Contents
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3Introduction
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5Character Creation
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Races
- 6Dwarf
- 8Elf
- 10Eldhel (Half-Elf)
- 12Goliath (Half-Giant)
- 14Hin (Halfling)
- 16Human
- 17Mul (Half-Dwarf)
- 21Thri-kreen
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Character Classes
- 23Barbarian
- 24Warden
- 28Druid
- 30Fighter
- 31Gladiator
- 35Monk
- 36Psion
- 55Ranger
- 55Rogue
- 57Wizard
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61Wild Talents
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62Personality and Background
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64Feats
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65Equipment
- 65Currency
- 67Weapons
- 69Armor
- 71Adventuring gear, Mounts, Lodging
- 73Athasian poisons
- 74Trinketss
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76Magic
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77Survival
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78House Rules
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79Errata
Introduction
Athas
“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call travelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects’ lives building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it is my home.” —The Wanderer’s Journal
Beneath a crimson sun lie wastelands of majestic desolation and cities of cruel splendor, where sandal clad heroes battle 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 lake 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, and his heart must work hard to circulate it. Finally his system overheats, leaving him dead and alone in the sands.
There are no rivers or lakes and pockets of civilization are concentrated in isolated oases where water is more precious than life. But, this is not all a wasteland. Under the sands lie ancient ruins, testament to a time before the desert, and the city-states are a wonder in and of themselves.
2. The world is savage
Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of merciless savages overrun the deserts and wastelands. The cities are not much safer; each choke in the grip of an immortal tyrant. 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 blooms. Only a fool hopes for such riches.
3. Metal is scarce
Most weapons and armor are made of bone, stone, wood, and similar materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are nearly priceless; many heroes never see such weapons during their lifetime.
4. Arcane magic defiles the world
Reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, a magic user siphons power from the living world. Nearby plants wither to ash, crippling pain wracks animals and people, and the soil is permanently sterilized. It is possible to cast spells with care, avoiding any more damage to the world, but defiling is easier and faster 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 use their arcane abilities without fear of reprisal.
5. Sorcerer kings rule the cities
Terrible defilers of immense power rule all 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 profess to serve gods. Some are brutal oppressors, while others are subtle in their tyranny. The sorcerer kings govern through priesthoods or bureaucracies of greedy, ambitious templars, who channel their power. In all appearances, they are gods of this world.
6. There are no gods, and limited connection to other planes.
Athas is a world without deities. No clerics, no paladins, and no prophets live here. Religious orders are dedicated to sorcerer-kings who claim godhood. Old shrines and crumbling temples lie amid ancient ruins, testimony to a time when unknown agents spoke to the people of Athas. Those who lay claim to clerical powers do so through worship of the elements: the sun, the sand, the storm, and the rarest of all, water.
7. Fierce monsters roam the world
The desert planet has its own deadly ecology. Many creatures that are familiar sights on milder worlds have long since died out or never existed on Athas. The world 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 almost 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.
8. Familiar races and classes aren't what you expect
Typical fantasy stereotypes don't apply to Athasian heroes. In many fantasy settings, elves are wise, benevolent forest-dwellers who guard their homelands from intrusions of evil. On Athas, elves are nomadic herders, raiders, peddlers, and thieves. Halflings aren't amiable river-folk; they're xenophobic headhunters and cannibals who hunt and kill trespassers in 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.
Athas waits to challenge you. Whether you are a mul gladiator, competing for the cheers of thousands, or the elven trickster selling contraband goods as part of your cover for the Veiled Alliance, or a thri-kreen hunter enthralled by the irregular behaviors of humanoids, you will face the same basic question: are you here simply to survive, or do you dare to do more?
PART 1
Character Creation
1. Choose a race
This guide provides the racial traits and roleplay aspects of the eight available classes: dwarf, elf, edhel (half-elf), goliath (half-giant), hin (halfling), human, mul, ssuran, 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, druid, fighter, gladiator (new), monk, psion (new), ranger, rogue, and wizard. The Warden is similar to the Cleric. The Bard, Paladin, Sorcerer, Warden, and Warlock do not exist. The Athasian Bard is a Rogue sub-class.
3. Determine ability scores
Roll 4d6 and drop the lowest roll, or use the Standard array (15, 14, 13, 12, 10, 8), or point-cost variant (PHB 13) if permitted.
4. Describe your character
- Literacy is banned in cities, so consult the DM when choosing a background as to whether your social class enables your character to read and write.
- This guide contains new Ideals, Bonds, and Flaws unique to Athas.
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.
6. Assign Wild Talent
Psionics are common on Athas, though few consciously master the "Will and the Way." Player characters may opt to have a Wild Talent. For the people of Athas, psionics are special because it’s the one source of extraordinary power that does not make them beholden to someone or something else. Templars need a sorcerer king. Wardens must pray to the elements. Wizards leech life from plants. Soldiers need someone to make and maintain armaments. Consult the Wild Talent section in Part 4 if you are a non-psionic character.
7. Come Together
This campaign starts with the party members on the road to Tyr, a city-state that has recently had an uprising that deposed Kalak, the city's Sorcerer-King. Your character should have a reason for traveling to Tyr: it could be for new business or trade opportunities; to flee a bad situation in Urik; to gather information on the new 'Free City' for a merchant house; perhaps a gladiator is seeking a new arena and new crowds to entertain.
8. Optional Rules
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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
On Athas, dwarves are not subterranean miners but rather, a long-lived, slowly dying race known for their relentless focus on a task to the single exclusion of all others. A dwarf’s chief love is toil, and one is never happier when tasked with a cause he can approach with a stoic, single-mindedness for weeks, months, years, or even decades. Once his mind is committed to a task, it is near impossible to sway him away from it as he will fail to listen to reason. Dwarves live for their focus, for those who die unable to complete a focus return from the dead to haunt their unfinished work. A dwarf rarely divulges his focus to anyone.
Short and Stout
Short and powerful, dwarves stand between 4 ½ and 5 feet tall. Their frames are massive and an average dwarf weighs in the vicinity of 200 pounds. Life in the Athasian wastes makes them rugged, tanned, and callused. Dwarves are hairless and most find the very idea of hair repulsive.
The Focus
A dwarf’s relation is often a function of his focus. Those who help him are respected, sensible companions. Those who hinder him are obstacles that must be removed. There is very little room for compromise in a dwarven mind.
Focus
Focus is the central point of your existence, and no simple job will suffice. We can work together to come up with a starting focus and a new one after the first is completed. None should be easy to complete and should take at least a few months or longer to finish to be worthwhile.
For example, Grelak, protector of his village, makes the retrieval of a sacred book stolen by raiders his focus. After a week of gathering clues, he sets out to liberate the artifact from its current owner in a trading post weeks away. On the way there, he gains the benefit of his dwarven focus for anything that would slow him because he is trying to reach the book. Later, he stops in Nibenay to rest and gets in a brawl. He doesn’t receive any bonuses because he isn’t actively pursuing his focus.
Dwarven Society
Dwarves are close-knit, formed around clans and focused on family. Ties of blood are honored above all but the focus. Family honor or dishonor is passed down to generations. A community is led by the Urhnomous (over-leader), and each clan by an uhrnius (leader). There are 3 main dwarven settlements in the Tablelands: Kled, near Tyr, and the twin villages of North and South Ledopolus on the southwestern edge. Dwarven oral tradition shares that they were once a mighty people living in vast cities, and many of these ancient ruins are still out there, buried and forgotten.
Dwarf Names
Names are granted by the clan leader, the uhrnius, after completing one's first focus. Dwarves do not have a surname and like many on Athas prefer just one name, using a town (Drog of Kled) if distinction is needed.
Male Names: Baranus, Biirgaz, Bontar, Brul, Caelum, Caro, Daled, Drog, Fyra, Ghedran, Gralth, Gram, Jurgan, Lyanius, Murd, Nati, Portek, Rkard, Sa’ram, Sult, Veso.
Female Names: Ardin, Erda, Ghava, Greshin, Gudak, Lazra, N’kadir, Palashi, Vashara.
Dwarf traits
Dwarves are nonmagical by nature and tend to shun arcane casters. Their wardenss 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.
Languages. You can speak Common and Dwarvish. Your character might be able to read Dwarvish with an appropriate background. Dwarves keep a long and proud oral history, and they have an old written language mostly used for writing history that they will never share to outsiders. Their native language is deep and throaty, full of guttural sounds and harsh exclamations that cause most non-dwarves to get raw throats if spoken for long.
Roleplaying a Dwarf
Remember the intensity of your focus. Breaking it has social, philosophical, and spiritual repercussions. If you die before completion, your 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 one. At this time, your full joy and humor show, but you are vulnerable in some ways because you are lost in purpose.
ELF
"Honor? The word does not exist in the elven language.” – Tharak, human guard
“Better to die with a spear in your hands than to live with shackles around your wrist.” – Elven adage
Athas’ wilderness is home to the long-limbed elves, a race of traders, herders, and fast moving raiders. Running is the key to acceptance and respect amongst them. Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and emotionally, and this is seen as a sign of strength in their people - an absolute freedom.
Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is captivating and seductive to non-elves. Elven war parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability.
Others see elves as dishonest scoundrels, but that is a misinterpretation of their insurlar ways. Elves are generally distrustful of non-elves, and an elf will test a non-elf for trustworthiness when forming a friendship or business relationship. No self-respecting elf will ride an animal, and it is a severe dishonor to do so. 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.
Long and Lean
Elves are long-limbed sprinters who stand between 6 ½ and 7 ½ feet tall with slender yet muscular builds, averaging 175 pounds. They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial hair but the locks atop their heads comes in from lightest blond to darkest black. They dress in garb designed to protect them from the elements.
Trust is for fools
Elves keep to their own tribe – and the rare friend- unless there’s an angle to be gained. Strangers are potential enemies waiting to take advantage of an elf, so they look to get the advantage first. If a companion shows promise, the elf devises a series of “tests” of trust that allows them to prove their friendship is “stronger than the bonds of death,” as elves say. Once gained, one is forever a friend, but if that trust is betrayed, it is gone forever. In the tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are expected to tithe a choice piece of loot. Holding out suggests a lack of loyalty to the tribe.
The Run
Those who cannot keep up die, and freedom in all matters is life. Most elves don't lie, cheat, or steal out of malice, but rather out of opportunity- the gullible get taken advantage of. In their culture, an elf is rewarded for being faster, both in wit and running. If you stop running, if you settle down, you wither.
Home is where you run
Elves are nomads by nature, though they maintain semi-permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit.
Elves may flippantly adventure for wanderlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty. They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks. Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his possession of such an attractive item (those who don’t are poor sports).
Unlike most other races, elves have no issue with defiling magic and arcane practice, and some tribes specialize in trading spell components and scrolls.
Elf Names
Naming of young runners is a sacred responsibility, given after the first interesting thing the child does while learning to run. With the right name, an elf child can grow to greatness, but the wrong name may cause one to vanish in the wastes. A child’s name can be changed because of an extraordinary deed performed during the rite of passage. Elves take the surname of their tribe.
Male Names: Botuu (Water Runner), Coraanu (First Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two Daggers), Lobuu (First Runner), Mutami (Laughs at Sun), Nuuko (Sky Hunter), Traako (Metal Stealer).
Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon)
Tribe (Clan) Names: Clearwater Tribe (Fireshaper, Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Runner Tribe (Dark Moons, Full Moons, Half Moons, Lone Moons, New Moons, Quarter Moons clans); Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe; Sky Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, Lakesinger clans); Wind Dancer Tribe (Airhunter, Breezechaser clans)
Elf traits
Elves tend to any profession and trade that let's them act freely. This makes them poor students of the rigorous study of psionics, and rarely does anything but Air draw them to become a Warden.
Ability Score Increase. Your Dexterity score increases by 2, and you choose to increase your Intelligence or Charisma by 1.
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.
Burst of Speed. Your heritage allows you to move in sprints. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Elven Resilience. You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat and cold.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by terrain, weather, or other natural phenomena.
Elf Run. You add your Constitution score to the number of miles you can travel in a day. You have advantage on forced march saves.
Languages. You can speak Common and Elvish. Each tribe has a distinct dialect. The language is filled with short, clipped words, run with a rapid staccato pace difficult for others to pick up. They disdain the slow, tedious languages of others but condescend to learn Common. Elves that learn other tongues hide it to gain advantage.
Roleplaying an Elf
Rely on guerilla combat skills – distance, maneuverability and speed. The elven philosophy is never to stand up in a fair fight, and running is prized, whether it be from an equal combat, an awkward situation, or a pregnant lover. When someone professes to be your friend, dismiss them at first then offer them a test of trust (don’t tell them). Ask them to give you a prized possession or see if they take one of yours left out in a conspicuous place. Pretend to sleep and listen to what they say about you. Maybe allow yourself to be captured and see if this presumed friend will rescue you!
Edhel
"People are no good. You can only trust animals and the bottle.” – Delmao, Edhel thief.
Born from two worlds but not welcome in either, Edhel (Half-Elves) often find an attraction to the solitary wastes. In conjunction with a lack of unifying culture, most turn into lonesome, self-sufficient folk. Elves have no tolerance for them (the mother is expected to get rid of the child or be cast out) and most, though not all, humans believe their ears make them just another lazy thief and trickster. When everyone sees you as the worst quality of your parent race, the edhel turns away and has found a kinship in the animal world unmatched by either of their parent races.
Half and half
Edhels are taller than most humans, standing 6 to 6 1/2 feet tall, bulkier than elves and able to pass themselves off more as humans than full elves. The men can grow beards and they have a full range of skin tones and hair colors. Some enjoy proving themselves better than humans or elves at a task, and others simply turn to different cultures, such as thri-kreen or muls, for friendship. They rarely maintain a friendship for long as it is their experience that everyone is going to let you down or betray you eventually, but at times it is necessary to ally or simply not be alone.
No Culture
Edhels don't form communities despite their numbers, and they can reproduce with either parent race. Most will never know their elven parent and they aren't welcome in elven tribes, seen as an embarrassment who can't keep up. Their affinity to beasts leads them to be valuable animal handlers. Some find acceptance in the ranks of templars, where service to the sorcerer king or queen provides a welcome home. In adventuring parties, they tend to be aloof because it's likely to be a short-lived experience.
Edhel Names
Most have human names as they cannot run as elves to gain a given name, nor an accepted tribal name. Some warp the elvish custom and simply take a name, much to the anger of elves. Like most races, edhel use only one name, though they may adopt a city or village surname, or a profession, to distinguish themselves.
Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban, Lafus, Luris, Melestan, Mirch, Navarch, Poortool, Regg, Ruach, Solzak, Vok, Wek, Wheetan, Xutan.
Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaar, Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana.
Edhel traits
Edhel are influenced by both parents, even if not accepted by either race.
Ability Score Increase. Your Wisdom score increases by 2, and two other ability scores of your choice increase by 1.
Age. Edhel mature as humans, reaching adulthood around 20, and some live to 130 years.
Alignment. Lawful and neutral Edhel labor for acceptance from a parent race while chaotic ones have given up, rejecting a society that has rejected them.
Size. A typical edhel stands close to 6 ½ feet tall and weighs 140 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Nomadic Life. You have proficiency in the Survival and Animal Handling skills.
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 an Edhel
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 edhel 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.
Goliath
“Mind of a child, strength of three grown men. I’ve seen a goliath tear the walls out of a building because he wanted a better look at the tattoos on a mul inside.” – Daro, human trader
Legend holds in ages past a sorcerer king or queen used wizardry to beget a union of giant and human to make a race of powerful slaves. Whatever the truth, the goliath (half-giant) race has thrived, able to reproduce with one another, and are sought out as gladiators, soldiers, guards and mercenaries across the tablelands.
Because of their artificial origins, there is no goliath 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.
Goliaths on Athas
A goliath is indeed a half-giant. It is not the competitive, mountain-dwelling, pebble-skinned goliath of standard D&D settings.
Big and strong
Goliaths are enormous individuals, generally 10 to 12 feet high and weighing in upwards of 1600 pounds. Though they have human features, these tend to be exaggerated in some ways. Skin tones range from light tan to deep brown, like sand. They vary in hair color and tend to wear whatever hair style or fashion they currently are emulating. Absent that, their giant heritage makes for thick hair amenable to braids. There is no economy for goliath stature, so their clothing would likely consist of several human-sized articles of clothing stitched together. A tavern would charge extra for filling enough plates for a goliath sized appetite, and any armor would have to be specially crafted. Most nobles, templars, and merchant houses feel the investment is worth the return when they have 1500 pounds of enforcement at their command.
Impressionable
The strongest warriors on Athas, goliaths seem content to dwell in humanity’s shadow and drift towards charismatic leaders of all races. For example, if a goliath village is near elven raiders, they are likely to emulate the guerilla tactics of the elves. However, this innate need to fit in is more than a whim. It is inherent to the goliath's creation. A goliath farmer's village might be raided, and he may soon adopt the morals of the invaders because they seem to know what they're doing.
Alignment on a Whim
One axis of your alignment will be fixed and the other subject to change based on influential events or persons around you that you find a reason to emulate or admire. You will try out their morals or philosophies and perhaps stick with it for a time if you're good at it. This does not mean goliaths are unreliable - the influence must be strong for them to change, and they have a core philosophy that is fairly unchanging. A goliath soldier might see a dwarven cleric of the sun and be impressed by her unflappable devotions. He may try shaving himself and praying to the sun until he finds he cannot stare at the sun without hurting his eyes and cannot make fire appear.
This can make role-playing a goliath a challenge.
Goliath Names
Slaves are given human names while free goliaths will take names based off the adopted culture. See other races for name suggestions.
Goliath traits
Goliaths inherit a solid balance of their giant and human lineages.
Ability Score Increase. You have 4 points to split between your Strength and Constitution scores. Your Strength score may reach a maximum of 22 instead of 20. Your Intelligence and Wisdom scores are decreased by 2 each.
Age. Goliaths mature around 24 years of age and can live up to 220 years.
Alignment. Your alignment may fluctuate as described in Alignment on a Whim. You begin with one fixed alignment axis (good-neutral-evil or lawful-neutral-chaotic) that will never change. The other axis may change depending on who you are emulating. Subject to DM approval, when imitating a charismatic leader, select an appropriate Ideal or Flaw and replace your current one. If the new Ideal is tied to a non-fixed axis of your alignment, change that aspect of your alignment.
Size. A typical goliath stands 10 to 12 feet tall and weighs 1,600 pounds. You occupy a 10-foot by 10-foot space and have a 10 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 clothing, armor, meals, and lodging cost double for you.
Large Hands. You may wield versatile and two-handed melee weapons with one hand.
Colossal Endurance. Your immense body mass allows you to occasionally shrug off injury. When you take damage, you can use your reaction to reduce that damage by your 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.
Languages. You can speak Common.
Food and Water needs
Large creatures require four times the daily amount of water and food needed for a small creature (DMG p111).
Size and Magic Items
Magical gear adjusts for the size of the wearer from Small to Large. A goliath or hin (halfling) can wear the same pair of boots if magical, but ordinary leather boots sized for a human simply won't fit. For creatures with an alien physique, such as a thri-kreen, certain items like boots will never work, magical or not. Armor can be altered by a trained crafter (PHB 144). The goliath still pays to resize the armor, which begins at 10% to 40% of the armor price, reflecting the extra materials needed.
Roleplaying a goliath
Always remember how much bigger and heavier you are than everyone else. Take advantage of your height in combat, but remember the disadvantages. Between your size and your lesser wits (even if you are a relatively intelligent goliath people will assume you to be dull), you find yourself an object of comic relief. You are used to being teased and will endure more witty remarks than most people, but when you have been pushed too far your personality can suddenly shift, and you can unleash astonishing violence on your tormentors and any who stand in your way.
Remember you are influenced by powerful personalities, and can shift your personality and ethics. You tend to imitate the tactics, clothes and demeanor of your “little master.”
HIN
“Be wary of the forest ridge. The hin 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
Hin 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 hin leave their homes in the forests to adventure under the dark sun. While omnivores, hin prefer flesh and let no meat go to waste, including that of enemies, humans, and other sentient creatures.
Hin have difficulty understanding others’ customs or points of view, but curiosity helps some hin overcome their xenophobia. Little concerned with material wealth, hin are more concerned with how their actions will affect other hin.
Small and savage
Hin are small creatures, standing only about 3 1/2 feet tall and weighing 50 to 60 pounds. Rarely affected by age, hin faces are often mistaken for the faces of human children, even the elderly among them. Uncivilized forest hin rarely tend to their hair, and some let it grow to great lengths, though it can be unkempt and dirty.
Ancient culture
Hin culture dominates their relations with others and predates human civilization. Rarely will they ever draw the blood of another hin. Hin of different tribes share a tradition of song, art and poetry, which serves as a basis of communication. Creatures that do not know these cultural expressions are often at a loss to understand a hin’s expressions, analogies and allusions to well–known tales. Hin can easily become frustrated with such “uncultured” creatures lose patience with outsider intolerance of their ways, such as eating other humanoids. They abhor slavery and most hin will starve themselves rather than accept slavery.
Fear of outsiders
Hin have no desire to see their home become like the rest of Athas. They are fierce and merciless in its defense, uncaring about the struggles and excuses of other races. The hin’s bond with nature extends into most aspects of their culture. A shaman or witch doctor, who also acts as a spiritual leader, often rules their clans. This leader is obeyed without question. Hin fighters willingly sacrifice themselves to obey their leader, leaving outsiders to perceive them as fanatics when hin dearly love and enjoy life.
Exploring the Tablelands gives curious hin the opportunity to learn other customs. Although they may at first have difficulty in understanding the numerous practices of the races of the Tablelands, their natural curiosity enables them to learn and interact with others. Other hin may be criminals, renegades or other tribal outcasts, venturing into the Tablelands to escape persecution by their kin. Most tribes reject arcane magic, but a few have preserver chieftains who would sacrifice an entire tribe to keep one defiler out.
Hin names
Hin have only one name assigned at birth.
Male Names: Basha, Cerk, Derlan, Drassu, Entrok, Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos, Zol. Female Names: Alansa, Anezka, Dokala, Grelzen, Horga, Jikx, Joura, Nasaha, Vensa.
Hin traits
Hin traits reflect their savage nature.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score by 1.
Age. Hin reach adulthood at the same rate as humans and live to be about 120 years old.
Alignment. Hin tend towards law and neutrality. Uncomfortable with change, hin tend to rely on intangible constants, such as racial identity, family, clan ties and personal honor. Hin generally have little understanding of the morals of the big people.
Size. Hin average around 3 ½ feet tall and 50 to 60 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Hin Nimbleness. You can move through the space of any creature that is of larger size than yours.
Savage Attacks. When you score a critical hit with a melee 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.
Fury of the Small. When you damage a creature at least one size larger than you with an attack or spell, you can cause 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 Hin and Common. Your culture uses drawings and tales rather than a written language. Hin rarely teach others their language, but some individuals of the Tablelands have learned the wild speech. Hin found in the Tablelands learn Common to survive, but it is generally unknown past the Ringing Mountains.
Roleplaying a Hin
Remember to consistently take your height into account. Role–play the hin culture described above: eating opponents, treating fellow hin with trust and kindness, suspicion of big people, and general lack of interest in money. Conquest and plundering have no place in your society; rather the most important value is the ability of the inner self as it harmonizes with the environment. You should be sickened by the landscape of the Tablelands and desperately want to avoid any risk that devastation ever spreading to your homelands in the Forest Ridge. You will learn about other cultures, but you should firmly believe hin culture to be innately superior to all others. However, you don’t try to change other’s cultures, no more than you would try to convince a tembo to change its diet. While omnivorous, you vastly prefer meat and view everything is a source of food.
HUMAN
“Humans are fools and hopelessly naïve as well. They outnumber us; they are everywhere, and yet they have no more sense of their strength than a rat. Let us hope that the Datto stay that way.” ―Dukkoti Nightrunner, elven warrior
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). Goliaths and thri-kreen are seen as dangerous monsters. Elves and edhel are considered flighty and untrustworthy. Hin are exotic. Humans often serve as a go-between when one race deals with another.
A broad spectrum
Humans average 6 feet tall and 200 pounds. They tend to have dark skin and bronzed tones with darker hair, though all colors exist with nobility tending to the greatest variety. Humans are prone to mutations, and it is not uncommon to find exaggerated features, webbed feet, or even extra digits on hands and feet.
Mutations
Centuries of abusive magic have taken their toll on the human body. Some humans have marked alterations to their appearance, such as a bizarre symmetry, exaggerated facial feature, pointed ears, no facial hair, unusual skin coloration like copper or gray, etc. Humans are familiar and generally unsurprised by such differences. Ultimately, these give no benefits or hindrances in gameplay and are for flavor.
Human names
Human names vary by region. For most a single name suffices. A noble will have a family surname but often revert to use of one name. Freemen occasionally refer to their occupations to avoid being taken for laborers or slaves, such as “Barek the Weaver.”
Tyr/Urik Male Names: Agis, Amilanu, Baal, Banoc, Duzi, Ea, Gulkishar, Igigi, Markduk, Rim-Sin, Sargon, Silani, Tithian, Utuaa, Zu
Tyr/Urik Female Names: Amata, Bau, Belili, Damkina, Gula, Ishtar, Kishar, Mummu, Mylitta, Neeva, Ninsunu, Rubati, Shala, Zakiti.
Human traits
Humans are hard to generalize.
Ability Score Increase. Your ability scores all increase by 1.
Age. Humans tend to reach adulthood in their late teens and can live to around 80 years.
Alignment. Humans tend to no particular alignment. The best and worst are found among them.
Size. Men average 6 feet tall and 200 pounds while women range around 5 ½ feet tall and 140 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. Common and one other language of your choice.
Human Variant (optional)
Instead of increasing all ability scores, you may increase two different ability scores by 1, gain proficiency in a skill, and gain one feat.
MUL
“See, the trick is to break their will. Not too much, mind you. Nobody wants to watch a docile gladiator, and muls are too expensive to waste as labor slaves. But, you don’t want them trying to escape every other day. Would you like to tell the arena crowd that their favorite champion will not be appearing in today’s match because he died trying to escape your pens?" ―Gaal, Urikite arena trainer
Born from the unlikely parentage of dwarves and humans, a mul (pronounced “mull”, from the dwarven word “mulzhennedar” which means “strength”; “mule” is used as a derogatory pronunciation) combines the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery. Humans and dwarves are not typically attracted to each other. The only reason that muls are so common in the Tablelands is because of their value as laborers and gladiators: slave-sellers force-breed humans and dwarves for profit.
While mul-breeding practices are exorbitantly lucrative, they are often lethal to both the mother and the baby. Conception is difficult and impractical, often taking months to achieve. Even once conceived, the mul takes a full twelve months to carry to term; fatalities during this period are high. As likely as not, anxious overseers cut muls from the dying bodies of their mothers.
Strength and Endurance
Second only to the goliath, the mul is the strongest of the common humanoid races of the tablelands. Muls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Universal mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most muls have dark copper–colored skin and hairless bodies. They are always sterile.
Bred to slavery
Muls are bred to fight or labor. Most mul laborers master the conventions of slave life, figuring out through painful experience who can be trusted and who cannot. Muls learn from their mistakes in the slave pits to a greater extent than other races not because they are cleverer, but because unlike slaves of other races they tend to survive their mistakes, while other slave races are less expensive and therefore disposable. Only the most foolish and disobedient mul would be killed. Most masters will sell a problem mul slave rather than kill him. Their mastery of the rules of slave life and their boundless capacity for hard work allows them to gain favor with their masters and reputation among their fellow slaves.
Life of a slave
All gladiators who perform well in the arenas receive some degree of pampered treatment, but muls receive more pampering than others. Some mul gladiators even come to see slavery as an acceptable part of their lives, being given good food, good housing, and mates.
However, those that acquire a taste of freedom will fight for it. Stoic and dull to pain, muls are not easily intimidated by the lash. Masters are loath to slay or maim a mul who tries repeatedly to escape, although those who help the mul’s escape will be tormented in order to punish the mul without damaging valuable property. Once a mul escapes or earns his freedom, slavery remains a dominant part of his life. Most muls are heavily marked with tattoos that mark his ownership, history, capabilities and disciplinary measures. Even untattooed muls are marked as a potential windfall for slavers: it is clearly cheaper to “retrieve” a mul who slavers can claim had run away, than to start from scratch in the breeding pits.
Mul names
Muls are given names, and for gladiators, Draji names with harsh tones are favored to strike fear. Lacking families, a mul might use a place for a surname, such as “Mersten of Nibenay.”
Male Names: Aram, Athalak, Borthomar, Bost, Darok, Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus.
Female Names: Aisa, Aivel, Brithis, Callia, Demosis, Elina, Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel, Saditha, Tirshel, Uisel, Zerima.
Mul traits
The mul is bred for physical attributes but can inherit a parent's quick mind. A mul cannot be an arcane caster, having inherited their dwarven heritage.
Ability Score Increase. Your Strength score increases by 2 and your Constitution and Wisdom by 1.
Age. A mul ages like humans, tending to reach adulthood a year or two year earlier and given their lot in life rarely reach the age of 85.
Alignment. Muls tend towards neutrality with respect to good and evil, but run the gamut with respect to law or chaos. Many lawful muls adapt well to the indignities of slavery, playing the game for the comforts that they can win as valued slaves. A few ambitious lawful muls use the respect won from their fellow slaves to organize rebellions and strike out for freedom. Chaotic muls, on the other hand, push their luck and their value as slaves to the breaking point, defying authority, holding little fear for the lash.
Size. A typical mul is 7 feet tall and weighs over 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use that trait, you can't use it again until you finish a long rest.
Inexhaustible. You have advantage on Forced March saves and all saves to resist non-magical exhaustion. If you spend 1 minute focusing yourself, you can remove one level of non-magical exhaustion. Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak Common plus a language of your choice.
Roleplaying a Mul
Born to the slave pens, you never knew love or affection; the taskmaster’s whip took the place of loving parents. As far as you have seen, all of life’s problems that can be solved are solved by sheer brute force. You know to bow to force when you see it, especially the veiled force of wealth, power and privilege. The noble and templar may not look strong, but they can kill a man with a word. You tend towards gruffness. In the slave pits, you knew some muls that never sought friends or companionship, but lived in bitter, isolated servitude. You knew other muls who found friendship in an arena partner or co– worker. You are capable of affection, trust and friendship, but camaraderie is easier for you to understand and express – warriors slap each other on the shoulder after a victory, or give their lives for each other in battle. You don’t think of that sort of event as “friendship” – it just happens.
Muls dislike what they fear, and they fear wizards. They resent that a wizard’s power comes from without, with no seeming effort on the wizard’s part, while the mul’s power is born of pain and labor. You may never have been exposed to psionic study or clerical ways, but there is nothing preventing you from learning.
Ssurran
As lizard folk of the desert, they have adapted to the heat of the Athasian day and are active even during the blazing mid-day heat. Ssurran are usually found in nomadic tribes or settlements, and infrequently in the city-states.
Reptilian Mindset
As a people, they tend to be practical-minded survivalists, and they do not differentiate between male and female outside of reproduction. Ssurran thought and desires are driven by a different set of principles than those of warm-blooded creatures, and their emotional spectrum largely revolves around taking cues from other races. If a ssurran and a human see a megapide, the human will feel fear and react accordingly. The ssaurran will see that the megapide is something dangerous and to be avoided if possible. The ssuarran is not afraid of the monster, it understands that it is fearsome and react accordingly. They do not get 'angry' at another creature, they are aggressive toward prey they want to eat, creatures that threaten them, etc. 'Pleasure' is safety, security and access to more situations that are helpful or benign.
It's no wonder that the warm-blooded races describe the ssurran as lacking emotion and empathy. Everything is a matter of utility and survival. To the ssurran, a fallen comrade was once a fierce warrior, but now the body is a source of food. However, ssurran recognize and respect the emotions of others and know that even though the fallen mate is more useful as meat, this would provokes aggression in the other humanoids and makes them less helpful in battle.
Ssurran Names
Ssurran tend to use names granted by the tribe that are descriptive of one's deeds or actions. For example, Ketesk may translate to 'sand-colored', a name given to a tribe member who's role is to lie just beneath the sand before ambushing an animal.
Ssurran Names: Achuak, Aryte, Baeshra, Darastrix, Garurt, Irthos, Jhank, Kethend, Korth, Sosj, Liztrix, Mirik, Othokent, Sauriv, Throddin, Thurkear, Usk, Valignat, Vargach, Vethika, Vyth.
Ssurran Traits
Your ssurran character has the following traits:
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Ssurran reach maturity by 14 years and rarely live longer than 60 years.
Size. Ssurran are a little bulkier and taller than humans and their frill makes them appear taller. Your size is Medium.
Bite. Your fanged maw is a naatural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6+your strength modifier.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, monstrosity, or plant creature Small or larger to create one of the following items: a shield or buckler, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade and the appropriate artisan's tools.
Hunter's Lore. You gain proficiency with two of the following skills of choice: Animal Handling, Nature, Preception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13+ your Dexterity modifier. A shield's benefits apply as normal when you use your natural armor.
Tail Flick. You can use a bonus action to to make an attack with your tail as an unarmed strike. You can choose to do 1d4 bludgeoning damage or you can choose to force the target to make a strength saving throw or be tripped prone.
THRI-KREEN
“This one does not speak with the quivering soft shells that lay about all night. This one might eat you, but never speak.” ―Tu’tochuk
Thri‐kreen ("kreen" for short) are the strangest of the intelligent races of the Tablelands. These insectoid beings born from eggs possess a mindset very different from any humanoid being encountered. They roam the wastes in packs, hunting for food day and night, since they require no sleep. Thri‐kreen are quick and agile and make fearsome fighters, feared throughout the wastes. They refer to thri-kreen who have become city dwellers as “tohr-kreen,” meaning “settled person,” whereas thri-kreen means “wanderer-person.”
Insect body
Mature Thri‐kreen stand about 7 feet tall, with a rough body length of 11 feet. Their four arms end in claws; their two legs are extremely powerful, capable of incredible leaps. However, kreen are unable to jump backwards. Their body is covered with a sandy– yellow chitin, a tough exoskeleton that grants the Thri‐kreen protection from blows. Their head is topped with two antennae, and their two eyes are compound and multifaceted. The kreen mouth consists of small pincers. Male and female Thri‐kreen are physically indistinguishable. Thri‐kreen usually do not wear clothing, but wear some sort of harness to carry weapons and food.
Many wear leg or armbands, or bracelets. Some attach rings on different places on their chitin, though this requires careful work by a skilled artisan. While most thri-kreen appear identical to non-kreen, their nuances of exoskeleton development render them quite unique in their view. Pheromones release modifies their eye coloration: light for pleasant feelings and dark for distress. They are carnivores and become sick if eating plants, the only exception being a handful of common spices and fruit-based potions.
No sleep required
Since Thri‐kreen do not require sleep, they have difficulty understanding this state of “laziness” in others. Other behaviors of humanoids seem unnecessarily complex. A keen’s life is simple: hunt prey. Kreen live for the hunt, and own only what they can carry. Their knowledge is largely passed by an instinctual racial memory shared with the clutch. At birth, they already know what animals make the best prey and ways to catch them.
A different perspective
The pack mentality dominates a keen’s relation with others. Kreen hunt in small groups and will move to other areas rather than depopulate an area of prey. A kreen that joins a group of humanoids will often try to establish dominance in the group. This can be disconcerting to those unaware of the keen’s behavior, since establishing dominance usually means making threatening gestures. Once the matter is settled, they will abide by the outcome. Thri‐kreen view humanoids as possible sources of food but rarely hunt them as humanoids are not simple prey. Many kreen have a particularly fond taste for elves; as such, meetings between these two races are often tense. However, once part of a clutch, Thri‐kreen will never turn on their humanoid friends, even in the worst of situations.
Kreen have a severe fear of any water smaller than a puddle as they cannot swim or float. They have no idea how to ride another creature and find the concept alien and non-sensical.
Racial memory
Contrary to the variety of humans, thri-kreen are largely predisposed to tasks due to their racial memory. They have no wizards; their lack of natural sleep and need to hunt makes it impractical, but kreen take to psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One, a legendary leader from many clutches past.
Thri-kreen names
The Kreen language is very different from those of the other intelligent races. They have no lips or tongues, and so cannot make the same sounds humanoids make. Kreen language is made up of clicks, pops, or grinding noises. They do not distinguish male and female names.
Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ik-cha, Sa'Relka, T'Chai, Tak-tha.
Thri-kreen traits
Kreen physiology gives it several natural advantages that compensate for not being able to utilize items commonly worn by other races.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. A thri-kreen is born from an egg and becomes fully mature at 6 years. They demonstrate no effect of aging until they reach the end of their life cycle around 30 years. Sensing their death, such thri-kreen go on a final hunt.
Alignment. Most Thri‐kreen are chaotic, acting in whatever fashion benefits the pack mentality, and this rarely leads them to philosophies of good and evil.
Size. A typical thri-kreen is 7 feet tall, 11 feet long, and 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 (boots, armor gloves/gauntlets, helmets/hats or robes); however you can wear bracers, cloaks/capes, 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.
Bite. Your bite can be used to make a natural attack for 1d4 + Strength modifier piercing damage. At 5th level, you add thri-kreen venom to your bite. A target must make a Constitution save or be poisoned for 1 minute; if failed by 5 or more, the target is paralyzed for the duration. The target repeats the save at the beginning of its turn to end the effect. The DC is 8 + proficiency bonus + Constitution modifier.
Additional Arms. You have two ancillary arms below your main ones. Each of these weaker arms can hold items but not effectively wield weapons or shields. You may use your extra arms to stow or retrieve one item each turn without using an action and may freely swap items between your arms without using an action.
Leap. At 3rd level, your legs have grown powerful enough to jump 50 feet forward or 20 straight up, without a running start. You cannot jump backwards.
Naturally Psionic. A Thri-kreen psion's Psi Point maximum increases by 2 and by another 2 at 5th level. A non-psion Thri-kreen gains an additional Wild Talent at 1st level and a third at 10th level.
Languages. You can speak Thri-Kreen and Common. Thri-Kreen is a language composed of clicks and whirring, antennae movements, and pheromone emissions that non-kreen find too difficult to interpret and impossible to duplicate. When you speak other languages, you use a high-pitched voice.
Roleplaying a Thri-kreen
You tend to rely on your natural attacks and special kreen weapons. Everything you kill is a potential dinner. You have a strong need for a party leader – obedience to this leader in the party is important to you. If you seem to be the most powerful and capable, then you will assume leadership; if someone challenges your authority then you will wish to test whether they are in fact stronger than you. It is not a question of vanity; you won’t want to fight to the death, but merely to ascertain who is worthy to lead the party. You do not have the focus of a dwarf to complete a project, but you would give your life to protect your companions. If you did not trust and honor them as your own family, then you would not travel with them and work together with them. You do not understand the concept of sleep. It disturbs you that your dra (sentient meat creatures like humans) companions lie unconscious for a third of their lifetimes. Spend your rest periods watching them in this state. You own only what you can carry, caring little for money or other items that other races consider as treasure.
PART 3
Character Classes
Barbarian
Most barbarians hail from slave tribes and hunter-gatherer cultures from beyond the Tablelands. Life among slave tribes is often brutal and short. A barbarian might be a sole survivor of a raid or monster attack. She might be an exile or returned to her tribe to find it gone. Barbarian hin tribes that draw power from the spirits can be found in the forest ridge, and no matter their location, all share a common manifestation of fury. For some, it comes from within, amplified by horrific life events, and for others, it may come from unity with ancient spirits, contacted through rituals whose ways are documented only in oral tradition, to be lost if the tribe is ever lost.
Use the default rules for barbarians unless a change is indicated below.
Changes
Path of the Totem.
- Replace Bear with Klar, a massive Kodiak bear with chitinous plate on the back, a stub tail that helps it balance when standing, and covered in thick sandy fur. It is one of the most feared predators in the land.
- Replace Eagle with Kes-trekel, a deadly carrion bird with black plumage and crimson red head whose croak is considered a harbinger of death.
- Replace Wolf with Dagorran, a fearsome frog-like reptilian pack hunter able to track prey psionically for days or week without relenting.
Path of the Storm Herald (Xanathar)
- No changes to Desert.
- Replace "Sea" with "Air." At 6th, replace breathe underwater and swim features with “you take half damage from falling.” At 14th, replace “struck with wave” with “struck by a powerful gust of wind.”
- Replace "Tundra" with “Mountains.” At 3rd level, change “icy spirits” to “earthen spirits.” At 6th, replace resistance to cold with force. Replace immunity to extreme cold with “gain advantage against effects that would knock you prone.” Replace make ice with “as an action, you can touch sand or silt and turn a 5 foot square of it into a solid, non-difficult terrain that can support any amount of weight for 1 minute. At 14th, replace “magical frost” with “magical stone.”
Path of the Zealot (Xanathar)
Does not exist.
Prohibited Classes
The Artificer, Bard, Cleric, Paladin, Sorcerer, and Warlock do not exist as player classes in Dark Sun. The Paladin was removed in the original AD&D setting as this is not a world of gods and divine warriors. The Warden class is akin to the traditional Cleric, though a Warden draws its power from nature and not a divine source. The sorcerer, with its arcane bloodline does not fit into the makeup of Athas. The otherworldly patrons that power a Warlock do not exist in this Dark Sun setting.
Warden (Cleric)
There are no clerics that inhabit the wastes of Athas. No one prays to patron deities, for they have no deities. Instead, some people beneath the dark sun pledge themselves to the very powers that dwell on the elemental planes, learning rituals that allow them to wield the power of the wind, rock, rain, and blazing sun. Like the Athasian deserts, the elemental powers are neither benevolent nor malevolent, caring only that their natural forms are preserved in the material world. Those who tap into those elemental powers coursing through the world are called Wardens.
The Wardens who harness the power of the elements are a 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 warden is bound and sworn to preserve her patron element in the physical world.
Use the default rules for clerics unless a change is indicated below.
Class Changes
New Domains. Wardens revere all aspects of nature but will devote herself to learning how to shape the forces of one element in particular. Typically a warden will study their craft with other wardens of their kind and will undergo a ritual to prove their faith in the power of their chosen element. The traditional domains are replaced with Air (also known as wind), Earth (sand), Fire (sun) and Water (rain).
Holy Symbol. Traditional symbols are replaced with a physical embodiment of your element. Earth wardens commonly use small chunks of granite, quartz, or precious metal, and those with resources may mount it in a staff or medallion. A water warden likely has a vial of pure water worn around the neck, though a waterskin of untainted water would suffice. Fire wardens prefer obsidian stone, often carved into the shape of flames. Air wardens are the most fortunate, not tied by material possessions, and may use a gentle puff of their own breath as a holy symbol.
Bonus Language. You can speak the Primordial language of your element at 1st level.
Spell changes: Create or Destroy Water affects and produces only 1 gallon per casting and at each higher spell slot. Only Water wardens can learn this spell. The spell Create Food and Water does not exist.
Turn Undead. The elements are the fabric of life, creation, and destruction; thus Wardens have an understanding of the undead and the corrupt energies that animate them.
Air Wardens
Wardens who tap into the energies from the Plane of Air are perhaps the most misunderstood of all the elemental wardens. They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation.
Air wardens prize freedom over all. They loathe restriction in movement, personalities, beliefs, practices, clothing, and any attempt to impose limitations. This makes them enemies of bondage and slavery. The growing power of the sun has made the air angry, dry and lifeless, unable to power hurricanes and typhoons. Air wardens are obligated to protect earth and water in the hopes mighty forests might sway again and raging oceans fill the silt basins, bringing back unbridled freedom.
Air Initiation
The test of the air cleric is perhaps the most terrifying of the elemental initiations. A cleric and her mentor meditate for up to two weeks atop the highest mountain they can find. When the initiate feels ready, she walks to an overhand and leaps from the precipice, throwing off the shackles of the earth and giving herself completely to the wind. As she falls, the air spirits may speak with her and forge a pact of air, lowering her softly to the ground. If not, she likely dies.
Air can be destructive and powerful, but it also can distract and obscure. Choose either the Tempest or Trickery domain from the PHB, adjusted as follows:
Air Weapon Proficiencies: At 1st level you gain proficiency with all ammunition weapons. This replaces the Tempest bonus proficiency and is added to the Trickster domain.
Tempest (fury of the storm) Domain Spells
Warden Level | Spells |
---|---|
1st | feather fall, thunderwave |
3rd | gust of wind, shatter |
5th | call lightning, fly |
7th | conjure minor elementals (air), freedom of movement |
9th | conjure elemental (air), destructive wave |
Trickster (the elusive wind) Domain Spells
Warden Level | Spells |
---|---|
1st | disguise self, unseen servant |
3rd | mirror image, silence |
5th | blink, dispel magic |
7th | conjure minor elementals (air), dimension door |
9th | conjure elemental (air), mislead |
Trickster Storm Strike: replace poison damage with lightning damage.
Earth Wardens
Closely tied to nature, earth wardens 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 warden's 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 wardens 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.
All things return to the earth and all elements are dependent on the earth. This gives Earth clerics diversity in their selection of powers. Choose from the War, Nature, or Grave (Xanathar) domains, adjusted as follows:
War (the slow anger) Domain Spells
Warden Level | Spells |
---|---|
1st | Earthguard (shield of faith), thunderous smite |
3rd | magic weapon, Elemental ally (spiritual weapon) |
5th | elemental weapon (acid), spirit guardians |
7th | conjure minor elementals (earth), stoneskin |
9th | conjure elemental (earth), wall of stone |
Channel Nature's Essence: Replace Guided Strike with "Rock Solid." You can use your reaction when being hit to gain resistance to all damage from that hit except psychic damage, and you are immune to effects from that hit that would knock you prone or shove you. At 6th level, rename War God's Blessing to "Earth Fury."
Nature (the cycle of creation) Domain Spells
Warden Level | Spells |
---|---|
1st | animal friendship, speak with animals |
3rd | barkskin, spike growth |
5th | plant growth, meld into stone |
7th | conjure minor elementals (earth), grasping vine |
9th | conjure elemental (earth), insect plague |
Replace Master of Nature with "Avatar of Earth." At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Grave (the cycle of annihilation) Domain Spells
Warden Level | Spells |
---|---|
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | conjure minor elementals (earth), death ward |
9th | antilife shell, conjure elemental (earth) |
Fire Wardens
Fire is the feared domain of destructive power, rarely seen as nurturing and life-giving. Most fire wardens are impulsive and destructive like their element, and seen as madmen who randomly destroy precious organic material. Yet, fire wipes away the old so the land can grow back stronger. They sometimes jest “to destroy the world is to destroy the defilers,” and no one is quite sure if they are truly joking. Fire wardens are expected to preserve Athas so it can be destroyed again and grow back stronger. They encourage the growth of forests, cities, and fields. This pact leads them to directly oppose all defilers and sorcerer kings, but their ways are too eccentric to form lasting alliances with druids, who share the same goal.
Fire Initiation
When a mentor feels her student is ready, she takes her to a clearing and burns her in a massive bonfire at nightfall. If accepted, the novice remains in the inferno through the night as it burns and infuses her through the flames. If not accepted, she is violently expelled an in explosion of fire, usually fatal.
Fire is a destroyer and creator. Choose from the Light (sun) or Forge (Xanathar) domains, adjusted as follows:
Light (the searing force) Domain Spells
Warden Level | Spells |
---|---|
1st | burning hands, hellish rebuke |
3rd | flaming sphere, scorching ray |
5th | daylight, fireball |
7th | conjure minor elementals (fire), wall of fire |
9th | conjure elemental (fire), flame strike |
Bonus Cantrip. Replace light with produce flame.
Forge (the fire that creates) Domain Spells
Warden Level | Spells |
---|---|
1st | continual flame, searing fury |
3rd | heat metal, magic weapon |
5th | elemental weapon (fire), protection from enegy |
7th | conjure minor elementals (fire), wall of fire |
9th | conjure elemental (fire), creation |
Channel Nature's Essence. Replace Artisan's Blessing with "Fiery Defense." At 2nd level, as an action, you channel fiery energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes fire damage equal to 2d10 + your cleric level.
Water Wardens
Water is the rarest of domains, life-giving and life-taking, with a severe and unforgiving animosity to any who would defile a well or plants. Wardens of water instinctively sense a duty to perform an age-old function of being healer and bringer of life regardless of the morals of the target, and they bear a sadness to the moisture that has been lost by defilement. Some eventually go insane, consumed by the thirst of this land and an inability to quench it. They worship by finding the dew of the morning and encouraging it, or keeping the lifeblood from needlessly spilling onto barren land (if it falls on fertile land, that is another matter). Because water can be found in all living things, they have access to powers that can restore, or manipulate, beings.
Water Initiation
When a mentor feels a student is ready, they begin the long journey to a rare body of water such as Lake Island or the Lake of the Golden Dreams. For a day they meditate on the lake’s edge, and at dusk, the student enters the water and surrenders to the depths. If accepted, the initiate spends the night in the dark water forging a pact with babbling spirits. If not, the student likely drowns.
Water nourishes and is a part of all beings. Choose from the Life or Knowledge domains, adjusted as follows:
Quench Thirst. At first level, you can chew on nearly anything to extract moisture. Your water needs are halved.
Life (the healing waters) Domain Spells
Warden Level | Spells |
---|---|
1st | create or destroy water (modified), cure wounds |
3rd | lesser restoration, Elemental Ally (spiritual weapon) |
5th | beacon of hope, revivify |
7th | conjure minor elementals (water), death ward |
9th | conjure elemental (water), mass cure wounds |
Deluge Strike. Replace radiant damage with cold damage.
Knowledge (the water within) Domain Spells
Warden Level | Spells |
---|---|
1st | command, create or destroy water (modified) |
3rd | augury, suggestion |
5th | nondetection, speak with dead |
7th | conjure minor elementals (water), confusion |
9th | conjure elemental (water), scrying |
Channel Nature's Essence. Modify Knowledge of the Ages. You may also gain proficiency with a weapon or armor that you touch.
Visions of the Past. Modify: object reading also functions as an identify spell.
Athasian spell names
THe following spell names are different from those in the PHB to reflect the forces of nature rather than divine power. Also, add the listed spells to the Cleric spell list in the PHB.
Warden Level | Spells |
---|---|
Cantrips | Sacred Flame= Searing Flame |
1st | Shield of Faith= Earthguard; Add Heroism, Searing Fury (Searing Smite), Thundering Fury (Thundering Smite), Warden's Grasp (Arms of Hadar) |
2nd | Prayer of Healing= Nature's Abundance, Spiritual Weapon= Elemental Ally, Add: Branding Fury (Smite), |
3rd | Bestow Curse= Heat Exhaustion, Water Walk= Silt Walk, Aura of Vitality, Blinding Fury (Smite) |
4th | Guardian of Faith= Elemental Guardian |
5th | Hallow= Purify, Add: Banishing Fury (Smite), Destructive Fury (Smite), Commune with Nature |
7th | Conjure Celestial= Conjure Elemental, Divien Word= Nature's Savagery |
8th | Holy Aura= Nature's Aura |
Druid
Unlike Athasian wardens, druids are solitary creatures. They live off the land, within the land, and they have sacrificed their entire lives for the land. But, unlike wardens, druids concentrate their considerable abilities in a single area: their guarded lands. A barren stretch of desert, a sparse section of scrub land, or perhaps a oasis, that is the home of the druid, and his source of power. One small preserve, protected from the dark magic of the defilers.
They are the bane of sorcerer kings, eternally at war with them, but hunted to small enough numbers to no longer be considered a viable threat. The few druids bide their time, 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 wardens, 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.
Use the default rules for druids unless a change is indicated below.
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.
Class Changes
- See the Beast Shapes section for Wild Shape options.
- Replace Religion skill option with Stealth.
- The spell goodberry does not exist. Create or destroy water only affects 1 gallon per casting, and another gallon per slot above 1st.
Archetype Changes
Circle of Land. The terrain of Athas is much different than that of most D&D worlds. Remove Arctic, Coast is renamed Oasis, Forest includes jungles, Grassland includes savannah, scrublands, and verdant belts, Swamp includes mud flats and salt marshes, Underdark is renamed Cave.
Circle of the Moon. No changes except to Wild Shape beasts.
Circle of Dreams (Xanathar). Does not exist.
Circle of the Shepherd (Xanathar). Remove all references to Fey. Modify Speech of the Woods. Remove ability to understand Sylvan. Modify Spirit Totem. Rename Bear as Klar (see barbarian), Hawk as Kes’trekel (see barbarian), and Unicorn as Spirit of the Land. A Spirit of the Land is an enigmatic force that infuses particular lands. Only a select few druids know how to tap into the energies of these silent, ancient powers.
Wild Shape forms
CR | Form |
---|---|
2nd Level | |
0 | Animal, herd (kip, z'tal, jankx) |
0 | Bat (fly) |
0 | Giant fire beetle |
0 | Scorpion |
0 | Spider |
1/8 | Poisonous snake (swim) |
1/8 | Yallix (fly) |
1/4 | Constrictor snake (swim) |
1/4 | Flying snake (fly) |
1/4 | Giant bat (fly) |
1/4 | Giant centipede |
1/4 | Giant poisonous snake |
1/4 | Kank, drone |
1/4 | Kes'trekel (fly) |
1/4 | Blossomkiller |
1/4 | Bloodletter Thornbush |
Wild Shape and Psionics
The challenge rating of beasts include their innate psionic abilities, which are assumed when the druid takes that form.
Fighter
The fighter is universal no matter what world she may be found. Most serve as gladiators, soldiers, merchant guards, or mercenaries. Most gladiators are slaves, but some can make a lucrative living as freemen, training a stable or earning prizes. The city-states rely on slave 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 protect trade, including well-trained cavalry and foot soldiers. Nobles keep their own bodyguards and small forces, considered a fairly easy job since most nobles are content to avoid conflict. Soldiers of fortune can be found in all settings, and a few have united to form small units operating from fortified bases, such as the Black Reavers outside of Urik.
Fighters function as in the PHB with changes as below:
Archetype Changes
Arcane Archer, Eldritch Knight, Gunslinger, and Samurai (Xanathar) Do not exist.
Gladiator
Gladiators are slaves of the city-states or merchant houses, specially trained to participate in brutal physical contests for the enjoyment of the masses. Disciplined in many diverse forms of hand-to-hand combat and skilled in the use of dozens of different weapons, gladiators are among the most dangerous warriors on Athas.
Gladiators are specialized warriors trained for combat in the arenas. They are skilled in the use of many obscure weapons and combat techniques, including those peculiar to specific combat games and exhibitions popular among the general populace.
Quick Build
You can make a gladiator quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on heavy, brutal combat or light, finesse weapons. Your next highest score should be Charisma.
Class Features
As a gladiator, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per gladiator level
- Hit Points at 1st level: 10 + your Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + your Consitution modifier per gladiator level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons, improvised weapons
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Performance and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) hide armor or (b) leather armor and sling with 20 bullets
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) two simple weapons or (b) a net
The Gladiator
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Arena Combat |
2nd | +2 | Fighting Style, Expert Brawler |
3rd | +2 | Gladiator Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Armor Optimization |
7th | +3 | Gladiator Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Unarmed Strike Improvement (d6) |
10th | +4 | Gladiator Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Unarmed Strike Improvement (d8) |
14th | +5 | Toughened |
15th | +5 | Gladiator Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | By Popular Demand |
18th | +6 | Gladiator Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Unsurpassed |
Arena Combat
At 1st level, you learn to utilize gladiatorial stunts that are fueled by your performance in the arena. You can only use one trick per turn.
Gladiatorial Stunt. You can use this feature a number of times equal to 1 + your Charisma (Performance) modifier (minimum of 1). You regain all expended stunts when you finish a short or long rest.
Saving Throws. Some stunts require your target to make a saving throw. Select the ability modifier to use. This choice is permanent. The saving throw’s DC is calculated as follows:
Stunt save DC = 8 + your proficiency bonus + your Strength, Dexterity or Charisma modifier (your choice)
Gladiatorial Stunts
The stunts are presented in alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can use one gladiatorial stunt to add your Charisma modifier to the roll, provided you aren’t incapacitated.
Brace. When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to use one gladiatorial stunt and make one attack against the creature, using that weapon. If the attack hits, add your Charisma modifier to the weapon’s damage roll.
Cheap Shot. On a hit, you can expend one stunt to force the target to make a Constitution saving throw. On a failure, the target has disadvantage on all Saving Throws until the end of your next turn.
Cleave. When you hit a creature with a melee weapon attack, you can expend one gladiatorial stunt to attempt to damage another creature with the same attack. Choose a number of creatures equal to your Charisma modifier that are within 10' of the original target. If the original attack roll would hit the additional creatures, they take damage equal to your Charisma (Performance) modifier. The damage is of the same type dealt by the original attack.
Cover Strike. When you are hit with a melee weapon and you have a shield in one hand and a melee weapon in the other, you can expend one stunt to use your reaction to make a melee weapon attack against the attacker that hit you. Add your Charisma modifier to the damage roll.
Disarming attack. When you hit a creature with a weapon attack, you can expend one gladiatorial stunt and force it to drop one item of your choice that it’s holding. You add your Charisma (Performance) modifier to the attack’s damage roll, and the target must succeed on a Strength saving throw or it drops the object you choose. The creature must spend its next action picking up the object, if it chooses so.
Evasive footwork. When you move, you may expend one gladiatorial stunt and add your Charisma (Performance) to your AC until you stop moving.
Feinting attack. You can expend one stunt and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature, if you choose to attack on your next turn. If that attack hits, add your Charisma (Performance) modifier to the attack's damage roll.
Hamstring. On a successful attack, add your Charisma modifier to the damage roll. You can expend one stunt to force the target to make a Constitution saving throw or have its speed reduced by half and the target can take no reactions until the end of your next turn.
Menacing attack. When you hit a creature with a weapon attack, you can expend one stunt to attempt to frighten the target. You add your Charisma (Performance) modifier to your attack’s damage roll, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Parry. When another creature damages you with a melee weapon attack, you can use your reaction and expend one stunt to reduce the damage by your Charisma (Performance) modifier + your Dexterity modifier.
Pushing attack. When you hit a creature with a weapon attack, you can expend one stunt to attempt to drive the target back. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Quick Toss. As a bonus action, you can expend one gladiatorial stunt and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add your Charisma modifier to the weapon’s damage roll.
Reverse End.* When you take the Attack action with a weapon that has the reach property, you can expend one stunt to use a bonus action to make an attack with the opposite end of the weapon. Use the same ability modifier as the primary attack, dealing is 1d4 bludgeoning damage. The target must also make a Constitution save or lose its reaction until the end of your next turn.
Trip attack. When you hit a creature with a weapon attack, you can expend one stunt to attempt to knock the target down. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Exotic Weapon Master
When you are wielding a cahulak, chatkcha, dragon-paw, gythka, net, talid, or whip and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Great weapon fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Marksmanship
You gain a +2 bonus to attack rolls you make with ranged weapons.
Two-weapon fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expert Brawler
At 2nd level, your intense training in unarmed combat has rewarded you with combat skills that make great use of your unarmed strikes. While you’re unarmed or wielding simple melee weapons that don’t have the two-handed or heavy property, you are not wearing medium or heavy armor or wielding a shield, you gain the following benefits:
- When you use the Attack action with an unarmed strike or a melee weapon on your turn, you can make one unarmed strike as a bonus action.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You roll a d4 in place of the normal damage of your unarmed strikes.
- If you score a critical hit with an unarmed strike, the target must succeed on a Strength saving throw or be knocked prone.
The damage of your unarmed strikes increases to d6 at 9th level and to d8 at 13th level.
Gladiator Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Arena Champion or Pit Fighter, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. A goliath can increase their Strength score to 22.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Armor Optimization
At 6th level, you gain an understanding on how to put your armor in better use. You gain a +1 bonus to AC, if you’re wearing any type of armor or carrying a shield.
Toughened
Your body is toned against the mundane effects of weapons. Starting at 14th level, you gian resisitance to non-magical slashing and bludgeoning damage.
By Popular Demand
At 17th level, when you roll initiative and have no gladiatorial stunts remaining, you regain 2 uses.
Unsurpassed
At 20th level, when you make an attack with a weapon you have proficiency with, you ignore all of the targets's resistances and immunities.
Gladiator Archetypes
Different gladiators choose different approaches to perfecting their fighting prowess. The gladiator archetype you choose to emulate reflects your approach.
Arena Champion
The arena champions are gladiators whose greatest desire is to practice their blood sport in arenas filled with thousands of screaming fans. They risk their lives for fame, wealth, and adoration. These great warriors can rise from the ranks of average and ordinary citizens, and so they serve their role as heroes of the societies.
Master of the Crowd
At 3rd level, you gain proficiency in one of the following: Deception, Intimidation, or Persuasion.
Extra Gladiatorial Stunts
You gain three additional gladiatorial stunts suited to your archetype.
Finishing move. When you attack with a melee weapon a creature that has no more than half of its hit points left and it’s prone, frightened, restrained or otherwise incapacitated, you may expend a stunt to turn your attack roll into a devastating blow. If your attack hits, you deal critical hit and also add your Charisma (Performance) modifier to your attack’s damage roll.
Sweeping Attack. When you hit a creature with a melee weapon with the reach property, you can expend one gladiatorial stunt to attempt to damage another creature with the same attack. Choose another creature within the weapon's reach. If the original attack roll would hit the second creature, it takes damage equal to your Charisma modifier. The damage is of the same type dealt by the original attack.
Showstopper. When you score a critical hit with a melee weapon attack on a creature, you can expend one trick to force it to make a Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn.
Taunt
At 7th level, your words can injure even the most enduring warriors. Choose one creature you can see. The target must be able to hear you and make a Wisdom saving throw. On a failed save, the target suffers psychic damage equal to your Charisma (Performance) modifier and its next attack against you is made with disadvantage. You can use this feature again after you finish a short or long rest.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Riposte
Starting at 15th level, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it. If you hit, you add your Charisma (Performance) modifier to the attack’s damage roll.
Are You Not Entertained?
At 18th level, when you kill a creature or score a critical hit, you can use your reaction to select one creature within 60' of you. You force that creature to make a Charisma saving throw or be unable to take any actions until the end of your next turn. One a successful save, the creature is unable to take bonus actions or reactions.
Pit Fighter
Pit fighters tend to be some of the strongest, toughest, and most dangerous adversaries in the arena. Battling for survival has been the only constant in their violent lives; they have little to lose or gain except their lives. Usually regarded as property to be bought and sold, these brutal warriors have nothing to fear and always lunge into battle.
Dirty Fighting
At 3rd level, you learn how to distract your opponent and gain the upper hand, using various methods of trickery. Choose one creature within 5 feet of you and use your bonus action. That creature must succeed a Wisdom saving throw or will have disadvantage on attack rolls, ability checks and saving throws until the end of its next turn. You may use this feature again once you finish a long rest.
Extra Gladiatorial Stunts
You gain three additional gladiatorial stunts, suited to your archetype.
Counterattack. When a creature misses you with a weapon attack, you can expend one gladiatorial stunt to attempt to knock the creature prone. The target must make a Strength saving throw or be knocked prone. This ends the creature's turn.
Furious attack. Immediately after you take the Attack action on your turn, you can expend one stunt to make two unarmed strikes as a bonus action.
Lunging strike. On your turn, you can expend one trick to make a long jump and attack immediately with a melee weapon. If you hit, you add your Charisma (Performance) modifier to your attack’s damage roll.
Adrenaline Rush
At 7th level, you get short boosts of stamina as your endurance begins to wear down and defeat is imminent. At the start of your turn, if you have no more than half of your hit points left, you can use your bonus action to regain hit points equal to 1d8 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points. You can use this feature again after you finish a short or long rest.
Eye for an Eye
Starting at 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed attack against that creature. You must have a free hand.
Iron Will
At 15th level, you gain advantage on saving throws against being frightened. Additionally, your unrelenting will keeps you fighting despite grievous wounds. If you drop to 0 hit points while in combat and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Dauntless
Your hulking body intimidates others. Starting at 18th level, you are immune to being frightened and gain proficiency in Intimidation. If you already have proficiency with this skill, double your proficiency bonus.
Monk
There are no monasteries on Athas. Rather, a style of fighting emerged from the gladiator pits in response to a demand for unarmed combat, and from those combatants, nobles and templars bred in psionic abilities to create masters of the body. Due to their popular crowd appeal, enough have been granted freedom that they have spread out and trained others, or 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 be less trouble than a true psion because their powers tend to stay restricted to the physical form. A monk who displays a greater array of powers might be put down instead.
Monks function as in the PHB with changes as below:
Archetype Changes
Way of the Shadow, Way of the Cobalt Soul, Way of the Drunken Master, Way of the Four Elements. Do not exist.
Way of the Kensei becomes Way of the Nomad with the following changes:
- Replace 'Kensei' with 'Nomad'.
- Way of the Brush provides proficiency with painter's supplies, not calligrapher's supplies.
Psion
Psionics are a daily part of life in Athas and all living creatures will have exposure to it. It is not unexpected that the local smith might have some latent talent to bend leather in a particular way that improves the product. Even the beasts of the desert likely have some ability that improves their survivability. Every sorcerer 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.
The Will and the Way
The "Will" is one's innate psionic ability, and the "Way" is the art of studying psionics. Each psion or empath refers to herself through her focus of study, and to the common folk, all are commonly called "mindbenders."
Every city has psionic trainers and schools of study, and it is said there is an Order of mindbenders powerful enough to challenge a sorcerer-king, though if such an Order exists, its agenda has yet to be known. All races accept and have affinity for psionics. Even so, laws of the cities take into account psionic powers. Crimes committed by a compelled person are punished as if the psionic user committed them, and mind-reading against non-slaves is forbidden.
When people learn to use psionics, they're taught to create a nexus - a point in the center of their beings where physical, mental, and spiritual energy can be harnessed. It is the union of these powers that allows mindbenders to perform the remarkable feats they're capable of.
While many beings can discover the strength of the Will within themselves, most who go on to study the Way require guidance from a teacher. There are schools of the Way in every city of Athas, and merchant houses and noble families often pay dearly to have their scions educated by the best. Rarely, the academies waive tuition for a promising student of the free classes. Slaves are never formally instructed in the Way.
In addition to the formal schools, there are wandering teachers or tribal elders who take it upon themselves to instruct those who show promise. Even field slaves may be instructed by an older, wiser slave in secret sessions. Most of these tutors can't provide the quality of training that a formal curriculum can, but some wandering masters are very capable and can provide an unrivaled education in the psionic arts.
A Rare Path
Although thousands of Athasians command a unique talent, true masters of the Way are still rare. It takes exceptional ability and dedication to take up the study of the Way, and many do not progress far. Less than one person in one hundred who formally study the Way can be considered a true mindbender.
Because trained psionicists are scarce, they are highly valued by many elements of Athasian society. Unlike wizards, psionicists are free of the taint of magic and need not disguise their calling. They owe no loyalty to the sorcerer-kings, unlike the templars. Even clerics and druids have elemental powers and guarded lands that they must place first.
Any psionicist willing to sell her services will find there is great demand for someone skilled in the mental arts. Merchant houses, psionic schools, nobles, and templars routinely employ mindbenders to help them against their enemies. In fact, it is unusual to encounter a mindbender who has no patron or employer. They are often seen as troublemakers.
Quick Build
You can make a psion quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution.
Class Features
As a psion, you gain the following class features
Hit Points
- Hit Dice: 1d8 per psion level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psion level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two skills from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Psionics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) a quabone
- (a) leather armor or (b) desert clothes and a buckler
- (a) a short bow and 20 arrows or (b) any simple weapon
- (a) a nomad's pack or (b) a dune trader's pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player's Handbook.
The Psion
Level | Proficiency Bonus | Features | Talents Known | Lesser Disciplines Known | Order Disciplines Known | Psi Points | Psi Limit |
---|---|---|---|---|---|---|---|
1st | +2 | Psionics, Psionic Order | 2 | 2 | — | 4 | 2 |
2nd | +2 | Telepathy | 2 | 2 | 1 | 6 | 2 |
3rd | +2 | Psionic Order feature | 2 | 3 | 1 | 14 | 3 |
4th | +2 | Ability Score Improvement | 3 | 3 | 1 | 17 | 3 |
5th | +3 | Potent Psionics | 3 | 3 | 2 | 27 | 5 |
6th | +3 | Psionic Order feature | 3 | 3 | 2 | 32 | 5 |
7th | +3 | Strength of Mind | 3 | 3 | 2 | 38 | 6 |
8th | +3 | Ability Score Improvement | 3 | 3 | 2 | 44 | 6 |
9th | +4 | — | 3 | 4 | 3 | 57 | 7 |
10th | +4 | Psionic Order feature | 4 | 4 | 3 | 64 | 7 |
11th | +4 | Psychic Barrier | 4 | 4 | 3 | 64 | 7 |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 64 | 7 |
13th | +5 | Truth Sense | 4 | 4 | 4 | 64 | 7 |
14th | +5 | Psionic Order feature | 4 | 5 | 4 | 64 | 7 |
15th | +5 | Mental Bombardment | 4 | 5 | 4 | 64 | 7 |
16th | +5 | Ability Score Improvement | 5 | 5 | 4 | 64 | 7 |
17th | +6 | Mind Ward | 5 | 5 | 5 | 64 | 7 |
18th | +6 | — | 5 | 6 | 5 | 71 | 7 |
19th | +6 | Ability Score Improvement | 5 | 6 | 5 | 71 | 7 |
20th | +6 | Psionic Body | 5 | 6 | 5 | 71 | 7 |
Psionics
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special art that involves tapping into the mind's true power, distinct from magic.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know two psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a psion to manifest psionic power. A psion masters only a few disciplines at a time.
Each lesser discipline contains an at-will power and three augmentations of said power that you can activate using psi points. You choose to augment a lesser discipline when you activate it, before any of its effects occur, except when the discipline says otherwise.
Each Order discipline contains three separate powers you can activate using psi points. They are each associated with a specific Psionic Order, and they often contain stronger effects compared to lesser disciplines.
At 1st level, you know two lesser discipline of your choice. The Lesser Disciplines Known and Order Disciplines Known columns of the Psion table shows the total number of disciplines you know at each level; when one of those numbers goes up for you, choose a new discipline as appropriate. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice, as long as the new discipline is of the same type.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects or augmentations you can create with it by spending a certain number of psi points. Psionic talents and the at-will effects of lesser disciplines require no psi points.
The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline.
The limit is based on your psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline Save DC
Discipline attack modifier
Psionic Order
At 1st level, you choose a Psionic Order: the Order of the Seer, the Order of the Empath, or the Order of the Shaper, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 10th, and 14th level.
Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Potent Psionics
Starting at 5th level, when you deal damage with a psionic talent or a lesser discipline, you can add your psionic ability modifier to the damage. Additionally, whenever you spend psi points to augment a lesser discipline that deals damage on a failed save, the target takes half as much damage on a successful save, but it suffers none of the other effects of the discipline.
Strength of Mind
Starting at 7th level, you can swap out your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose an ability with which you do not have proficiency in saves for. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Psychic Barrier
Starting at 11th level, you can shield yourself from harm using the psi energy you use to power your psionic disciplines.
Immediately after you spend psi points on a psionic discipline on your turn, you can use your bonus action to gain temporary hit points equal to 3 x the number of psi points you spent.
Truth Sense
Starting at 13th level, you have advantage on Insight checks and you gain Proficiency in Insight. If you already have proficiency with Insight, you can double your proficiency.
Mind Ward
At 17th level, you learn to mentally ward yourself against attacks. You gain resistance to psychic damage and have advantage on saving throws against psionic effects.
Mental Bombardment
Starting at 15th level, immediately after using a psionic talent, you can spend 1 psi point to manifest another talent.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- If you die, roll a d20. On a 15 or higher, you discorporate with 0 hit points, and instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.
Discipline Rules
The following sections go into more detail on using a discipline. Psionic disciplines aren't magical, but they function similarly to spells.
Effect Options and Psi Points
A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the power.
Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.
Each option notes specific information about its effect, including any action required to use it and its range.
Bonus Actions
While you have access to a great reservoir of psychic energy, the rate at which you can expend this energy is limited. When you spend psi points using your bonus action, you can't spend psi points on your action during the same turn, and vice versa.
Components and Displays
Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials, as the power of psionics comes from the mind. However, when a psionic power is manifested, a display may accompany the primary effect. This secondary effect may be auditory and/or visual, such as a greenish glow around the psionicist or a faint humming noise originating from the psionicist's forehead. No power's display is significant enough to create consequences for the psionicist or any other creatures during combat.
While the specifics of a display may be left up to the player (with the approval of the DM), they always allow the psionicist to be identified as the source of a psionic discipline (as it is with spell components), both during and after the discipline takes effect.
Disciplines that Cast Spells
When a discipline or talent has you cast a spell (including a cantrip), the spell uses your discipline attack modifier or discipline save DC. Additionally, the effect counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. However, your casting of the spell is not actually considered to be a magical effect. You are merely duplicating the effect of the spell with your mind; as such, the spell uses a display instead of its normal components, and the effect counts as a psionic effect and not a spell for the purpose of resolving effects like antimagic field and counterspell.
Duration
An effect option in a discipline specifies how long its effect lasts.
Instantaneous. If no duration is specified, the effect of the option is instantaneous.
Concentration. Some options require concentration to maintain their effects. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.
Targets and Areas of Effect
Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, "Spellcasting," of the Player's Handbook.
Saving Throws and Attack Rolls
If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
Some disciplines require you to make a psychic attack to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability, and is the same as a ranged spell attack for the purpose of other game effects.
Combining Psionic Effects
The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times.
Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap.
Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
Psionic Orders
Each Order discipline (sometimes called Greater disciplines) has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires for each power. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. Greater disciplines were each discovered by different orders and tend to reflect their creators' specialties.
Order of the Seer
Psions dedicated to the Order of the Seer seek to unlock the full potential of the mind. By transcending the physical, Seers, referred to as 'the Awakened' by some, hope to attain a state of being focused on pure intellect and mental energy.
The Seers are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Seers who take to adventuring excel at perception beyond the physical senses, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Awakened Talent
At 1st level, choose two of your skill proficiencies. You gain expertise with each skill, which means your proficiency bonus is doubled for any ability check you make with it. The skills you choose mustn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus with it.
Precognition
At 3rd level, you can grant your allies temporary hit points equal to your Psion level, and you and your allies cannot be surprised. This lasts for one hour. You can use this ability again after a long rest.
Future Insight
At 6th level, once per long rest, you can roll a d6 and add the result to your next d20 roll.
Compelled Query
At 10th level, you can focus your telepathic powers on a creature and ask it a question. It must make an Intelligence saving throw, or it conjures a short mental thought or image that answers your question to the best of its ability that you can perceive telepathically. If a character passes a saving throw against this ability, they have advantage on saving throws against it for next 24 hours. You can use this ability a number of times per day equal to your Intelligence modifier.
Aura Sight
At 14th level, as a bonus action, you gain the ability to see auras even of invisible or hidden creatures. For 1 hour or until your concentration ends, you can see the aura of all creatures within 120 feet of you, including hidden and invisible ones. You also know the type of creature and its general state of mind (afraid, distressed, aggressive).
Order of the Empath
Psions of the Order of the Empath delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. These psions vary from tyrants to inspiring leaders.
Empaths can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Bonus Proficiencies
At 1st level, you gain proficiency with medium armor, shields, and martial weapons.
Manifest Emotion
Starting at 3rd level, you are able to create a physical manifestation of an emotion of your choosing. As a bonus action, you can expend 2 psi points to manifest an emotion in a form of your choosing (an imp, a storm cloud, an orb of radiance, etc) in an unoccupied square within 60'. As your emotion given form, it is not a sentient creature, but rather a floating, spectral reflection of yourself.
When you manifest an emotion, it can make an attack using your psionic attack modifier against a creature within 5' of it. On a hit, the target takes psychic damage equal to 1d8+ your Intelligence modifier.
As a bonus action on your turn, you can move the manifestation up to 20' and reapeat the attack against a creature within 5' of it.
The damage increases to 2d8 at 5th level, 3d8 at 10th, and 4d8 at 15th level.
Tranquil Meditation
At 6th level, when you take a short rest and expend hit dice, both you and any allied creatures that takes a short rest within 60 feet of you regains additional hit points equal to the number of hit dice you expend (not the value rolled) + your intelligence modifier.
Mind Over Matter
Starting at 10th level, you can spend 2 psi points to use your Intelligence saving throw in place of a Strength, Dexterity, or Consitution save. You can do this again after a long rest.
Unsettling Presence
At 14th level, as a bonus action, you can create an aura of bad vibes within 20' of yourself that lasts for 1 hour. A hostile creature takes 1d8 psychic damage whenever it first enters or starts its turn in your aura, and the creature's speed is halved.
The damage increases to 2d8 at 5th level, 3d8 at 10th, and 4d8 at 15th level.
Order of the Shaper
The Shaper takes what is in his mind and gives it physical form in the outside world. Shapers create weapons and constructs of a shimmering, ethereal energy that they can control. No mereconjurers borrowing the powers of other planes, a Shapermanifests things from nothing but their own mind, weavingtheir creations into existence through the exertion of rawpsionic power and imagination.
Project Weapon
At first level, you can use your action to create a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Your manifested weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Astral Construct
At 3rd level, you manifest an ethereal creation from your mind taking the shape of a medium or smaller creature, weapon, or other object. This requires Concentration.
This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond 60' of you. To attack with it, use your psion ability to make a melee attack. On a hit, the target takes 1d8 force damage. This damage die increases by 1 at 5th, 10th, and 15th level.
While the Astral Construct is active, you can use a Bonus action to spend Psi Points up to your per use limit to issue commands that effect and empower your construct. A construct disappears if the Psion does not use an Action or Bonus action to control it.
Grab (2 psi points): Your construct solidifies and attempts to grab a target within 5 feet of it. The target must make a Strength saving throw or become restrained by the construct. At the end of the creatures turns it can repeat the saving throw. The condition ends if the construct becomes ethereal again.
Grow (1 psi points): Your construct increases by one size, and its number of damage dice increases by one. It returns to its normal size at the start of your next turn unless Sustained.
Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you.
Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another construct and can control both individually (movement and targets) with the same action. Pick one construct to fade at the start of your next turn or use Sustain to keep both.
Solidify (1 psi point): Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is not in another creature's space. It has an armor class of 16 and hit points equal to your 10 + half of your HP Maximum. The construct becomes ethereal again if it drops to zero hit points.
Strike (2 psi points): The construct makes an attack (even if it has already attacked).
Sustain (1+ psi point): At the start of your turn, you can sustain an existing command (Solidify, Grow, maintain a Replicate, or to maintain a Grab) for an additional round and also spend psi points to issue an additional command (Grow, Relocate, Solidify, or Strike) to one of your constructs. This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the construct's hit points to its maximum.
Astral Metastability
Starting at 6th level, when you use your Psionic powers to create an Astral Construct, it does not require concentration to maintain it or its replicas.
Boundless Imagination
At 10th level, when you manifest your Astral Construct, you can apply one of the following powers to it:
Devastating Weapon. You imagine more deadly armaments, causing your Astral Construct to become more deadly. The Astral Construct's damage becomes 1d12.
Psionic Conduit. You can use your Psionic powers through your Astral Construct, as if you were where it is.
Vivid Existence. Your Astral Construct fully materializes and automatically uses Solidify at the start of its turn without requiring a command to do so. You can change which benefit you grant it for the duration of the effect as a bonus action.
Imaginary Mount
At 14th level, as an action, you can create any number of Medium or Large sized ethereal creatures equal to 4+ your Intelligence modifier that you can use for transportation. The mounts are ethereal in nature, have an AC of 16 and hit points equal to 5x your Psion level with a walking and flying speed of 60'. The mounts ignore difficult terrain. The creatures use your saving throws. The mounts cannot attack, and they obey your commands only.
You can use this ability once per long rest.
Order Disciplines
Each Order discipline is associated with a Psionic Order. These may be switched out with a different Order Discipline whenever the Psion gains a new Psion level.
Order of the Seer
Intellect Fortress
Greater Discipline (Seer)
You forge an indomitable wall of psionic energy around your mind, allowing you to defend yourself from both physical and psychic attacks.
Psychic Parry (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
Psychic Redoubt (5 psi; conc., 10 min.). As an action, you emanate a 30-foot radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a saving throw and add the number rolled to the total.
Counter Psionics (5 psi). You use your reaction to attempt to interrupt a creature within 60 feet of you that you can see from activating a psionic discipline or talent. Make a contested Psionics check (your Psionics skill bonus) against the creature. On a success, the creature's activation fails and has no effect.
Harbinger
Greater Discipline (Seer)
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
Sense Threat (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +5 bonus to initiative.
Victory Before Battle (7 psi). When you roll initiative, you can use this power to grant yourself and up to five creatures of your choice within 60 feet of you a +5 bonus to initiative.
Psychic Assault
Greater Discipline (Seer)
You wield your mind like a weapon, unleashing salvos of psionic energy.
Mind Cannon (5 psi; conc., 1 min.). When you activate this power using your bonus action, and as a bonus action on each of your turns until your concentration ends, you can target one creature you can see within 90 feet of you. The target must make an Intelligence saving throw, taking 2d10 psychic damage on a failed save, or half as much damage on a successful one.
Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d6 psychic damage on a failed save, or half as much damage on a successful one.
Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw, taking 7d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also stunned until the end of your next turn.
Psychic Disruption
Greater Discipline (Seer)
You create psychic static that disrupts other creatures' ability to think clearly.
Daze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. A creature is immune to this power if it is immune to being stunned.
Mind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also has muddled thoughts until the end of your next turn. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
Null Psionics (2-6 psi). As an action, choose up to 3 creatures, objects, or psionic effects within 60'. You spend 2 psi points per effect you are attempting to nullify. For each psionic effect on the target, make a Psionics skill check. The DC equals 10 + the Psionics skill bonus of the creature that origniated the effect. On a successful check, the effect ends immediately.
Nomadic Mind
Greater Discipline (Seer)
You dispatch part of your psyche into the ether, the collective vista of minds and knowledge possessed by living things.
Dream Stride (3 psi; conc., 1 hr.). As an action, you separate your spirit from your body. Your spirit appears next to you as a ghostly, translucent copy of your physical form. This separation lasts until your concentration ends. During this time, you are deaf and blind with regard to your own senses; instead, you can see through your spirit's eyes and hear what it hears. Your spirit has the same senses that you do, and also has darkvision and can see into the Ethereal Plane out to 60 feet. You control your spirit telepathically. Your spirit is incapacitated and cannot interact with anything for the duration, with the exception that it can't move through creatures, objects, or other physical barriers. Your spirit has a flying speed of 30 feet, and it can hover.
Your spirit's AC equals 10 + your psionic ability modifier. If your concentration ends or an attack hits your spirit, your spirit returns to your body, and the effect ends. Your spirit ignores all other damage and effects.
Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
Watchful Eye (7 psi; conc., 10 min.). After concentrating for 10 minutes, as an action, you can manifest the abilities of the scrying spell.
Third Eye
Greater Discipline (Seer)
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Tremorsense (2 psi; conc., 1 hr.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
Order of the Empath
Crown of Rage
Greater Discipline (Empath)
You place a mote of pure fury within a creature's mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
Clouded by Anger (2 psi). You cause anger and fear to well up in a creature. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or it takes 1d8 psychic damage and, until the end of your next turn, has disadvantage on attacks and saves.
Blind Rage (4 psi). As an action, choose up to 3 creatures you can see within 60 feet of you. The targets must succeed on a Charisma saving throw or take 3d6 psychic damage. Choose one target that failed its save. That target must immediately use its reaction to move up to half its speed and make a single melee attack against a target you choose.
Flash of Anger (6 psi). When you are hit by an attack, you can use your reaction to force the attacker to re-roll the attack.
Mantle of Command
Greater Discipline (Empath)
You exert an aura of trust and authority, enhancing the coordination among your allies.
Command to Strike (2 psi). When you take the Attack action, you can choose one ally you can see within 60 feet of you. That ally can use its reaction to immediately make one weapon attack.
Commander's Sight (5 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. Until your concentration ends, your allies have advantage on attack rolls against that target. You can use your bonus action on subsequent turns to target a different creature with this effect. When you do so, the previous target is no longer affected this by this power.
Overwhelming Attack (7 psi). When you take the Attack action, you can choose up to four allies you can see within 60 feet of you. Each of those allies can use its reaction to immediately make one weapon attack.
Mantle of Fear
Greater Discipline (Empath)
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.
Intimidating Aura (5 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any hostile creature within 60 feet of you that can see you has disadvantage on attack rolls against you. Such a creaure must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
Incite Panic (6 psi; conc., 1 min.). As an action, you incite panic in up to eight creatures you can see within 90 feet of you that can see you. Until your concentration ends, a target must make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is frightened of you until the start of its next turn and must take the Dash action to move away from you by the safest available route. This effect ends for a target when it succeeds on three saving throws against it.
Mantle of Fury
Greater Discipline (Empath)
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.
Aura of Bloodletting (5 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any ally within 60 feet of you has advantage on melee attack rolls.
Unstoppable Onslaught (6 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you. Until your concentration ends, a melee weapon deals one extra die of its damage when you or a targeted ally hits with it. Additionally, you and the targeted allies gain advantage on Strength checks and saving throws until your concentration ends.
Mindless Charge (7 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you. You and each of the targeted allies gain an additional action to use on each of your respective turns before your concentration ends. A creature can use that action only to make one weapon attack or to move up to its speed toward a hostile creature that it can see.
Mantle of Joy
Greater Discipline (Empath)
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope, comfort, and good health to creatures around you.
Soothing Presence (1-7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.
Comforting Aura (5 psi; conc., 1 min.). As a bonus action, you emanate an aura of comforting energy until your concentration ends. Each non-hostile creature within 30 feet of you (including you) can roll a d4 when making a saving throw and add the number rolled to the total.
Beacon of Recovery (6 psi; conc., 1 min.). As an action, you emanate an aura of soothing energy until your concentration ends. Each non-hostile creature within 30 feet of you (including you) has advantage on saving throws against effects that inflict any of the following conditions: blinded, deafened, exhaustion, frightened, paralyzed, poisoned, and stunned.
Yoke of Despair
Greater Discipline (Empath)
You have learned to harvest seeds of despair in a creature's psyche, wracking it with self-doubt and inaction.
Overwhelming Sorrow (3 psi; conc., 1 min.). As an action, you attempt to inflict one creature of your choice that you can see within 60 feet of you with overwhelming sadness. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up until your concentration ends. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect immediately ends.
Wracked with Doubt (5 psi; conc., 1 min.). As an action, you can force up to six creatures you can see within 60 feet of you to make Charisma saving throws. A creature with an Intelligence score of 4 or less isn't affected. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one weapon attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Crushing Despair (7 psi). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Order of the Shaper
Brute Force
Greater Discipline (Shaper)
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
Knock Back (1-7 psi). When you hit a target with a melee attack, you can activate this power as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.
Mighty Leap (1-5 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.
Brute Strike (5 psi; conc., 1 min.). As a bonus action, you imbue your strikes with devastating power. Whenever you hit a creature with a melee attack before your concentration ends, the target must make a Strength saving throw. On a failed save, the target takes an additional 2d8 damage and is knocked prone. On a successful save, the target takes half damage and is not knocked prone.
Mastery of Force
Greater Discipline (Shaper)
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Move (2-7 psi). Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent | Maximum Weight | Bludgeoning Damage |
---|---|---|
2 | 25 lbs. | 2d6 |
3 | 50 lbs. | 4d6 |
5 | 250 lbs. | 6d6 |
6 | 500 lbs. | 7d6 |
7 | 1,000 lbs. | 8d6 |
Psionic Flight (5 psi; conc., 10 min.). As a bonus action, you direct your telekinetic focus on yourself and raise yourself into the air. You gain a flying speed of 60 feet, which lasts until your concentration ends.
Telekinetic Barrier (7 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 15 and 50 hit points.
Nomadic Arrow
Greater Discipline (Shaper)
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
Speed Dart (1-7 psi). As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
Seeking Missile (2 psi). When you miss with a ranged weapon attack, you can use your reaction to reroll the attack roll against the same target.
Faithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra ranged attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
Nomadic Step
Greater Discipline (Shaper)
You exert your mind on the area around you, twisting the ethereal pathways you perceive to allow instantaneous travel.
Step of a Dozen Paces (1-7 psi). If you haven't moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
Transposition (3 psi). If you haven't moved yet on your turn, choose a willing creature you can see within 90 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This power fails and is wasted if either of you can't fit in the destination space.
Nomad's Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.
Psionic Restoration
Greater Discipline (Shaper)
You wield psionic energy to cure wounds and restore health to yourself and others.
Mend Wounds (1-7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
Restore Life (3 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 0 hit points and is stabilized. This power can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
Restore Vigor (5 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
Astral Warband
Greater Discipline (Shaper)
You use psionics to create astral allies and to control the battlefield terrain.
Astral Vanguard (2+ psi) When you use Replicate, you can create one additional Astral Construct per 2 psi points you spend. The additional Astral Construct(s) is created and can be controlled with the same action (commands still only affect one Astral Construct of your choice). Each additional construct lasts until the start of your next turn and are able to be sustained.
Shape the Battlefield (5 psi, Conc, 1 hour) It takes you one uninterrupted minute to shape the terrain of an area up to 100' square. The area will look, sound, smell, and even feel like some other sort of terrain. Similarly, you can alter the appearance of structures, or add them where none are present. The discipline doesn't disguise, conceal, or add creatures. You can additionally create up to five hazardous spaces on the ground that are 5 foot squares. These can be fires, spikes, biting mouthes, or whatever you choose, but regardless of its form if a creature takes 4d4 + 4 psychic damage when it enters the effect's area for the first time on a turn or starts its turn there. Each of these hazards must be at least 10 feet from another hazard.
Astral Army (7 psi, Conc, 10 minutes) With an action, you manifest a number of ethereal allies that appear in unoccupied spaces that you can see within range. They manifest and can act on the same turn. You control each construct individually with your action in subsequent rounds. Choose one of the following options for what appears. All constructs are Medium creatures with AC 15 and 25' walking speed.
- 2 constructs: 60hp, +2 saves, +4 to attack, 10 force damage
- 4 constructs: 45hp, +1 saves, +3 to attack, 7 force damage
- 8 constructs: 30hp. +3 to attack, 4 force damage
Lesser Disciplines
Each lesser discipline has a base power that you can activate at will. When you activate the effect, but before any of its effects occur, you can spend psi points to augment the power in some way as described below the power, except when the discipline states that it works differently. You can only spend psi points on one augmentation at a time.
Lesser Discipline Descriptions
The lesser disciplines are presented here in alphabetical order.
Battle Aspect
Lesser Discipline
As an action, you use psionic energy to protect yourself from physical harm. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Psionic Vigor (1-7 psi). You gain 5 temporary hit points per psi point spent.
Steadfast Stanchion (2 psi). You can't be unwillingly moved or knocked prone for the duration.
Warding Shield (5 psi). Allies within 10 feet of you also benefit from the same resistances for the duration.
Blind Spot
Lesser Discipline
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Memory Hole (2 psi). On a failed save, the target also can't hear you, and any tracks or other traces of your passage are invisible to it for the duration.
Clouded Vision (3 psi). On a failed save, the target has disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight for the duration.
Veil of the Mind's Eye (5 psi). On a failed save, each ally within 15 feet of you is also invisible to the target for the duration.
Concussion Burst
Lesser Discipline
As an action, you emit a wave of pummeling force. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
This discipline's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Knock Back (1-7 psi). On a failed save, a target is pushed up to 10 feet per psi point spent in a straight line away from you, and it takes an additional 1d6 damage per psi point spent.
Pressure Wave (1-7 psi). The damage and radius of the discipline increases by 1d6 and 5 feet per psi point spent, respectively.
Staggering Blow (3 psi). On a failed save, a target is also knocked prone.
Disrupt Thoughts
Lesser Discipline
As an action, you can target one creature within 60 feet of you that you can communicate with via telepathy. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This discipline's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Ego Whip (2 psi). On a failed save, the target is filled with self-doubt. The target can't take reactions and has disadvantage on ability checks until the end of its next turn.
Distracing Figment (3 psi). On a failed save, the target thinks it perceives a threatening creature just out of its sight; until the end of your next turn, melee attack rolls against it and checks made to grapple or shove it have advantage.
Dread Spiral (5 psi). On a failed save, the target has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.
Deceleration
Lesser Discipline
As an action, you alter time around one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, the target's speed is halved until the end of your next turn.
This discipline targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Weakened Defenses (2 psi). On a failed save, a target's ability to defend itself is crippled. For the duration, it takes a -2 penalty to AC and Dexterity saving throws.
Temporal Sabotage (3 psi). On a failed save, a target's ability to act is crippled. For the duration, it can't take reactions or bonus actions, and it can't make more than one melee or ranged attack during its turn.
Time Thief (4 psi). Until the end of your next turn, your speed is doubled. Additionally, you can take an additional action immediately after activating this discipline to Disengage, Dodge, Hide, or Use an Object.
Dissolve the Flesh
Lesser Discipline
You focus on the matter making up one creature within 60 feet of you. The target must succeed on a Constitution saving throw, or you destabilize its body, and the target begins to dissolve away. The target takes 1d10 necrotic damage, and it can't regain hit points until the start of your next turn. If the target dies to this damage, its body fades away into nothingness, leaving behind its equipment and items.
This discipline's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Thought of Unmaking (2 psi; conc., 1 min.). On a failed save, the target continues to dissolve over time. Until your concentration ends, the target can't regain hit points, and whenever the target takes damage that isn't psychic damage for the first time on a turn, it takes an additional 1d4 necrotic damage.
Semi-Corporeal Form (3 psi; conc., 1 min.). On a failed save, the target deals only half damage with weapon attacks that use Strength until your concentration ends. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Fragile Existence (5 psi). On a failed save, the target has disadvantage on Strength, Constitution, and death saving throws until the end of your next turn.
Force Punch
Lesser Discipline
As an action, you can attack one creature you can see within 120 feet of you with a hand crafted from telekinetic energy. The target must make a Strength saving throw. On a failed save, the target takes 1d6 force damage, and if it is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.
The discipline's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Push (1-7 psi). On a failed save, the target takes an additional 1d6 damage per psi point spent, and you can move it an additional 10 feet per point spent.
Crushing Bludgeon (2 psi). On a failed save, the target is also knocked prone if it is Huge or smaller, and it can't stand up until the end of your next turn.
Tear the World (5 psi). Each creature of your choice within 20 feet of the target must also succeed on a Strength saving throw or be affected by the discipline. You must move each affected creature in the same direction as the original target.
Hypnotic Pulse
Lesser Discipline
As an action, you sear one creature within 60 feet of you with an ebony ray of psychic compulsion. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage, and it must use its reaction to move up to 5 feet in a direction of your choice.
This discipline targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Soul Break (2 psi). On a failed save, a target is charmed by you until the end of your next turn.
Daggers of Pain (3 psi). On a failed save, a target has disadvantage on the next saving throw it makes before the end of your next turn.
Psychic Enervation (5 psi). On a failed save, a target suffers one level of exhaustion. Any levels of exhaustion caused by this effect go away after 1 hour.
Inertial Screen
Lesser Discipline
As an action, you create a 10-foot-by-10-foot vertical panel of force centered on a point you choose within 90 feet of you. It can't cut through a creature's space when it appears. This screen appears to be a transparent wall that slightly shimmers when light hits it. It is 6 inches thick, and creatures and objects have difficulty passing through it. The screen provides half cover against attacks and effects that pass through it, and the barrier's space is difficult terrain for any creature passing through it. The screen fades away at the start of your next turn.
This discipline creates more barriers when you reach higher levels: two panels at 5th level, three panels at 11th level, and four panels at 17th level. Each panel must be contiguous with at least one other panel.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Through the Walls (2 psi). One side of the screen that you choose has no effect. Creatures don't gain cover from attacks and effects that pass through this side and come out the other side, and creatures that pass through this side of the screen have their movement unaffected.
Mind Shroud (3 psi). One side of the screen that you choose displays an image of your choice. This image is static and can't change, and it heavily obscures everything behind it. Viewers behind the image can see through the screen as normal.
Physical interaction with the image reveals it to be an illusion, because this interaction reveals the presence of the inertial screen. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your discipline save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Hand of Caution (5 psi; conc., 1 min.). The screen continues to persists unti your concentration ends. Until then, whenever an attack or effect would pass through the screen, you can use your reaction to harden the screen into a barrier, preventing the attack or effect from passing through it.
Kinetic Trawl
Lesser Discipline
As an action, you throw out a 5-foot-radius net of constricting force at a point within 60 feet of you. Each creature in the area must make a Strength saving throw. On a failed save, a creature's speed is reduced by 10 feet until the start of your next turn.
This discipline's radius increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Telekinetic Bombard (1-7 psi). On a failed save, a creature takes 1d8 force damage per psi point spent.
Gravity Well (2 psi). On a failed save, a creature is also knocked prone.
Telekinetic Clasp (3 psi). Creatures in the targeted area automatically have their speed reduced by 10 feet. On a failed save, a creature is restrained until the start of your next turn.
Mind Thrust
Lesser Discipline
As an action, you target one creature you can see within 90 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
This discipline's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Psychic Spear (1-7 psi). On a failed save, the target takes an additional 1d8 psychic damage per psi point spent.
Mental Trauma (3 psi; conc., 1 min.). On a failed save, the target can't benefit from resistance to psychic damage until your concentration ends. During this time, whenever the target takes psychic damage for the first time on a turn, it takes an additional 2d6 psychic damage.
Psychic Overload (5 psi). On a failed save, the target is also stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Psionic Shield
Lesser Discipline
As an action, you protect yourself or an ally within 30 feet of you with a veil of psychic energy. Attack rolls against the target have disadvantage until the end of your next turn.
This discipline's range increases by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Scripture of Steel (2 psi). The target also gains advantage on attack rolls for the duration.
Submerge the Will (3 psi). The target also gains advantage on saving throws for the duration.
Power of One (5 psi). For the duration, allies within 10 feet of the target also gain the same protection, and the original target gains advantage on ability checks and immunity to being charmed or frightened.
Psionic Weapon
Lesser Discipline
As a bonus action, you can imbue psionic energy into a one-handed melee weapon you are holding. For 1 minute, the weapon can't be forced from your grasp, and you can choose to use a d8 instead of the weapon's normal damage die. The weapon is also considered magical, if it wasn't already. This effect ends if you activate it again or if you let go of the weapon.
While this effect persists, you can also spend psi points to augment the effect (no action required), choosing from the options below.
Winged Weapon (1-7 psi). When you activate this discipline, you can choose to seize control of the weapon using telekinesis. For the duration, the weapon doesn't require a free hand to use, and its reach increases by 5 feet per psi point spent. Attacks with the weapon are treated as if they were made with one hand for the purpose of the versatile property. Lethal Strike (1-7 psi). When you hit a creature with an attack made with this weapon, you can force it to make a Constitution saving throw. On a failed save, the target takes 1d6 force damage per psi point spent.
Revealing Strike (2 psi). When you hit a creature with an attack made with this weapon, you can highlight the target's weaknesses. The next attack roll made against the target before the end of your next turn has advantage.
Psychic Grip
Lesser Discipline
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature that is no more than one size larger than you that you can see within 30 feet of you. The target must succeed on a Strength saving throw or be grappled by you for 1 minute, until your concentration ends, or until the target leaves your reach, which is 30 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus.
This discipline's range and reach increase by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).
While a target is grappled in this manner, you can create one of the following effects as an action:
Crush (1-7 psi). The target takes 1d8 bludgeoning damage per psi point spent.
Move (1-7 psi). You move the target up to 10 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.
Crisis of Breath (4 psi). The target becomes restrained until the end of your next turn, and it must make a Constitution saving throw. On a failed save, the target is also suffocating and can't speak or breath for the same duration.
Psychic Inquisition
Lesser Discipline
As an action, you beguile one non-hostile humanoid you can communicate with via telepathy. You have advantage on all Charisma checks directed at the target for 1 minute or until your concentration ends. When the effect ends, the creature knows it was influenced by you.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Read Thoughts (2 psi). For the duration, you can read the surface thoughts of the target—its basic emotional state, and what it is primarily thinking about at any given moment.
Subtle Influence (3 psi). Once before your concentration ends, you can force the target to make a Wisdom saving throw. On a failed save, the target beliefs your last statement to be true, or pursues one course of action that you suggest to it. The chosen statement or course of action must be reasonable and not destructive in any way. If you concentrate for the discipline's full duration, this effect lasts for 1 hour. The target doesn't automatically learn it was influenced by you unless your concentration breaks prematurely.
Ransack Mind (5 psi). For the duration, you probe the target's mind. The target must remain within 30 feet of you, and you must be able to see it. If you reach the discipline's full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. You learn its key memories from the past 12 hours with one failed save, the past 24 hours with two failed saves, or the past 48 hours with three failed saves.
Psychic Leech
Lesser Discipline
As an action, you can target one creature you can see that you can communicate with via telepathy. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage, and you can add a d4 to the next Intelligence, Wisdom, or Charisma check or saving throw you make before the end of your next turn.
This discipline targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Intellect Leech (2 psi). On a failed save, a target can't take reactions until the end of your next turn. During this time, it must subtract a d4 from any Intelligence, Wisdom, or Charisma saving throw it makes before the end of your next turn.
Unconscious Assault (3 psi). On a failed save, a target is also incapacitated until the end of your next turn. If a target was already incapacitated, it also suffers disadvantage on its next saving throw against the effect causing that condition.
Emotion Leech (5 psi; conc., 1 min.). On a failed save, you establish a conduit to a target's mind. Until your concentration ends, when such a target takes damage for the first time on a turn, you regain hit points equal to your psionic ability modifier. If a target is frightened, the healing gained from it is doubled.
Psychic Phantoms
Lesser Discipline
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the targeted creature perceives the sound or image you create, and it persists for up to 1 minute.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It continues unabated throughout the duration, or you can have it repeat at different times before the effect ends.
If you create an image, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image disappears if the creature touches it.
The maximum size of an image (a 5-foot cube) you create increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Phantom Foe (2 psi; conc., 1 min.).* The target must succeed on a Wisdom saving throw or become frightened by the illusion until your concentration ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Greater Phantom (3 psi). The illusion can consist of both a sound and an image, and you can cause the same illusion to appear to up to five other creatures within 60 feet of you.
Hallucination (4 psi; conc., 1 min.). Until your concentration ends, you can use a bonus action on each of your turns to cause the location and nature of the illusion to change, as long as the illusion remains within 60 feet of you and satisfies the conditions above. For example, if you create an illusion of a creature and move it, you can alter the image so that it appears to be walking, and if you create a sound, you can choose to make different sounds at different times, even making it carry on a conversation, for example.
Sense Minds
Lesser Discipline
You can concentrate on stretching your senses outwards for 1 minute. If you concentrate for this full duration, you become aware of the presence of each creature within 60 feet of you that has an Intelligence score of 4 or higher; this awareness lasts until the end of your next turn. The awareness can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You know the distance and direction to each creature, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar effects can't be perceived in this manner.
When you use finish concentrating on this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Extend Senses (1-7 psi). The range of this discipline increases by 60 feet per psi point spent.
Find Creature (2 psi; conc., 1 hr.). If you sense a creature using this discipline, you can use your reaction to hone in on the target's location. You always know the target's location until your concentration ends, but only while the two of you are on the same plane of existence. During this time, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
Thought Interloper (5 psi; conc., 10 min.). The awareness granted by this discipline instead lasts until your concentration ends. During this time, you can overhear any telepathic conversation happening within the discipline's range. The creature that initiated the telepathic conversation makes a Wisdom (Insight) check against your discipline save DC when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and you can't participate in the telepathic conversation unless you are within 30 feet of a creature, you can see the creature, and you are aware that it is a participant in the conversation.
Psionic Bolt
Lesser Discipline
As an action, you target one creature within 60 feet of you with a bolt of psionic energy. The target must succeed on a Intelligence saving throw or take 1d8 psychic damage.
This discipline's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Arcing Bolt (1-7) psi. The bolt jumps from the first target to another creature within 20 feet of it. For each psi point spent on this power beyond the first one, a bolt jumps from the last creature in the chain to a new creature within 20 feet of them. A creature can't be targeted by more than one bolt. Any creature targeted by a bolt must also make an Intelligence saving throw against this discipline. On a failed save, a target takes an additional 1d6 damage per psi point spent on this power.
Mental Deadening (3 psi). If the target has an Intelligence score of 10 or lower, it has disadvantage on the saving throw, and on a failed save, suffers disadvantage on attack rolls and ability checks until the start of your next turn.
Nervous System Malfunction (5 psi). On a failed save, the target's speed is halved and it has disadvantage on ability checks until the end of its next turn, and at the end of its next turn, it takes 3d8 psychic damage plus an additional 1d8 psychic damage for every 5 feet of movement it used during its turn.
Nomad's Travel
Lesser Discipline
As an action, you teleport up to 15 feet to an unoccupied space that you can see.
This discipline's range increases by 5 feet when you reach 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet).
When you use this discipline, you can also spend psi points to augment the effct, choosing from the options below.
Feather Step (2 psi). If you teleport into the air with this discipline, you gain a flying speed equal to your walking speed until the end of the turn; you fall if you end your turn in the air and nothing else is holding you aloft.
Speed of Thought (3 psi). You activate this discipline using your bonus action, rather than your action.
Dimensional Stowaway (5 psi). You can bring one willing creature within 5 feet of you with you when you teleport. Additionally, you needn't be able to see the targeted destination; you can choose a destination that you can visualize or describe by stating its distance and direction from you. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the discipline fails to teleport you.
Celerity
Lesser Discipline
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.As a bonus action, your walking speed increases by 10 and you gain a +2 bonus to AC until the end of your next turn.
When you use this discipline, you can also spend psi points to augment the effect, choosing from the options below.
Agile Defense (2 psi) You take the Dodge action as part of this discipline.
Surge of Speed (3 psi) You can spend 3 psi to gain the following benefits until the end of the current turn: you add another 10' to your walking speed, you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
Surge of Action (5 psi). You can Dash, Disengage, or make one weapon attack as part of this discipline.
Denial
Lesser Discipline
As an action, target one creature to make a Charisma save to nullify a creature's abilities. On a failed save, the creature takes 1d4 psychic damage and becomes disoriented- it must subtract a d4 from its attacks and ability checks, and Constitution saves until the end of your next turn.
Aura of Denial (2 psi) The effects above extend to a 30' sphere centered on you and lasts until the start of your next turn.
Muffled Psychic Field (3 psi) As a reaction, when a creature within 60' of you uses a psionic power, it must make a contested Psionics check against you. If it fails, the psionic effect fails.
Restore Psyche (5 psi) Remove all psychic effects in a 30' radius.
Psi Crystal
Lesser Discipline
You gain the ability to impart part of your mind into crystal. You can expend 2 psi points to cast the find familiar spell but your familiar takes on the statics of a psi crystal (below) and the material component required is a crystal worth 10 gp instead of the normal material components. The Psi Crystal gains your mental stats. You can use Psionic Disciplines without a range of Self through your Psi Crystal is if you were standing in its location. If the psi crystal is destroyed, you gain its memories as your own. While you have a Psi Crystal active, as a bonus action, you can deactivate it to regain 2 expended psi points.
When you summon a Psi crystal, you can store a fragment of your personality. You can use your reaction to shatter the crystal and apply one of the following effects:
Calloused When you make a saving throw against the Frightened condition, you can use your reaction to shatter the crystal to gain advantage on the save.
Cunning When your Psi Crystal is within 30 of you and a creature comes within 5 feet of you, you can use your reaction to shatter the crystal releasing that emotion and immediately move your movement speed away from the creature without taking an attack of opportunity.
Cruelty When your Psi Crystal is within 30 feet of a creature that takes damage, you can use your reaction to shatter the crystal releasing that emotion and causing the creature to take additional damage equal to your twice your Psion level.
Sympathy When your Psi crystal is within 30 feet of you and another creature, if that creature takes damage, you can use your reaction to shatter the crystal releasing that emotion and granting the creature resistance to that damage and reduce whatever damage it takes by your Psion level.
Psionic Talents
Psionic talents are minor abilities that require psionic aptitude but don't drain a psionicist's reservoir of psionic power. Talents are similar to lesser disciplines and use the same rules, but they lack the ability to be augmented in any way.
Baleful Teleport
Psionic Talent
As a bonus action, you target one hostile creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, you can teleport the target to an unoccupied space that you can see within 30 feet of the target. That space must be on the ground or on a floor.
Beacon
Psionic Talent
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
Claws of Force
Psionic Talent
As an action, you make a melee psychic attack against a creature or object within your reach. On a hit, the target takes 1d10 force damage. If it takes any of this damage and is Large or smaller, the target is also pushed up to 5 feet away from you.
This talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Desiccate
Psionic Talent
As an action, you attempt to forcibly remove the moisture from one creature you can see within 60 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage, and unless the target doesn't require water to sustain itself, it also suffers disadvantage on saving throws against exhaustion and on all ability checks until the end of your next turn.
This talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dream Blade
Psionic Talent
As a bonus action, you manifest a sword of psychic energy in your hand. This magic sword lasts for 1 minute or until you dismiss it using your bonus action. It counts as a simple melee weapon with which you are proficient. It deals 1d6 psychic damage on a hit and has the finesse and light properties.
This talent's damage die increases by one size when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Parlor Tricks
Psionic Talent
As a bonus action, you use Prestidigitation.
Energy Beam
Psionic Talent
As an action, you target creature or object you can see within 120 feet of you. Make a ranged psychic attack against the target. On a hit, the target takes 1d6 psionic or force damage (your choice).
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Far Hand
Psionic Talent
As an action, mage hand
Guided Opportunity
Psionic Talent
As an action, choose one creature you can see within 30 feet of you. You implant a psychic beacon within the target, instinctively guiding the next attack made against it. If an ally of yours attacks the target before your next turn, the first attack roll is made with advantage.
This talent targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level. Each beacon is independent and is tracked individually.
Mind Meld
Psionic Talent
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.
This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.
Minor Creation
Psionic Talent
As an action, you conjure a nonliving, nonmagical object that is small enough to be carried in one hand. The object lasts for 1 minute or until you dismiss it using a bonus action. The object can be a trinket or some other discrete item worth 2 gp or less. At the DM's discretion, you may be allowed to summon a set of multiple smaller items, such as a bag of ball bearings or a fishing tackle kit.
If you activate this talent multiple times, you can only maintain the existence of three conjured objects at a time.
Precognitive Insight
Psionic Talent
As an action, you cast the guidance cantrip.
Project Senses
Psionic Talent
Over the course of a minute, you touch a Small or smaller object that isn't being worn or carried and concentrate on projecting your mind into it. For 10 minutes, or until your concentration ends, you can use your action to project one of your senses through the object, and continue to do so until you use your action to return to your normal senses. You choose this sense from the following list when you activate this talent: sight, hearing, or smell. While projecting this sense through the object, you benefit from it as though you were in the object's space, and you can't use it in your own space until you return to your normal senses.
This talent ends early if the object is ever more than 300 feet from you. Additionally, the object has a slight shimmer while you are projecting one of your senses through it. This shimmer can be noticed if a creature's passive Wisdom (Perception) score or active Wisdom (Perception) check meets or exceeds your discipline save DC.
Telekinetic Projectile
Psionic Talent
As an action, you use telekinesis to hurl an object that is 1'x1'x1' or smaller from your hand. Make a ranged psychic attack against a creature or object within 60 feet of you. On a hit, the target takes 1d6 bludgeoning damage.
This talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Telepathic Imprint
Psionic Talent
As an action, you cast the encode thoughts cantrip, found on page 47 of Guildmaster's Guide to Ravnica.
Temporal Acceleration
Psionic Talent
As a bonus action, you alter the flow of time around you to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
Read Aura
Psionic Talent You gain the ability to psionically see a creature's aura. By spending 1 psi point you can determine if a creature is under the influence of magic and what school it is, or if a creature is under the influence of psionics. A shape shifter or disguised creature makes a Charisma (Decepction) check against your Psionics save, on failure you can see their true nature in their aura.
Empathy
Psionic Talent You can psionically link yourself to other creatures. As a reaction to a creature taking psychic, necrotic, or radiant damage you can grant them resistance to the damage taken, but take damage equal to the damage they take (after resistance).
If the damage would inflict any further negative status effect on the target, you can choose for that effect to affect you instead.
Psionic Aegis
Psionic Talent
As a reaction, you surround yourself with a swirling shield shield of fire, ice, or lightning. You gain temporary hit points equal to your Psion level. Creatures that strike you while you have these temporary hitpoints take 1d4 damage of the shield type chosen.
Once you use this talent, you cannot use it again until you complete a short or long rest.
Kinetic Slam
Psionic Talent As an Action, you send out a wave of force in all directions. All creatures within 30' of you must make a Strength Save or take 1d10 force damage and either be pushed 5' straight back or be knocked prone, your choice.
Mental Image
Psionic Talent As an action, you can project an image (silent image) into the mind of 1 person. This increases to 2 creatures when you reach 5th level, 3 creatures at 11th level, and four creatures at 17th level.
Mind Rider
As an action, you can touch a willing creature to see through its eyes and hear what it hears for the next hour, gaining the benefits of any Special Senses that the creature has. During this time, you are deaf and blind with regard to your own Senses. You can end this effect at any time. While this is active, the creature has advantage against being charmed or frightened.
Ranger
The wilds of Athas are a treacherous place, and the skills of a ranger are most often learned as a guide, hunter, or scout for a military operation. Rangers are found in every race, most prominently among hin. To the ranger, the seared lands are not an enemy but a well respected adversary. Rangers generally 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.
Rangers function as in the PHB with changes as below:
Favored enemies. Remove celestials, dragons, and fey.
Natural Explorer. Replace terrain with Sandy Wastes, Stony Barrens, Rocky Badlands, Salt Flats, Scrub Plains, and Silt. Forest may be added at DM discretion but is virtually unknown to any but halflings.
Difficult terrain does not slow the ranger's travel but still affects their companions. The ranger gains advantage on navigation checks, not automatic success.
When you forage, you find an amount of food and water as if the terrain were 1 step better on the food/water availability chart in Part 8: Survival rules.
Spell changes. The spell goodberry does not exist.
Archetype Changes
Horizon Walker (Xanathar). Does not exist.
Gloom Stalker becomes Dune Stalker. A dune stalker is at home on the arid, sandy wastes of Athas. Most folk are aware of the dangers that this environment harbors, yet a Dune Stalker keeps herself highly attuned to the the shifting sands and hot winds, seeking to ambush threats before they can reach the caravans and traders crossing the desert.
Dune Stalker Features changes:
- At 3rd level, replace 'Dune Stalker Magic' with 'Dune Stalker Spellcasting' and 'Umbral Sight' with 'Twilight Sight.'
- At 15th level, replace Shadowy Dodge with Tremorsense (15' radius).
- Dune Stalker Spells. At 5th level, replace Rope Trick with Misty Step. At 15th level, replace Seeming with Legend Lore.
UA Ranger
Feel free to use the Ranger as presented in Unearthed Aracana. The following changes apply:
- the same changes to Natural Explorer apply as above
- For animal companions, see the creatures listed in the Druid Wildshape charts
- Deep Stalker Conclave becomes Dune Stalker Conclave. Underdark Scout becomes Nomad's Eyes and instead of the darkvision benefits, replace it with "You gain proficiency in Perception. If you are already Proficient, you can double your Proficiency bonus."
- At 3rd level, replace 'Dune Stalker Magic' with 'Dune Stalker Spellcasting' and 'Umbral Sight' with 'Twilight Sight.'
Rogue
Dark Sun rogues come from all walks of life: slave, freeman, merchant and noble. Rogues are common amongst merchant houses as astute guides, shrewd bargainers, and smugglers. Every city-state has a thieves' guild, and they 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:
Archetype Changes
Arcane Trickster. Does not exist.
Rogue Archetype - Athasian Bard
Athas is a world of intrigue and treachery, of shady deals and secretive organizations - in short, a rogue's paradise. Within the secure walls of the city-states, many typically roguish occupations have become institutions unto themselves. Assassins, bards, and thieves alike have become pawns of the wealthy, deployed in deadly games of deceit between nobles and bureaucrats.
The Athasian Bard
People of the Tyr Region have learned not to trust you and your kind blindly. An ordinary minstrel, a graceful dancer, or a honey-voiced singer, you very well may be a killer sent by a bitter rival. Custom demands, however, that no entertainer be refused entry. A household should welcome you as guest regardless of their suspicions. Nevertheless, paranoid nobles might turn you away for fear of poison in their drink or a knife in their back.
Athasian Bard Features
Rogue Level | Feature |
---|---|
3rd | Distracting Performance, Inspiring Assault |
9th | Master of Poisons |
13th | Keeper of Secrets |
17th | Venomous Strike |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and one instrument of your choice. You also gain proficiency with the Performance skill if you don’t already have it. Additionally, you can select poisoner's kit as a skill for Expertise once you reach 6th level.
Distracting Performance
Starting at 3rd level, you can sing, recite a poem, or dance with the intent of distracting an opponent. As a bonus action, you can make a Charisma (Performance) check against a contested creature's Wisdom (Insight) check. The creature must be able to see and hear you. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Inspiring Assault
You deliver a dramatic display as you hit with your sneak attack inspiring your allies. When you successfully hit a creature with your sneak attack, as a bonus action, you can choose to deliver one die less of sneak attack damage. When you do, choose up to five creatures (not including yourself) that you can see and that can see or hear you within 30 feet of you.
Each affected creature gains a bonus to both attack rolls and Wisdom saving throws equal to your Charisma modifier (minimum of +1) until the start of your next turn. You regain this ability when you finish a short or long rest.
Master of Poisons
At 9th level, you become an expert at poisons and their application. You have advantage on saving throws against poison and gain resistance to poison damage.
Additionally, you can use the bonus action granted from your Cunning Action to apply poison to a weapon already in hand.
Keeper of Secrets
Bards carry many dark secrets they would prefer stay secret. This, combined with a large amount of knowledge based on half‐truths and false rumors makes your mind unreliable to those who would seek to mentally affect it.
Starting at 13th level, you receive a proficiency bonus to saving throws made against enchantment spells and effects. In addition, you have advantage on Intelligence saving throws.
Venomous Strike
Beginning at 17th level, when you deal sneak attack damage with a poisoned weapon the creature’s saving throw suffers disadvantage versus the poison’s effects. Addtionally, add three more die damage of the poison's die damage type.
Wizard
Arcane magic is outlawed in every city-state. In secret, wizards still study the arcane arts, drawn to it even at the risk of their lives, from small cabals to isolated ancient text study. Wizards are universally distrusted, for while one may profess to not defile, the temptation will always be there, to gain greater power "just this once" and "for the greater good." To the druid or elemental cleric, there is no greater affront than seeing the precious life of Athas turn to ash, justified for a brief need.
PC wizards are likely revolutionaries, naturally in opposition to sorcerer kings. They must take extreme steps to hide their nature, including from their own companions. If you play a wizard, think about a "cover story." Many wizards pretend to be psions or wardens.
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.
Wizards function as in the PHB with changes as below:
- Add Sleight of Hand to list of skills from which to choose.
The find familiar spell summons creatures native to Dark Sun. All creatures have AC12, 4 hit points, 20' movement, and no save bonuses or penalties. The list can include but is not limited to:
- Critic lizard (a tiny, colorful reptile that senses danger, expects food after fights, is jumpy and paranoid)
- Hurrum (flightless beetle that constantly produces a pleasing humming noise while cooling itself, dies in direct sunlight and likes to hum songs you are thinking about)
- Jank (gold furred ferret-like mammal with poisonous spurs, likes to stuff its mouth pouches and play with objects in your packs)
- Kes'trekel (grotesque red-heaeded carrion bird; pecks at corpses and squawks at injured allies)
- Kivit (gray-furred feline that secretes venomous musk to ward off predators, hates being inside and musk spell intensifies when upset)
- Wrab (black-scaled winged serpent that senses emotional states, often trained for diplomatic encounters, likes to lick blood from your wounds and wrap around your arm when you attempt to persuade others, fly)
- Z'tal (chirping feathered lizard often used as food, gets alarmed when party members stray and often bumps into your leg)
Preservers and Defilers
Athas is a wasteland because spells are powered by living matter - plants - and centuries of wars involving the sorcerer kings, the Dragon, and constant defiling has leeched the world dry. While sorcerer kings maintain gardens and hunt defilers, they still keep some on hand as a necessity. Wizards who defile can draw great power from plant life but in return will permanently reduce every tree, shrub, even underground root in the area to ash that never can again support life. This eventually leaves a taint on the wizard that can be sensed by those attuned to such things like druids. Preservers are wizards who have, at the cost of greater power, devoted themselves to taking only what is needed, from further sources until the spell can be powered. They also devote their lives to destroying defilers. Nevertheless, the temptation will always be there, to defile "just this once." To most preservers, there is no middle ground. Once a defiler, always a defiler, and better to die than cross that line. To some, when looking death in the eye, the decision becomes that much harder.
Defilers of Athas
When an arcane caster invokes a spell, she draws upon the life energy of Athas. Most casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. Every spellcaster is aware she is limiting herself by voluntarily limiting her casting in this way. With any spell, she can cast off her self-imposed restrictions in exchange for a rush of power. In doing so, she marks 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 impending doom and reconsidered this stance.
Defiling Mechanics
When you choose to defile, you have two options: you can cast spells as if they were one level higher, or you can choose to apply a metamagic effect to your non-cantrip spells. Once the spell is cast, the land around you turns to barren ash, and the 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. All points can be shed in one of two ways: assuming the taint or meditation with the land.
You cannot defile if the area has been been drained of vegetative life.
Defiling Benefits and Cost Table
Defiler Effect | Defiler Point Cost |
---|---|
Cast a spell at a higher level | 1/spell level over |
Careful, Distant, Subtle spell | 1 |
Empowered, Extended spell | 2 |
Heightened, Quickened spell | 3 |
Twinned spell | 2 per spell level |
Recover spell slot as action | 2 per spell level |
Cast spell without material component | 1 per 100cp value |
Casting a spell at a higher level. You cast a spell at a higher level. You gain 1 defiler point per level above the original spell level. You can cast a spell at a higher level even if you do not have a spell slot available at that higher level. You cannot cast a spell at a level above your normal limit.
Careful spell
When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier (minimum 1). Chosen creatures automatically save.
Distant spell
Double the range of spells with at least a 5 foot range, or make a touch spell have a range of 30 feet.
Subtle spell
Cast without somatic or verbal components.
Empowered spell
Reroll a number of damage dice equal to your spellcasting modifier (minimum 1) and use those new rolls.
Extended spell
Double the duration of any spell with a duration of at least 1 minute, maximum 24 hours.
Heightened Spell
When casting a spell requiring a save, make one target have disadvantage on its first saving throw against the spell.
Quickened spell
Change the casting time of any spell that has a casting time of 1 action to 1 bonus action.
Twinned spell
When casting a spell that targets only one creature and doesn't have a range of self, you may target a second creature in range with the same spell. To be eligible, the spell cannot target more than one creature at the level being cast.
Recover spell slot
As an action that provokes an attack of opportunity, you may draw forth life energy to renew your arcane powers and regain an expended spell slot.
Cast spell without material component
Cast any spell without using a material component.
Accumulated Defiler Points Table
Defiler Points | Effect |
---|---|
1+ | Disadvantage on Constitution and Wisdom Saving Throws |
6+ | -2 Constitution score reduction |
11+ | -2 on Charisma and Wisdom checks |
16+ | another -2 Constitution score reduction. Alignment becomes evil. |
21+ | become an undead NPC (t'liz) under DM control |
Note. These effects are cumulative. A wizard who has 12 defilier points has Disadvantage on Constitution and Wisdom saves, -2 to their Constitution score, and -2 on Charisma and Wisdom checks.
Purging Defiler Points
A defiler has two options to purge points and remove the negative effects of defiling- either by 'Assumng the Taint' or meditation. In most preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will be seen as a defiler ("once a defiler always a defiler.")
Assume the Taint
At the end of a long rest, you may purge a number of defiler points (and their negative effects, including any exhaustion caused by defiling) equal to your caster level. These points are added to your defiler aura.
Defiler aura
If you defile even once and assume the taint, you gain an aura that, while having no apparent consequences, marks you for those who can detect such auras, such as a druid. Certain creatures and casters have effects that specifically target defilers, and your aura functions as a penalty on your saving throws against those anti-defiler effects. There is no limit to how high your defiler aura score may be. You have this aura until you are able to Meditate With The Land as described below.
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 his level in points he can assume per casting, in this case 4. 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 Disadvantage on Constitution and Wisdom saves. He escapes and finds a safe house but doesn't have time to meditate so he assumes the taint. His defiler points are reduced to 2 and he now has a defiler aura with a score of 2. He can assume the taint the after his next long rest and purge and reduce his defiler score to 1, adding the remaining point to his defiler aura (now at 3). After his third long rest, his defiler points are back to 0 and his defiler aura is 4.
Meditate With The Land
Meditating in an undefiled area of Athas is the only way to eliminate a defiler aura. The caster is giving a small portion of her life energy back to the land as atonement for what she has done. This takes 1 day of uninterrupted contact with the earth or plants of the region per defilier point to be purged.
While meditating, the caster can do nothing else but light activity like eating and drinking. At the end of this period of meditation, the caster will have removed 1 defilier point from their aura, and the caster takes 1 level of exhaustion at the end of this 24-hour period. The caster will have a defiler aura until all points have been purged.
Most wizards say that powerful druids, wardens, and templars can still see the residue of a defiler aura even after all points have been purged. If this is just a tale to warn young casters away from defiling, no one knows...
Defiling Effect
Every bit of nonsentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, no matter what is done, the defiled area can never be viable. Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to naturally restore.
When attempting to defile or entering combat, the DM determines the terrain zone, which sets the number of defiler points that can be assumed in that area until is completely devoid of life.
Defiling and Terrain
If there is no vegetation within range or if the area is despoiled already, the caster cannot defile. More vegetation in a region (a forest or garden, say) means a smaller area is defiled. In areas of very little vegetation (badlands or sandy wastes), a larger area is rendered barren. The DM will determine if defiling is possible and how much area will be effected based on the terrain and defiling effect.
Defiling Rules Summary
Any wizard can choose to defile, drawing extra energy from the life force of nearby plantlife to give spells extra power. A wizard who defiles can
- cast a spell at a higher level, or
- apply a metamagic feat
Defiling costs points.
- you can use a number of points equal to or less than your caster level. For example, a 1st level wizard can only use a defiling effect that costs 1 point.
- defiling points accumulate and have certain penalties. It is a drain on the caster to siphon the vital energies from the surrounding plantlife.
- you can purge defiling points and your defiler aura through meditation. Defilier points can be purged after a long rest by 'assuming the taint'. The process to purge a defiler aura point takes 1 day/aura point.
Combating Defilers: New Druid spells
Backlash
1st level abjuration
- Casting Time: 1 action
- Range: 30 feet (40' radius)
- Components: V, S, M (a thorn)
- 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
The life energy of the earth is channeled in translucent arcs of energy that radiate from the seed in the ground at your feet and unerringly seek out defilers before returning to the ground. This spell only affects a creature with at least one point in defiler aura. A defiler that starts its turn within or moves into the spell's radius must make a Constitution save. On a failed save, the defiler takes 4d8 force damage. Defilers have a penalty to the saving throw equal to their defiler aura points.
PART 4
Wild Talents
Wild Talents
Many of the creatures of Athas have innate psionic ability, 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 one of the following aspects: their general mood/disposition (agitated, friendly) or if they are not in control of their own actions (charmed or dominated or a similar effect).
2. Biofeedback: As a reaction, redirect blood flow to mitigate harm from a single source of bludgeoning, piercing, or slashing damage that you can see. Reduce the damage by your proficiency bonus doubled.
3. Levitate: As an action, vertically move yourself plus up to 10 pounds per level up to 10'. At the end of your next turn, you gently float to the ground. Movement while aloft is the same as the levitate spell.
4. Control Flame: As an action, animate an unattended flame source no larger than a 5' cube and move it to an unoccupied space you can see within 30'. The flame cannot move through an occupied square, and cannot ignite or damage objects while moving.
5. Deflect Strike: As a reaction, psychokinetically redirect an attack on you from a single source you can see. Gain +1 AC possibly causing it to miss you.
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 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 (advantage on Wisdom (animal handling) checks) for up to 1 round per level.
10. Trail of Destruction: As an action, you can determine if defiling has occurred within 500 feet of you within the last 24 hours. Your sight gives you an accurate picture of the level of the most recent spell cast and the direction of the defilier traveled when leaving the area, though not their identity.
11. Animate Shadow: As an action, make a target creature's shadow move and animate as you desire in an area you can see up to 120' away. It cannot actually affect anything in a material way and must remain on a surface large enough to display the shadow. You may maintain this for 1 round per level and must use a bonus action to make it move and animate.
12. Wild Leap: As a bonus action, until the end of your turn you may immediately make a second jump after making a first jump. Your second jump can be up to a 15' long jump or a 5' high jump, allowing you to combine jump heights.
13. Body Equilibrium. As a bonus action, adjust your body's weight so that you can move across semi-solid surfaces such as silt and sand without sinking. This effect ceases at the end of your turn.
14. Far Hearing. As a bonus action, focus on a square within 120 feet of you. Until the end of your next turn, you can hear as if you occupied that square.
15. Psionic Sense. As an action, sense whether any creature within 120' of you is maintaining a psionic power. At 5th level, you also determine all their general directions but not exact location or numbers.
16. Thought Projection. As a bonus action, send a mental message of 1 word in a language in which your are proficient to a target you can see, up to 120'. Spells cannot be delivered in this way.
17. Martial Trance. As an action, you focus your mind against mental attacks. You gain +1 on saving throws against mind-affecting abilities for up to 1 round per level but are reduced to 0 movement during this time.
18. Graft Weapon. As a bonus action, a one-handed melee weapon you hold becomes one with your hand for up to 1 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.
19. Light Step. As a bonus action, alter your density to improve your mobility. For the rest of your turn, your walking speed increases by 10', and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
20. Re-roll.
PART 5
Backgrounds and Feats
Languages
Standard Languages
Language | Typical Speakers |
---|---|
Merchant/Common | All but hin and thri-kreen |
Dwarvish | Dwarves, some muls |
Elvish | Elves, some edhel |
Giant | Beast-head giants, braxat, tareks |
Hin | Hin, Forest Ridge residents |
Pterran | Pterran, nikaals, ssurrans |
Nomad signs | any |
Thri-kreen | Thri-kreen |
Exotic Languages
Language | Typical Speakers |
---|---|
Aarakocra | Aarakocra |
Ancient hin (dead language) | Historical texts, psionic lore |
Draxa (dead language) | Historical texts |
Primordial | Wardens, elementals, drakes |
Psurlonese | Psurlons |
Yuan-ti | Yuan-ti |
Literacy is Outlawed
Sorcerer-kings in all cities outlaw literacy except among the ruling class. Slaves can be executed if they are caught reading. By default, player characters are illiterate unless justified.
Dark Sun Backgrounds
Acolyte and Sailor are not available. Change Folk Hero to Slave Hero. Outlander feature grants advantage to foraging checks, not automatic success.
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 officials, nobles, and merchants are allowed under law to read and write.
New Background: Gladiator
You might have been born into slavery, captured and sold to the highest bid, or enjoyed the relative freedom in a family of freemen. Whatever the case, you showed remarkable skills for arena combat and the people who owned or raised you saw your potential.
You have spent a considerable time training and fighting in the arena and have grown to view combat as some sort of art or game. Subsequently, you have a more welcoming view towards gambling and carousing.
- Skill Proficiencies: Athletics, Performance
- Tool Proficiencies: Choose one from Masseur's supplies, Gaming set, or Vehicles (land)
- Languages: One of your choice
- Equipment: One type of gaming set, a belt pouch with 10 cp, a set of common clothes, a flask of oil, a token from your patron
Feature: Patron
Your arena showmanship attracted someone with a certain position in the city who offered to be your patron. That person could be a city official (templar), a merchant (merchant house agent or independent) or a noble. Even though your days fighting in the arena are over, this patron of yours is still interested in your combat skills. Your patron can cover modest training and housing in return for no less than half your earnings. Such a person might be poor, sticking with you in the hopes of gaining a profit off your combat skills, or rich, betting on arena battles as a hobby; energetic, keeping you close as to promote you as a “valuable asset” to friends and foes alike, or lazy, leaving you to fend for yourself. Your patron may also have connections outside of your home-town that can offer some sort of limited hospitality.
Suggested Characteristics
Due to the need to have the attention of the crowd, gladiators tend to have flamboyant and forceful personalities. Sometimes they get compassionate and thoughtful, other times they become self-interested and self-reliant.
Masseur’s supplies: You can apply massage to another creature. By rolling a successful DC 10 Wisdom check, you bestow advantage to the next Strength check or Strength saving throw the creature will make during the next hour.
City-State Militia
You applied to join the militia and were accepted. You underwent the basic training and have been stationed in your city-state ever since. You walk a beat and have quickly learned a few of the local undesirables, the smart ones give you regular payouts to look the otherway while you get to shake those who aren’t smart enough down for any contraband they might have. As a class_name, you gain the following class features
Proficiencies
- Skills: Investigation, Intimidation
- Tools: Forgery kit, one type of artisan's tools
- Languages: The dialect and street jargon of your city-state
- Equipment: Obsidian spear, guard robes, a pair of spiked gloves, and a pouch containing 20cp
Feature
You know the underground pretty well and have often had to frequent fencers in order to transform the stolen goods you receive into cold,hard coin. In cities or large towns you are able quicklyto find a fencer and sell and buy goods that would otherwise be illegal. Such fencers may also be able to put you into contact with shady types for a price.
Caravan Guard
You decided that joining the caravan would be an easy way to get outside of the city, make a few coins, and be back by supper. Little did you know that the wastes of the Tablelands would hold such an allure. The harsh terrain has it's own kind of beauty, and you've seen people from every corner of Athas in this line of work.
Proficiencies
- Skills: Animal Handling, Perception
- Tools: Skilled (proficient) in riding two animals of your choosing (Kank, Inix, Mekillot, etc)
- Languages: Common, Nomad Signs
- Equipment: A bag of spice, robes with a veil, a rudimentary spyglass, and a belt pouch containing 20 Cp
Feature
You know the underground pretty well and have often had to frequent fencers in order to transform the stolen goods you receive into cold,hard coin. In cities or large towns you are able quicklyto find a fencer and sell and buy goods that would otherwise be illegal. Such fencers may also be able to put you into contact with shady types for a price.
Skill check changes
Athletics (swim). Only water wardens know how to swim. The concept is completely foreign and unknown to any characters and most creatures.
History includes lore about the major city-states and their Sorcerer-King as well as organizations and cults, spirits, and rituals.
Insight. A character may make a DC 10 check after listening to a speaker's dialect for at least 1 minute to determine their city of origin, opposed by a Bluff check if they try to hide it.
Religion is replaced by Psionics, which measures your ability to recall lore about the Will and the Way, psion orders, and psionic abilities.
Sleight of Hand. Casters may use this skill to make their verbal and somatic components less obvious, opposed by a Perception check.
Names by City
This is how the cities are presented in the official world of Athas. I am going to use them but de-emphasize the historical correlations. So Nibenay may have an oriential feel, but not explicitly 'Chinese'. If you have access to Xanathar's Guide to Everything, use the following regions to inspire name selection. This selection has nothing to do with appearance or culture of a character but rather reflects the differences in dialect that have emerged.
Balic (Greek)
Draj (Mesoamerican)
Gulg (Niger-Congo)
Nibenay (Chinese)
Raam (Indian)
Tyr (Greek/Phoenician*)
Urik (Babylonian/Mesopotamia*)
*Not in Xanathar's
Feats
Each character gets one feat at 1st level. Some characters may get additional feats due to their race or class, and Feats are available as an alternative to Ability Score increases at levels 4, 8, 12, 16 and 19.
Only PHB Feats are available. Almost all of the Feats in the other sourcebooks do not square with this campaign's approach to Feats.
Feats available at 1st level
Changes are in italics. These are additions to the Feat as detailed in the PHB.
Alert
Athlete
Actor
Charger. Shove the target up to 15' away from you.
Crossbow Expert
Defensive Duelist
Dungeon Delver becomes Nomad's Hardiness.
- Advantage on Wis/Survival checks to determine which way is North and to forage for food and water.
- Advantage on saves to avoid exhaustion due to heat.
- Resistance to non-magical weather-related damage (sandstorms, choking on silt, etc)
Dual Wielder
Durable
Grappler. As an action a bonus action, you may attempt to pin a creature by making another grapple check. If you succeed, the creature is restrained (not you).
Healer
Keen Mind. Add: learn 2 additional languages of your choice and you can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic or psionics to decipher it. The code you create is made of up 25 pictographs and symbols.
Lightly Armored
Mage Slayer
Medium Armor Master
Mobile
Moderately Armored.
Mounted Combat
Observant
Psionic Adept. Select one Psionic Talent.
Resilient
Ritual Caster
Sentinel
Sharpshooter
Shield Master
Skilled
Skulker
Spell Sniper
Tavern Brawler
Tough
Weapon Master
New Feats
Inner Power. You can tap deeper into the well of energy that powers you. Increase your maximum ki or psi points by one (if you have both, pick one.)
Titan's Grip. You have learned how to wield an oversized weapon. Medium creatures can wield Two-handed weapons in one hand. If you wield two two-handed weapons, the off-hand weapon does not use your Strength, Dexterity, or relevant ability modifier to the damage. Small creatures do not have disadvantage when wielding Heavy weapons.
Unarmored Defense. Prerequisite: Proficiency with Medium or Heavy armor. The heat of Athas has conditioned you to become more cunning in battle, enabling you to forego armor. When you are not wearing any armor, your AC is 10+ your Dex or Con mod (your choice). You can still use a shield and gain this benefit. Increase either your Constitution or Wisdom score by 1, to a maximum of 20.
War Caster/War Psion. Same features as War Caster apply to using Psionic abilities. The psion can use a Psi talent as an opportunity attack.
Class-Only Feats
Elemental Adept is available to Wardens only.
Grappler is available to Barbarian, Gladiator, Fighter, and Monk only.
Great Weapon Master is for Barbarian, Fighter, and Gladiator only.
Heavy Armor Master is for Fighter and Gladiator only.
The Following Feats do not exist:
Inspiring Leader, Linguist, Lucky, Magic Initiate, Marshal Adept, Polearm Master, Savage Attacker
Feats in this campaign
I'm taking the approach that some Feats should be earned through play. Inspiring Leader, Marshal Adept, and Savage Attacker will be awarded situationally and through how you role play your character- both in personality (how your character interacts with the world) and tactically (how you use your character's mechanics to handle encounters.
For example, if your character develops the habit of giving a rousing speech on the eve of an important battle, you can gain the benefits of the Inspiring Leader Feat. A character that is always trying to disarm or trip a foe can earn the Marshal Adept features.
In the case of Linguist and Magic Initiate, they don't make good sense to be freely available in a Dark Sun game. However, their benefits can be earned through appropriate role play and character development.
Polearm Master was absorbed into the Big Swing rules, and Lucky is a lazy bullshit cruch for character development.
PART 6
Equipment
Commerce and Currency
To understand commerce and equipment in Dark Sun, one must understand Athas is a metal-poor world with only handful of iron mines. Many items that would be crafted from metal are instead made from bone, stone, or ceramics.
Virtually all city-states issue coins minted in tribute to their sorcerer kings. The most common coin is the ceramic piece (cp). Gold is too scarce to make good currency and silver is only slightly more common. For millennia, templar-controlled kilns have manufactured ceramic coins from clay, glazed in specific colors to discourage forgery. Notches on the “tails” side radiate from a center point so you can break the ceramic piece into 10 pie shaped “bits.” A bit can generally buy a cheap night’s rest on an inn floor, a loaf of bread, or entry into a city state. An unskilled laborer might earn 1 bit a week. The merchant houses do mint metal coins, but it is rare to see them in general circulation. Most are reserved for large transactions and when dealing with government.
Exchange Rate
Coin | Bit | CP | SP | GP |
---|---|---|---|---|
Bit | 1 | 1/10th | 1/100th | 1/1000th |
Ceramic piece (cp) | 10 | 1 | 1/10th | 1/100th |
Silver piece (sp) | 100 | 10 | 1 | 1/10th |
Gold piece (gp) | 1000 | 100 | 10 | 1 |
Buying from the PHB
When making non-metal purchases from the PHB, simply change the gold piece price to ceramic pieces (cp). Change silver piece prices to bits. Anything of copper piece value might only be sold in bulk and is treated as 1/10th of a bit, subject to DM approval.
Metal Items from the PHB
All metal items cost the listed gold piece (gp) price. Items with mixed parts like a chariot almost always 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.
Weapons
Metal weapons are extremely rare and highly coveted, a sign of wealth and power. Most weapons are made from an amalgamation of obsidian, bone, or wood. It is not uncommon to find a wooden club with a bone spike in the end and obsidian shards embedded into it. When listing a weapon on your gear, it should be referred to by its material.
Some weapons cannot be manufactured from certain materials. There is no such thing as an obsidian bow, and the rule of common sense applies in such matters.
Weapon Materials Table
Material | GP cost from PHB | Weight |
---|---|---|
Metal | 100% | 100% |
Non-metal (bone, obsidian, stone, wood) | 1% | 50% |
Breaking Weapons
Nonmetal weapons are prone to breaking. Once per turn, when you do maximum damage on the weapon die (e.g. 8 on a 1d8), the weapon has a chance to break. Roll a d20 Breakage Check. On a 1 or a 2, the weapon breaks. This does not apply to critical hits, nor does it apply to weapons that fire ammunition such as bows. However, non-metal ammunition is not recoverable.
Once per turn means that no matter how many attacks you take on your turn, only one breakage check is made. However, if you make an attack of opportunity as a reaction, it occurs on a different turn and breakage checks would apply.
Against metal armors, non-metal weapons automatically fail a breakage check.
Weapons and Armor
New Weapons
Weapons are priced as made of non-metal. Metal weapons are 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 Forearm Axe 8 1d6 slash 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 Arena net 10 1d4 5 thrown, range 5/15, special
Weapon Materials
All of the above weapons are made of bone, stone, obsidian, or treated wood. There are no silvered or adamantine weapons available for sale on Athas. Such relics, if they ever existed, would be in the vault of the richest merchant house or a sorcerer king, or lost beneath the ruins of a civilization gone eons ago.
PHB Weapons. The following weapons are available in non-metal form. All simple melee and ranged weapons; Maul; Scimitar, Shortsword, Warpick; Blowgun, Hand Crossbow, Longbow, Net.
Arena Net. As per the Net in the PHB, but this net has blades or sharpened prongs woven into the knots to do damage to the ensnared creature. If the user chooses, the Arena net can be tethered to the thrower and use its bonus action to drag the ensnared creature 10' closer.
New Weapon Description
Images of some weapons can be found here.
Alhulak. A blunt grappling hook attached to 5-7 feet of rope with a 2 foot-long handle. The bladed head is commonly carved from mekillot bone while the handle is wood or bone.
Cahulak. A pair of alhulak heads tied to either end of a 10-12-foot rope. As a melee weapon, the wielder holds one blade cluster in each hand and swings them in unison or succession at the foe. Used this way, the wielder can strike with the off-hand as a bonus action and the weapon has reach. As a thrown weapon, it tangles around the target like a Net (no effect on Huge or larger, DC10 Strength check to free self or another) and causes 1d6 damage when the blades strike.
Carrikal. The sharpened jawbone of a large creature lashed to a haft, forming a sharp club with two forward facing heads.
Chatkcha. This small 3-bladed crystalline throwing wedge is made exclusively by thri-kreen in a secret process carefully guarded by them. In their language, it means “rememberer-who-ends-knowledge,” reflecting it ends awareness by killing and remembers to return to its thrower. Due to its spin it will return to a proficient thrower if it misses.
Datchi club. A 4-foot-long head made of dried insect hide or roots is attached to a 3-foot-long handle, with teeth or claws embedded in the head, enabling it to create horrible 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.
Lotulis. Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a nasty melee weapon.
Quabone. Common arena weapon made from 4 identical shanks lashed together to form a symmetrical, sword-length rod.
Singing Sticks. A carefully crafted and polished thin club, often used in pairs, drawing their name from characteristic whistling noises when used.
Talid. Also known as the “gladiator’s gauntlet,” this is made of stiff leather with metal, chitin, or bone plating on the hand cover and along the forearm. Spikes protrude from the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6 inch spike on the elbow.
Trikal. Three blades radially project from the business end of a 6 foot shaft. A series of sharp, serrated edges line the shaft below the blades while the far end of the weapon is weighted to balance it.
Tortoise Blade. A short, sharp blade attached to the shell of a desert tortoise. It straps to the forearm and provides protection like a buckler with +1 to armor class. It cannot be combined with a shield (the better bonus applies), but if a pair are worn, their effects stack to a maximum of +2.
Wrist Razor. Several blades fastened to a strip of leather and lashed onto the forearm.
Forearm Axe. Strapped to the forearm like a buckler, the forearm axe resembles a double-headed battleaxe, with the wearer's arm serving as the haft of the axe. You may continue to use your hand normally, but you cannot attack with the forearm axe and a wielded weapon in the same hand in one round. Your opponent cannot use a disarm action to disarm you of a forearm axe.
Gouge.
Forearm Axe
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
Armor and Extreme Heat
Extreme heat rules will almost always apply every day in Athas (DMG 110). Characters exposed to the heat and without access to water must make a Constitution saving throw at the end of each hour of exposure (DC 5 + 1 per hour after first) or gain a level of exhaustion.
Those wearing Medium or Heavy armor have disadvantage on this save.
Anyone foolish enough to wear metal armor in extreme heat also requires double their normal allotment of water.
Why wear metal armor
Non-metal weapons break automatically on a breakage check against metal armor, making it a fearsome option for those who can afford to wear it.
Light Armor
The lightest and cheapest option, worn by most Athasians, designed to trap moisture and maximize air flow.
Padded. Commonly made by layering oiled canvas between silk, with a soft padding underneath. Types: kes'trekel feather, spidersilk, giantweave.
Leather. Commonly made from cured animal hide fitted for a particular user. Types: inix, baazrag, jhakarskin.
Studded Leather. Reinforced with close-set rivets or spikes made of bone or chitin.
Medium Armor
More protection with less flexibility, more often used in cities than in the direct sun but also built with ventilation in mind allowing some to avoid overheating during exertion.
Hide. Crude but flexible enough for use in the sun, favored by many warriors. Types: tembo, kank, kirre, mekillot.
Bonemail. Stiff leather jackets adorned with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for such coats.
Scale. A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot.
Shell. Fitted inix or mekillot shell pieces worn over supple 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.
Shield. Standard one-handed device varying in material and shape.
Pavise. This convex shield is designed to stand alone on the ground. It takes an action to place or pick up a pavise. When placed, you lose the AC bonus but gain 1/2 cover if standing or 3/4 cover if prone behind it. A placed pavise provides no protection against melee attacks.
Tower shield. Standing nearly as tall as a person, this shield grants the wielder a +2 bonus to Dexterity saves that does not stack with cover. You can also use this shield in conjunction with the Dodge action to keep your dodge benefits even if stunned or movement is reduced to 0.
A no-armor option
Who would use armor in the scorching heat of the desert? Gladiators, soldiers, and city guards wear armor, but since you cannot really travel, sleep of even fight in armor in the desert without risking exhaustion, most are able to fight without armor.
Anyone can trade their medium armor proficiency for the monk's Unarmored Defense or their heavy armor proficiency for the barbarian's Unarmored Defense. Unarmored Defense can also be taken as a feat (and you get +1 to Wisdom or Constitution if take it). You must be proficient in light armor or medium armor to take this feat.
Adventuring Gear
Adventuring gear is presumed to be made of non-metal components unless impossible (e.g. a lock), in which case the item costs the listed full listed GP price as normal.
New Equipment
Item | Cost | Weight |
---|---|---|
Clothing | ||
Elven | 30cp | 5 |
High Templar | 100cp | 5 |
Wastelander | 20cp | 6 |
Food and Lodging | ||
Broy | 2cp gallon, 4 bits mug | 8 |
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 |
Water jug (2 gal) | 2cp |
Description
Clothing
Elven Outfit: Elven clothing is based around two concepts: functionality and flattery. This set includes a hooded cloak or stylized robes patterned to match a landscape as well as a scarf to assist with wind and sandstorms. While normally only made and fitted for elves, the design has caught on and is in demand in many city-states.
High Templar’s Outfit: This set of clothing is made of the best material produced by a city‐state’s artisans and exemplifies that city’s templarate. Subject to DM discretion, simply wearing it may give advantage on Charisma checks in that city against the populace but possible Disadvantage against an actual templar.
Wasterlander's Outfit. Like elven clothing, this is designed for desert survival but considered far less fashionable. Its layers trap in moisture and the thick padding helps when navigating through brambled areas.
Food and Lodging
Broy: Broy is made from fermented kank nectar. When served plain, it is potent and foul tasting. However, broy can be served warm and spiced with a pungent herb that disguises its sourness, as well as enhancing its enrapturing powers.
Tun of Water (250 gallons). In most cities, water is drawn from a collective cistern maintained by templars and then distributed or sold. The prices are subject to change during dry periods or when templars want to extort more money.
Mounts
Crodlu: A large bipedal lizard mount, resembling a scaled ostrich. A crodlu is appropriate as a mount for a Medium humanoid creature. Crodlu are hard to control in battle while war crodlu can be ridden into battle easily. Crodlu benefit from stabling, can wear barding, and require feed like normal mounts.
Erdlu: Flightless birds mostly used as herd beasts. They stand 7 feet tall and weigh around 200 lbs. An erdlu is appropriate as a mount for a Medium humanoid creature. Erdlus are hard to control in battle unless trained. Erdlus benefit from stabling, can wear barding, and require feed like normal mounts.
Inix: A large, 16‐foot long reptile commonly used for riding and as a beast of burden. An inix is appropriate as a mount for a Medium or Large humanoid creature. Inixes can be ridden into battle easily. Inixes benefit from stabling, can wear custom barding, and require feed like normal mounts.
Kank: A large, 8‐foot long insect, commonly used as a personal mount. These insects cannot be used as food, for their meat smells atrocious, but they produce highly nutritious globules of honey. A kank is appropriate as a mount for a Medium humanoid creature. Kanks are hard to control in battle. Kanks benefit from stabling, cannot wear barding, and do not require feeding.
Mekillot: A mekillot is a huge, 6,000‐lb. lizard, used for hauling large cargo or serving as transportation for troops. These beasts are hard to control in combat and usually require a psionic handler. Mekillots benefit from stabling, can wear barding, and require feed eight times more than a normal mount.
Other
Giant Hair Rope. Made from the near-unbreakable hair of giants, this rope has Hardness 5 and 2 damage to cut.
Tack, Harness, and Vehicles
Item | Cost | Weight |
---|---|---|
Barding (+2 AC) | ||
Crodlu | 250cp | 80 |
Inix | 500cp | 100 |
Kank | 250cp | 80 |
Mekillot | 1,000 | 200 |
Bit and bridle | 2cp | 1 |
Transport | ||
Chariot | 250cp | 100 |
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.
Howdah. A howdah is a frame with seats designed to be mounted on the back of an inix or mekillot. A normal howdah is made of a light wooden frame while a war howdah is constructed of much sturdier materials and offering half cover against any attacks from outside. An inix howdah can hold up to four people. A mekillot howdah can be constructed in a more elaborate affair; it often contains two levels and can accommodate up to sixteen people. Anyone riding in a howdah is considered to be at rest and shaded.
Wagon. A wagon is the simplest form of transportation. Crodlus or kanks can be used as beasts of burden for the normal versions. An open wagon is a little more than a wooden box on four wooden wheels while an enclosed ensures its riders are unaffected by weather. An armored caravan wagon requires two mekillots to pull, has multiple rooms on multiple levels, and can carry a cargo of 15,000 pounds of goods, up to 50 fully armed warriors, 25 slaves in transit, and a handful of merchants, nobles, or other travelers. The defense balconies in an armored caravan wagon provide half cover against any attacks from outside. Anyone riding an enclosed or armored caravan wagon is considered to be at rest and shaded.
Poisons of Athas
Poison | Type | Price (cp) per dose |
---|---|---|
Assassin's blood (DMG) | Ingested | 75 |
Assassin bug | Injury | 90 |
Bleached inix slumber | Ingested | 650 |
Blight | Injury | 90 |
Burnt othur fumes | Inhaled | 250 |
Cactus venom | Injury | 200 |
Essence of ether (DMG) | Inhaled | 300 |
Gaj poison gas | Inhaled | 1200 |
Gold scorpion | Injury | 120 |
Hypnotic brew | Inhaled | 30 |
Id fiend essence | Contact | 375 |
Kivit musk | Ingested | 90 |
Malice (DMG) | Inhaled | 250 |
Mastyrial poison | Injury | 1200 |
Midnight tears (DMG) | Ingested | 1500 |
Mulworm | Contact | 120 |
Oil of taggit (DMG) | Contact | 400 |
Pale tincture (DMG) | Ingested | 250 |
Purple grass extract | Ingested | 500 |
Serpent venom (DMG) | Injury | 100 |
T'chowb ichor | Contact | 250 |
Torpor (DMG) | Ingested | 600 |
Poison Description
These are commonly encountered market poisons and are not considered a full list of all available poisons in Athas. Those with skill in gathering components may harvest and develop less-commonly seen poisons.
Assassin bug (injury). The poison of the male assassin bug causes a flesh-numbing sensation that ends with a stiffness of the victim's limbs. The target must make a DC 10 Constitution saving throw or have disadvantage to all Dexterity-based saving throws and checks for 1 minute.
Bleached inix slumber (ingested). Made from mixing sun bleached inix bone and epserweed sap, this poison is typically mixed with spiced wine. This poison is typically used by bards and templars as a preliminary attack before ambushing rival noble houses, templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast arcane spells for 1 minute. Those who fail the saving throw by 5 or more are also unconscious and may be awakened by taking damage or if another creature uses an action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast arcane spells again.
Blight (injury). This poison made from undead extract disrupts the central nervous system's ability to communicate between the brain and the muscles, thereby causing paralysis. A target must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. The poisoned creature can attempt a saving throw at the end of each of its turns to end the effect.
Cactus venom (injury). When correctly harvested and refined, the venom contained in the tiny sac at the base of a hunting cactus' spine can be made into a fast-acting paralytic agent, distrupting the victim's central nervous system. The target must make a DC 14 Constitution save or be poisoned for 1 minute. The poisoned creature is also paralyzed. The target can repeat the saving throw at the end of each of its turns to end the effect.
Gaj poison gas (inhaled). This noxious gas clogs the victims breathing conduits, making it difficult to breathe as well as causing nausea and blurred vision. Additionally, a painful tingling of the skin occurs where the gas touches exposed flesh. A creature must make a DC 16 Constitution saving throw or take 14 (4d6) poison damage and have disadvantage on all attacks, saving throws, and abilty checks for 1 minute on a failed save, or half as much damage on a successful one.
Gold scorpion (injury). The poison of the gold scorpion is extremely potent for its tiny size, causing muscle spasms and loss of strength more commonly associated with much larger poisonous creatures. The target must make a DC 12 Constitution saving throw or take 13 (2d12) poison damage, or half as much damage on a successful one.
Hypnotic brew (inhaled). This is a tasteless, odorless mixture of herbs commonly peddled in Bard’s Quarters. It is typically used by bards and mindbender to “soften up” a target before attempting to manipulate or manifest a power. The target must make a DC 15 Constitution saving throw or suffer a 1d4 penalty modifier to saving throws against psionic effects for 1 minute.
Id fiend essence (contact). A combination of an id fiend's blood and cranial fluid can be reduced through a slow boil into a pinkish fluid that, when absorbed by a targets' skin, causes frightful visual hallucinations. If left unchecked, these hallucinations can send the victim into blind panic, fleeing from the unseen assailants that harass and threaten him. A creature subject to this poison must succeed on a DC 14 Constitution save or be frightened for 1 minute. The creature can attempt a save at the end of each of its turns to end the effect.
Kivit musk (ingested). When ingested, the refined extract from a kivit's musk gland causes constant stomach pain accompanied by sporadic vomiting and diarrhea, the effects sometimes lasting for hours on end. The target must make a DC10 Constitution saving throw or be poisoned for 8 hours.
Mastyrial poison (injury). The poison from a desert mastyrial causes internal hemorrhaging, resulting in painful splotchy bruises appearing all over the victim's skin, body chills, and possible bleeding from bodily orifices. A target must make a DC 15 Constitution saving throw or take 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Mulworm Poison (contact). Those who simply come into contact with mulworm poison suffer a severe rash; a far worse fate awaits those injured by the poison, which attacks the body's immune system, causing a debilitating inability to defend itself from other infections. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or take (3) 1d6 poison damage and have disadvantage on saves against poison and disease. The poisoned creature must repeat the saving throw every 24 hours, taking (3) 1d6 poison damage on a failed save. Until this poison ends, the damage caused by the poison cannot be healed by any means. After one successful save, the effect ends.
Purple grass extract (ingested). Made from the purple grass that grows outside of Urik, this poison both damages the victim, and inebriates them. This poison is not commonly used, but herders and gatherers know to avoid it in the areas around Urik. Bards have recently been attempting to find uses for this poison, given the long period of intoxication that follows. Anyone ingesting the plant, which tastes like a delicious dry wine, has their teeth and lips stained purple for 1d8 days. A target must succeed on a DC 13 Constitution saving throw or take 22 (4d10) poison damage and be poisoned for 24 hours in an intoxicated condition. A target that makes the save takes (2) 1d4 points of poison damage.
T'chowb ichor (contact). The lymph nodes and enlarged sweat glands found in the hands of the t'chowb can be used to create a viscous contact poison that, like the touch of the creature itself, drains the victim of his wits. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or have his Intelligence reduced by (2) 1d4 points. The poisoned creature must repeat the saving throw every 24 hours and have his Intelligence reduced by (2) 1d4 points on a failed save. Until this poison ends, the reduction cannot be healed by any means. A creature whose Intelligence reaches 0 dies. After one successful save, the effect ends and the points are fully restored after a long rest.
Athasian Trinkets
% Roll Item
- 01 A faro needle
- 02 A scrap of rasclinn hide
- 03 A thri-kreen antennae
- 04 A roc feather fan
- 05 A shard of obsidian with a tiny skull inside of it
- 06 A necklace made with gith fingerbones
- 07 A wyvern’s stinger
- 08 A small bag containing the complete skeleton of a snake
- 09 A dried esperweed flower
- 10 A bone insignia of rank from Yaramuke
- 11 A hardened sand painting depicting a gladiator match
- 12 A leather amulet with a strange rune on it
- 13 A vial that contains silt from the bottom of the silt sea
- 14 A crystal eye from a crystal spider
- 15 A dried out hurrum beetle that hums
- 16 A coin made from carved carapace
- 17 A small set of bones, looks like a complete humanoid, very small
- 18 A rough stone statue of a crodlu
- 19 A treasure map written on parchment with names of places you've never heard of
- 20 A broken bone heartpick inscribed with the history of a long dead Tarek tribe
- 21 A lock of giant hair
- 22 A small wooden statue of a small hin-like creature you've never seen before
- 23 A ring made of agafari wood
- 24 A petrified Kes'trekel egg
- 25 A smooth cylinder made from dasl
- 26 A small rock that was once part of a stone elemental
- 27 A vial with the saliva of an id fiend
- 28 A hardened bone slave's collar
- 29 A scroll with a spell written incorrectly on it
- 30 An ock'n shell
- 31 A small gem that holds the Focus of a dwarf
- 32 Half of templar's amulet depicting the sorcerer-king Hamanu
- 33 A tuft of hair from a feylaar
- 34 A piece of supple leather with the image of a forest on it
- 35 An aarakocra feather
- 36 A glass jar with tentacles in a pickling fluid
- 37 A whistle made of bone
- 38 An elven rattle made from a tortoise shell
- 39 A jankx spur
- 40 A tooth from a water drake that always has condensation on it
- 41 An agafari wood needle
- 42 A bone key of Balican design
- 43 A hin war fetish with dried blood on it
- 44 A broken pterran thanak
- 45 A wooden toy in the shape of a mekillot
- 46 A mummified hand of a thrax
- 47 A holy symbol of an elemental priest of water
- 48 A sharpened feather
- 49 A tkaesali head formerly owned by a disgraced Nikaal
- 50 A perfectly round black obsidian orb 2" in diameter with a small chunk taken out of it
- 51 A ceramic coin minted by a long dead merchant house
- 52 A fire drake scale that is always warm to the touch
- 53 An inert Psionicus
- 54 The tip of a kirre's horn
- 55 A small piece of bronze hammered into the form of a bearded dwarf's head
- 56 A 6" piece of cha'thrang tether
- 57 A small wooden top, when you spin it you hear the rushing wind, but no one else does
- 58 A piece of crystal that lightly vibrates
- 59 A templar amulet from the city of Kalidnay
- 60 A tiny sketch of a small humanoid the likes of which you've never seen
- 61 An erdlu beak with string tied to it, to make a mask
- 62 A dried out kank honey globule
- 63 A crystal with a face that bears uncanny likeness to you etched inside of it
- 64 A glass bead, hardened by psionics
- 65 A small stone box with unknown ashes in it
- 66 A small wooden sailcart toy
- 67 A pouch filled with defiler ash
- 68 A small sundial
- 69 An incense holder carved in the likeness of a silt
- 72 A broken jade disk inscribed with the image of a Draji templar holding up a heart
- 73 An Athasian sloth's tooth carved with the image of a hin village on it
- 74 A small orange flag with crossed carrikals in black on it
- 75 A gord with dried herbs
- 76 A small piece of leather which holds several small pieces of dried sap
- 77 A broken M'Ke trade coin
- 78 A ceremonial dagger given to free a gladiator slave from Tyr
- 79 A cracked belgoi's bell
- 80 A rusted scale
- 81 An Urikite beard ring
- 82 A skull of a Pristine Tower warped creature
- 83 A wooden box filled with leaves from the Crescent forest
- 84 A silk veil
- 85 A wooden plate with a drawing of the Sunrise on it
- 86 A small stone statue taken from a building in Nibenay
- 87 A flask with water from the Lake of Golden Dreams
- 88 A small bottle with sand from the Black Sand region
- 89 A piece of ceramic with the image of silk skimmer on it
- 90 A skull carved from lava rock
- 91 An ancient coin from Giustenal
- 92 A faded writ of trade from Kurn
- 93 A drumstick from the forgotten city of Eldaarich
- 94 A stone tablet with names of ancient knights
- 95 A clay tablet with unknown runes on it
- 96 A bone plate with images of Ral & Guthay etched on it
- 97 A yellow scrap from an Urikite Templar's cloak
- 98 A ceramic disk in the shape of the sun
- 99 An arrowhead made by a dead elven tribe
- 00 A small iron hammer made by an ancient dwarven clan
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.
PART 7
Magic
Removed Spells
The following PHB spells either do not exist or are restricted 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 |
*These spells control Silt instead.
**While fiends may traverse Athas, all other outerplanar types do not or perhaps cannot.
***This is renamed "Sand Storm" and uses sand, not water.
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, spells that require a watery component (e.g. Simulacrum snow) are replaced with an Athas equivalent (e.g. sand or silt).
Magic and Psionics
Any spell that detects or cancels magic also affects psionics, including but not limited to: dispel magic, counterspell, and anti-magic shell. Features such as Magic Resistance still only affect magic. If a creature is resistant to psionics, for example, it will be listed as Psionic Resistance.
Renamed Spells (optional)
Athas spells do not reference the names of wizards from other realms but do exist. Unless listed below, remove the name of the caster (e.g. melf's acid arrow is simply acid arrow.)
Spell | Athasian name |
---|---|
Armor of Agathys | Armor of Sielba |
Arms of Hadar | Arms of Kalid-Ma |
Faerie Fire | Spirit fire |
Tasha's Hideous Laughter | Belgoi's Laugh |
Hunger of Hadar | Hunger of Kalid-Ma |
Leomund's Tiny Hut | Nomad's Tiny Hut |
Evard's Black Tentacles | Silt Horror's Tentacles |
Mordenkainen's Faithful Hound | Faithful Dagorran |
Bigby's Hand | Hand of the Giant |
Mordenkainen's Magnificent Mansion | King's Abode |
Mordenkainen's Sword | King's Blade |
PART 8
Survival
Athas Survival Rules
The wilderness of Athas, beyond its apex predators, is unforgiving to the unprepared. Sandstorms, sinkholes, shifting dunes, and the scorching heat all are dangers just as real as the claws of a kirre. The rules of Athas concerning healing, starvation, and dehydration vary from those in the PHB.
Survival Day
A Survival Day is a unit of measuring the amount of food and water a character has.
- You use 1 Survival Day (SD) at a long rest and 1/2 SD at a short rest.
- Typical overland travel uses 1 SD. A day in a city or settlement uses 1/2 SD, and badlands, sandy wastes, salt flats and the silt sea use 1 and 1/2 SD.
- You can go on Half Rations for a time. You can survive on half-rations for a number of days equal to your Constitution modifier x 2. A character on half-rations suffers 1 level of exhaustion and must make a DC 15 Constitution check or suffer an additional level of exhaustion. Only a day of eating normal rations resets the counter to 0.
Food and Water Needs
Character Size | Food per Day | Water per Day |
---|---|---|
Small | 1/2 pound | 2 gallon |
Medium | 1 pound | 2 gallons |
Large | 4 pounds | 8 gallons |
Night Travel | DC 12 Con check every 8 hours or take 1 level of exhaustion | |
Foraging | Food/Water availability | Lbs Food, Gal Water |
plentiful- DC 15 | 2, 1.5 | |
limited- DC 20 | 1, 1 | |
very little- DC 24 | 1/2, 1/2 |
*Make a separate check for food and water.
**Foraging takes 1 hour of effort when moving at a normal or slow pace.
Water
At the end of the day, a character who did not consume the daily requirement of water gains one level of exhaustion, or two levels if the character has one or more levels of exhaustion from any source already.
A character who drinks only half the water amount can make a DC 15 Constitution save to avoid exhaustion.
Removing Exhaustion
Remember, a long rest can remove one level of exhaustion, but the character must consume full rations and full water for this to occur (described in the PHB as "some").
Healing (new)
When in the wilderness without shelter that shields one from the heat and sun, it is more difficult to rest. Characters without shelter use the DMG's slow natural healing (p267) rule. Such characters do not regain all hit points at the end of a long rest and instead must spend Hit Dice to heal. In a setting in which shelter is available, use the rules as normal.
Encumberance
We will use a simplified system to track encumberance:
- Encumberance will be measured in slots. Each slot represents 10lbs of gear.
- Your number of slots= 3+ strength modifier.
- Encumberance does not include armor worn, weapons or shield carried, or jewelry.
- One Survival Day= 10 lbs.
- 100 coins= 5 lbs.
- A waterskin (1 gallon)= 5 lbs.
- Small items of insignificant weight or bulk can be bundled at the DM's discretion.
PART 9
House Rules
- Called Shot. You must declare that you’re calling a shot before you make the attack roll and you must specify your target and the intended effect. The target gets a bonus to its AC.
Hit modified AC. On a success, the target gets a Save versus the intended effect. If you miss the modified AC but hit the regular AC, this is still a hit, but not the Called Shot.
The DC for the Save is 10+ the Ability Modifier of the Called Shot.
- Arm/tentacle. +2 AC; Constitution Save or suffer Disadvantage on Ability Checks.
- Head. +2 AC; Con Save or target cannot take Reactions
- Leg. +2 AC; Con Save or speed is halved
- ‘Vitals’. +2 AC; target must make a Con Save before using its Movement or taking any Action, Reaction, or Bonus Action. Failure means the target cannot use that movement or perform that action. ‘Vitals’ refers to any part of the target’s body that is integral to its functioning (heart, gut, spine, lungs, etc)
- Wing. +2 AC; Con Save or flying speed is halved; 2 hits= target must land immediately at a point it chooses that is a distance no more than half of its movement speed.
- Ear/Eye. +4 AC; Dex Save or target has Disadvantage on perception checks that rely on sound or sight. This also includes sensory appendages such as antennae.
- Hand/Mandibles. +4 AC; Dex Save or target has Disadvantage on Attack rolls and Ability Checks that rely on the target using those appendages. This lasts 1d4 rounds.
- Neck. +4 AC; Con Save or target takes 1d4 ongoing damage.
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Charge. Must move 15’ in straight line; make a single melee attack, +2 to Attack and +2 to Damage.
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Dangerous Reach. If you are a creature with 10’ reach (or more), or if you are wielding a Reach weapon, other creatures provoke an Opportunity Attack when they first enter your reach.
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Expanded Crits. A Critical Hit is on a 19 or 20. 19= max first weapon die 20= automatic maximum damage Any feature that expands the crit range is treated as a 19 for damage purposes.
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Healing Surge. Every character gets 1 Healing Surge. As an Action, a character can spend up to half its HD +Con mod to regain lost hit points. Any unspent Healing Surges are lost, and spent Healing Surges are regained after a long rest.
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Lingering Injuries. When you drop to 0 hp but are not killed outright, roll a d10 to determine the nature of you’re injury. The table for this is slightly modified from the DMG table of Lingering Injuries on p.272.
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Mark. You can Mark a target when you make a melee attack against it. Until the end of your next turn, any Opportunity Attack you make against the marked target has Advantage, and it does not expend your Reaction. You are still limited to 1 OA per turn.
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Massive Damage. When you take damage from a single source that is equal to or greater than your HP maximum, you must make a DC 10 Con Save or suffer the effects on the ‘System Shock’ table on p. 272 of the DMG.
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Onslaught. You focus your fury on one target, doing more damage to it the more you attack it. Each time you hit that target on subsequent turns, you can use your Bonus Action to add a damage die to each hit. If you fail to hit that target on your next turn, your damage against that target resets to ‘normal’. Round 1: normal damage Round 2: +1d6 Round 3: +1d8 Round 4: +1d10 Subsequent rounds: +1d12
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Pounce. You use your movement to make a Long Jump at a target and make a single melee attack against it. If the attack succeeds, the target must make Strength Saving Throw or be knocked Prone. You can use your Bonus Action to make another melee attack against that creature. (Long Jump= move at least 10’ before the jump; you can jump a number of feet equal to your Strength score).
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Tumble or Rumble. As an Action or a Bonus Action, make an Acrobatics or Athletics check to move through a hostile creature’s space without provoking an Opportunity Attack. This is opposed by the hostile creature’s Acrobatics or Athletics check (creature’s choice).
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Vicious Fighter. Any creature can use a Bonus Action to make an unarmed or butt-end weapon attack versus a target in its range. This attack does 1d4 damage.
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Weapon Breakage. On a Natural 1 on an attack roll, or when you roll for maximum damage with your weapon (excluding crits), roll a d100. There is a 20% chance your weapon breaks. You can use a broken weapon as an improvised weapon. This rule does not apply to metal weapons.
PART 10
Errata
Last updated 5/23
- Thri-Kreen Survival Day uses only 1/2 of an encumbrance slot.
- One day of rations cost 2cp.
- Druid's Circle of the Land (Dessert) spell: replace 'create food and water' with 'silt walk'.
- Regular ammo (bone/stone/obsidian/glass) has a 50% chance of being recovered. Metal ammo is recoverable as circumstances dictate (recoverable in normal combat, but versus metal or stone targets the 50% chance rule applies).
- Any non-physical creature (astral, ethereal, spiritual) cannot benefit from a Charge.
Dark Sun
Campaign
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.
The land outside the cities belongs to no one. Savage elves race across the deserts while insectoid thri-kreen satisfy their taste for blood. Dwarves labor at projects beyond the scope of men, and feral halflings lie in ambush.
Athas is a land of deadly magic and powerful 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 nothing but bones bleached white under the blistering rays of the Dark Sun.