clan brothers and sisters. A clan gathers from far and wide to avenge an insult or an injury to one of its own, and the group won’t rest until the vendetta is settled.


  • Ability Scores: Str +2; Cha +1
  • Size: Medium
  • Speed: 30ft.

  • Fire Resistance You have resistance to fire damage
  • Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Breath Weapon.  You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage type Breath Weapon
Fire 5 by 30ft. line (Dex. save)

  • Language. You can speak, read, and write Common, and Draconic.

Dwarf, Sun

The dwarves of Athas have the stature of their kindred in other worlds—short, sturdy, and thickly muscled. Most dwarves have deep tans from lives spent toiling in the hot sun, with wide, callused hands and feet. They usually have little or no hair; the flowing beards that are the pride of male dwarves on other worlds are never seen on the Athasian variety.

Dwarves are known for their stoicism and single-mindedness. They fix their minds on the task at hand, whether it is a challenging feat of engineering, an intricate work of craft, a struggle for survival, or a quest for revenge. It’s just not in their nature to abandon a task or leave work half done; dwarves set aside the object of their focus only after much grumbling and coercion. A dwarf that dies without completing their focus is said to become a desert banshee.

Dwarves have no lands of their own and live among the other folk of Athas. They reside both in cities and in the countryside, and they tend to be builders and farmers instead of nomads or raiders.


  • Ability Scores: Con +2; Int +1
  • Size: Medium
  • Speed: 25ft.  Speed. Your speed is not reduced by encumbrance or wearing heavy armor.

  • Dwarven Focus. While working towards your focus, you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. If you are not working towards your focus, this becomes disadvantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Tool Proficiency. You gain proficiency with your choice. smith's tools, brewer's supplies, or mason's tools, tinker's tools

  • Languages. You can speak, read, and write Common and Dwarvish. Dwarves have a rich oral culture.

Elf, Dune Runner

Tall, long-legged desert rovers whose tribes wander the face of Athas. Elves run swiftly and with great endurance. Tribes can manage forty miles a day or more, day in and day out. Elves consider it shameful to ride an animal such as a crodlu or a kank, and one does so only if ill or gravely wounded. Normally, such mounts are used as beasts of burden to carry the tribes’ goods and tents. If a sorcerer-king sends his soldiers to punish an elven tribe for a brazen act of theft or lawlessness, he might find that not even kank-mounted cavalry can catch a tribe that has a mind to be somewhere else.

Most Athasians consider elves lazy and deceitful. It’s true that many elves dislike hard work and prefer to live in the moment, avoiding unpleasant tasks and drudgery. They have little regard for anyone who isn’t a member of their tribe. Elves happily take advantage of, steal from, lie to, or misdirect outsiders, not out of malice so much as a desire to separate the gull ible from their items of value. When it’s important to maintain a valuable trading relationship, elves honor their word and barter in good faith. But the moment they perceive an opportunity that is too good to pass up, they abandon their previous deals. Although elves are fickle business partners, they can be true and loyal friends to those who win their trust. But few outsiders gain the friendship of an elven tribe.


  • Ability Scores: Dex +2; Con +1
  • Size: Medium
  • Speed: 35ft.

  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Light Stride. When you dash, you can ignore difficult terrain.
  • Runners High. Elves are natural runners, they can keep constant running speeds for hours on end, their overland speed is doubled when running, and they don't become exhausted from running. (normal running rules allow running for 3+con bonus rounds)

  • Languages. You can speak, read, and write Common and Elvish.

Genasi, Half-Elementals

Also known as half-elementals, genasi typically reside in the depths of the wastelands and on isles in the Sea of Silt. Their elemental nature gives them the ability to endure environmental conditions that other humanoids find intolerable. Most genasi are devoted to the elemental spirits of the wastes, and they bitterly resent defilers, especially the sorcerer- kings and agents of those tyrants.

As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.


  • Ability Scores: Con +2
  • Size: Medium
  • Speed: 30ft.

  • Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, lled with harsh syllables and hard consonants.

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.


  • Ability Scores: Dex +1

  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Unending Breath. You can hold your breath inde nitely while you’re not incapacitated.
  • Mingle with the Wind. You know the produce Gust cantrip. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.


  • Ability Scores: Str +1

  • Earth Walk. You can move across dificult terrain made of earth or stone without expending extra movement. When touching the ground (earth, rock, dirt), you gain advantage on strength checks to avoid losing balance and being shoved.
  • Whispers of Stone. You know the produce Mold Earth cantrip. As a bonus action can concentrate to activate a Tremorsense 30ft.

Fire Genasi

As a re genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.


  • Ability Scores: Int +1

  • Fire Resistance. You have resistance to fire damage.

  • Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you nish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.


  • Ability Scores: Wis +1

  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the shape water cantrip when you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you nish a long rest. Constitution is your spellcasting ability for these spells.

Gith

Remnants of ancient Illitihid wars on Athas, the Gith still have two groups, and a degenerated brethern that had their minds and bodies broken by the war.


  • Ability Scores: Int +1
  • Size: Medium
  • Speed: 30ft.

  • Languages. You can speak, read, and write Common and Gith.

Githyanki

The brutal githyanki are trained from birth as warriors. They are self-centered, violent, and arrogant.


  • Ability Scores: Str +1

  • Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.
  • Martial Prodigy. You are proficient with light and medium armor. Your people are ever ready for war.
  • Githyanki Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. You can cast all of them without components.

Githzerai

The githzerai hone their minds to a razor’s edge.


  • Ability Scores: Wis +1

  • Monastic Training. You gain a +1 bonus to AC while you aren’t wearing medium or heavy armor and aren’t using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
  • Githzerai Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. You can cast all of them without components.

Half-Giants (Athasian Goliath)

Centuries ago, sorcerer-kings magically combined giant and human stock to breed powerful minions, creating the hardy race of towering warriors known as goliaths (commonly called half-giants). Most sor- cerer-kings have hundreds of goliaths in their armies and shower the mighty warriors with luxuries in exchange for their loyalty. Other half-giants become urban thugs or mercenaries. They adopt the culture and traditions of the cities in which they dwell.

Half-giants are often violent and short-tempered, but their moods are mercurial. They can pass from frothing rage to gales of laughter in the blink of an eye.


  • Ability Scores: Str +2; Con +1
  • Size: Medium
  • Speed: 30ft.

  • Natural Athlete. You have proficiency in the Athletics skill.
  • Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

  • Languages. You can speak, read, and write Common and Giant.

Halfling, Jungle Cannibals

Most halflings hail from the Forest Ridge, a mysterious and legendary jungle said to crown the Ringing Mountains. Halflings live apart from other races, divided by their stature and odd customs, but no one can deny their bravery and cunning. The savagery for which they are feared masks a deep and abiding reverence for the natural world and an uncommon connection to the land’s spirits. Halflings live throughout the Tyr Region—some as slaves, others as mercenaries, and still others as raiders. Regardless, all halflings look to the Forest Ridge as their homeland.

Halflings see all creatures as potential sources of sustenance. After all, living beings compete to survive, and halflings think nothing of eating their enemies, for doing so ensures their own survival.


  • Ability Scores: Dex +2; Wis +1
  • Size: Small
  • Speed: 25ft.

  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. You have advantage on saving throws against being frightened.
  • Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
  • Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage (typically 1hp), and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

  • Languages. You can speak, Common and Halfling.

Mul, Half-Dwarf

Muls are half-dwarves, descended from the union of a human and a dwarf. They have the stature, agility, and mental flexibility of humankind, coupled with the physical resilience and endurance of dwarves—a rare combination of qualities that makes muls more than a simple blend of the two races.

Because they are strong, tough, quick, and blessed with fantastic endurance, muls are highly prized as slaves. In fact, most muls are born into slavery.

Muls have little collective racial identity and adopt the dress and fashion of their homes. However, they are fond of tattoos and favor simple geometric patterns rather than depictions of creatures or objects. In this way, they honor their dwarven heritage with designs reminiscent of dwarven motifs.


  • Ability Scores: Str +1; Con +2
  • Size: Medium
  • Speed: 30ft.

  • Mul Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Mul Stamina. You have advantage on athletic checks related to stamina tests. During a short of long rest, you can spend a Hit Die to recover from levels of exhaustion as long as you have access to food and water.

  • Languages. You can speak, read, and write Common and Dwarven.

Naga, Serpent Folk

Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.

Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to illumination, since a combination of physical and mental preparation will ensure success in every trial. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.


  • Ability Scores: Con +1; Int +2
  • Size: Medium
  • Speed: 30ft.

  • Poison Immunity. You are immune to poison damage and can't be poisoned.
  • Poison Affinity. You gain proficiency with the poisoner's kit.
  • Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 10 feet until the end of your turn.
  • Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.

If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.

If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.


  • Languages. You can speak, read, and write Common and Naga.

Thri-kreen, Mantis Warriors

Thri-kreen are mantislike humanoids that hunt in packs throughout the wastes of Athas. They have adapted to the harsh climate and are experts at sur- viving with only scarce resources. Thri-kreen are nimble, and many also have psionic abilities.

Thri-kreen minds, behavior, and physiology often seem bizarre to members of other races. But despite their fierce appearance, the insectlike humanoids can be loyal and courageous companions. Thri-kreen have most of the same needs and morals as do other races; they simply prioritize those needs and morals differently. Most important, thri-kreen judge others solely on physical and mental ability. The lazy and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no matter who demonstrates these qualities.


  • Ability Scores: Dex +2; Cha -1
  • Size: Medium
  • Speed: 40ft.

  • Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
  • Natural Armor. Carapace provides a natural armor class of 13.

  • Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide in natural surroundings.
  • Bite (Not proficient). Can bite for 1d6 piercing damage, and the target must succeed a Constitution saving throw (DC 8 +Proficiency bonus and Constitution bonus) or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  • Extra Limbs. Thri-kreen have an extra set of smaller arms that allow them an extra object interaction.
  • Trance. Thri-kreen don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Slow Metabolism. You can go for a week without food, and 3 days without water before taking levels of exhaustion.

  • Languages. You can speak Thri-kreen, and understand Common. Thri-kreen don't have a written language. Thri-kreen however can read and write other languages they learn.

Tortle

Tortles are reptilian-looking humanoids with large shells on their backs that are capable of containing their entire bodies and provided ample protection. Most tortles have the notion of having their houses on their backs, which means that they rarely felt homesick or the need to lay roots in any single place. They are eager to learn new customs and find beauty in the most ordinary things. Despite spending much of their lives isolated, tortles like to form strong friendships.


  • Ability Scores: Str +2; Wis +1
  • Size: Medium
  • Speed: 30ft.

  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
  • Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense. You can withdraw into your shell as an action. until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reaction, and the only action you can take is a bonus action to emerge from your shell.
  • Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
  • Slow Metabolism. You can go for a week without food, and 3 days without water before taking levels of exhaustion.

  • Languages. You can speak, read, and write Aquan and Common.

Classes

Barbarians

Very common, many gladiators are barbarians. The lack of good armor in Athas and the harsh conditions make them very common warriors.

Ancestral Guardian

No changes, popular among Halflings.

Battlerager

Open to all races, not only dwarves, popular among Mul, Githyanki and Gladiators.

Berserker

Psychic resistance, makes them worthy warriors in servitude of nobles.

Storm Herald

Popular amont Genasi. Desert Soul is the most common.

Totem Warrior

Totems are renamed for example Braxat (Bear), Kes'trekel (Eagle) and Tembo (Wolf)

Zealot

No gods are required, many are raiders, or servants of Templar armies.

Bards

Their powers are considered a form of psionics, their magic does not defile

Spies and Assassins

Bards can gain choose 3 tools among the following options: Disguise Kit, Gambling Set, Musical Instrument, Poisoner's Kit

Glamour

Their power is not derived from the fey, but from psionics.

Lore

(not available for now) They don't really fit into the image of what Bards do on Athas

Swords

Typically Jazst Dancers, that work in the Arenas

Valor

Servants, teachers and bodyguards of noble houses

Whispers

The typical entertainer (spy & assassin) bard of Athas

Cleric


  • (not available for now)

Derive power from elemental plane, not subject to defiling. Role/Lore-wise they probably need to be merged with the elemental sorcerer in some way.

Druid

Druids actively work against the sorcerer-kings, and as such avoid civilization, however they are rather common in Athas.

Dreams Rain Bringers

Their power is not from the feywild but from the remaining water and rain that nurture the the planet

Land

Terrain selection is different on athas

Desert

Druid Level Circle Spells
3rd blur, silence
5th sand storm, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone

Jungle (Forest)

Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th dream, insect plague

Mountain

Druid Level Circle Spells
3rd spider climb, spike growth
5th erupting earth, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone

Obsidian

Druid Level Circle Spells
3rd darkness, spike growth
5th meld into stone, slow
7th evard's black tentacles, stoneskin
9th passwall, scrying

Silt Sea

Druid Level Circle Spells
3rd invisibility, misty step
5th gaseous form, haste
7th divination, freedom of movement
9th cloudkill, cone of cold

Moon

(Not available for now) The beast category is very different on Athas, and flavor-wise they aren't a good match for how things work on Athas

Sheppard

Highly praised and recruited by caravans

Spiritlords

With their elemental affinities they are popular among genasi

Fighter

Fighters tend to be freemen or nobles, and considered by many natural leaders.

New Fighting Styles

Juggernaut


You can ignore any Dexterity ability penalties to Armor Class. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Gladiator


Your unarmed attacks deal 1d4 damage (or increase in 1 die size). You can grapple while holding a light weapon or a shield in your hand

Dirty Fighting


When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one target you can see within 30 feet of you that can see or hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Arcane Archer

Popular among elves, halflings and thri-kreen

Banneret (Purple Dragon Knight)

Popular among Nobles

Battlemaster

No changes

Cavalier

Popular among caravans

Champion

No changes

Samurai

No changes

Eldritch Knight

Arcane Defilers, popular among Templars

Monk

Compared to other settings, they are very common and hold varied positions in society. They frequently multiclass with psionics

Shadow

Tend to be evil assassins for Sorcerer-Kings

Drunken Master

No changes

Four Elements

Use the Revised Version. Favored by Genasi

Kensei

Very popular among desert tribes

Long Death

Very popular among psions

Open Hand

Very popular among gladiators

Sun Soul

Tend to keep a low profile, and actively work against the sorcerer-kings

Paladin

Their powers are not derived from divine focus, but by raw force of the way and the will (psionic teachings).

Conquest

Templars in service of the armies of Sorcerer-kings.

Devotion (Sun Paladin)

Very rare, and precious souls. Most live in caravans traveling and helping those in need.

Redemption

Very rare, and precious souls. Most live in cities, and try to bring peace to the people.

Vengeance

Templars in service of the armies of Sorcerer-kings

Ancients

Very rare, popular among Halflings


Paladin Build Options

Gith Warrior (Use Wisdom instead of Charisma)

  • Change radiant damage to psychic damage
  • Divine Sense can be traded for Psychic Sense

Templar Warrior (Use Intelligence instead of Charisma)

  • Change radiant damage to necrotic damage
  • Divine Sense can be traded for Detect Magic

Sun Paladin (Normal Paladin, Uses Charisma)

  • Use Radian damage
  • Divine Sense works normally

Ranger

Many live out in the desert. Either serving as guides, or raiders.

Beast Master

(not available for now) The beast category is very different on Athas, balance is hard.


Gloom Stalker

Due to the general lack of underdark, and the dual moons, they exist but are very rare.

Horizon Walker

(not available for now) Due to the lack of portals.

Hunter

Very common among Thri-kreen and Halflings, elite elf hunters also favor this class.

Monster Mage Slayer

Mostly Mage Slayers, they actively hunt defilers. Some work against the Sorcerer-kings, but others actively hunt templars as agents of the Sorcerer-kings.

Rogue

Very common class on Athas.

Arcane Trickster

Defilers and ruin hunters, searching for lost power

Assassin

Not very common, as they share a niche with Bards. More common as hunters in the wild than in civilization.

Inquisitive

No changes

Mastermind

No changes

Scout

No changes

Swashbuckler

Common among gladiators

Thief

No changes

Sorcerer


  • (not available for now)

Derive power from elemental plane, not subject to defiling. Role/Lore-wise they probably need to be merged with the elemental cleric in some way.

Defiling Magic

Warlocks and Wizards wield Arcane Magic - which defiles the land.

All arcane magic defiles the surrounding, dealing 1d4 necrotic damage to plants and tiny animals within 5ft per spell slot level.

Other beings will sense a temporary feeling of weakness which they are likely to correlate with defiling magic.

Arcane Feats

Defiler

Requirement: Ability to cast at least 1 arcane spell

  • You embrace defiling to empower your magic, making you more powerful.
  • Once per short rest by defiling you can up-cast a spell one level for free.
  • When using Arcane Recovery feature (wizard only) you can add +2 to your level when determining the amount of slot levels recovered.

Preserver

Requirement: Ability to cast at least 1 arcane spell

  • You are a noble soul, who understands magic is not evil, and it's proper use can bring power without making the world suffer.
  • When casting magic you can avoid defiling the surroundings.
  • You have trained to use stealth to disguise somatic components to a degree, as long as you are not being actively examined (such as in active combat) by passing a stealth DC is 10+Slot Level you magic wont be actively recognized as such. You cannot conceal reaction, bonus action spells, or spells performed through ritual casting.

Warlock

Typically Sorcerer-King's Templars, however others have formed pacts with genies or other primordials, even others have pacts with the Ancient Rajaat.

Intelligence based Warlocks

Warlock arcane magic is a prime source of defilation on Athas, many use intelligence as their casting ability and multi-class into wizard as they raise ranks as Templars.

Archfey

Have formed pacts with Primordials of Athas as there is no Feywild.

Celestial

There are no celestials, however some warlocks form pacts with the very lifeforce of the planet.

Fiend

Typical Templar Inquisitor warlock.

Great old One

Warlocks with pacts to Rajaat.

Hexblade

Typical Templar Knight warlock.

Undying

Tend to have pacts with entities of the Gray.

Wizards

Extremely rare, and reviled by most. A few wizards start out as warlocks, and then multiclass into wizards after earning the trust and backing of sorcerer-kings in order to protect themselves from being hunted as defilers. The normal populace, does not understand the difference between defilers and preservers, however they can normally understand the difference with psionics, and just generally hate all wizards. A wizard that openly uses magic, risks being linched by those around him.

Bladesingers

Open to all races. Popular among Githyanki, Dray and evil Genasi.

Other Arcane Traditions

No changes.

Equipment and Currency

Gear

In a world where survival always hangs in the bal ance, gear can be crucial. As you make your way across the Athasian wilds, your items help to keep thirst, starvation, sand, salt, and the blazing sun at bay. You need a good weapon and effective armor to fight off predators. A hardy mount can shorten your trip or, if you’re desperate, serve as extra provisions. In a pinch, the beast might distract a monster, throw ing it off your trail—as long as the beast is meatier than you are.

Scarcity of metal

Athas is nearly bereft of copper, iron, silver, and other metals. Perhaps the destruction of the Red Age ruined the world’s store ofthese ores in the same way that it ravaged the world-girding forests. Maybe these types of metal deposits were mined out centuries ago. Whatever the case, arms and armor crafted from metal appear only as ancient, enchanted heirlooms. They are well beyond the means of all but wealthy nobles or highly successful adventurers.

Coinage

Due to the scarcity of metal, coinage is made of glass and ceramics finely engraved to avoid forgery.

Athas Coinage Price Typical Coinage
Gold 10000c N/A
Silver 1000c Platina
Glass 100c Gold
Slate 10c Silver
Ceramic 1c Copper

Armor

On Athas, an armorer might spend an entire career without accumulating a sufficient quantity of metal to create a suit of armor. Even if a windfall of metal were to be found, the techniques for forging such armor have largely been lost to the ages. Were these challenges overcome and the armor constructed, Athas’s ceaseless heat would leave the crafter with few inter ested buyers. For these reasons, Athas crafters turn to light materials, such as bone, chitin, bark, and wood, when assembling protective gear.

Armor Prices

Light armor costs normally, medium armor costs 10 times the price listed in the PHB, and Heavy armor costs 20 times the typical listed price.

For example leather armor costs 1,000 cermic pieces, while good scalemail (medium) would cost 50,000 ceramic pieces, and finally a good chainmail (heavy) would costs 150,000 ceramic pieces.

Weapons

weapons on Athas are made from substitute materials, such as bone, wood, or stone. With regard to cost and characteristics, these items are treated the same as normal equipment described in the PHB.

Weapons Prices

Weapons that cost less than 1gp (Phb) can be purchased at their corresponding value. Those made of metal that normally cost above 1gp, can be purchased at typical cost by using alternative materials (subject to breakage), or can be puchased with metalic parts for 10 times the price.

For example a Bone Hand Axe costs 500 ceramic pieces (or 5 glass pieces), but a Metalic Hand Axe would cost 5,000 ceramic pieces (500 glass pieces).

Weapon Damage & Breakage

Whenever you roll a critical, 1 or 20, with a non metallic weapon, it becomes damaged.


(Metal and Magic weapons do not become damaged or broken under normal usage.)

Damaged Weapons

Damaged weapons damage die is reduced by 1 size until repaired. Damaged weapons can be repaired with proper tools during a short rest. However if not repaired a damaged weapon will break beyond repain if it strikes a second critical hit.

Broken weapons

Using a broken weapon in combat is posible, but it becomes an improvised weapon, so you normally cannot apply your proficiency bonus to hit, and damage is typically reduced to 1d4 or 1d6.

___

New Weapons

Athasian warriors can be proficient with a number of weapons unique to the setting.


  • Aihulak. This weapon is an unusual flail. A short length of rope separates a four-bladed, hafted grappling hook from the handle.
  • Bolas. This is a thrown weapon, that deals minimal damage but is popular to to trip and restrain escaping animals and slaves.
  • Cahulaks. This double weapon features two four bladed, hafted heads separated by a length of rope. The secondary end is light enough to be used as an off-hand weapon. When one end of this weapon is held by the haft, the rope is long enough to grant the other end reach. The entire weapon can be thrown.

  • Carrikal. This axe has two forward-facing blades carved from the front of a large jawbone, commonly that of a mekillot.
  • Chatkcha. This throwing wedge, often shaped from crystal or obsidian, is a thri-kreen invention. It returns to a proficient wielder’s hand after the ranged attack is resolved.
  • Dejada. Along, scooped basket fitted to a glove- like bracer, the dejada is used to hurl projectiles. Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of explosive alchemical mixtures.
  • Dragon Paw. Short blades attach to either end of this staff. In the center ofthis double weapon is a guard with a protruding blade perpendicular to the staff. The light, middle blade (which serves as the off-hand end) can be used for quick jabs, ideal for a warrior with a roguish bent.
  • Gauntlet Axe. This heavy bracer holds two light crescent blades, turning the forearm into an axe while keeping the hand free. The weapon can also serve as a light shield. A gauntlet axe does not occupy a character’s arms slot.
  • Garrote. Typically made from Crystal Spider, the garrote is a favored weapon of assassins. If you have advantage against a foe, you can grapple the target and deal damage as long as the grapple is not broken.
  • Gouge. This spadelike weapon has a long haft with a handle on the end. The head is a wide, double-edged blade with a stabbing point at the top. Some gouges are fitted with a strap or a harness, making the weapon easier to carry.
  • Gythka. Each end of this thri-kreen staff has a small, crescent-shaped blade with a centered stabbing tine. The secondary end of this double weapon is light enough to be used as an off-hand weapon. A gythka can be thrown like a javelin.
  • Harpoon. A thrown weapon that an be used to grapple and pull enemies towards you, or pull yourself towards a larger enemy. Can double as a grappling hook.
  • Lotulis This short-staffed double weapon sports outward-pointing, barbed crescent blades on each end.
  • Puchik The grip of this weapon is perpendicular to its wide blade. A puchik is treated as a katar.
  • Singing Stick. The ends ofthis 2 1/2-foot-long, narrow rod are carved to be slightly wider than the middle. It whistles as it spins in the hands of a proficient user.
  • Talid. Made from leather, chitin, and bone, this spiked “gladiator’s gauntlet” augments unarmed attacks. It does not occupy a character’s hands slot.
  • Tortoise Blade. This bony or chitinous plate is affixed with a short blade that points forward from the wielder’s hand. A tortoise blade can be used as a shield or a magic weapon, but not both. A tortoise blade and a spiked shield are considered to be the same weapon.
  • Trikal. This polearm projects three blades sym metrically lengthwise from its haft. A trikal is equivalent to a halberd.
  • Widow’s Knife. Although this weapon originated as a harvesting tool, it has become a favorite in noble courts. The blade is a flat semicircle. The grip can be modified to hold poison. A widow’s knife and a dagger are similar weapons.
  • Wrist Razors. This weapon consists ofthree sharp blades that protrude from a sturdy bracer, free ing the wielder’s hand. A shield cannot be worn on the same arm as wrist razors. Wrist razors do not need to be drawn, nor do they need to be sheathed for the wielder to use the hand the razors are on. An enchanted wrist razor occupies the arms slot.

##### Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:----:|:-------|:------:|:----------:| | *Simple Melee Weapons*  | | | | | | Talid | 5gp | 1, bludgeoning | 2 lb. | Light | | Widow's Knife | 10gp | 1d4, piercing | 1 lb. | Finesse, Light, Special | | Wrist Razors | 1gp | 1d6, slashing | 2 lb. | Finesse, Light | | Singing Stick | 1gp | 2d4, bludgeoning | 2 lb. | Finesse, Light | | *Martial Melee Weapons* | | | | | | Aihulak | 10gp | 1d4, piercing | 5 lb. | Finesse, Reach (10) | | Cahulaks | 10gp | 1d4, piercing | 5 lb. | Finesse, Thrown (range 10/30), Two-Handed, Reach (10) | | Carrikal | 5gp | 1d10, slashing | 6 lb. | Heavy, Versatile (1d12) | | Dragon Paw | +5gp | 1d6, pierincing | 3 lb. | Light | | Gauntlet Axe | 5gp | 1d8, slashing | 3 lb. | Light | | Garrote | 1gp | 1d4, slashing | - | Light, Finesse, special | | Gouge | 5gp | 2d6, slashing | 3 lb. | Light | | Gythka | 5gp | 1d8, piercing | 3 lb. | Thrown (range 20/60), Two-Handed| | Lotulis | 5gp | 2d4, Slashing | 3 lb. | Light | | Tortoise Blade | 5gp | 1d6, piercing | 3 lb. | Light, Special (+2AC) | | Trikal | 5gp | 1d10, piercing | 3 lb. | Light | | *Martial Ranged Weapons* | | | | | | Bolas | 1gp | 1, bludgeoning | 3 lb. | Special, thrown (range 10/30) | | Chatkcha | 5gp | 1d6, slashing | 5 lb. | Special, thrown (range 30/-) | | Chakram | 5gp | 1d4, slashing | 5 lb. | Finesse, Thrown (range 20/60) | | Dejada | 2gp | 1d4, bludgeoning | 2 lb. | Special, ammunition (range 20/60) |

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Magic

Magical Fruit

Water is rare and valuable on Athas, so potions and elixirs are made from fruit. When a ritual caster creates a potion, an elixir, an oil, or a similar liquid, the ritual requires edible fruit as a component. Many of the fruits used to make potions and elixirs are grown by nobles in vast orchards. These nobles employ scholars to cultivate the fruit and guards to keep these estates safe.

Controlling Weather

Spells & Rituals that create precipitation or fog are unlikely to function except in certain locations, such as the Forest Ridge, the Crescent Forest, and mudflats and salt marshes. Spells & Rituals that create wind might cause dust storms in certain terrain.

Food and Water

Spells & Rituals that produce food and water are unknown on Athas. Such rituals are inap propriate for a DARK SUN game. The people of Athas associate such rituals with divine or arcane magic, and they regard them as lost knowledge. Rediscovering a ritual such as Creare food and Water could be the subject of an entire adventure, and its discovery could radically alter the fortunes of a community or a city-state.

Planar Travel

The focus of a DARK SUN game is Athas, so planar travel should be rare. Attempts to reach other planes typically fail unless the caster is near a place that allows passage to that realm. The Gray is accessible, but it is considered to be a land where dead and fiendish creatures live, so few go there.

Passing through the Gray is the only way to reach the Astral Sea, but such travel is risky. Reaching the Elemental Chaos is still possible. In general, planar travel is associated with arcane magic, so most people consider it evil. As with rituals that create food and water, these rituals should be the subjects of adventures and should be acquired only at the Dungeon Master’s discretion.


## Mounts
 

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