.

5th edition campaign setting

Version 2.2 By Marcus Stout

With alot of information used by Gabriel Zenam Wach

All pictures were taken from the internet and no copyright infringement intended Other photos taken from previous versions of Wizard of The Coast Dark Sun 2nd Edition TM2016.

This is a personal revision from 2nd edition to 5th edition and is free to use by all.

TABLE OF CONTENTS

INTRODUCTION........................................PAGE 1

RACES......................................................PAGE 2

CLASSES....................................................PAGE 16

BACKGROUNDS.........................................PAGE 47

EQUIPMENT............................................PAGE 49

Introduction

For thousands of years, the Tablelands have remained untouched: its politics frozen in a delicate stalemate, its life in a balance even more delicate. It is true that the Dragon Kings amused themselves with their petty wars, rattling sabers to punctuate the passing of ages. It is true that, occasionally, another city would be swallowed by the wastes. But there were no surprises. The Dragon Kings steered everything from their omnipotent perches, content in

their superiority, but ever thirsting for challenge. All that has changed. The Tablelands have been thrown into turmoil, the likes of which have not been seen since times forgotten. The Dragon Kings have been thrown into confusion, grasping for the tedium they so recently lamented. And yet I fear the worst is yet to come. Change is in the air, and change has never come gently to Athas.

―Oronis, sorcerer‐king of Kurn

Athas’ savage, primal landscape is the result of long centuries of ecological and magical abuses. The world is

dying. It breathes its last gasps as water turns to silt, grasslands become sandy wastes, and jungles decay into

stony barrens. Still, life finds ways to endure even in these hellish conditions. In fact, it thrives.

Children growing up beneath the crimson sun don’t aspire to become heroes. True heroes who champion causes

or try to make the world a better place are as rare as steel on Athas. Living to see the next dawn is more

important than defending a set of beliefs, so survival ultimately motivates all living creatures—not virtue or

righteousness.

Today, Athas rushes toward its future. If the course of destruction is to be diverted, if Athas is to be restored, then heroes must grab the reins of destiny and give new hope and promise to the world. It will not be easy. In fact, it will be extremely difficult. But it is possible. The denizens of the Tablelands have suffered under oppression for thousands of years, and now, a boiling point has been reached. Perhaps not today, perhaps not tomorrow, but someday, change will

come.

Ten Things to Know

Every player needs to know and remember these facts about the world of Athas.

1. Dark Sun is Different from Traditional D&D.

Many monsters, classes, spells or magic items from the core rulebooks simply are not available in Athas.

Many races were extinguished from Athas during the Cleansing Wars. This is because Athas has a very different background than most D&D settings.

2. Tone and Attitude.

Athas puts the survival of the fittest concept to its fullest. Those who cannot adapt to endure the tyrannical sorcerer‐kings, the unrelenting sun, or the many dangers of the wastes will certainly perish.

Illiteracy and slavery are commonplace, while magic is feared and hated. The term “hero” has a very different meaning on Athas.

3. A Burnt World.

Thousands of years of reckless spellcasting and epic wars have turned Athas into a barren world, on the verge of an ecological collapse. From the first moments of dawn until the last twinkling of dusk, the crimson sun shimmers in the olive–tinged sky like a fiery puddle of blood, creating temperatures up to

150° F (65° C) by late afternoon. Water is scarce, so most Athasians need to come up with alternative solutions for

dealing with the heat or perish.

4. A World Without Metal.

Metals are very rare on Athas. Its scarcity has forced Athasians to rely on barter and different materials, such as ceramic, to use as currency. It also hampers industrial and economic development as well; mills and workshops rarely have quality tools to produce everyday products.

Even though most Athasians have developed ways of creating weapons and armor made of nonmetallic components, but the advantage of having metal equipment in battle is huge.

5. The Will and The Way.

From the lowliest slave to the most powerful sorcerer‐king, psionics pervade all levels of Athasian society. Virtually every individual has some mental ability, and every city‐state has some sort of psionic academy available. Athasians use the term Will to refer to someone’s innate ability for psionics and the Way for the study of psionics.

6. A World Without Gods.

Athas is a world without true deities. Powerful sorcerer‐kings often masquerade as gods but, though their powers are great and their worshippers many, they are not true gods. Arcane magic requires life force, either from plants or animals, to be used. All divine power comes from the Elemental planes and the spirits of the land that inhabit geographic features.

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| INTRODUCTION

7. Planar Insulation.

Barriers exist between Athas and other planes. In the case of other planes of existence, the Gray impedes planar travel, except to the Elemental Planes. Consequently, travel via spelljamming is impossible, and planar travel is much more difficult. The same holds true for those trying to contact or reach Athas. The barrier formed by the Gray impedes travel in both directions.

8. The Struggle For Survival.

The basic necessities of life are scarce on Athas. This means that every society must devote itself to attaining food and safeguarding its water supply, while protecting themselves from raiding tribes, Tyr–storms, and other city‐states. This essentially means that most Athasian must devout a large deal of their lives just to survive.

9. The Seven City‐states.

The Tyr Region is the center of the world of Athas, at least as far as the people of the seven city‐states are concerned. It’s here, along the shores of the Silt Sea and in the shadows of the Ringing Mountains that civilization clings to a few scattered areas of fertile land and fresh water.

The majority of thepopulation lives in the city‐states of Tyr, Urik, Raam, Draj, Nibenay, Gulg, and Balic. The remainder lives in remote villages built around oases and wells, or wanders about in nomadic tribes searching for what they need to survive.

10. New Races and Classes

In addition to the common player character races found in the Player’s Handbook, players can choose to play half‐giants, muls, and Thri‐kreen in Dark Sun. Half‐giants are creatures with great strength, but dull wits. Muls are a hybrid race that combines the natural dwarven resilience and stubbornness with the adaptability from humans. Thri‐kreen are insectoid creatures that roam the Athasian wastes in search for prey. The following races do not exist on Athas and therefore are not playable races: DragonBorn, Gnome, Half-Orc, and Tiefling

There are a couple new classes available to choose from Gladiator, and Psionist. However with that there ae a few classes from the PHB that are not playable Classes: Paladin, Sorcerer, Warlock. In most cases a class is exactly as described in the PHB unless otherwise noted in their brief descriptions.Due to the nature of magic (both arcane and divine) on this world the landscape for typical Wizards, Clerics, and Bards have changed dramatically.

Chapter I: Races

“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. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.”

―The Wanderer’s Journal

Athas is a world of many races, from the Gith who wander the deserts, to the Tembos, persistent in their stalking. Giants terrorize the Silt Sea, while Belgoi steal grown men in the night. The magic of the Pristine Tower produces the New Races; most never see a second generation. Despite the variety of intelligent life,only a few races have the numbers to significantly impact the politics of the Tablelands.

Though the races of the Dark Sun campaign setting resemble those of other campaign worlds, it is frequently in name only. The insular elves roam the Tablelands, trusted by no one but their own tribe‐mates. Halflings are feral creatures, possessed of a taste for human flesh. Hairless dwarves work endlessly, their entire perception of the world filtered through the lens of a single, all– consuming task. Unsleeping thri‐kreen roam the wastes, always hunting their next meal. The three new races presented in this chapter are:

Half‐giants

a race that combines great strength, but dull wits, from their giant heritage; with the agility of their human forbearers.

Muls

a hybrid race that combines the natural Dwarven resilience and stubbornness with the adaptability from humans.

Thri‐kreen

insectoid creatures, these natural hunters roam the Athasian wastes in search for prey.

Humans

“Humans are fools, and hopelessly naive 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 remain that way.”

―Dukkoti Nightrunner, elven warrior

While not the strongest race, nor the quickest, humans have dominated the Tablelands for the last three thousand years.

Personality:

More than other races, human personality is shaped by their social standing and background.

Physical Description:

Human males average 6 feet tall and 200 lbs, while smaller females average 5 1/2 feet and 140 pounds. Color of eyes, skin, and hair, and other physical features vary wildly; enlarged noses, webbed feet or extra digits are not uncommon.

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Relations:

Human treatment of other races is usually based on what their culture has taught them. In large settlements, such as in city-states, close proximity with many races leads to a suspicious unfriendly tolerance.

Alignment:

Humans have no racial tendency toward any specific alignment.

Human Lands:

Humans can be found anywhere, from the great city-states to the barren wastes.

Magic:

Most humans fear and hate arcane magic, forming mobs to kill vulnerable wizards.

Psionics:

Humans see the Way as a natural part of daily life, and readily become psions.

Religion:

Most humans pay homage to the elements. Draji and Gulgs often worship their monarchs.

Language:

Most humans speak the common tongue. Nobles and artisans within a given city-state usually speak the city language, but slaves typically only speak Common.

Human Names:

Nobles, artisans and traders use titles or surnames; some simply use one name.

Asticles, Tithian, Vordon, Pavek, Trenbull Al’Raam’ke

Akassia, Zanthiros, Essen of Rees, Neeva, Sadira

Racial Traits:

Ability Score Increase. Your ability scores each increase by 1.

Speed. Your base land speed is 30 feet.

Size. Your size is Medium.

Languages. You can speak Common and one extra language of your choice.

Humans typically learn the languages of other people they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Elvish dance lyrics, Halfling battle cries, and so on.

Dwarves

“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."

―Sha’len, Nibenese trader

Dwarves form a good part of the people encountered in the Tablelands.

These strong and devoted beings live to fulfill their focus, a task they choose to devote their lives to. Stubborn and strong-minded, dwarves make good companions, even though their usual focused nature can tend to be bothersome.

Personality:

Dwarves prefer to occupy themselves with meaningful tasks, and often approach these tasks with an intensity rarely seen in other races.

As such, dwarves make excellent laborers, and take great pride in their accomplishments. However, their stubbornness can lead to difficulties. Dwarves will sometimes fail to listen to reason, attempting to accomplish what are impossible tasks. Dwarves live for their focus. Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work. A dwarf also rarely divulges his focus to anyone.

Physical Description:

The dwarves of the Tablelands stand 4 1/2 to 5 feet tall, with big muscular limbs and a strong build. They weigh on average 200 lbs. Dwarves are hairless, and find the very idea of hair repulsive. They have deeply tanned skin, and rarely decorate it with tattoos. Dwarves can live up to 250 years.

Relations:

A dwarfʹs relation with others is often a function of his focus. People that help the dwarf accomplish his focus or share his goals are treated with respect and considered good companions. There is little room for compromise, though, with those that disagree with the dwarf’s focus. If they hinder the dwarf, they are considered obstacles that must be removed. Community is important to the dwarves. Dwarves have a very strong racial affinity. They rarely share their history with non–dwarves; it can take years for a stranger to gain enough trust to be admitted into a Dwarven family circle.

Alignment:

Dwarves tend towards a lawful alignment, with most members either good or neutral.

Their devotion to following the established hierarchy in their village means they tend to follow the rules, sometimes to the point of ridicule.

Dwarven Lands:

There are three main Dwarven settlements in the Tablelands: Kled, located near the city‐state of Tyr, and the twin villages of North and South Ledopolus located in the southwestern edge of the Tablelands. Some Dwarven communities have developed in the city‐states and in some small villages, while other dwarves have taken up residence with the slave tribes of the wastes.

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Magic:

Like most peoples, dwarves have an aversion to wizardly magic, and they are the least amenable to changing their minds about anything. Dwarves rarely take to the wizardly arts; the few that do are usually shunned from respectable Dwarven society. Some dwarves will travel with a wizard who proves himself a worthy companion, but few dwarves will truly ever trust a wizard.

Psionics:

Like almost everything that they do, dwarves take to psionics with a vengeance. They make formidable masters of The Way.

Religion:

Dwarven communities are ruled by their elders; dwarves are particularly devoted to their community leader, the Urhnomous. Dwarves typically worship elemental earth. Fire is sometimes worshiped for its destructive power and water for its healing nature. Air’s intangibility and chaotic nature attracts few Dwarven worshippers. Dwarven druids are unusual, and tend to devote themselves to a particular area of guarded land.

Language:

Dwarves have a long and proud oral history. They have an old written language, but this is mostly used for writing histories. Dwarves will not teach their ancient language to outsiders, they prefer to keep that knowledge to themselves. The Dwarven language is deep and throaty, composed of many guttural sounds and harsh exclamations. Most non‐dwarves get raw throats if they try to speak Dwarven for more than a few hours.

Dwarven Names:

A dwarf’s name is usually granted to him by his clan leader after he completes his first focus.

Male Names:

Baranus, Biirgaz, Bontar, Brul, Caelum, Caro, Daled, Drog, Fyra, Ghedran, Gralth, Gram, Jurgan, Lyanius, Murd, Nati, Portek.

Female Names:

Ardin, Erda, Ghava, Greshin, Gudak, Lazra, N’kadir, Palashi, Vashara.

Dwarf Society:

No dwarf is more content than while working toward the resolution of some cause. This task, called a focus, is approached with single‐minded direction for the dwarf’s entire life, if need be, though most foci require considerable less time.

Free dwarves form communities based on clans, and are much focused on family. Ties of blood are honored and respected above all others, except the focus. Family honor is important to every dwarf, because an act that brings praise or shame in one generation is passed down to the family members of the next generation. There is no concept in the minds of dwarves of not following these family ties.

Dwarven communities are found in many types of terrain, from mountains and deserts to near human cities. Most communities are small, rarely exceeding 300 members and are usually formed of extended families linked by a common ancestor.

Community leaders are called Urhnomous (over‐leader). Each clan is lead by an Uhrnius (leader).

Most free dwarves earn their money through trade. Those that stand out in this category are Dwarven metal smiths and mercenaries. Most Athasians acknowledge Dwarven forged metal to be among the best.

Some Dwarves even act as metal scavengers, seeking steel scraps where ever they can be found to sell to the smiths.

Dwarven mercenaries are highly prized because once their loyalty is purchased it is never changed.

Roleplaying Suggestions:

Remember the intensity of your focus. Breaking or ignoring a focus has social, philosophical and spiritual repercussions. For someone to stand in the way of your focus is an assault on you. There is no greater satisfaction than fulfilling a difficult focus.

Keep a serious, sober attitude nearly always. The only time you show your festive side is when you have recently fulfilled a focus, during the hours or days until you set a new focus.

Only during these brief days of fulfillment, and only to other dwarves and your most trusted non–Dwarven friends, do you show your full joy and sense of humor. But these days are also a time of vulnerability, for until you set a new focus you lose all of your special focus– related bonuses.

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Racial Traits:

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Speed. Your base land speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Size. Your size is Medium.

Darkvision. You can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dwarves can function fine with no light at all.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

Weapon Familiarity. You have proficiency with the urgrosh.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Focus: You gain a +1 bonus on all checks directly related to your focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. This only applies if your action is related to completing your current focus in some way. Dm discretion may apply.

Defiled Skin. You have a +2 bonus on saving throws against spells and other magical effects.

Languages. You can speak Common and Dwarvish. Dwarves dislike learning any languages besides those specifically necessary towards the completion of their focus, and will rarely speak Dwarvish in the presence of outsiders.

Elves

“Honor? The word does not exist in the Elven language. I would sooner trust turning my back on a hungry halfling than ever an Elf ”

―Tharak, human guard

Athasʹ deserts, plains, steppes and badlands are home to the elves, a long–limbed race of trading, raiding, thieving sprinters. Running is the key to acceptance and respect among elves. Elves that are injured and cannot run are often left behind to die.

Personality:

Other races see elves as dishonest and lazy; generally a fair assessment. Elves idle around their time for days until compelled by need to exert themselves, but they can run for days without complaint. No self–respecting elf will consent to ride an animal. To do so is dishonorable; Elven custom dictates that individuals keep up or be left behind. Elves prefer to lead short, happy lives rather than long, boring ones.

Seeing the future as a dark, deadly place, they prefer to live in “the now,” enjoying each fleeting moment. They thrive in open spaces, and tend to wither in captivity.

Physical Description:

Elves stand between 6 and 7 feet tall, with lean builds; angular, deeply etched features;and no facial hair. They dress in garb designed to protect from the desert and elements.

Relations:

Elves tend to keep to their own tribe and their proven friends unless they have some sort of an angle-something to sell, or some deception to pass off. Strangers are potential enemies waiting to take advantage of them, so elves look for every opportunity to win the advantage. If an elf believes that a companion might make a worthy friend, the elf devises a series of “tests” of trust that allow the companion to prove that their friendship is

“Stronger than the bonds of death,” as elves say. Once a stranger has gained an elf’s trust, he is forever that elf’s friend. If this trust is ever betrayed, it is gone forever.

Alignment:

Elves tend towards chaos because of their love of freedom, variety and self–expression. With respect to good and evil, elves tend towards neutrality, although their behavior leans towards good – even self–sacrifice –– where the good of their tribe is at stake. Although they’ll steal everything in sight, elves are not murderous.

They rarely attack anyone except those who threaten them or stand in their way.

Elven Lands:

Always at home when running in the wastes, elves often act as if all plains and badlands were Elven lands. However, since most elves are loath to settle or build, they can rarely enforce their claims. Elven tribes make a living either through herding, raiding or trading; most tribes have at one time or another plied their hand at all three of these occupations. A tribeʹs current occupation usually determines which lands they currently claim as their own. Elven herders claim grazing lands. Elven raiders claim lands crossed by trade routes. Elven traders claim no lands, but wander in search of bargains and loose purses.

Magic:

Of all Tableland races, elves have the greatest affinity towards and acceptance of arcane practices.

Psionics:

Persistence is not an Elven strong suit, so Elven will is often weaker than that of other races. A few elves study the Way to win one more advantage in battle and trade.

Religion:

Elves revere Coraanu Star Racer as the ideal “First Elf – the warrior thief” the embodiment of all that elves wish to be, basing their calendar on his life and honoring his myth with exquisite song, dance and celebration. Many elves worship the elements; particularly air, which they associate with freedom, swiftness and song. Elves also honor and swear by the moons, perhaps because low‐light vision turns moonlight into an Elven advantage.

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.

Language:

Elves of Athas share a common language and can communicate easily with each other, although each tribe has its own distinct dialect. The Elven language is filled with short, clipped words, runs with a rapid staccato pace and is difficult for novices to pick up. Disdaining the slow tedious languages of other races, most elves condescend to learn the Common speech for trade. Elves that learn other tongues often hide their ability.

Elven Names:

Whether slave or free, elves prefer to keep Elven names. Tribe members take the tribe name as surname. Elves treat the naming of young runners as a sacred responsibility, naming the children of the tribe after the first interesting thing that they do while learning to run. Elves believe with the appropriate name, a child can grow to greatness, but with the wrong name, the elf may vanish in the wastes. Sometimes a child’s name is changed because of an extraordinary deed performed during an elf’s rite of passage.

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)

Adventurers:

Elves often take up adventuring out of wanderlust, but those that persist in adventuring generally do so out of desire for profit, glory, revenge, or out of loyalty to traveling companions who have won their friendship. Elves love to boast of their accomplishments or have their deeds woven into song.

Elves often hoard keepsakes from a memorable raids; some quilt pieces of stolen clothing into their cloaks. Little pleases elves as much as to flaunt a stolen item in front of its original owner. Elven custom dictates that the victim should acknowledge the accomplishment by congratulating the thief on his possession of such an attractive item. Those who fail to show such gallantry are considered poor sports. Adventurers who keep their tribal membership should give their chief periodic choice of the treasure that they have won. Holding out on a chief suggests lack of loyalty to the tribe.

Elf Society:

Elves have an intense tribal unity that does not extend beyond their own tribe. Elves from other tribes are considered potential enemies as much as any other creature. Within a tribe all elves are considered equal with one exception, the chief.

The chief rules for life and makes the major decisions concerning the tribe. The method of choosing the chief varies from tribe to tribe, with some electing the individual who demonstrates the most qualities of leadership while the leadership in other tribes is inherited by the descendants of the previous chief. Elves do not spend vast amounts of time huddled in conference or following their chief’s orders. Their love of freedom keeps elves from becoming embroiled in the complicated court intrigues that other races face. They prefer to engage in intrigues directed against outsiders

Only with considerable effort and intent can a stranger become accepted by an elf tribe or even an individual elf.

The stranger must show bravery and a willingness to sacrifice for the elf to earn acceptance. Being an elf does not increase a stranger’s chances of being accepted by a tribe.

When in the company of outsiders, elves create tests of trust and friendship constantly for their companions. This continues until either the companions fail a test, in which case they will never earn the elf’s trust, or they succeed in passing enough tests to convince the elf to accept them.

Years of conditioning have instilled within all elves the ability to move quickly over sandy and rocky terrain and run for long distances. Because of this natural maneuverability, elves spurn the riding of beasts for transportation. To do so is dishonorable. The Elven custom is keep up on one’s own or be left behind.

Elven culture is rich and diverse, with elf song and dance being the most captivating in the Tablelands. They have turned celebrating into an art form. Elven songs and celebrations revolve around heroes of the tribe bothancient and current members. When a hunt goes well, a tribe showers the hunt master with praise. To celebrate a marriage, elves dance to the tales of long remembered lovers.

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Elves have the reputation as being lazy and deceitful, which in most cases is true. They desire to lead short, happy lives as opposed to long, sad ones. This leads the elves to focus on the present rather than plan for or expect consequences in the future.

However, elves do work. Thought most elves provide for themselves and their tribe through herding, all elves have a propensity for raiding. Others become merchants and some thieves. In many cases others find it difficult to see the distinction. Though they detest hard labor, elves will spend hours negotiating with potential customers.

Roleplaying Suggestions:

Rely on Elven combat skills (distance, bows, and fighting by the light of the moons and stars). Use Elven noncombat skills and philosophy (running, escape from entangling situations or relationships). When someone professes to be your friend, dismiss them at first and then later, offer them a test of trust. Don’t tell them that it is a test, of course. Ask them to give you one of their prize possessions, for example, or leave your own valuables out and see if they take advantage of you. Pretend to sleep, and find out what they say about you when they think you are not listening. Some elves go as far as to allow themselves to be captured to see if the presumed friend will rescue them!

Racial Traits:

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Speed. Your base land speed is 40 feet.

Size. Your size is Medium.

Low-Light Vision. Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.

Keen Senses. You are proficient in the Perception skill.

Hunter of the Wastes. You are proficient with all bows and the Elven longblade.

Athasian Resistance. You have a natural resistance to extreme temperatures and aren’t adversely affected by the heat of the day or the chill of the night. You treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat or from magical/supernatural heat and cold.

Elf Run: After a minute or warm-up and a Constitution check (DC 10), you can induce an elf run state. This state

allows you to hustle for long distances as easily as a human can hustle. Each day that you continue the elf run, you must make additional Constitution checks to maintain the elf run state: A very easy check (DC 5) on the second day, an easy check (DC 10) on the third day, an average check (DC 15) on the fourth day, a difficult check (DC20) on the fifth day, and a very difficult check (DC 25) on the sixth day. Once you fail your constitution check, you lose the elf run benefits and suffer a level of exhaustion. After a full day’s rest, you may attempt again to induce an elf run state. With a group of elves, runners add their leaders Charisma bonus both to their movement rate and to any Constitution checks related to movement.

Defiled Skin. You have a +2 bonus on saving throws against spells and other magical effects.

Languages. You can speak Common and Elven. Elves, much like Dwarves, disdain learning languages besides Elven except for trade, and if not engaged in trade, will hide their knowledge from other Elves.

Half-Elves

“People are no good. You can only trust animals and the bottle.”

―Delmao, half-Elven thief

Unlike the parents of muls, elves and humans are often attracted to each other. Half‐elves are typically unwanted bastard children and a product of a casual interracial encounter. Not quite fitting in with Humans and met with disdain and disgust from the Elves.

Personality:

Half‐elves are notorious loners. Many Athasians believe that half‐elves combine the worst traits of both races, but the most difficult aspect of half‐elves – their lack of self–confidence – comes not from their mixed origins but rather from a life of rejection from both parent races. Half‐elves try in vain to gain the respect of humans and/or elves.

Physical Description:

Averaging over six feet tall, half‐elves combine Elven dexterity with human resilience. Bulkier than elves, most half‐elves find it easier to pass themselves off as full humans than as full elves, but all have some features that hint at their Elven heritage.

Relations:

Humans distrust the half‐elf’s Elven nature, while elves have no use for their mixed–blood children; Elven traditions demand that such children be left behind. Human society gives half‐elves have a better chance of survival, but even less kindness. Half‐elves sometimes find friendship among muls or even Thri‐kreen. Half‐elves will cooperate with companions when necessary, but find it difficult to rely on anyone. Many half‐elves also turn to the animal world for company, training creatures to be servants and friends. Ironically, the survival skills and animal affinity that half‐elves developed to cope with isolation make them valuable beast handlers in human society.

Alignment:

Lawful and neutral half‐elves labor for acceptance from a parent race, while chaotic ones have given up on acceptance, electing instead to reject the society that has rejected them.

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Half‐Elven Lands:

Despite their unique nature, half‐elves don’t form communities. The few half‐elves that settle down tend to live among humans who, unlike elves, at least find a use for them.

Magic:

Half‐elves often take up arcane studies, because it is a solitary calling.

Psionics:

Mastery of the Way often provides the independence and self–knowledge that half‐elves seek, and membership in a psionic academy can provide the half‐elf with acceptance.

Religion:

Because of their alienation from society and their affinity with animals, half‐elves make excellent druids. Some half‐elves turn their resentment of society into a profession and become sullen, bullying templars. As clerics, they are drawn to water’s healing influence.

Language:

Half‐elves all speak the Common tongue. A few half‐elves pick up the Elven language.

Half-Elven Names:

Half‐elves nearly always have human names. Unable to run as elves, they never receive Elven given names, or acceptance in an Elven tribe that they could use as surname.

Adventurers:

In a party, half‐elves often seem detached and aloof.

Half-Elf Society:

Unlike other races, half‐elves do not consider themselves a separate race, and, with very few exceptions, do not try to form half‐Elven communities. A half‐elf’s life is typically harder than either a human’s or an elf’s. It is difficult for half‐elves to find acceptance within either Elven or human society. Elves have not tolerance for those of mixed heritage, while humans do not trust their Elvish side.

On the whole, humans are far more tolerant of half‐elves than elves, who often refuse to allow such children into their tribes, and are likely to cast the half‐elf’s mother from the tribe as well.

Most half‐elves consider themselves outsiders to all society and tend to wander throughout their entire lives, going through life as an outsider and loner. Half‐elves are forced to develop a high level of self‐reliance. Most half‐ elves take great pride in their self‐reliance, but this pride often makes half‐elves seem aloof to others. For many half‐ elves the detachment is a defensive mechanism to deal with a desire for acceptance from either human or Elven society that will likely never come. Some half‐elves turn to the animal world for company, training creatures to be servants and friends.

Roleplaying Suggestions:

Desperate for the approval of either elves or humans, you are even more desperate to appear independent and self–reliant, to cover your desire for approval. As a result, you tend towards a feisty, insecure, sullen self–reliance, refusing favors. You take every opportunity to show off your skills in front of elves and humans, but if an elf or a human were to actually praise you, you would probably react awkwardly or suspiciously. From your childhood, your closest friendships have been with animals.

Other half‐elves do not interest you. As time goes by and you learn from experience, you will find that you can also get along with other races neither human nor Elven: dwarves, muls, even thri‐kreen. You don’t feel the terrible need for their approval, and yet they give it more readily.

Racial Traits:

Ability Score Increase. Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.

Speed. Your base land speed is 30 feet.

Size. Your size is Medium.

Low-Light Vision. Half-Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.

Of Two Worlds: You gain advantage on Deception checks made to deceive others about your race.

Skill Versatility. You are gain proficiency in two skills of your choice.

Animal Wastelanders. You have advantage on Animal Handling checks and Survival checks related to Animal tracks.

Languages. You can speak Common, Elven and one other language of your choice. Half-Elves often travel amongst the many different races of Athas, belonging to no one group, and therefore pick up the languages of the native inhabitants.

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Half-Giants

“Mind of a child, strength of three grown men. I’ve seen a half-giant tear the walls out of a building because he wanted a better look at the tattoos on a mul inside."
―Daro, human trader

Legend has it that in ages past, a sorcerer‐queen used wizardry to beget a union of giant and human in order to create a race of powerful slaves. Whatever the truth of this legend, the half‐giant race has increased in number and is now fairly common especially in human controlled lands near the shore of the Sea of Silt.

Half‐giants gain great strength, but dull wits, from their giant heritage, and are nearly as agile as their human forbearers.

Personality:

Because of their artificial origins, there is no half‐giant culture, tradition or homeland. Half‐giants readily imitate the customs and cultures of their neighbors. Half‐giants often display curiosity, a willingness to learn, and a general tendency towards kindness.

Physical Description:

Physically, the half‐giant is enormous, standing about 11 1/2 feet tall and weighing around 1,200 pounds. Half‐giants have thick hair, which is often kept braided (especially among females) or in a single tail that hangs behind the head and down the back. They dress in garb suitable to their occupation or environment. Half‐giants mature at about 24 years of age and can live about 170 years.

Relations:

The most powerful warriors on Athas, half‐giants seem content to dwell in humanity’s shadow. Half‐giants tend to be friendly and eager to please, adopting the lifestyles, skills, and values of those they admire. A half‐giant character who encounters a new situation looks around him to see what other people are doing. For example, a half‐giant character that happens upon a Dwarven stone quarry may watch the dwarves, and then start quarrying stone himself. If he can make a living at it, he will continue to quarry stone just like his neighbor dwarves do; otherwise he will move on to something else.

Alignment:

Half‐giants can switch attitudes very quickly, taking on new values to fit new situations. A half‐ giant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the renegades who sacked his village. A half‐giant’s nature is to switch his alignment aspect to imitate or otherwise react to a significant change around him.

Half‐Giant Lands:

Half‐giants are most often found in the city‐states, serving as gladiators, laborers, soldiers, and guards. A few half‐giants collect into wilderness communities, often adopting the culture and customs of neighboring beings. The rare half‐giant community often attaches itself to a charismatic or successful leader (not necessarily a half‐giant) who demonstrates the tendencies they admire.

Magic:

If a half‐giant’s companions accept wizardry, then the half‐giant will also accept it. If a half‐giant’s companions hate wizardry, then the half‐giant will be as eager as anyone to join in stoning a wizard.

Among sophisticated companions who accept preserving magic but despise defiling magic, all but the brightest half‐giants are likely to become confused, looking to their companions to see how they should react.

Psionics:

While a single–classed half‐giant psion is very rare, some half‐giants take the path of the psychic warrior, becoming killing machines that can take apart a mekillot barehanded.

Religion:

Half‐giants do not display any affinity for the worship of one element over another.

Language:

All half‐giants speak the Common speech of slaves. Whatever tongue she speaks, the half‐giant’s voice is pitched so low as to occasionally be difficult to understand.

Half-Giant Names:

Enslaved half‐giants often have human names, and because of this they vary greatly. Free half‐giants are likely to borrow the naming conventions of the race or people they are imitating at the time their child is born.

Adventurers:

Half‐giants are usually led to adventure by interesting companions of other races.

Half-Giant Society: A relatively young race, half-giants possess very little cultural identity of their own. Instead they adopt the customs and beliefs of those other cultures in which they live. Because of this, half-giants routinely change their alignment to match those around them who most influence them.

Half-giants can be found from one end of the Tablelands to the other, and often congregate in or near other population centers, absorbing the culture. Rarely do half-giants form communities of their own.

Unlike some other bastard races, half-giants can reproduce. A single off-spring is produced from half-giant unions after almost a year of pregnancy.

Though omnivorous, half-giants are tremendous consumers of water and food. They require twice the amount of food and water than humans. Clothing and equipment need twice the material to construct to fit a half-giant, leading to higher prices for half-giants.

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Half-giants tend to damage objects and buildings around them through accidents of size alone. Some considerate half-giants camp outside city walls to avoid causing too much damage, but the draw of a city’s culture and the below average intellect of most half-giants limits the number of half-giants who do so.

Roleplaying Suggestions:

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 half-giant 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. Less frequently, these shifts can happen to you without provocation―you just wake up with a different ethos and altered disposition.

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.”

Racial Traits:

Ability Score Increase. You gain a +4 to your Strength and a +2 Constitution

Speed. Your base land speed is 30 feet.

Size. Your size is Medium. When holding a versatile weapon with one hand, you gain the benefits of using the weapon two-handed. You may choose to use a weapon that has the two-handed weapon property, but not the oversized weapon property, in one hand. When you do so, its damage dice are reduced by one size. For example, a greataxe used in one hand would deal 1d10 damage. If the weapon normally deals 2d6 damage, its damage die also becomes 1d10. Additionally, you can use weapons with the “oversized” quality without taking disadvantage to attack rolls.

You may not, however, wear any armor or clothing not designed for your size. Armor and clothing designed for half- giants costs twice the normal price and weighs twice as much as normal

Boulder Toss. You are considered to be proficient with any improvised thrown weapon.

Giant Among Men. Unlike most characters, half-giants may raise their natural strength score to 24 instead of 20. Additionally, you have advantage when making Strength checks to break an object.

Giant Heritage. You are considered to be a giant.

Half-Giant Toughness: Your hit dice are double when rolling for hit points then add your consitution. For example a 2nd level Fighter with an 18 Con would get 24 for first level. Then he rolls a 6 on his d10 he would double that number (12) then add his Constitution (4) for a total of 40 hit points at second level 24 from first and 16 from second.

Increased Carrying Capacity: Your carrying capacity is equal to double what a normal character with your Strength score can carry.

Large Appetite: You must eat and drink twice as much as the normal human or suffer the appropriate penalties.

Mercurial Nature: When choosing an alignment, you choose one fixed point of axis: lawful, chaotic, nuertal, good, or evil. This element of your alignment never changes. After every long rest, however, you must change the other element of your alignment to one that matches some other member of your adventuring party that peeks yor interest. As well with their irradic behavior They must also roll their alignment whenever a major event comes into play or DM's descretion. For example if your fixed element is Chaotic then Good, Nuetral, and Evil are your rolled element on a d6 split into thirds (1-2,3-4,5-6) each representing one rolled element.

Halflings

”Be wary of the forest ridge. The halflings who live there would as soon eat you alive as look at you. Chances are you won’t even notice them until you’ve become the main course.”
―Mo’rune, half-Elven ranger

Halflings are masters of the jungles of the Ringing Mountains. They are small, quick and agile creatures steeped in an ancient and rich culture that goes back far into Athas’ past. Although they are not common in the Tablelands, some halflings leave their homes in the forests to adventure under the Dark Sun. As carnivores, halflings prefer to eat flesh raw.

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Personality:

Halflings have difficulty understanding others’ customs or points of view, but curiosity helps some halflings overcome their xenophobia. Little concerned with material wealth, halflings are more concerned with how their actions will affect other halflings.

Physical Description:

Halflings are small creatures, standing only about 3 1/2 feet tall and weighing 50 to 60 pounds. Rarely affected by age, halfling faces are often mistaken for the faces of human children. They dress in loincloths, sometimes with a shirt or vest, and paint their skins with bright reds and greens. Forest halflings rarely tend to their hair, and some let it grow to great lengths, though it can be unkempt and dirty. They live to be about 120 years old.

Relations:

Halfling’s culture dominates their relations with others. They relate very well to each other, since they all have the same cultural traits and are able to understand each other. Halflings of different tribes still 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 the halfling’s expressions, analogies and allusions to well– known halfling stories.

Halflings can easily become frustrated with such “uncultured” creatures. They abhor slavery and most halflings will starve themselves rather than accept slavery.

Alignment:

Halflings tend towards law and evil. Uncomfortable with change, halflings tend to rely on intangible constants, such as racial identity, family, clan ties and personal honor. On the other hand, halflings have little respect for the laws of the big people.

Halfling Lands:

Halflings villages are rare in the tablelands. Most halflings live in tribes or clans in the Forest Ridge, or in the Rohorind forest west of Kurn. Many dwell in treetop villages. Non–halflings typically only see these villages from within a halfling cooking pot.

Magic:

Many halfling tribes reject arcane magic. Tribes that accept wizards tend to have preserver chieftains. Only renegade halfling tribes are ever known to harbor defilers.

Psionics:

Many halflings become seers or nomads. In the forest ridge, many tribal halflings become multi-classed seer/rangers, and become some of the deadliest trackers on Athas.

Religion:

Halflings’ 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. Halfling fighters willingly sacrifice themselves to obey their leader.

Language:

Halflings rarely teach others their language, but some individuals of the Tablelands have learned the wild speech. Halflings found in the Tablelands often learn to speak Common.

Halfling Names:

Halflings tend to have only one given name.

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.

Adventurers:

Exploring the Tablelands gives curious halflings 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 halflings may be criminals, renegades or other tribal outcasts, venturing into the Tablelands to escape persecution by other halflings.

Halfling Society:

Most halflings have a common outlook on life that results in considerable racial unity across tribal and regional ties. Rarely will one halfling draw the blood of another even during extreme disagreements. Only renegade halflings do not share this racial unity, and are cast out of their tribes because of it.

Halfling society is difficult for other races to understand, as such concepts as conquest and plundering have no place. The most important value in halfling society is the abilities of the inner self as it harmonizes with the environment and the rest of the halfling race.

Halflings are extremely conscious of their environment. They are sickened by the ruined landscape of the Tyr region and desperately try to avoid having similar devastation occur to their homelands in the Forest Ridge. Most halflings believe that care must be taken to understand and respect nature and what it means to all life on Athas.

Halfling culture is expressed richly through art and song. Story telling in which oral history is passed on to the next generation is an important part of each halfling community. Halflings rely on this shared culture to express abstract thoughts and complicated concepts. This causes problems and frustration when dealing with non‐ halflings. Typically alflings assume that whomever they are talking to have the same cultural background to draw upon, and find it difficult o compensate for a listener who is not intimately familiar with the halfling history and “lacks culture.”

Generally open‐minded, wandering halflings are curious about outside societies and will attempt to learn all they can about other cultures. Never, will they adopt aspects of those cultures as their own, believing halfling culture to be innately superior to all others. Nor do they seek to change others’ culture or views.

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While halflings are omnivorous, they vastly prefer meat. Their meat heavy diet means that halflings view all living creatures, both humanoid and animal, as more food than equals. At the same time, most halflings believe that other races have the same perception of them. As a result, halflings are rarely likely to trust another member of any other race.

Roleplaying Suggestions:

Remember to consistently take your height into account. Role–play the halfling culture described above: eating opponents, treating fellow halflings with trust and kindness, suspicion of big people, and general lack of interest in money.

Racial Traits:

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Speed. Your base land speed is 25 feet.

Size. Your size is Small.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Killing Machines. You gain a +1 bonus to hit on any attacks made against a Medium or larger creature with a melee weapon.

Agile. You gain advantage on any Acrobatics checks made to climb or jump.

Skill Versatility. You are gain proficiency in two skills of your choice.

Keen Senses. You are proficient in the Perception skill.

Languages. You can speak Common and Halfling. Halflings rarely, if ever, teach their language to someone outside of their tribe. No known record exists of the Halfling language outside of the tribes.

Muls

"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, muls combine 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.

Personality:

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.

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.

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Physical Description:

Second only to the half‐giant, 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 harply backwards against the temples. Most muls have dark copper–colored skin and hairless bodies.

Relations:

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.

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.

Mul Lands:

As a collective group, muls have no lands to call their own. Occasionally, escaped muls band together as outlaws and fugitives, because of their common ex–slave backgrounds, and because their mul metabolism makes it easier for them to survive as fugitives while other races cannot keep up. Almost without exception, muls are born in the slave pits of the merchants and nobles of the city‐states. Most are set to work as laborers, some as gladiators, and fewer yet as soldier–slaves. Very few earn their freedom, a greater number escape to freedom among the tribes of ex–slave that inhabit the wastes.

Magic:

Muls dislike what they fear, and they fear wizards. They also 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. Mul wizards are unheard of.

Psionics:

Since most slave owners take steps to ensure that their property does not get schooled in the Way, it is rare for a mul to receive any formal training. Those that get this training tend to excel in psychometabolic powers.

Religion:

Even if muls were to create a religion of their own, as sterile hybrids, they would have no posterity to pass it on to. Some cities accept muls as templars. Mul clerics tend to be drawn towards the strength of elemental earth.

Language:

Muls speak the Common tongue of slaves, but those favored muls that stay in one city long enough before being sold to the next, sometimes pick up the city language.

Because of their tireless metabolism, muls have the capacity to integrate with peoples that other races could not dream of living with, such as elves and Thri‐kreen.

Mul Names:

Muls sold as laborers will have common slave names. Muls sold as gladiators will often be given more striking and exotic names. Masters who change their mul slaves’ professions usually change their names as well, since it is considered bad form to have a gladiator with a farmer’s name, and a dangerous incitement of slave rebellions to give a common laborer the name of a gladiator.

Adventurers:

Player character muls are assumed to have already won their freedom. Most freed mul gladiators take advantage of their combat skills, working as soldiers or guards. Some turn to crime, adding rogue skills to their repertoire. A few muls follow other paths, such as psionics, templar orders or elemental priesthoods.

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Mul Society:

Muls have no racial history or a separate culture. They are sterile and cannot reproduce, preventing them from forming family groups and clans. The vast majority of muls are born in slavery, through breeding programs. Often the parents resent their roles in the breeding program and shun the child, leaving the mul to a lonely, hard existence. The taskmaster’s whip takes the place of a family. For these reasons, many muls never seek friends or companionship, and often have rough personalities with tendencies towards violence.

The mul slave trade is very profitable, and thus the breeding programs continue. A slave trader can make as much on the sale of a mul as he could with a dozen humans. As slaves, a mul has his profession selected for him and is given extensive training as he grows.

Mul gladiators are often very successful, and win a lot of money for their owners.

Highly successful gladiators are looked after by their owners, receiving a large retinue of other slaves to tend to their whims and needs.

This has led to the expression, “pampered like a mul,” being used often by the common folk.

Muls not trained as gladiators are often assigned to hard labor and other duties that can take advantage of the mul’s hardy constitution and endurance.

Roleplaying Suggestions:

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.

Racial Traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Speed. Your base land speed is 30 feet. Your speed is not reduced by wearing heavy armor

Size. Your size is Medium.

Inexhaustible. As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until after a short or long rest.

Untiring. Once every 48 hours, when you take a long rest you may regain all expended Hit Dice. Additionally, while you must still use a long rest to recover spent resources, you can choose to go up to 72 hours without take a long rest, staying awake the entire time, suffering no additional adverse effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur adverse effects as per the normal rules.

Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.

Keen Senses. You are proficient in the Perception skill.

Languages. You can speak Common and Dwarvish. Muls rarely stay in one city long enough to pick up many dialects.

Thri-Kreen

“Tis one does not tik speak witk te kuivering soft shells cluk thak lay abouc all nighk. Tis one mighk eat you, buk neker speak.”

―Tu’tochuk

Thri‐kreen are the strangest of the intelligent races of the Tablelands. These insectoid beings 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.

Personality:

Since Thri‐kreen (also known simply as the Kreen) do not require sleep, they have difficulty understanding this need in the humanoid races. 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.

Physical Description:

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.

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Relations:

The pack mentality dominates a keen’s relation with others. Kreen hunt in packs, small groups that assemble together. Kreen will hunt prey in the same region for a while, but move on before their prey has been depleted. 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 sources of food, though they don’t usually hunt them, only in dire need. 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.

Alignment:

Most Thri‐kreen are lawful, since the pack mentality is ingrained in their beings. Kreen that deviate from this mentality are rare.

Kreen Lands:

No Thri‐kreen settlements exist in the Tyr region; kreen encountered there are either small packs of kreen, or else adventuring with humanoids. To the north of the Tyr region, beyond the Jagged Cliffs, past the Misty Border, lies the Kreen Empire. This great nation of kreen rules the Crimson Savanna, forming great city‐ states that rival the humanoid city‐states of the Tyr region.

Magic:

Thri‐kreen have no natural disposition towards magic, and a wizard’s use of the environment as a source of power conflicts with a keen’s beliefs. As well, the keen’s lack of sleep and its instinctual need to hunt do not lend themselves well to magical study. Kreen wizards are extremely rare: no one has ever seen one in the Tablelands.

Psionics:

Kreen view psionics as a natural part of their existence. Some packs rely on telepathy to communicate with each member and coordinate their hunting abilities. Many kreen also use psionic powers to augment their already formidable combat prowess.

Psychometabolic powers are often used to boost speed, metabolism or strength to gain an advantage in combat. Most kreen (even non–adventurers) take the psychic warrior class, which kreen consider a natural part of growing up. Kreen do not need instruction to advance in the psychic warrior Path —it comes to them as part of their ancestral memory.

Religion:

Thri‐kreen have no devotion to any god, but they hold nature and the elements in high regard.

Ancestral memories guide them through their lives. Thri‐kreen revere the Great One, a legendary kreen leader from the past.

Language:

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.

Thri-Kreen Names:

Kachka, Ka’Cha, Ka’Ka’Kyl, Klik‐Chaka’da, Sa’Relka, T’Chai

Adventurers:

Kreen adventure for different reasons. Most enjoy challenges presented by new prey. Some seek out the challenge of leading new clutches, new companions and observing the different “hunting” techniques of the Dra (sentient meat‐creatures such as humans).

Thri-kreen Society:

Thri‐kreen hatch from eggs. All those who hatch at the same time form what is called a clutch. Thri‐kreen gather in packs that roam the wastes. Each pack consists of several clutches that roam over an area that the pack considers theirs to hunt on. There are no permanent thri‐kreen communities.

Clutches and packs are organized along strict order of dominance. The toughest member is leader; the second most powerful is second in command and so forth.

A thri‐kreen can challenge a superior for dominance initiating a contest. The contestants fight until one surrenders or dies. Afterwards, the matter is considered settled and there are no lingering resentments between victor and loser. The pack‐mates take the view that the challenger was only acting to strength the pack.

Thri‐kreen are obsessed with hunting. They are carnivores, but seldom hunt intelligent life for food. They do have a taste for elf, which gives them a bad reputation amongst Elven tribes. When not hunting, they craft weapons, teach their young, and craft sculptures.

The pack mentality is so ingrained in the culture that thri‐kreen apply it to every situation. Thri‐kreen feel compelled to be part of a clutch and will accept members of other races as clutch‐mates.

Roleplaying Suggestions:

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 companions lie unconscious for a third of their lifetimes.

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You own only what you can carry, caring little for money or other items that other races consider as treasure. Your philosophy of ownership sometimes leads you into conflict with presumptuous Dra who think they can own buildings, land, and even whole herds of cattle!

Racial Traits:

Ability Score Increase. Your Dexterity score increases by 2, and you may choose to increase either your Strength or Wisdom score by 1.

Speed. Your base land speed is 35 feet.

Size. Your size is Medium.

Alien Nature. Thri‐kreen are so different from all of the other humanoid races that you suffer disadvantage on Charisma (Persuasion) checks made to influence anyone other than a thri-kreen.

Chameleon Power: You can change the color of your carapace to match your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide.

Darkvision: Accustomed to running across dunes or grasslands throughout the day and night, you can see in the darkness within 60 feet of you as if you were in dim light. However, you can’t discern color in the darkness.

Hard Carapace: When wearing no armor, your AC is equal to 12 + your Dexterity modifier (max 3).

Multiple Limbs: You have four arms and can hold items in each of your arms. On your turn, you may interact with two objects or features of the environment for free. This confers one extra attack per round. when fighting with multiple weapons.

Natural Weaponry: If you are not holding anything with at least two arms, you may simultaneously use two of your limbs as a natural weapon to attack a target. You are considered to be proficient with this natural weapon, and your claws are considered to have both the light and finesse weapon properties. Your claws deal 1d4 (+ Ability modifier) slashing damage. Poisonous Bite: As an action, you may try and bite an adjacent foe (5 foot reach) with your powerful mandibles. To attack with your bite, you make an attack roll, adding your proficiency bonus and either your Strength or Dexterity modifier. Your bite deals 1d6 + Strength or Dexterity modifier piercing damage. If you hit and deal damage, the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the creature is poisoned, it must repeat the saving throw at the end of each of its turns. On a success, it ends the effect early. Class features which normally boost a weapon attack (such as sneak attack) cannot be applied to this racial ability.

Sleepless: You do not sleep. Once per day, you may gain the benefits of a long rest after taking a short rest, and magic cannot put you to sleep. Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your movement without taking a running start.

Telepathy: You can communicate telepathically with any creature within 100 feet of you that can understand a language.

Thri-Kreen Weapon Training: You have proficiency with the chatkcha and gythka.

Unusual Body Shape: You can only wear armor or clothing specially designed for thri‐kreen; such equipment costs double its normal price.

Languages: You can speak Thri-Kreen and Distorted Common. Due to your physiology, other races will have difficulty understanding you, as your speech comes out elongated and hissing.

Chapter II: Classes

“From the lowliest slave to the highest templar, our fates are decided for us. The slave at the hands of the master, and the templar at the will of the king. Pray to Ral and Guthay that your children are born when the stars align to favor them. Few are those privileged to choose their own path of life, and cursed are those for they are bound by choice and have but themselves to blame for their misfortune. The bard addicted to his alchemical mixtures, the templar imprisoned for his crimes, and the gladiator sacrificed for the thrill of the fight. It is the choices that define who you are and how you die, regardless of who makes them.”

―The Oracle, Blue Shrine Scrolls

Almost all of the standard D&D classes are found in Athas. Standard PHB classes that have no changes will not be featured in this section. In addition, this chapter presents two new classess, the gladiator and the psionicist. The Athasian variation of the bard is so different from the traditional that it could be considered a new one as well.

Barbarian

“Gith’s blood! I will hunt that wizard down and skin him alive.”

―Borac, Human Barbarian

Brutality is a way of life in Athas, as much in some of the cities as in the dwindling tribes of Athas’ harsh wastes.

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Cannibal headhunting halflings (who occasionally visit Urik from the Forest Ridge) sometimes express shock at the savagery and bloodshed of the folk that call themselves “civilized” and live between walls of stone.

They would be more horrified if they were to see the skull piles of Draj, experience the Red Moon Hunt in Gulg, or watch a seemingly docile house slave in Eldaarich rage as she finally “goes feral”, taking every frustration of her short cruel life out on whoever happens to be closest to hand. Nibenese sages claim that the potential for savagery is in every sentient race, and the history of Athas seems to support their claim.

Some on Athas have turned their brutality into an art of war. They are known as “brutes”, “barbarians” or “feral warriors” and they wear the name with pride. Impious but superstitious, cunning and merciless, fearless and persistent, they have carved a name for their martial traditions out of fear and blood.

Making a Barbarian:

The barbarian is a fearsome warrior, compensating for lack of training and discipline with bouts of powerful rage. While in this berserk fury, barbarians become stronger and tougher, better able to defeat their foes and withstand attacks. These rages leave barbarians winded; at first they only have the energy for a few such spectacular displays per day, but those few rages are usually sufficient.

Races:

Humans are often barbarians, many having been raised in the wastes or escaped from slavery.

Half‐ elves sometimes become barbarians, having been abandoned by their elven parents to the desert to survive on their own; if more of them survived they would be quite numerous.

Dwarves are very rarely barbarians, but their mul half‐children take to brutishness like a bird takes to flight, living by their wits and strengths in the wastes.

Muls have a particular inclination this way of life, and very often “go feral” in the wilderness after escaping slavery in the city.

Elves rarely take to the barbarian class; those that do are usually from raiding tribes such as the Silt Stalkers.

Half‐giants readily take the barbarian class.

Despite their feral reputations, halflings rarely become barbarians; their small statures and weak strength adapts them better for the ranger class. Likewise, despite their wild nature, thri‐kreen are rarely barbarians, since their innate memories allow them to gain more specialized classes such as ranger and psychic warrior without training.

Alignment:

Barbarians are never lawful—their characteristic rage is anything but disciplined and controlled.

Many barbarians in the cities are often rejects from the regular army, unable to bear regular discipline or training. Some may be honorable, but at heart they are wild. At best, chaotic barbarians are free and expressive. At worst, they are thoughtlessly destructive.

Playing a Barbarian:

All cower and stand in awe at the fury you can tap, enhancing your strength and toughness.

But what do these people know of the burnt wastes of Athas, the hellish jungles of the Forest Ridge? The cruel vicissitudes of growing up in the wastes of Athas were nothing but normal to you. When your family was lost in a tembo attack, or when your entire village was either murdered or forced into slavery, how could you not know they might not had to die?

These and many other brutal experiences marked you, and you now stand apart from those born into the “comforts” of the city‐states.

Religion:

Although most are profoundly superstitious, barbarians distrust the established elemental temples of the cities. Some worship the elements of Earth or Air or devote themselves to a famous figure.

Most barbarians truly believe the sorcerer‐kings to be gods, because of their undeniable power, and a few actually worship a sorcerer‐king, usually the one that conquered their tribe. Such barbarians often escape menial slavery by joining an elite unit of barbarians in the service of an aggressive city‐ state such as Urik, Draj or Gulg.

Other Classes:

Barbarians are most comfortable in the company of gladiators, and of clerics of Air and Earth.

Enthusiastic lovers of music and dance, barbarians admire bardic talent, and some barbarians also express fascination with bardic poisons, antidotes and alchemical concoctions. With some justification, barbarians do not trust wizardry.

Even though many barbarians manifest a wild talent, they tend to be wary of psions and trained psionicists. Psychic warriors, on the other hand, are creatures after the barbarian’s own heart, loving battle for its own sake.

Barbarians have no special attitudes toward fighters or rogues. Barbarians admire gladiators and will ask about their tattoos and exploits, but will quickly grow bored if the gladiator does not respond boastfully.

Combat:

You know that half the battle occurs before the fight even begins. You prefer to choose your battleground when you can, stalking your opponent into terrain that best suits your abilities. Once battle is joined, you become a wild frenzy of motion, striking quickly and powerfully until all your opponents are crushed.

While you lack the training of the fighter, or the cunning of the gladiator, you more than compensate them through sheer power and resilience.

Barbarians on Athas:

In a savage world like Athas, is only natural that some of its inhabitants have turned into barbarians. They are fierce combatants without the army training fighters receive or wild rangers without the hunting skills.

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Daily Life:

A barbarian is a passionate adventurer. As a survivalist, he often sees his involvement in a particular enterprise as a validation of his superior strength and resilience. In his mind, his presence alone is enough to ensure the success of a quest, adventure, or ruin raid. Even simple tasks are additional opportunities to prove his own worth by accomplishing the task with might and alacrity.

Barbarians are typically hardheaded and unforgiving because of the rigors of his previous life.

Notables:

It is rare for a barbarian to live long enough, or close enough to civilization, in order to become famous, but a few examples exist. Korno, a Raamite gladiator, became the leader of a group of slaves, and Korno’s furious rage known from the arenas has only increased after losing everything after being imprisoned by Abalach-Re,

Sorcerer Queen of Raam. The leader of Pillage, Chilod, is a tarek known for his outbursts of rage and cruelty, being one of the most feared chiefs of the Bandit States.

Organizations:

Because of their independent and sometimes downright chaotic natures, many barbarians refuse to join organizations of any kind, though they usually maintain relationships with trading houses and raiding tribes. There is no specific organization that binds barbarians together.

NPC Reactions:

Many lay people cannot tell a barbarian from a ranger or a fighter until his rage overcomes him and he starts screaming and bashing. Most authority figures and templars do not appreciate barbarians since they are prone to losing control and cannot be truly trusted. Thus, they generally treat barbarians with a great deal of caution.

Class Changes:

Naming

The beast aspects “Bear”, “Eagle” and “Wolf” in Path of the Totem Warrior are replaced with “Braxat”, “Kes’trekel” and “Tembo”.

Bard

“Some people think a club can solve any problem. Unless you’re a half-giant, there are more sophisticated ways of settling a disagreement.”
―Cabal, half‐elven bard

From the shadowy corners of Athas’ most disreputable places hails the bard. Like their counterparts in other fantasy worlds, Athasian bards are the unquestioned masters of oral tradition and forgotten lore, but rather than sharing their lore with whoever will listen, Athasian bards guard their secrets as jealously as the sorcerer‐kings harbor their water and iron.

Athasian bards may sell information to the highest bidder; they peddle their services and the fruits of their knowledge, but trade secrets are what give bards an edge on the uninitiated. Bards would rather die than reveal these secrets.

Meeting a bard can be an uneasy encounter, since one never knows how the bard has chosen to devote his multiple talents. Some bards master the art of making poisons, and survive by selling these poisons and their antidotes for those who have coin to pay.

Some bards master the art of entertainment, using their performances to amuse nobles and templars and gain wealth.

Some become assassins, mixing their knowledge of poison and stealth to become hired hands. Bards’ unique position in the Athasian society means they often overhear conversations between high‐ranking templars or nobles, or they may have treated an injured person that prefers to remain anonymous.

Respectable folk despise them; the powerful fear them; but in the Athasian cities, everyone eventually comes to need their services.

Making a Bard:

Bards receive numerous abilities they can use to survive. Many become masters of poisons, selling their illegal substances to anyone. Alone of the classes, bards hold the secrets of alchemy, creating fiery concoctions and mysterious mixes.

Bards are master smugglers, selling spell components and other illegal items in the Bard’s Quarters of the city‐states. All bards, however, have some degree of entertainment skill.

The songs of most bards can dazzle a crowd, or incite them to riot. Bards tend to learn to play a variety of instruments, or recite poetry or old legends by campfire. They can be acrobats, performing dazzling displays of physical prowess. They are often called upon as sources of information.

Abilities:

Charisma is the most important ability for a bard, because many of their abilities and skills are affected by it. A high Dexterity improves the bard’s defensive ability. Intelligence is also important because it bolsters the number of skills he can work with.

Races:

All humanoid races of Athas can become bards. The social stigma in certain regions may be higher than others, however. For example, the loremasters of the halflings of the Jagged Cliffs are highly regarded because of the ancient secrets and histories they preserve.

But in the city‐states, where the Bard’s Quarters are notorious, being a bard is not usually a good thing.

Elven tribes often have a bard, who keeps the history of the tribe alive, its conquests and defeats.

Humans are often bards, becoming performers of great talent, or assassins of deadly skill and precision.

Half‐elves, because of their lonely existence, often take to being bards. The prejudice they face at every stage in life can move some to become great poets or singers.

Muls and half‐giants make poor bards; their talents are usually better served elsewhere than the stage or the shadows of alleys. As well, thri‐kreen are rarely seen as bards, relying instead upon their racial memory.

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Alignment:

Most bards are chaotic, and operate alone, brokering information, arranging deals, smuggling illegal wares such as poisons, drugs, spell components and other things. Neutral bards are the ones most likely to operate in fellowships with adventurers, or entertain in troupes with other bards.

The rare lawful bards can easily secure positions as councilors or agents for templars, and noble and merchant houses. Good bards are often entertainers or lorekeepers,putting their talents to benevolent use, sometimes diagnosing poisonings and selling the proper antidotes.

Evil bards are often masters of poisons and alchemy, selling their wares to anyone with the ceramic to pay.

Playing a Bard:

You are a master of oral tradition and lore, and a true artist, but you share your talents only with those who can afford to pay you.

You are an artist. You are the center of attention (whenever you want to), the person everyone wants to talk to, and the “face” of the party. Even if you aren’t the most attractive or charismatic member of your group, your unequaled skill at performance arts creates an irresistible appeal born of justified confidence. You are more than just light entertainment, though. Your target rarely survives the encounter if you don’t want him to.

You might adventure because you desire entertainment. Someone with your smarts gets bored easily.

Alternatively, you may have been blacklisted on your current location because of a “business transaction” gone wrong. You have to keep moving, and adventuring offers you a regular change of scenery. In any case, a life of adventure allows you to see new things, meet interesting people, and get some silvers in the process.

Religion:

No central bardic organization exists, and more often than not bards have no particular penchant for religion.

Some may worship the elements, fearing the power of the elemental forces, and most bards tend to relate to the Air ever‐changing nature, but bards that worship sorcerer‐ kings are rare. A lifestyle of breaking the rules of the city‐ states does not lend one to worship the lawgivers.

Other Classes:

Bards face life as it comes, and usually hold no special grudge or awe for any one class. They usually approach other’s profession on the basis of how it can help them at the moment.

Clerics and druids are respected for their devotion to a divine force, but usually not held in awe. Fighters, gladiators and rangers can be useful as sword–arms but are otherwise useless to the bard.

Bards do not view wizards with the same aversion as others might view them, since bards sell them their components.

Combat:

A bard rarely seeks to initiate combat―instead he skulks about, looking for an opportunity to strike swiftly, using his poisons to their greatest advantage. You work best with teammates, maneuvering to get flanks and help bring down opponents with your various poisons.

Use your bardic music to bolster your allies and distract your opponents while the real heavy hitters in your group mop them up.

Athasian Bard
Level Proficiency Bonus Features
1st +2 Bardic Insipration(d6),Smuggler
2nd +2 Jack of all Trades, Song of Rest, Careful Poisoner
3rd +2 Bard Academy, Expertise
4th +2 Ability Score Improvement, Trade Secret
5th +3 Bardic Insiration(d8), Font of Insipration, Mental Resistance
6th +3 Countercharm, Bard Academy Feature, Quick Thinking,
7th +3 Improved Careful Poisoner
8th +3 Ability Score Improvement, Trade Secrets
9th +4 Song of Rest(d8)
10th +4 Bardic Inspiration(d10), Expertise
11th +4 Quick Thinking
12th +4 Ability Score Improvement, Trade Secrets
13th +5 Song of Rest (d10)
14th +5 Bard Academy Feature
15th +5 Bardic Inspiration(d12)
16th +5 Ability Score Improvement, Trade Secrets, Quick Thinking
17th +6 Song of Rest (d12)
18th +6
19th +6 Ability Score Improvement
20th +6 Superior Inspiration, Trade Secrets

Class Features

As a Bard, you gain the following class features.

Hit Dice: 1d8 per Bard level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st

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Proficiencies

Armor: Light armor

Weapons: Simple weapons, shortsword, bard’s friend, crossbow (any), garrote, greater blowgun, whip, widow’s knife

Tools: Three from the following list: Any musical instrument, Alchemist’s supplies, Herbalism kit, Poisoner’s kit, Thieves’ tools

Saving Throws: Intelligence, Constitution

Skills: Choose any three

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.

The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Smuggler

You receive a +1 bonus to Deception and Sleight of Hand checks for every two bard levels.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Careful Poisoner

Bards are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

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.

Trade Secrets

At every 4th level you learn a trade secret chosen from the list below.

Alchemy Dealer:

Pay one‐half of the market price for raw materials needed to craft alchemical items.

Accurate:

When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.

Agile:

You receive a +1 bonus to AC. This trade secret may be chosen more than once, and its effects stack.

Coolheaded:

You may take 10 on Deception and Persuasion checks.

Improvised Materials:

You can craft poisons from raw materials at hand instead of relying on specific ingredients. Doing so increases the difficulty check DC by 5 but otherwise has no effect on the poison’s potency.

Poison Dealer:

Pay one‐half of the market price for raw materials needed to craft poisons.

Poisonbane:

You receive a +4 bonus to checks when creating antitoxin and poison antidotes.

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Poison Resistance:

You receive a +4 bonus to saving throws against poisons.

Scorpion’s Touch:

Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack.

Skilled:

Add one‐half your bard level (rounded down) as a competence bonus to one of the following skills:

Deception, Persuasion, Medicine, Performance, Investigation, Insight or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill.

Smokestick Application:

You can combine inhaled poisons with smokesticks. All creatures within the area of the smokestick (covers a 10‐ft. cube) are affected by the poison you applied to the smokestick.

Versatile:

Select any two skills you are not proficient with. You are now proficient with these skills.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Mental Resistance

Bards carry many dark secrets they would prefer remain 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. At 5th level you receive a +2 bonus to saves made against telepathic powers and enchantment/charm spells.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Quick Thinking

Bards often find themselves in a tight spot where they have to act quickly, whether it is to escape a templar patrol or strike first when in confrontation with a foe. At 6th level, you get a +1 bonus on initiative checks. This bonus increases by 1 at 11th and 16th level.

Improved Careful Poisoner

At 7th level, you can apply poison to a weapon as a free action without provoking attacks of opportunity.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard Academies

The way of the Bard is discreet and subtle. Still, these wandering musicians often seek companionship with the only ones in the wastes that know their struggles, other Bards.

They swap songs and stories, boast of their accomplishments, share their knowledge, and sharpen their abilities. They form loose associations, which they call academies, to facilitate their gatherings and preserve their traditions.

Academy of Alchemy

Bards of the Academy of Alchemy are the only masters of their work in the wastes, able to craft healing concoctions and deadly poisons. Whether crushing leaves and needles to make a paste to seal his friend’s wound, or carefully cultivating deadly nightshade and stalking a tembo for his droppings, these bards use their gifts to great effect.

When the night is ending and the harsh crimson sun of Athas is cresting its head above the horizon, a few less people may live that day.

Poison & Alchemical Crafting

When you join the Academy of Alchemy at 3rd level, you gain the ability to craft poisons and alchemical items using a mortar and pestle. Simply ask around the Bard’s Quarters of most cities in the Tablelands and they will point you to the necessary supplies.

Mysterious Travel

Also at 3rd level, you know the hidden alleyways and passages in most cities, allowing you to procure your necessary supplies, silence nosey troublemakers, and travel quickly by the light of Ral & Guthay. You gain advantage on Stealth checks made in cities at night.

Venomous Coercion

At 6th level, you gain advantage on Persuasion checks made to encourage someone to consume or otherwise unknowingly intake a poison. Advantage is not granted if the person is suspicious or knows that there is a poison.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.

Academy of Survival

Bards of the Academy of Survival are daring skalds whose tales keep alive the hope of a better future, and thereby inspire a new generation of warriors.

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These bards gather in taverns or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to campaign and fight for a better future for all.

Bonus Proficiencies

When you join the Academy of Survival at 3rd level, you gain proficiency with medium armor, shields, the Survival skill and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Psionics

At 14th level, you have mastered the art of weaving psionics and weapon use into a single harmonious act. When you use your action to manifest a psionic ability, you can make one weapon attack as a bonus action.

Bard Poisons
1d6+level Item Type Price Per Dose
2 Assassin's Blood Ingested 50 cp
3 Burnt Othur Fumes Inhaled 50 cp
4 Carrior Crawler mucus Contact 50 cp
5 Thri-Kreen Poison Injury 50 cp
6 Essence of Ether Inhaled 100 cp
7 Malice Inhaled 300 cp
8 Oil of Taggit Contact 100 cp
9 Pale Tincture Ingested 250 cp
10 Scorpion Poison Injury 500 cp
11 Serpent Venom Injury 500 cp
12 Torpor ingested 600 cp
13 Sand Worm Poison Injury 1000 cp
14 Truth Serum Ingested 600 cp
14 Heart of Darkness Injury 1500 cp
15 Soul Touch Contact 1500 cp
16 Madness of the Waste Inhaled 1500 cp
17 Twisted Putrid Ingested 1500 cp
18+ Bard's choice * *

Poison Description

Each type of poison has its own debilitating effects.

Assassin’s Blood (Ingested):

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, then creature takes half damage and isn’t poisoned.

Burnt Othur Fumes (Inhaled):

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Carrion Crawler Mucus (Contact):

This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Thri-Kreen Poison (injury):

This is not actual Thri-Kreens poison. Bard's can make a forum of this poison they have named after the insect like creature for its sticky iccor properties. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled):

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled):

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Midnight Tears (Ingested):

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact):

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

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Pale Tincture (Ingested):

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. 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 the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Scorpoin Poison (Injury):

This poison must be harvested from a dead or incapacitated Scorpoin. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury):

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested):

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum (Ingested).

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.

Sand Worm Poison (Injury):

This poison must be harvested from a dead or incapacitated Sand Worm. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Heart of Darkness (Injury):

This poison is a dark purplish black tar like substance. A creature subjected to this Poison must make a DC 18 Constitution saving throw, Taking 60 (20d6) poison damage and under the effect of a Fear spell for one minute, or half as much damage on a successful one

Soul Touch (Contact):

This poison is a clear oderless oil. A creature subjected to this poison must make a DC 18 Constitution saving Throw, The character falls unconsious for (d6) rounds no amount of jostling or damage can wake the character on a failed save for one minute, or suffers from uncontrolled termors and tics. which impose disadvantage on all attack rolls on a successful one.

Madness of the Waste(Inhaled):

This is dusty powdery crimson substance thrown or blown in the face of the victim. Character subjected to this poison must make a DC18 Wisdom saving throw, The character becomes incapacitated and spends the duration screamin, laughing,or weeping for one minute on a failed save, or suffers from vivid hallucinations and has disadvanteg on all ability checks for (d6) rounds.

Twisted Putrid(Ingested):

A Tastless and oderless liquid. A creature subjected to this poison must make a DC 18 Constitution saving throw, The character becomes violently convulsing and is incapcitated for 1 one minute on a failed save, or suffers disadvantage on any dexterity based rolls for (d6) rounds.

Purchasing Poison

Strict laws in the City-States prohibit the possession and use of poison, but one can always find a dealer in the Bard's Quarter

The Poisons table gives suggested prices for single doses of various poisons. Each time a Bard gains a new level he can possibly learn how to create a new poison. When a Bard levels up roll (d6) and add their level to determine which new Poison they have learned to create. If the roll total equals a number which is already known by the Bard no new poison is learned this level instead the DC of the poison indicated in the roll is increased by 1.

Crafting and Harvesting Poison

During downtime between adventures, a Bard can create or purchase the ingredients needed to make any poisons he knows. The cost and time to do this is equal to 1/3 the purchase price for cost. Time is 1 hour for every 100 cp spent. For example to make Twisted Putrid it would cost a Bard 500cp and 5 hours time.

A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner’s kit applies to this check if the character doesn’t have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.

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Cleric

“Without destruction, there is nothing to build.”

―Credo of the fire cleric

In a world without gods, spiritualism on Athas has unlocked the secrets of the raw forces of which the very planet is comprised: earth, air, fire, and water. However, other forces exist which seek to supplant them and rise to ascendancy in their place. These forces have taken up battle against the elements of creation on the element’s own ground in the form of entropic perversions of the elements themselves: magma, rain, silt and sun.

Making a Cleric:

Clerics are the masters of elemental forces; they possess unique supernatural abilities to direct and harness elemental energy, and cast elemental spells.

All things are comprised of the four elements in some degree, thus clerics can use their elemental powers to heal or harm others. Due to their affinities with the elements, clerics possess a number of supernatural elemental abilities.

Though dimly understood, there exists a connection between elemental forces and the nature of undeath. Clerics can turn away, control, or even destroy undead creatures.

Athas is a dangerous world; this practicality dictates that clerics must be able to defend themselves capably. Clerics are trained to use simple weapons and, in some cases, martial weapons; they are also taught to wear and use armor, since wearing armor does not interfere with elemental spells as it does arcane spells.

Races:

All races include clerics in their societies, though each race possesses different perspectives regarding what a cleric’s role involves. As masters of myth and the elemental mysteries, most clerics hold a place of reverence within their respective societies. However, more than a few races have varying affinities for one element over another.

Dwarves almost always become earth clerics, a connection they’ve shared since before they were driven from their halls under the mountains. Dwarven determination and obsessive dedication matches perfectly with the enduring earth.

Elves most often revere water, fire, or the winds; as nomads, they seldom feel a deep–seated affinity for the land.

Thri‐kreen are known to ally with all elements to the exclusion of fire. This seems to stem from a mistrust of flame, which is common in many kreen.

Alignment:

Attaining the abilities of a true servant of the elements requires a deep understanding of the chosen kind of element of paraelement. An aspiring cleric must make a study of the element’s typical personality and role; opens the door to the element’s power. Thus, Athasians clerics align their morals to suit the traits of the element to which they dedicate themselves.

Playing a Cleric:

The clerics of Athas are like the rare snows that blanket the highest peaks of the Ringing Mountains. Though the cascading flakes all seem the same, the pattern of each is as different as the faces of men are from muls. Indeed, clerics are like snowflakes, each preaching about preservation and the elements, but no two of them do it for the same reason. This makes these environmental warriors an extremely diverse and interesting class to play.

Some are merely power‐hungry, some seek revenge, and some are honestly struggling to save their dying planet and reverse the ancient environmental disaster.

You are a servant of your element, your goal in life is to expand its presence in Athas, and find your element’s foes and destroy them with your cleansing element.

You adventure out of a desire to preach the words of your element, prove your worth and to destroy infidels who worship opposed elements.

Religion:

Unlike clerics found on other worlds, elemental clerics do not generally congregate at temples or churches, nor do they participate in a uniform, organized religion.

Each cleric’s calling to the raw energy of the elements is personal, individual. Some clerics believe that, upon their initiation, they enter pacts with powerful beings, elemental lords, who grant powers to those who contract with them. Others believe that the elements are neither malevolent nor benevolent, but a tool to be used, or a force to be harnessed.

Regardless, all clerics desire the preservation of their patron element, though the reasons for this are many and varied.

Clerics are found everywhere on Athas. Most common clerics are wanderers, who preach the concept ofpreservation with the hope of restoring Athas to a greener state. Wanderers are generally well received by those that dwell in the desert, such as villagers and slave tribes. They cure the sick and heal the wounded, sometimes even aiding in defeating local threats. Other clerics act as wardens of small, hidden shrines, which they hope creates a clearer channel to the elemental plane of worship, and fortifies their powers and spells.

Tribal and primitive societies include shamans, who see to the spiritual needs of their groups, offering advice to the leaders and providing supernatural protection and offence. Lastly, some clerics stay in the cities, where they most commonly work against the sorcerer‐ kings and their templars. There they quietly preach the message of preservation to the citizenry, and even sometimes work with the Veiled Alliance.

Other Classes:

In an adventuring party, the cleric often fills the role of advisor and protector.

Clerics often possess an unshakable distrust of wizards and their arcane spells. Most clerics are well aware of the danger that sorcery represents to the dying planet, and watch those who wield such power carefully.

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Generally speaking, the elemental clerics are all on friendly terms with each other, recognizing an ancient pact made by their ancestors to put aside their differences in the opposition of Athas’ destruction.

However, clerics whose elements are diametrically opposed often clash regarding the means used in furthering their goals, and at times this has led to bloodshed.

Combat:

Athasian clerics make use of the same general combat tactics as those described in the Player’s Handbook―that is, stay back from melee and use your spells to either destroy your enemies or enhance your allies’ abilities.

Your tactics on the battlefield depend largely on your element and domains chosen.

Air clerics are not very offensive, but when needed they usually employ sonic attacks from the heights.

Earth clerics believe the best defense is a good offense, but they also employ the strongest of metal weapons.

Fire clerics are feared and unpredictable, appearing to thrive only when everything around them is being devoured by the fiery appetites of their patrons.

Water clerics are usually healers, but they can be known to be meticulous in the cruelty of their vengeance when someone wantonly wastes water. Don’t neglect your ability to heal yourself or your allies, but don’t burn through your spells early in an attempt to do so; make the most efficient use of your spells in battle, saving the healing until combat is over or it becomes absolutely necessary.

Clerics on Athas:

Like the Athasian deserts, the elemental powers are neither benevolent nor malevolent, caring only that their natural forms are preserved in the material world. This is the source of their power, and the impending ecological collapse in Athas has created an unusual and dynamic power struggle on the elemental planes. The clerics of Athas are nothing but the pawns of this titanic struggle.

Daily Life:

A cleric typically begins his day by finding a suitable locale where he can commune with his element and pray for the spells he desires. He then spends the rest of the day engaged in whatever task seems most important for advancing his element’s goals while trying to avoid too much trouble.

When not adventuring, clerics often spend their time seeking out scraps of information about the elemental planes and other clerics. The pursuit of such knowledge is often quite dangerous and can result in the cleric undertaking additional adventures.

Notables:

The pursuit of his element’s goals garners notoriety for a cleric, but it also can bring about his death or force him into exile. The Wanderer, famous for compiling the history and geography of Athas, is said to be an earth cleric.

Organizations:

A cleric usually finds a role in an adventuring party or other organization that allows his free time to explore his divine abilities freely. Since no organization specifically caters to Athasian clerics, many find themselves in drastically different circumstances from those of their comrades.

Within the ranks of elemental clerics, prestige and influence is measured by the depth of their devotion to their element. The most highly admired are those who have further accomplished their element’s pact and those who most wield elemental power. When two or more clerics come into conflict, they usually defer to the one with a greater knowledge of their element, relying on wisdom and experiences to provide a reasonable solution.

The elemental clerics are much more tightly tied to their temples than paraelemental ones. Because the elements are losing the battle against the paraelements, they cannot afford to be without staunch allies.

NPC Reactions:

The reactions clerics receive from communities are directly tied to how those cultures regard their specific element. A silt cleric is viewed in a much friendlier manner near to the Sea of Silt than near the Forest Ridge, for example.

As a general rule of thumb, an NPCʹs attitude is one step nearer helpful for elemental clerics and one step nearer hostile for paraelemental clerics.

Class Changes:

Only elemental domains are available.

Air Domain
Cleric Level Spells
1st Feather Fall, Hail of Thorns
3rd Cloud of Daggers, Gust of Wind
5th Gaseous Form, Stimkimg Cloud
7th Fly, Windwall
9th Conjure Elemental (air),Cloudkill

1st Level – You can turn Earth creatures with your Turn Undead ability. You gain proficiency with all ranged weapons.

2nd Level – Channel Divinity: Guiding Winds – You can strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

6th Level – You can speak with all forms of flying creatures and monsters.

8th Level – Divine Strike. You gain the ability to infuse your ranged weapon strikes with elemental energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 sonic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

17th Level – Winged Shapechanger. Once per short or long rest, you can transform into a winged creature of CR rating 3 or lower using one action.

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Earth Domain
Cleric Level Spells
1st Arms of Hadar*, Wrathful Smite
3rd Hold Person, Shatter
5th Elemental Weapon (Acid), Meld into stone
7th StoneSkin, Stone Shape
9th Conjure Elemental (Earth),Wall of Stone

*Spell's description is modified so that the arms are made from stone and dirt and they deal bludgeoning damage instead.

1st Level – You gain proficiency with martial weapons and heavy armor. You gain the Mending Cantrip.

2nd Level – Channel Divinity: Fellowship of Stone – This ability lasts for 1 minute. A number of small stones equal to your Cleric level will roll towards you or fly towards your enemies. Their attack bonus is equal to your own. This ability does not work if there are no stones present in the surrounding area. Each stone deals 1d8 bludgeoning damage.

6th Level – Hibernation of Earth – You and up to 10 other creatures must be standing on dirt for this to work. You and the targets will sink down into the ground until you hit bedrock or when you go 10 feet plus a number of feet equal to your Cleric level (whichever comes first). During this time you and the targeted creatures need not breathe and will sleep peacefully. You can do this once per Long Rest. This ability lasts for a number of hours equal to your Cleric level.

8th Level – Elemental Wrath – You have advantage when attacking Air, Fire, and Water Elementals. Once per long rest attacks that target other forms of Elementals deal maximum damage for one encounter. At 14th level you can use this ability twice per long rest.

17th Level – Earth Elemental – Once per long rest you can become an Earth or Stone Elemental. This lasts for a number of rounds equal to your Cleric level.

Fire Domain
Cleric Level Spells
1st Continul Flame, Searing Smite
3rd Flame Blade, Heat Metal
5th Elemental Weapon, Fireball
7th Conjure Minor Elemental(Fire), Wall of Fire
9th Conjure Elemental (Fire),Planar Binding(Fire)

1st Level – You can use your Turn Undead ability on Water creatures. You gain Produce Flame as a Cantrip.

2nd Level – Channel Divinity: Sculpt Spells – You can create pockets of relative safety within your fire spells. When you cast a fire spell that affects other creatures that you can see, you can choose a number of them equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

6 th Level – Channel Divinity: Wreathed in Holy Fire. This effect lasts for 1 minute. Any creature that ends its turn within a 5 feet radius of you must make a Dexterity saving throw or take 2d6 fire damage. On a failed saving throw they take half damage. Undead take full damage on a failed saving throw. If you move and creatures enter into this radius they also need to make a saving throw.

8th Level – Burn the Unholy. Any turned Undead (using the Channel Divinity ability) also take 1D6 fire damage per Cleric level on a failed Dexterity saving throw. If they make the save they take no damage. Undead that are destroyed are burned into a pile of ashes.

17th Level – Burning Martyr – Use your action to activate an aura of holy fire that lasts for 1 minute (regardless of whether you are still alive or dead by then). This aura is centered on you with a 60 foot radius that moves with you. Your enemies within this radius get disadvantage on Dexterity saving throws and your allies get advantage. Those that fail the saving throw take 10D6 fire damage and those that make the saving throw take half damage. They need to make this save every round that they are in the fire including your character. Your character cannot use any magic or item or spell to reduce this damage, and you cannot have another character heal you as the spell continues. The ONLY way that your character can reduce this damage is by a successful saving throw. If your character dies the spell continues until the minute has passed. This spell is in a 60 foot radius sphere.

Water Domain
Cleric Level Spells
1st Create or Destroy Water, Purify Food or Drink
3rd Fog Cloud, Waterbreathing
5th Create Food or Water, Water Walk
7th Conjure Minor Elemental (Water), Control Water
9th Conjure Elemental (Water),Cone of Cold

*These spells only create/destroy/purify half their normal amount.

1st Level – You can turn Fire creatures with your Turn Undead ability. You have proficiency with the Athletics skill and your swim speed is the same as your movement rate.

2nd Level – Channel Divinity: Water Walk – This is equivalent to the Water Walk spell but with a duration of 1 minute per Cleric level.

6th Level – Channel Divinity: Dampen Elements – When you or a creature within 30 feet of you takes acid, cold, fire, lightning or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. If it is acid or other water related damage, you or the creature take no damage.

8th Level – Potent Spellcasting. You can add your Wisdom modifier to the damage you deal with any Cleric cantrip.

17th Level – Breathe in Vain. A bolt of water vapor springs forth from your hand and flies up to 150 feet to a point of your choosing. Centered on that point, vile tentacles of water erupt and attempt to drown any nearby living creatures.

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Those creatures need to make 3 Constitution Saving Throws to expel the water from their lungs or drown. See DrowningRules for other clarifications.

Sun Domain
Cleric Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith*, Wall of Fire
9th FlameStrike, scrying

*Spectral Guardian replaced by Sun Paraelemental

1st Level – Blessing of Our Creator. When you choose this domain at 1st level, you may choose one of the following powers:

Sun Flare: You automatically succeed on Constitution saves against heat caused by natural weather; your water consumption is treated as if you were continually in the shade.

Light’s Revelation: Once per day as an action you can burn all creatures within 20 ft. who intentionally tell a lie (it must be a falsehood, not a half-truth or incomplete information), dealing 1d6 fire damage/3 cleric levels. This power lasts for 1 minute. Each creature can only be damaged once, regardless of how many lies they tell.

Fiery Wrath: You gain your cleric level in fire resistance.

Burning Eyes: You cannot be stunned or blinded by light effects, magical or otherwise. During the day when outside, you gain a bonus on Perception checks equal to your cleric level/3.

1st Level – Warding Flare. You can interpose the sun’s radiance between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

2nd Level – Channel Divinity: Crimson Smite – You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present a symbol of the sun, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

6th Level – Improved Flare. You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

8th Level – Potent Spellcasting. You can add your Wisdom modifier to the damage you deal with any Cleric cantrip.

17th Level – Corona of the Creator. You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Druid

“A spirit took me in, when neither of my parents would accept me. Athas provides for those who care for it. We live in a desert simply because no-one cares for the land.”
―Sutura, half‐elven druid

Athasian druids are the protectors of Athas’ dying landscape. Patient and often unforgiving, they try to preserve and reclaim the barren lands that surround the Tyr region. Well-armed with spells and abilities from the Spirits of the Land, they work to bolster Athas’ failing ecology.

Often, druids prefer to remain hidden, observing the behavior of creatures and people before passing judgment.

Travelers to an oasis are often unaware they are being observed; wanton destruction of the oasis will find themselves under the full fury of the druid and his many abilities.

Making a Druid:

Druids cast divine spells through the powers granted them by a spirit of the land. A druid develops a special relationship with the land’s spirit. As a druid travels the tablelands, she is recognized by the spirit of the land as a friend. The spirit grants the druid’s spells, while the druid protects the land and reinforces the spirit. In addition to spells, druids receive special abilities as they gain in knowledge and power.

Races:

Druids come from all races common in the Tablelands, although some have more natural talent than others.

Half‐elves, with their natural affinity for animals, make good druids. Their often‐lonely existence also lends itself well to a lone druid caring for a piece of Athas.

Muls and Thri‐kreen are also good candidates for druids.

Halflings druids often hold a position of respect and authority among their tribe. Halfling druids are rarely found outside of the Forest Ridge, though.

Half‐giants,with their slow wits, make poor druids.

Of the savage races, tareks sometimes have druids in their numbers, but rarely do other creatures have the patience or ability to care for a particular piece of Athas.

Druids get along well with most of the races of the Tablelands, provided they respect the natural order of the land. Creatures that kill without need or destroy out of sheer pleasure will find an enemy in the druid.

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Alignment:

Druids understand the harsh cycle of life and death, of predator and prey, and so one component of their alignment must be neutral. Good druids will tend to help the people they protect, if they serve as protector of a village. They will leave visitors alone, letting them refill their water pouches at no cost, provided there is no abuse.

Neutral druids will put the concerns of their guarded lands first, and will not hesitate to punish those that break any rules the druid has determined. Evil druids often rule by fear; some people of the Tablelands prefer the justice of the druid to that of the city‐states, even though the druid may be harsh and cruel. The evil druid will often make the villagers work for their protection, helping to plant trees or shrubs, or repair any damage done by a Tyr–storm.

Evil druids that guard an oasis or similar geological feature will demand a toll or gift of small bands for the use of their land.

Playing a Druid:

You are a humanoid servant devoted to Athas and all of its elements equally. As a guardian, tender, warrior, and sometimes assassin, you further the cause of nature and help to make Athas verdant again.

You, like nature itself are neutral. You see the balance of all things. You know that every living creature is part of the food chain, and birth and death are the natural order of life. This is one of the reasons druids harbor such intense hatred for the defilers. Their magic of decay lies outside the normal cycle of life. Matter should not be destroyed, but converted to a form that will eventually return to the earth. Defiling magic destroys that which should never be destroyed, and its practice is an abomination to druids.

Religion:

A druid is an individual who has devoted themselves to the balance of nature on Athas, and in particular someone who has sought out or been chosen by one of the few living spirits left in the barren land, protecting and nurturing them and the natural balance they represent.

Individual druids do not necessarily recognize one another as kin or as brothers in a religion; each conducts their affairs as they see fit in their quest to restore the balance of nature and protect their spirit’s lands.

Most druids recognize the various spirits as a manifestation of Athas itself, though some few more primitive or uncultured individuals or groups may believe the spirit to be a god and treat it as such.

Other Classes:

Druids get along with most classes, though they despise wizards. Magic is the cause of Athas’ current state, so say the druids, and while they may tolerate preservers for a short while, defilers are slain on sight.

Templars are usually not welcomed by druids, as the templar is responsible for a city that encroaches on nature, and templars serve the sorcerer‐kings, Athas’ most powerful magic users. Elemental clerics are well received by druids, as they often share the same goals. Druids are usually at odds with paraelemental clerics, though. The paraelement proliferation on Athas is usually at the land’s expense, destroying what the druid tries to accomplish.

Rangers are probably the druid’s best allies. They often share the same goals, and the druid may even call upon the ranger for help in controlling a species that has become problematic or detrimental to an area.

However, the ranger and the druid may sometimes be at odds, if the ranger is determined to eradicate his favored enemy while the druid seeks to protect that particular species.

Combat:

Your ability to summon creatures and to turn into them is your primary weapon. Consider using them to aid your companions in flanking maneuvers, or better yet to harass enemy spellcasters (many of whom are easy to hit), especially if they are defilers. Few foes are prepared for an opponent who can call such potent beings to service, so you’ve also got the advantage of surprise.

Though somewhat skilled at both combat and spellcasting, you are more suited to guerrilla warfare— tracking enemies to their lair ambushing them while they sleep, or engaging in other sue surreptitious tactics. With woodland stride and trackless step, you can usually escape through the wilderness before your enemies know what hit them.

Druids on Athas:

Perhaps the only thing rarer to see in Athas than a wizard is a druid. After centuries of persecution, they were forced to either die in the hands of the agents of the sorcerer‐monarchs, or to watch their beloved land wither and die before their eyes.

Because of that, druids are usually loners and avert to social interaction. They live off the land, within the land, and they have sacrificed their entire lives for the land, very little besides it occupies the mind of a druid.

Daily Life:

A druid adventures to learn about Athas, to protect nature, and to further his own aims.

Druids usually spend their days in contemplation of nature and tending their lands; one may watch over a particular stretch of open desert, another may protect a belt of scrub grass within it, while still another might watch over a small oasis that borders on both, always hidden and always watching.

The Athasian druid is a wanderer who hunts down a powerful defiler that has spoiled the wastes, or a visionary who tends the land and teaches the local population how to live in harmony with their surroundings.

The Athasian druid fights for an almost lost cause, and it matters not if that cause is revenge himself against those who destroyed his land and friends or a ceaseless desire to bring green and hope to Athas.

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Notables:

Druids very rarely become famous, since they usually avoid social interaction combined the fact that it might put their lives at risk since usually sorcerer‐kings and defiler usually put a reward for the head of a notorious or troublesome druid. A legend claim that Mearedes the druidess came to the island of Shault when its forest was all but dead and she managed to nurture it back to its vibrant health.

Organizations:

Ever since the Eradication, an anti‐druidic jihad led by sorcerer‐kings more than 1,500 years ago, no specific druidic organization exists, although some form temporary alliances with Veiled Alliance members from time to time.

Legends say that the druids who remained after the Eradication gathered on a high mesa somewhere in the northern Tablelands. It was there they decided that they should scatter to the most remote reaches and farthest regions of Athas, there to bide their time, waiting for the day when they were powerful enough to challenge the sorcerer‐kings again.

This was a long time ago, and the druids have yet to return to the cities of the defilers. Some say that they will never return and that their seclusion and isolation have destroyed whatever power they once wielded as a circle.

Others say that the druid’s long wait is indicative of their cunning, and that their plan is to insure that the next confrontation with the kings won’t end in defeat.

NPC Reactions:

Druids are natural loners, and usually avoid social interactions unless they have to. In such cases, those who are directly benefited from the druid’s work of tending the land begin two steps nearer helpful, while defilers and evil paraelemental clerics begin two steps nearer hostile.

Class Changes:

Skills

In addition to the skills in the Player’s Handbook, Stealth and Persuasion can be chosen as skills for Athasian druids.

Weapon and Armor Proficiency

Druids are proficient with the alak and the blowgun, in addition to the proficiencies given in the Player’s Handbook.

Wild Shape

Druids can wild shape into the following creatures, assuming they have seen them before.

Druid Level Creatures

1st Level: Boneclaw (Lesser), Carru, Dire Rat, Eagle, Erdlu, Janx, Jhakar, Kes’rekel, Kivit, Owl, Silt Spawn, Snake (Small or Medium Viper

4th Level or Higher

Carru (bull), Cheetah, Crodlu, Crodlu (Heavy), Dire bat, Erdland, Jhakar (Medium), Kluzd, Leopard, Lizard (Giant), Lizard (Monitor), Rasclinn, Shark (Athasian)

7th Level or Higher

Crodlu (Heavy Warmount), Inix, Kalin, Kluzd (7HD), Lirr, Puddingfish, Lion, Lizard (Subterranean), Snake (Huge Viper), Takis, Tiger

10th Level or Higher

Cha’thrang, Dire lion, Hatori, Lizard (Minotaur), Shark (Athasian, Huge), Snake (Giant Constructor)

13th Level or Higher

Lirr (Large), Ruktoi, Sloth (Athasian)

16th Level or Higher

Dire Athasian Shark, Dire Tiger, Hatori (Gargantuan), Silt Horror (White), Slimahacc

*Stats for these monsters are presented in the Terrors of Athas pdf on Athas.org. (DM Note, stats are for 3.5 edition)

Fighter

“Any wastelander can pick up a bone and call it a club, but try pitting fifty of those against one dozen trained soldiers, and maybe you’ll have an even match.”

― Nikolos, human fighter

From the small forts in sandy wastes of Athas to the guards of the merchant houses in the city‐states, fighters are Athas’ most common sight.

Whether it is as mercenaries for the sorcerer‐kings or as hired guards protecting the wealth of the nobility, fighters can be found everywhere in the Tablelands. Athas’ fighters are trained to fight in small groups or huge units. Those that have proven themselves become the commanders in the city‐ states’ armies, commanding hundreds or even thousands of men into war.

Making a Fighter:

Fighters receive the best allotment of fighting skills and abilities. They learn the use of most weapons, the best armors and shields, as well as gaining special abilities to use with these weapons and armor.

Some fighters specialize in using a single weapon, and become masters at its use and deadliness. Other fighters will prefer more rounded skills, learning to shoot from far with bows and arrows, or nets or spears. Regardless, the fighter is to be feared.

Races:

All of Athas’ races can become fighters.

Humans are usually the most numerous, though, since they are the most numerous of the races of the Tablelands.

Dwarves make good fighters, even though they are smaller than most races; their inborn toughness and great strength more than makes up for their smaller stature.

The half‐giants are also seen very often as fighters, since their great strength and size are perfect for the job.

Muls, with the inherited traits of both humans and dwarves, are also great fighters.

Elves, with their long legs and frail constitution, are not often seen as fighters.

Athas’ intelligent insects, the Thri‐kreen, make excellent warriors, with their four arms and the fact they do not need to sleep.

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Many of the savage races of the Tablelands are fighters, although most become rangers in order to survive.

Alignment:

Fighters come from all walks of life, and can be of any alignment. Good fighters are usually seen as the protectors of small villagers or are part of renegade slave tribes, helping their tribe to survive in the harsh desert. Or they can be found as a dwarf perhaps, whose focus it is to guard his fellows. Evil fighters are often part of mercenary bands or under the control of a sorcerer‐ king; these beings often fight for power and money.

Evil fighters can also be found as the rulers of small forts, guarding their oasis and exacting a hefty toll for its use.

Playing a Fighter:

Playing an Athasian fighter is not much different than playing one in other settings, the only difference is that the extreme heat makes most armor less than desirable on Athas.

As a fighter, you undertake adventures according to the dictates of your cause, your faith, or your own selfish needs. You might find yourself on the hot, sandy field of battle, charging shoulder to shoulder with peasants and soldiers, raising pitchforks and shields against the defilers of the enemy army.

Religion:

There are no gods on Athas, but many fighters worship the sorcerer‐king of their respective cities as gods. Some fighters pay homage to the elemental forces of the Tablelands, asking their favored element for luck before entering the battlefield.

Other Classes:

Fighters get along with most other classes. The rangers of the Tablelands often receive the highest of the respect for their ability to survive the wastes. Gladiators and fighters are often at each other’s throats, since both share great combat abilities but differ in their methodology; they often try to show how each is better than the other is. Elemental clerics are welcome for their healing abilities as well as the help they can provide in battle.

Fighters are uneasy around wizards; like the rest of the population they distrust magic. Templars are also distrusted, for the same reasons everyone else distrusts templars. Rogues are usually scorned by fighters; they prefer open battle to the rogue’s sneaky ways.

Combat:

Your specific tactics in battle depend on your role in the party and your weapon of choice. However, certain tactics are common to all fighters.

You are generally at the forefront of any battle. Fighting on the front line allows you maximize your combat feats. Furthermore, if opponents focus on you, they cannot injure your allies. As a fighter, you’re at your best when you can take on the monster or opponent that deals the most damage.

Fighters on Athas:

Fighters bring clashing weapons, stirring speeches, and mass combat to the campaign.

On Athas, the fighter is a trained warrior, a soldier skilled in mass warfare. Every society on Athas maintains an army of fighters to protect itself from attack or to wage wars of plunder and annihilation against its neighbors. Fighters are both the commanders and soldiers in these armies, and at higher levels are experts in both individual and formation combat, leadership, and morale.

Daily Life:

A fighter adventures to prove his superior skill at arms, to advance the cause of whatever master he might serve, and to further his own aims. Once he has reached a respectable level of accomplishment, a fighter might take the Leadership feat and start building his own army. As word spreads, less experienced warriors who are eager to fight for the same causes seek him out as the desperate peoples of Athas constantly look for great commanders, warriors who will lead them.

Notables:

Fighters can notoriety for their deeds, whether triumphs in combat, selfless acts of great honor, or great tyranny. Many an adventurer grew up on stories such as that of the Crimson Legion, and how it managed to defeat Urik’s previously undefeated army.

Another legend tells of about the rise and fall of General Zanthiros, the leader of the Balican army who managed to save the city from an onslaught of beast‐ headed giants more than once, and after losing the elections, left the city with hundreds of soldiers loyal to him and formed a raiding tribe.

Organizations:

Fighters often band together into small armies or as mercenary groups working for trade houses.

These organizations typically have different credos and values, but they allow their members to focus their time on their individual quests.

NPC Reactions:

Individuals react to fighters based on their previous interactions with other members of the class. A brave fighter meets cold silence and contempt around the Barrier Wastes where evil fighters oppress the populace.

Gladiators usually talk down on fighters, saying that gladiators are the true masters of combat. Fighters usually reply that gladiators are nothing without a crowd looking. Because of that, their initial reaction is one step towards unfriendly than normal.

A fighter who has lived long enough to retire from adventuring typically acquires some position of authority, with commensurate political power, whether as a caravan leader, army general, or ruler of a raiding or slave tribe.

Class Changes:

Removal

The Eldritch Knight martial archetype is no longer available.

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Gladiator

"Every time you step into an arena Death smiles at a man, All you can do is smile back"

― Varnag Deho, Mul Gladiator

Most Gladiators are slaves of the city-states or merchant houses, specially trained to participate in brutal physical contests for the enjoyment of the masses.

Slave Gladiators have no choice but to fight or face the whip/death. The one upside of being a slave gladiator is that your life is usually short.

Then there are the ones that choose this life, those not beaten or bred into it. Those who do it for the thrill, for kill, for the money and fame.

Making a Gladiator:

The gladiatorial life is a harsh and cruel one to say the least. Those who can survive it are molded by it. Every decision a gladiator makes inside the arena and out are made with an arena mentality. Quick action and unrelentless pursuit when the time is right.

In the eyes of a gladiator there is no such thing as right or wrong. Although most free gladiators have a personal moral code, Slave gladiators only code is SURVIVE by any means possible.

Races:

All of Athas’ races can become Gladiators.

Humans make good gladiators, and there are a few number of them that have even become famous. Dwarves are tough and sturdy and can survive the perils of the arena but most dwarves do not set their focus around the arena life unless their foucs is to escape or win their freedom.

The half‐giants are very often Gladiators, their large stature and great strength makes them wondefule canidates for the arena.

Muls are bred for the soul purpose of gladiatorial combat. The perfect mix of human and dwarven lienage with no family and no offspring to miss them.

Elves being the runners of the wastes that they are, rarely choose the gladiatorial lifestyle. Being trapped in arena, surrounded by people, and enemies is not a way most elves wish to live.

Thri-Kreen, although danerous warriors in their own right, have no love for the arena and does not align its self with the hunt prey mentality of the insectoid ThriKreen.

Alignment:

Gladiators can be of any alignment

Religion:

Gladiators do not whorship any paticular element over another. Though they do have a special revearance for those that can heal their wounds.

Other Classes:

Most of the other classes have seen first hand what a gladiator is capable of in the arena. Most Gladiators are met with awe and slight fear.

Gladiators only know a life of struggle with weapon in hand. They tend not to trust those who can not physically fight with weapon in hand.

Wizards in paticular are hated and seen as weak beings with know personal power they did not steal from the land. Most Gladiators will not use poison to win a fight, choosing to use their skill and might to win the battle for them. Bards use of poison is seen as cheating a man of his right to a fair and glorious death.

Combat:

Your life is at constant threat. Never knowning when or if this is the last day you draw breath. Gladiators train daily to keep the edge and to keep death at bay.

You may fear that today is your day to die but you choose to die on your feet covered in the blood of your opponent than to cower on knee.

Playing a Gladiator:

Wether you are a free gladiator or a slave your one main rule is survive the day at any cost. Sometimes that means using dirty tricks. However most gladiators have a strange personal code of conduct that they will not break unless there is no other option to survival. Each Gladiator makes his own personal code. Some refuse to use poison or fight dirty. Others when given the option will face their opponent with the exact same equipment so as to not get or give an unfair advantage in fight. Others will simply choose to end a fight quickly if their opponent is far weaker than them, and not draw out the fight for pure onlloker entertainment purposes.

Daily Life:

For slave gladiators that life is bleak and short. Most spend their days training or laboring until their next arena match comes. Slave gladiators are only given enough food and water to survive.

Only very skilled slaves who win in the arena are given any kind of special treatment.

For Free gladiators the story is much different. They live high off their winning s and boast greatly of their battles in the taverns of the tablelands.

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Class Features

As a Gladiator , you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Gladiator level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 5) + your Constituion modifier per Gladiator level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields, Heavy armor
  • Weapons: all
  • Tools: None

  • Saving Throws: Strength,Constitution
  • Skills: Choose two from Athletics , Acrobatics, Intimidation, Deception, Perfomance, Insight

Deception: Gladiators can use the Deception skill to give a false opening to an opponent in battle. If the gladiators deception roll is higher than his opponents insight roll his opponent has disadvantage on his next attack roll.Success or failure this can only be used once against an opponent.

Performance: When a gladiator is winning a fight he can boast to the crowd and show off whipping the masses into a frenzy of cheers (DC 15) giving the Gladiator an advantage on his next attack roll. This can only be used once per opponent.

Gladiator
Level Proficiency Bonus Features Arena Skills
1st +2 Unarmed Defense
2nd +2 unarmed Combat
3rd +2 Gladiatorial Path, Fighting Style +1
4th +2 Ability Score Improvement +1
5th +3 Extra Attack, Weapon Master +1
6th +3 Path Feature,Optimize Armor +1
7th +3 Pack Tactics +2
8th +3 Ability Score Improvement +2
9th +4 +2
10th +4 Action Surge, Path Feature +2
11th +4 Extra Attack +3
12th +4 Ability Score Improvement +3
13th +5 +3
14th +5 Weapon Master +3
15th +5 +4
16th +5 Ability Score Improvement +4
17th +6 Action Surge +4
18th +6 Extra Attack +4
19th +6 Ability Score Improvement +4
20th +6 Arena Champion +5
Unarmored Defense:

Whileyou are not wearing any armor, your Armor Class equals 10 + Dexterity + Constitution modifier. You can use a shield and still gain this benifit.

Unarmed Combat

You can roll a d4 in place of normal damage of your unarmed strike. When you use the Attack action with an unarmed strike on your turn, you can make one more unarmed strike as a bonus action. Use also gain a +2 to all Grapple rolls.

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Fighting Style

There are a few different styles a Gladiator can choose from each being a unique way to fight in the Arena.

Single Weapon While wielding only one martial or light Weapon you gain a +1 to AC when your off hand is free.

Dual Weapon one martial weapon in main hand and light weapon in off hand . Attackers have disadvantage to attack you in single combat when they have no allies within attack reach.

Twin Style While using two equally identical weapons you gain one extra attack and get to add your ability modifier to second attack

Gladitorial Path

Gladiators are as different from one another as the city-states are from each other. Each Path has unique abilities specific to that Path They are as Follows:

Jazst

Are currently free gladiators and can not be slaves at the time this path is chosen. These gladiators are true performers for the crowd. They tend to use log thin blades like the ElvenBlade or Bard's Friend as their weapon of choice, but any martial or light slashing weapon can be used. They never use ranged weapons of any type, therefore they lose all weapon proficieny with them. As well Jazst never wear armor heavier than medium or they lose all benifits to this path. Jazst can only use pack tactics with other Jazst.

Jazst tend to dress in bright flashy colors with ribbons tuied about the body and/or weapon or they dress in Dark macabre gear with spiked leather armor and weapons.

When this Path is taken the Jazst gain proficieny with the performance skill and get a bonus of +1. If the Gladiator is already proficient in Performance the bonus becomes +2 instead. Gladiators also get to change their saves from Strength and Constitution to Dexterity and Constitution if they so choose. They can also use their Dexterity for attack rolls with any light or martial weapon.

6th Level Razor's Edge When Attacking with a chosen weapon from your weapon master list, each round on your turn you may change up your extra dmg from proficiency and instead apply it to attack or Armor Class.

10th Level Dance of Whirling Blades This ability takes one full round to take effect when you begin the dance all attackers gain disadvantage to attack you the first round and you can not take any actions. Any damage taken in the first round of the dance requires a Constitution save to maintain momentum/concentration. The DC equals 10 or half the dmg taken which ever is higher. A failed save means you are thrown out of rythem and must start again the following round if you choose. If you do not recieve damage or fail the save, on your turn the following round you gain double the amount of attacks you normally allowed with advantage and you can still move your entire move speed as a bonus action and does not provoke an attacks of opportunity. Although all attackers within attacking reach of you at the end of your turn have advantage to attack you after your turn and before the beginning of a new rounddue to the winded/exhausting nature of the Attack. This Feature can only be used 1 time a day. A short or long rest is required to regain this ability. You can use this feature 2 times a day at 15th level.

Arena Master

as Described in the PHB under fighter(Battle Master)

Reaver

Reavers are gladiators who specialize in man Vs beast combat.

When this path is taken Reavers chose 2 arena beasts of their choice. Reavers gain advantage on all attacks, saves, and proficiency rolls against their chosen beast.

They gain this ability every three levels there after choosing 1 different beast at 6, 9, 12, and so on.

6th Companion At 6th level they gain a companion that fights at their side this beat must be one of their chosen. When they are fighting side by side they gain the pack tactics advantage against their enemy. This chosen beast CR can not be higher than half the gladiators level (rounded down).

10th Mount Companion These gladiators gain advantage to attacks and dexterity saves when riding a chosen beast or in a chariot pulled by a chosen beast.

Battle Rager

The Battle Rager is a gladiator who internalizes their rage, not wasting their breath on battle cries or extreme savagery. They are taught to focus on getting the job done quickly\, effeciently, and without qualms. Higher level gladiators who take this path can channel their rage into daily conversation without needing to exert themselves, giving them a +2 bonus to intimidation checks.

3rd Silent Rage You gain the rage ability. Although you silence your outward appearance of rage, instead channeling it through calculated,critical strikes. You score a critical hit with a weapon attack on a roll of 19-20. At 6th levek the critical increases to 18-20. dropping 1 every 6 levels thereafter to a max of 16-20 at 18th level.

6th Rage Pain

Your silent rage steels you against not just furious emotions, but pain as well. While raging, when an enemy hits you with a mele attack, you can use your reaction to gain temporary hit points equal to hald your level (rounded down) + your constitution modifier.

10th Intimidating Presence You show bits and pieces of your rage when attempting to intimidate a creature. You gain a +5 bonus to all intimidate checks. You can also use your action in combat to frighten a creature with your silent, offsetting demeanor. When you do, chose one creature within 30 feet of you. If the creature can see and hear you, it must succeed on a Wisdom saving thriw (dc equal to 8 +your proficiency modifie + your Charisma modifier)or be frightened until the end of your next turn.

Extra Attack

At 5th, at 11th, and again at 18th level you gain an extra attack per round.

Weapon Master

Pick two non ranged weapons to master at 5th and again at 14th level. These weapons in your hands allow you to add half your proficiency bonus(rounded down) to all damage rolls made with this weapon. These effects do not stack and you can not chose the same weapon more than once.

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Pack Tactics

When fighting along side an ally Gladiator you both gain the Pack Tactics ability. Jazst can only use this abuility with another Jazst due to the completely different fighting styles they have.

Action Surge

Starting at 10th Level, you can push yourself beyond your normal limits foir a moment. On your turn, you can take one additional action on top of your regular action and a possibel bonus action. Once you use thus feature, you must finish a short or long rest before you use it again.Starting at 17th level you can use this feature twice before having to finish a short or long rest.

Arena Champion

Your Fame/Infamy is world renowned you gain +2 to Strength and Constitution or Dexterity and Constitution player's choice, and max ability raises to 26. You also get a +5 to intimidation and gain it as a proficient ability if you didn't have it already.

Monk

" Life in the tablelands are to harsh for one with such enlightenment"

― Master Plu Kin

Monk are an available player class but are very rare. There are a few monastaries scattered across Athas. Monks usually perfer a life of seclusion and tranquility. Perfering to not get involved with the power struggles of the city-states and the tablelands.

Class Change:

Removal

Way of the Shadow Order does not exist in the Dark Sun world, and therefore is not available.

Alignment

No Monks in their long history have ever of been of chaotic in nature, or inherirently evil. These two alignments are not available for a Monk.

Psionist

“Resist all you like. I have ways of making you think.” ―Dechares, Dwarven interrogator

―Dechares, Dwarven Psion

The psionist learns the Way, a philosophy of mental discipline, to become master of his will, or innate mental power. Most aspiring psions seek out an instructor, a master of the Way. Most Athasian cities contain psionic academies where students receive instructions in exchange for money or loyal service.

Making a Psionist:

The psionist learns the Way in order to shape his Will. The psion uses, through study called the Way, how to manifest the power inherent in his inner self. The psion is able to project this power, the Will, into creating all sorts of supernatural effects. The psioistn may know a limited number of ways to shape his will, but he enjoys great flexibility in how he uses his known powers.

Races:

Nearly all living creatures have a latent psionic capacity, and psions are found among all sentient races of the Tablelands, and even among some creatures that are not ordinarily considered sentient.

Alignment:

The search for refinement of the Way tends to draw many psionists into a neutral view of the world, so most psionists have one part of their alignment that is neutral. Good psionist may spend their time in search of new powers, or help their village defend itself against predators, or maybe join the ranks of Merchant Houses.

Evil psionists may serve as agents in service of the sorcerer‐kings, or as more shady agents of Merchant Houses, or simply work as mercenariesand offer their specialized services to the highest bidder. Even though many psionist tend to have a neutral view of the world, they can be of any alignment.

Playing a Psionist:

When you first learned to use psionics, you were taught to create a nexus―a point in the center of your being where physical, mental, and spiritual energy can be harnessed. It is the union of these powers that allows you to perform the remarkable feats you’re capable of.

As a psionist, your choice of discipline is all‐important to you. Your chosen path differs greatly for a Psionist. You Can choose The Path of the Psion or the Path of the Psychic Warrior. Both paths have different abilities,powers, and aspects (Positive and Negative).

Religion:

Psionist use the Way to manifest their inner powers; through long hours of meditation and extreme focus on the senses, they seek knowledge inward.

Their power comes from inside them, so only psions from the most animalistic cultures look to outside beings or religions for spiritual fulfillment.

Other Classes:

Psionists tend to be drawn to those like themselves. Lower‐level psionist tend to towards a nearly worshipful attitude towards higher level psionist, curious about their mysterious training and knowledge.

Higher‐level psionist tend to either stay to themselves, or to try to befriend almost everyone, pressing for party leadership. Most psionist tolerate priests and druids (although some psionist make needling remarks about “foolish superstition”), but most psionist are uneasy with wizards.

Psionist view wilders ( Those with some psionic talent) much in the same way that a fighter views a barbarian―untrained, erratic, and as much a danger to his companions as to his enemies.

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Combat:

Psions usually disdain combat and other primitive displays of force, but when needed, you use your impressive array of psionic powers for both attack and defense against your enemies, just as any other psionic character. You have a psionic attack that equals your proficiency + intelligence modifier.

Psychic Warriors live for the fight choosing to use their psionics to augment their own fighting ability.

Psionist on Athas:

Nearly every level of Athasian society is permeated with psionics. Even the humblest slave may possess an unusual talent or ability, while the most powerful enchantments of the sorcerer‐monarchs include psionic elements. Mental powers are used on an everyday basis in Athasian culture.

Telepaths allow instantaneous communication across hundreds of miles. Draft animals and slaves are kept under control by psionic overseers. Prophets use their visionary powers to forecast the fortunes of kings and peasants, find missing objects, and solve crimes. Kineticists and egoists use their potent abilities in all manner of enterprises, both legitimate and otherwise.

Daily Life:

The study of the Way is very similar to the study of magic. Just as wizards strive to master more advanced and difficult spells, psionicists must constantly seek to unlock new and more powerful abilities.

Unlike wizardry, there is no single formula that will reproduce an effect of the Way that will work the same for each individual.

Students must independently develop the command of their powers.

Notables:

Its rumored a human Psion known as Mandalis created a secrect Order of Psions to help maintain the balance of Psionics across Athas. The Order only works toward expanding its knowledge of Psionics and does not take up causes that effect good or evilacross the waste.

Organizations:

Psionists don’t organize together, but they often join other organizations, specially psionic academies and monasteries. Psionic academies much like the Monk Monastry are located in out of the way places. Although do to the large number of creature in the world with psionic ability their are a great number of these Psionic Academies.

NPC Reactions:

The common people usually react to a psion exactly as they would to any other psionicists in their community. 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 before all other considerations.

Psionicists are free of these patrons and responsibilities and may employ their powers as they see fit.

Mandalis

Class Features

As a Psionist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Psionist level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Psionist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose three from Arcana, History, Insight, Intimidation, Investigation, Perception, Psionics and Persuasion

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Psionicist
Level Proficiency Bonus Features PSI Points Max Psi Level
1st +2 Unarmored Defense, Awakened Mind 4 1
2nd +2 Mental Deflection 6 1
3rd +2 Psychic Path 14 2
4th +2 Ability Score Improvement 17 2
5th +3 Truth Sense, Slow Fall 27 3
6th +3 Path Feature 32 3
7th +3 Evasion 38 4
8th +3 Ability Score Improvement 44 4
9th +4 Stillness of Mind 57 5
10th +4 64 5
11th +4 Psychic Armor 73 6
12th +4 Ability Score Improvement 73 6
13th +5 83 7
14th +5 Wholeness of Body 83 7
15th +5 94 8
16th +5 Ability Score Improvement 94 8
17th +6 Mind over Body 107 8
18th +6 114 9
19th +6 Ability Score Improvement 123 9
20th +6 Master of The Way 133 9

Psi Points

Beginning at 1st level, your training allows you to harness your innate psychic energy. Your access to this energy is

represented by a number of Psi points. Your Psionist level determines the number of points you have. You can spend these points to fuel various Psionic abilities.Much like a wizard casting a spells.

You can never exceed you Psi Points total. If you try to exceed your Psi Point total you must make a successful will save DC 10 + the Psi point total your trying to exceed or fall unconcious for 1d6 rounds.

Psi Point Cost
Psionic Ability Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier. (If you are a Thri-Kreen, the bonus is 13 + your Dexterity modifier(max 3)+ your Intelligence modifier.)

Awakened Mind

Beginning at 1st level, your psionic knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you.

You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. (If you are a Thri-Kreen, your existing telepathic range is increased to 150 feet.) You also unlock the power of your mind represented in PSI Points.

Psionist regains all expended mental energy , after completing a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your Psi points. Some of your Psionic abilities require your target to make a saving throw to resist the feature’s effects.

The saving throw DC is calculated as follows: Psi save DC = 8 + your proficiency bonus + your Intelligence modifier.

Mental Deflection

Starting at 2nd level, you can use your reaction to mentally slow the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence + Psionicist Level. If you reduce the damage to 0, you can halt the missile if it is small enough to be easily held in one hand. If you halt a missile in this way, you can spend 1 Psi point to make a ranged attack with the weapon or piece of ammunition you just caught.

You make this attack with proficiency, regardless of your weapon proficiencies.

Psychic Path

When a Psionist reaches 3rd level you must decide how he wishes to train his mind.

The Way of The Psion

The Way of The Psychic Warrior

Each Path has abilities and Psionics unique to them.

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Truth Sense

Your keen mind can sense lies and read other people. You have advantage on any Insight check made to determine truth, and gain proficiency in the Insight Skill.

If you are already proficient in the Insight skill, you gain expertise, allowing you to add twice your proficiency bonus to the skill.

Slow Fall

Beginning at 5th level you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your psionicist level.

Evasion

Starting at 7th level your instinctive mental edge lets you dodge out of the way of certain area effect, such as a fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving, and only half damage if you fail.

Stillness of Mind

Starting at 9th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Psychic Armor

Starting at 11th level you can manifest a psychic barrier around yourself that grants a +4 to Armor Class

Wholeness of Body

At 14th level your psychic energy wards off any disease or poisonious effect. making you immune to them.

Mind over Body

At 17th level, your Psi sustains you so that you suffer none of the frailty of old age, and you can't be aged magically.

You can still die of old age, however. You only age 1 year for every 5.

Master of The Way

You gain a +2 to your Intelligence score and can use any known 1st level powers at no Psi Cost each once per three levels per day. You must complete a short or long rest before regaining this ability.

Path of The Psion

Psions spend there whole lives trying to perfect and master control of their powers. Psions have a greater list of available powers than their counter part Psychic warriors.

They perfer to use their abilities to influence others into doing what they want. Most of the Psions powers are focused outwardly toward others. Where as a Psychic Warrior uses his abilities to enchance himself personally. There have been many great and powerful Psions who led{controlled} armies, whispered tasks in a Sorcerer-Kings ear, and used their power to try and control and restrict psionic ability across Athas. There are several well known Psion Orders throughout the Tablelands. One of the most well known being in the heart of Tyr. Its said in order to become an innitiate of the Tyr Order you must cross into the Thri-Kreen territory with a Master of the Order and take on a Thri-Kreen in a Psionic battle to unconciousness. Those who survive are welcomed into the order. Those who don't are left in the waste to fend for themselves.

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The Psion

The Psion
Level Proficiency Bonus Features Wilds Known Psionics known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 1 1
2nd +2 3 2 2
3rd +2 Mental Recuperation 4 4 3 1
4th +2 4 6 4 2
5th +3 Mind Ward 5 7 4 2 1
6th +3 5 9 4 3 2
7th +3 Mind Thrust 5 10 4 3 3
8th +3 5 11 4 3 3 1
9th +4 Mental Recuperation 5 12 4 3 3 2
10th +4 6 12 4 3 3 2
11th +4 Mental Punch 6 13 4 3 3 3
12th +4 6 16 4 3 3 3 1
13th +5 Mind Wipe 6 16 4 3 3 3 2 1
14th +5 6 18 4 3 3 3 3 1
15th +5 Exacting Will 6 19 4 3 3 3 3 2
16th +5 6 19 4 3 3 3 3 2 1
17th +6 Psychic Meltdown 6 20 4 3 3 3 3 2 2
18th +6 6 21 4 3 3 3 3 2 2 1
19th +6 Tower if the Mind 6 22 4 3 3 3 3 3 2 2 1
20th +6 6 23 4 3 3 3 3 2 2 2 1

The Table

Wilds known are the total Wild talents that you know and a Psion can use each Wild Talent known an equal to half your Psion level( rounded down) For example a 3rd level Psion knows 3 Wilds and can use each Wild once per day (half of 3rd level rounded down).

Psionics Known is the total Psionic Powers known not including Wilds.At 3rd level a Psion knows 4 powers which can be any combination of 1st and 2nd level powers.

The level list refers to how many different Psionic powers you know based on psionic level. At 3rd level you know three 1st level powers and one 2nd level power. How you choose to spend your Psi Points is upto you.

Example At 3rd level a Psion has 14 Psi points and can use those points to use a 2nd level power 4 times and a 1st level power 1 time if you so choose.

Mental Recuperation

At 3rd level you can spend 15 minutes meditating and regain 50% of your expended Psi points. Starting at 9th level you regain 75% of your expened Psi points You can only use this ability once per long rest.

Mind Ward

At 5th level, you learn to mentally ward yourself against any magical, elemental or psionic attack and to turn an enemy’s failed strike into an opportunity to exploit. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll before it is made. If the attack misses you, your next psionic attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mind Thrust

At 7th level you gain the ability to mentally atttack a creature. on a successful psionic attack the Psion does 5d6(15) psionic damage to the creature by invading the creatures mind.

You can use this power once per 3 Psion levels. You regain this ability only after completing a long rest.

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Mental Punch.

at 11th level You can create a blast of force that strikes like a mighty fist. As an action, you can spend 5 Psi points and choose a creature within 30 feet of you.

That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 (15)n bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional 5 Psi points you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Mind Wipe

at 13th level you must be able to touch the creature. The creature must make a Wisdom Saving throw (DC 5) + psion level + Proficiency. On a successful save the creature takes 2d10(10) psychic damage. On a failed save the creatures mind is erased for 1 hour per Psion level. The creature retains his skills and abilities and remembers thier name if they have one. But does not remember allies, enemies, their past or family.

Exacting Will

At 15th level you can psionically attack one creature that you can see within 120 feet. That creature must succedd on a Wisdom savint throw against your psionic attack roll or become charmed. While the target is charmed in this way, his eyes glaze over and his pupils turn white. The charmed target must use its action in the way you command except it can not attack itsself. This effect lasts 1 minute or until you break concentration. While the creature is charmed the Psion can not act in anyway but to crontrol the will of his target.

Psychic Meltdown

At 17th level, you gain the ability to set up a lethal mind lock. When you psionic attack a creature within 15 feet with a psionic power, you can spend additional 20 Psi points to start imperceptible vibrations within the creature’s brain, which last for a number of rounds equal to half your Psion level. The vibrations cause the creature to make all attack actions at a disadvantage on the final round of vibration the creature and Psion must be on the same plane of existance. The creature must make a constitution saving throw. If it fails, it is reduced to 0 hit points, and is a drooling mindless creature. If it succeeds, it takes 10d10 psychic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the mind lock harmlessly without waiting the full number of rounds of vibration.

Tower of the Mind

Beginning at 19th level, to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 15 Psi points to manifest the astral projection per the spell. You can only take yourself no other.

Path of The Psychic Warrior

Psychic Warriors believe they can bring true change to the world using their abilities to improve their own inner talents, and are opposed to oppressing the will of others. More Physically inclined than the Psion, Psychic Warriors don't go looking for a fight, but are more than capable of holding thier own against even some of the greatest Gladiators in the world.

Psyhic Warriors are very different than their mentally powerful counterparts the Psions. Psychic Warriors use their power in secret when they can, hiding their psionic power capabilities from all but other Psychic Warriors. Their Orders are far from civilazition and their true location has yet to be located by anyone not a part of the Order. When a Psionicist shows enough proficieny with psych power for the Order to take notice of them. The Order will dispatch a Psychi Warrior to watch the Psionicist for several months.

When enough information is gathered for assessment The Order's council leaders will vote on weather or not to invite the Psionicist to become a Psychic Warrior.

The Psychic Warrior

Psychic Warrior
Level Proficiency Bonus Features Wilds Known Psionics Known 1st 2nd 3rd 4th
1st +2 3 1 1
2nd +2 3 2 2
3rd +2 Danger Sense 3 4 3 1
4th +2 3 6 4 2
5th +3 Crystal Focus, Psychic Weapon 3 7 4 2 1
6th +3 Minor Telekinesis 4 9 4 3 2
7th +3 Extra Attack 4 10 4 3 3
8th +3 Fast Movement 4 11 4 3 3 1
9th +4 4 12 4 3 3 2
10th +4 Crystal Focus, Psychic Weapon 5 12 4 3 3 2
11th +4 5 13 4 3 3 3
12th +4 5 13 4 3 3 3
13th +5 Psychic Weapon 5 13 4 3 3 3
14th +5 Extra Attack 5 13 4 3 3 3
15th +5 Crystal Focus, Psychic Weapon 5 13 4 3 3 3
16th +5 5 13 4 3 3 3
17th +6 Psychic Weapon 5 13 4 3 3 3
18th +6 5 13 4 3 3 3
19th +6 Psychic Soul 5 13 4 3 3 3
20th +6 6 13 4 3 3 3

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Crystal Focus

Starting at 5th level you learn to create a crystal focus. Again at 10th level you can create another Crystal Focus. Again at 15th level you can create another crystal Focus.

Psychic Weapon

Beginning at 5th level, you can create a psionic pact weapon using a Crystal Focus. You choose the form of the weapon at the time of creation and it can not be changed. The pact weapon can not be a ranged weapon such as a bow or sling. It takes two full days of Psi Points channeled into the Crystal Focus to create the pact weapon.

You are proficient with it while you wield it. The pact weapon can look anyway you like(design wise) as long as it resembles the weapon you choose.(IE) flaming long sword, electric elvenblade. However it does not get the properties of its design. This weapon counts as psionic/magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it or your crystal focus is more than 5 feet away from you for 1 minute or more.It also disappears if you dismiss the weapon(no action required) or if you die. The Crystal Focus is attuned to each Psychic warrior personally and can not be weilded by others however a Psionic creature in possession of the crystal focus can sap the Psi Points used in its creation, destroying the Pact Weapon in the process.

Starting at 10th level your Psychic Weapon gains the Brutal Critical feature.

Starting at 13th level you can charge your crystal focus psychic weapon by storing half of your Psi Points total into it. These Stored Psi Points never go away, until you draw on them to use some of your known powers. The Psi Points in the crystal can never be drained by you below the amount of Psi Points it took to originally create it or the crystal is destroyed.

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Starting at 15th level you can use the stored Psi Points in the Crystal Focus to add damage to the psychic weapon for every 5 Psi Points you use the Weapn does an additional d6 Psychic Damage max of 4d6.

Starting at 17th level you can steal the magical or Psionic properties from a weapon in your possession and add them to the Psychic Weapon Crystal Focus. This can only be done once per crystal focus. Your Psychic Weapon then gains these properties. The Original magical or Psionic Weapon is destroyed in the proccess. This takes one full week of Psi Points to accomplish.

Minor Telekinesis.

Begining at 6th level, you can use minor telekinesise as per spell but with a pound limit equal to your Psion level x10lb. Example, at 6th level you can pick up a creature or object that is 60lb or less.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Starting at 14th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Fast Movement

At 8th level, your speed increases by 10ft while you aren't wearing heavy armor.

Psychic Soul

At 19th level you gain innate ability to manifest and two 1st level and one 2nd level power at will without using any Psi Points.(These chosen powers must be picked at the time the Psychic Warrior gains this feature and can not be changed later) The powers chosen do not have to be known powers by the Psychic Warrior but they do have to be from the Psychic Warrior Psionic list.

Psionics List

Wilds (0 Level)
  • Force Lightning(Eldrich Blast)
  • Blade Ward
  • Friends
  • Minor Illusion
  • Psychic Hand (Mage Hand)
  • Mental Message

(Message w/o whisper)

  • Produce Flame
  • Spare the Dying
  • Vicious Mockery
1st Level Psychic Warrior
  • Cure Wounds(Personal)
  • Psychic Wave(ThunderWave)
  • Jump
  • Compelled Duel
  • Comprehend Language
  • Detect Poison and Disease
  • Feather Fall
  • Expeditous Retreat
  • Kenetic Armor (Mage Armor)
  • Psychic Fire(Burning Hands)
  • Adrenaline Control
  • MetaMissile( Magic Missile)
2nd Level Psychic Warrior
  • Spider Climb
  • Blur
  • Psychic Smite(Binding Smite)
  • Darkvision
  • Enhance Ability
  • Psychic Blade(Flame Blade)
  • Levitate
  • See Invisibility
  • Shatter
  • Psionic Weapon
3rd Level Psychic Warrior
  • Aura of Vitality
  • Blinding Smite
  • Blink
  • Force Blast(Fireball)
  • Force Speed (Haste)
  • Lightning Blast
  • Meld into Stone
  • Protection from Energy
  • Slow
  • Vampric Touch
  • True Strike
  • WaterWall
4th Level Psychic Warrior
  • Dimension Door
  • Stone Skin
  • Mental Eye
  • Blight
  • Fabricate
  • Fly
  • Freedom of Movement
  • Resilient Sphere
  • Staggering Smite

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    CHAPTER 2 | CLASSES

1st Level Psion
  • Cure Wounds
  • Charm Person
  • Sleep
  • Animal Friendship
  • Inflict Wounds
  • Psychic Orb(Chromatic Orb)
  • Command
  • Comprehend Language
  • Dissonant Whisper
  • False Life
  • Heroism
  • Kenitic Armor(Mage Armor)
  • MetaMissile(Magic Missile)
2nd Level Psion
  • Hold Person
  • Detect Thoughts
  • Suggestion
  • Beast Sense
  • Calm Emotions
  • Darkvision
  • Force Wind (Gust)
  • Levitate
  • Shatter
  • Zone of Truth
3rd Level Psion
  • Aura of Vitality
  • Psychic Curse (Bestow Curse)
  • Clairvoyance
  • Englarge/Reduce
  • Fear
  • Force Blast (FireBall)
  • Hypnotic Pattern
  • Lightning Blast
  • Major Image
  • Revivify
  • Sending
  • WindWall
4th Level Psion
  • Confusion
  • Dimension Door
  • Mental Eye
  • Blight
  • Death Ward
  • Dominate Beast
  • Crystal Storm (Ice Storm)
  • Resilient Sphere
  • Wall of Fire
5th Level Psion
  • Dominate Person
  • Awaken
  • Bigbys Hand
  • Conjure Elemental
  • Contact Other Plane
  • Destructive Wave
  • Dream
  • Flame Strike
  • Geus
  • Greater Restoration
  • Hold Monster
  • Mass Cure Wounds
  • Modify Memory
6th Level Psion
  • Mass Suggestion
  • Heal
  • Transport Via Plants
  • Disintegrate
  • Circle of Death
  • Word of Recall
  • True Seeing
  • Blade Barrier
7th Level Psion
  • Teleport
  • Plane Shift
  • Etherealness
  • Finger of Death
  • Regenerate
  • Force Cage
8th Level Psion
  • Antimagic Field
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Mind Blank
  • Maze
9th level Psion
  • Astral Projection
  • Gate
  • Imprisonment
  • Foresight
  • Power Word Kill
  • Prismatic Wall
  • Time Stop

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Ranger

“What you call monsters and beasts are simply other beings trying to survive in the wastelands. Some of them are just as desperate, lost, and confused as you are.”
―Sudatu, Elven Scout

The wastes of Athas are home to fierce and cunning creatures, from the bloodthirsty tembo to the malicious gaj.

Because of that, Athasians have long learned how to adapt and survive even in the most inhospitable and savage environments. One of the most cunning and powerful creatures of the wastes is the ranger, a skilled hunter and stalker. He knows his lands as if they were his home (as indeed they are); he knows his prey in deadly detail.

Making a Ranger:

Rangers are capable in combat, although less so in open melee than the fighter, gladiator, or barbarian. His skills allow him to survive in the wilderness, to find his prey and to avoid detection.

The Ranger has the ability to gain special knowledge of certain types of creatures or lands. Knowledge of his enemies makes him more capable of finding and defeating those foes. Knowledge of terrain types or of specific favored lands makes it easier for him to live off the land, and makes it easier for him to take advantage of less knowledgeable foes.

Rangers eventually learn to use the lesser spirits that inhabit Athas in order to produce spell‐like effects. These lesser spirits inhabit small features of the land – rocks, trees, cacti and the like. These spirits are relatively powerless, and cannot manifest themselves.

Their awareness is low, and their instincts are of the most primitive sort. The relationship between these lesser spirits and the creatures known as Spirits of the Land is unknown.

Races: As the race that carries the most fear and hatred of other races, and as the people with the richest land to protect, Halflings become rangers more commonly than any other race except for half‐elves. Halflings are at home in their terrain (typically Forest Ridge or the Jagged Cliffs) and the ranger class teaches them the grace to move without detection, often to deadly effect. Their practice of cannibalism to emphasize their superiority over other sentient beings puts the ranger’s tracking abilities to deadly use. Halfling rangers tend to take favored lands primarily, followed by favored enemy benefits. In the Forest Ridge, halfling rangers tend to pick pterrans and other neighboring races as favored enemies; rangers of the Jagged Cliffs tend to focus on bvanen, and kreen.

Elves frequently become rangers, serving as scouts and hunters for their tribes, but elves are not as naturally drawn to the wilderness as they are to magic.

Half‐elves are the race most compellingly drawn to the ranger class, since their isolation and natural gift with animals gives them a head start above rangers of other races.

Half‐Elven rangers sometimes seek to impress their Elven cousins with their desert skills, and when they are rejected, the wilderness often becomes the half‐elf’s only solace. A few half‐elves turn to bitter hatred of the parent races that rejected them, and become merciless slave– hunters.

Although ranger skills do not naturally come to humans, their famous adaptability wins out in the end, and many humans make fine rangers. A few muls take up the ranger class while surviving in the wilderness after escaping slavery.

Dwarves who become rangers find that their focus ability combines powerfully with the abilities of favored enemy and favored lands, but such characters rarely become adventurers since they tend to master wilderness skills in order to guard Dwarven communities.

Alignment:

Rangers can be of any alignment, although they tend not to be lawful, preferring nature to civilization, silence to casual conversation, and ambush to meeting a foe boldly on the battlefield. Good rangers often serve as protectors of a village or of a wild area. In this capacity, rangers try to exterminate or drive off evil creatures that threaten the rangers’ lands. Good rangers sometimes protect those who travel through the wilderness, serving sometimes as paid guides, but sometimes as unseen guardians. Neutral rangers tend to be wanderers and mercenaries, rarely tying themselves down to favored lands. The tracking and animal skills of rangers are well known in the World; virtually every trade caravan has at least one ranger scout or mekillot handler. Sometimes they stalk the land for vengeance, either for themselves or for an employer. Generally only evil rangers ply their skills in the slave trade. Other evil rangers seek to emulate nature’s most fearsome predators, and take pride and pleasure in the terror that strangers take in their names.

Playing a Ranger:

As a ranger, you nurture a close, almost mystical connection to the deadly terrain of Athas. To you, the burnt landscape is not a friend, but a well‐respected adversary. Danger is always present, yet you understand it and even find a certain succor in living alongside it.

Religion:

Many rangers pay homage to the elements, but a greater number honor the moons and the stars that guide them in the night – even though these celestial bodies do not have priests. In several city‐states, particularly Gulg, Kurn, and Eldaarich, many rangers owe fealty to the sorcerer‐kings – virtually the entire noble caste of Gulg is comprised of rangers called judaga. Some rangers pay patronage to the Spirits of the Land, although these spirits do not bestow spells on rangers except those that multi– class as druid.

Other Classes:

Rangers are slow to make friends with anyone, but have a particular affinity to druids, and to a lesser extent, barbarians and psions. Rangers tend not to lean on others for support and friendship, and often find it difficult to tolerate others who are quite different from themselves, such as talkative traders or controlling templars.

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Good rangers might simply try to avoid sharing a watch with a character that annoys them; neutral rangers tend to abandon annoying companions or just let them die; while evil rangers act friendly to the annoying companion and then slit their throat in their sleep.

Good rangers tend to hate defilers, although many rangers are ignorant of the distinction between preserving and defiling and hate wizards of all stripes. Strangely, many rangers have little objection to taking a companion who is of a favored enemy race, so long as that they are convinced that the companion is trustworthy and loyal.

Combat:

Although you are a formidable warrior, you usually prefer not to stand against the sheer might of Athas’ fighter, barbarians and gladiators. Your greatest ally is the environment itself. While in you favored terrain, you have a clear advantage over your adversaries. Try choosing favored enemies that are more common in your favored terrain.

As you advance, you are well served to invest in spells that have an effect other than dealing damage. If you can’t drop a foe in one or two attacks, you can use entangle, snare, sting of the gold scorpion, or the like to make your opponents less dangerous in a prolonged fight.

Rangers on Athas:

The Athasian wilderness is harsh and unforgiving, calling for skilled and capable men to master its ways―the ranger answers that challenge, living a rugged life through clever mastery of his surroundings. The Ranger has a potent combination of stealth, woodcraft, magic, and fighting skill, making him the master of the wilderness and the wastes.

Daily Life:

A Ranger adventures to learn about Athas, to protect nature, and to prove his superior hunting skills.

Rangers spend their days in contemplation of nature, and tending their animal companions. The Athasian ranger is a wanderer who hunts down a defiler to avenge himself for having his village destroyed, or a mercenary hunter for both monsters and humanoid creatures, or even a loner who simply prefers the company of animals.

Notables:

Tales of halfling snipers are among the common Athasian legends. Any traveler to the Forest Ridge should rightfully fear the cannibals that move without a sound and strike without being seen.

Thri‐kreen are fabled for their rangers, as they are fast‐moving relentless natural hunters, and their unarmed combat abilities become even more deadly when applied to subduing a quarry.

Organizations:

There is no organized ranger organization; you are most likely to be a loner―or at best the leader of a group of raiders or renegades―than you are to gather with other rangers.

Often merchant houses are eager to employ you as a caravan guide through the most dangerous trade routes, or a city‐state’s templarate might hire you to provide a safe path to a templar patrol.

NPC Reactions:

Within a city‐state or large settlement, you find that you are either ignored or regarded with some small amount of curiosity. It is only after a city‐dweller find himself outside the boundaries of his city‐state that he truly appreciates you. Indeed, he holds you in the highest of regards, knowing that you are all that stands between him and a horrible death in the wastes.

Class Changes:

For the Athasian Ranger we will be using the Unearthed Arcana Revison.pdf download

Templar

“The Law? The law is what I say it is unless you can convince me other wise”

―Torval Fruhmek, Human Templar of Kalak

Templ

Making a Templar:

The wizard’s greatest strength is also his greatest liability. Often wizards will conceal their abilities, learning to mask their spellcasting behind other actions. For all but the most powerful wizards, secrecy is of prime importance, and some will not exercise their power in the presence of those that they do not feel they can trust.

Because of this, and because of their generally frail nature, wizards can often be seen as a liability by those not aware of the power they hide.

Races:

Elves and humans are the most likely to be wizards. Elves are more tolerant of the faults of magic, even at its worst, due to their nomadic nature. Defiling simply isn’t as much of a concern if the ruined land is fifty miles behind you by the end of the next day. The solitary life lead by most half‐elves makes it easier for them to conceal their wizardry, should they choose to follow that path. Some rare halflings will take up the arts of wizardry, but halflings are so closely tuned to the flow of life on Athas that they will never willingly defile.

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Half‐giants, trusting and slow–witted, rarely become wizards, and those that do rarely survive for long. Dwarves rarely take to the arcane arts, though their focus allows those that do to become exceptionally skilled. Thri‐kreen and Muls almost never become wizards.

Alignment:

Overall, most wizards display a tendency towards lawfulness. The self‐control and restraint necessary to keep oneself secret, as well as the disciplined need for long days of studying take their toll on many of the less careful wizards. Most wizards of good alignment have developed the skill and control necessary to master preserving, and only in the direst of situations would a good‐aligned wizard defile. Neutral or evil wizards, however, are more likely to become defilers, though evil preservers are not unheard of.

Playing a Wizard:

You are a master of arcane secrets. You have learned, either on your own, or from someone in your family, how to draw on vegetable life in order to power your spells. But such power comes with a caveat, arcane magic is universally feared and hated. You might be inclined to see conspiracies and enemies where none exist, so accustomed are you to being hunted and persecuted by the general populace and Sorcerer‐King’s Templars because of your talents.

Mostly, you adventure to perfect your understanding and mastery of magic. You likely prefer endeavors that allow frequent use of your abilities, or those that promise access to ancient lore. You might have personal goals as well, and it’s not uncommon for an Athasian wizard to adventure for the sake of riches, power, eternal life, or any other “standard” adventurer motive.

Religion:

Wizards frequently find themselves at odds with the elemental forces that grant clerics their powers, though it is not unheard of for preservers to forge an Elemental Pact. Some preservers might also associate themselves with the assorted Spirits of the Land. Since they understand the Sorcerer‐Kings to simply be exceptionally advanced wizards, they are not given to revering their kings, as some of their more naive brothers are known to do.

Other Classes:

Wizards have a difficult time relating to most of the other classes. Templars and wizards are, in most cases, deadly enemies across an irreconcilable gap—the exception is those rare defilers in the employ of the Sorcerer‐Kings.

Likewise, druids are likely to consider any wizard a potential defiler, and would turn on a companion the moment this suspicion is confirmed. Due to their similar, “underground” nature, wizards feel a certain respect for bards.

While preservers enjoy an uneasy truce with the elemental powers, defilers and paraelemental clerics tend get along quite well.

Combat:

Athasian wizards make use of the same general combat tactics as those described in the Player’s Handbook―that is, stay back from melee and use your spells to either destroy your enemies or enhance your companion’s abilities.

One major difference from standard wizards is that secrecy is a major component, even more so if you are a defiler. Casting even of the simplest of arcane spells can focus all of your enemies’ attention to you, even more so if you are a defiler. Be prepared to run or fly away in such cases.

Wizards on Athas:

On Athas, the energy for wizardly magic doesn’t come from some extradimensional source as it does on other worlds, but from the living environment itself. It provides great power to those who can gather and shape it, though the cost to Athas can be beyond measure.

Daily Life:

The kinds of activities that appeal to wizards depend largely on their alignment and energy gathering method. Good wizards spend their time trying to restore the devastation of Athas and fighting against the forces of the Sorcerer‐Kings, while evil preservers orf defilers are interested in helping themselves.

When not adventuring, Athasian wizards spend the majority of their time in study and in hiding. Much like wizards from other settings, they must constantly research new spells and study ancient arcane texts so thoroughly that they have little time to devote to other endeavors.

Notables:

Usually wizards try to stay incognito for as long as they can, since their survival depends on it.

However, a few wizards manage to become quite famous on Athas. Royal defilers and arena necromancers, such as Dote Mal Payn, even though hated by the general populace are sponsored by their sorcerer‐kings and do not need to hide their skills. The most famous wizards are the Sorcerer Kings, of course, who can destroy both plant life and living creatures to power their spells.

Organizations:

Wizardly magic on Athas isn’t as codified and formal as it is in other campaign settings. For example, there are no academies or colleges for teaching the wizardly arts. Instead, a wizard‐in‐training must find a teacher, which isn’t very easy in a world where wizards must hide their profession in order to survive. For protection from nearly universal hatred, the good wizards of Athas and their allies have formed secret societies, collectively known as the Veiled Alliance.

However, each city‐state holds a different Alliance, they do not cooperate, and they share no leaders. Members of one Alliance do not automatically become members of another. At best, the different groups respect each other, and may offer courtesy assistance to a foreign member who arrives in town.

Defilers don’t usually organize together, but they often join organizations, especially Merchant Houses and raiding tribes.

NPC Reactions:

Arcane magic in Athas is viewed as more dangerous and destructive than helpful, so general NPC attitudes towards someone suspected to be a wizard range from indifferent to unfriendly. If a NPC actually witness a wizard drawing magical energy or casting a spell, the resultant fear and hatred shifts the NPC’s attitude toward hostile. Arcane magic is banned in all known city-states. Templars constantly patrol the streets searching for wizards and arcane items.

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Class Changes:

Skills

Deception can be chosen as a skill for Athasian wizards. They also gain the ability to write in any languages they know at the beginning of the campaign.

Spellbook

In most places on Athas, reading is illegal and the practice of magic even more so. Wizards must develop ways to hide their spellbooks from curious eyes; else they face certain discovery and death. Athasian wizards write their spells on paper or papyrus scrolls, weave them into small tapestries or the fringes of their robes, carve them into bone staves, use complicated knot and string patterns or tattoo arcane symbols about their own body. All of these collections of spells are referred to as “spellbooks” and function accordingly.

Familiar

Athasian wizards may choose from all familiars listed in the Player’s Handbook, with the exception of toad and weasel, as these animals do not exist on Athas. In addition, Athasian wizards may also choose from the following familiars.

Athasian Familiars

Familiar Special Ability

Floater Master gains a +2 bonus on Perception checks

Critic Lizard Master gains a +2 bonus on Persuasion checks

Kes’trekel Master gains a +2 bonus on Dex saving throws

Speckled Hurrum Master gains a discount when trading with Merchant Houses

Jankx Master gains a +2 bonus on Stealth checks

Z’tal Master gains a +2 bonus on Acrobatics checks

Spellcasting

Wizards on Athas cannot choose from any of the normal arcane traditions at second level. They must instead choose from either the Path of the Defiler or the Path of the Preserver.

Wizard

“So what if the land becomes barren? It’s not like we’re going to stick around.”

―Datuu Dawnchaser, Elf Defiler

Athasian wizards drain energy from the surrounding soil. The method used labels the wizard as a defiler or a preserver.

Preservers have the self–control to gather energy without destroying plants. Those who do not, or who feel no remorse about the damage caused, become Defilers.

Defilers leave behind sterile soil and infertile ash when they cast spells. Because of this, most wastelanders blame wizards for the desert landscape that dominates the Tablelands today, and their hatred extends to defilers and preservers alike.

In the seven cities, arcane magic is outlawed and feared. Writing is also illegal in the Tablelands, thus wizards have to go to great lengths to conceal their spellbooks, and they have refined this art to the point where even fellow wizards can be hard pressed to identify a spell book. When found, they are precious resources, hoarded and studied by wizards thirsty for knowledge or power.

Making a Wizard:

The wizard’s greatest strength is also his greatest liability. Often wizards will conceal their abilities, learning to mask their spellcasting behind other actions. For all but the most powerful wizards, secrecy is of prime importance, and some will not exercise their power in the presence of those that they do not feel they can trust.

Because of this, and because of their generally frail nature, wizards can often be seen as a liability by those not aware of the power they hide.

Races:

Elves and humans are the most likely to be wizards. Elves are more tolerant of the faults of magic, even at its worst, due to their nomadic nature. Defiling simply isn’t as much of a concern if the ruined land is fifty miles behind you by the end of the next day. The solitary life lead by most half‐elves makes it easier for them to conceal their wizardry, should they choose to follow that path. Some rare halflings will take up the arts of wizardry, but halflings are so closely tuned to the flow of life on Athas that they will never willingly defile.

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Half‐giants, trusting and slow–witted, rarely become wizards, and those that do rarely survive for long. Dwarves rarely take to the arcane arts, though their focus allows those that do to become exceptionally skilled. Thri‐kreen and Muls almost never become wizards.

Alignment:

Overall, most wizards display a tendency towards lawfulness. The self‐control and restraint necessary to keep oneself secret, as well as the disciplined need for long days of studying take their toll on many of the less careful wizards. Most wizards of good alignment have developed the skill and control necessary to master preserving, and only in the direst of situations would a good‐aligned wizard defile. Neutral or evil wizards, however, are more likely to become defilers, though evil preservers are not unheard of.

Playing a Wizard:

You are a master of arcane secrets. You have learned, either on your own, or from someone in your family, how to draw on vegetable life in order to power your spells. But such power comes with a caveat, arcane magic is universally feared and hated. You might be inclined to see conspiracies and enemies where none exist, so accustomed are you to being hunted and persecuted by the general populace and Sorcerer‐King’s Templars because of your talents.

Mostly, you adventure to perfect your understanding and mastery of magic. You likely prefer endeavors that allow frequent use of your abilities, or those that promise access to ancient lore. You might have personal goals as well, and it’s not uncommon for an Athasian wizard to adventure for the sake of riches, power, eternal life, or any other “standard” adventurer motive.

Religion:

Wizards frequently find themselves at odds with the elemental forces that grant clerics their powers, though it is not unheard of for preservers to forge an Elemental Pact. Some preservers might also associate themselves with the assorted Spirits of the Land. Since they understand the Sorcerer‐Kings to simply be exceptionally advanced wizards, they are not given to revering their kings, as some of their more naive brothers are known to do.

Other Classes:

Wizards have a difficult time relating to most of the other classes. Templars and wizards are, in most cases, deadly enemies across an irreconcilable gap—the exception is those rare defilers in the employ of the Sorcerer‐Kings.

Likewise, druids are likely to consider any wizard a potential defiler, and would turn on a companion the moment this suspicion is confirmed. Due to their similar, “underground” nature, wizards feel a certain respect for bards.

While preservers enjoy an uneasy truce with the elemental powers, defilers and paraelemental clerics tend get along quite well.

Combat:

Athasian wizards make use of the same general combat tactics as those described in the Player’s Handbook―that is, stay back from melee and use your spells to either destroy your enemies or enhance your companion’s abilities.

One major difference from standard wizards is that secrecy is a major component, even more so if you are a defiler. Casting even of the simplest of arcane spells can focus all of your enemies’ attention to you, even more so if you are a defiler. Be prepared to run or fly away in such cases.

Wizards on Athas:

On Athas, the energy for wizardly magic doesn’t come from some extradimensional source as it does on other worlds, but from the living environment itself. It provides great power to those who can gather and shape it, though the cost to Athas can be beyond measure.

Daily Life:

The kinds of activities that appeal to wizards depend largely on their alignment and energy gathering method. Good wizards spend their time trying to restore the devastation of Athas and fighting against the forces of the Sorcerer‐Kings, while evil preservers orf defilers are interested in helping themselves.

When not adventuring, Athasian wizards spend the majority of their time in study and in hiding. Much like wizards from other settings, they must constantly research new spells and study ancient arcane texts so thoroughly that they have little time to devote to other endeavors.

Notables:

Usually wizards try to stay incognito for as long as they can, since their survival depends on it.

However, a few wizards manage to become quite famous on Athas. Royal defilers and arena necromancers, such as Dote Mal Payn, even though hated by the general populace are sponsored by their sorcerer‐kings and do not need to hide their skills. The most famous wizards are the Sorcerer Kings, of course, who can destroy both plant life and living creatures to power their spells.

Organizations:

Wizardly magic on Athas isn’t as codified and formal as it is in other campaign settings. For example, there are no academies or colleges for teaching the wizardly arts. Instead, a wizard‐in‐training must find a teacher, which isn’t very easy in a world where wizards must hide their profession in order to survive. For protection from nearly universal hatred, the good wizards of Athas and their allies have formed secret societies, collectively known as the Veiled Alliance.

However, each city‐state holds a different Alliance, they do not cooperate, and they share no leaders. Members of one Alliance do not automatically become members of another. At best, the different groups respect each other, and may offer courtesy assistance to a foreign member who arrives in town.

Defilers don’t usually organize together, but they often join organizations, especially Merchant Houses and raiding tribes.

NPC Reactions:

Arcane magic in Athas is viewed as more dangerous and destructive than helpful, so general NPC attitudes towards someone suspected to be a wizard range from indifferent to unfriendly. If a NPC actually witness a wizard drawing magical energy or casting a spell, the resultant fear and hatred shifts the NPC’s attitude toward hostile. Arcane magic is banned in all known city-states. Templars constantly patrol the streets searching for wizards and arcane items.

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Class Changes:

Skills

Deception can be chosen as a skill for Athasian wizards. They also gain the ability to write in any languages they know at the beginning of the campaign.

Spellbook

In most places on Athas, reading is illegal and the practice of magic even more so. Wizards must develop ways to hide their spellbooks from curious eyes; else they face certain discovery and death. Athasian wizards write their spells on paper or papyrus scrolls, weave them into small tapestries or the fringes of their robes, carve them into bone staves, use complicated knot and string patterns or tattoo arcane symbols about their own body. All of these collections of spells are referred to as “spellbooks” and function accordingly.

Familiar

Athasian wizards may choose from all familiars listed in the Player’s Handbook, with the exception of toad and weasel, as these animals do not exist on Athas. In addition, Athasian wizards may also choose from the following familiars.

Athasian Familiars

Familiar Special Ability

Floater Master gains a +2 bonus on Perception checks

Critic Lizard Master gains a +2 bonus on Persuasion checks

Kes’trekel Master gains a +2 bonus on Dex saving throws

Speckled Hurrum Master gains a discount when trading with Merchant Houses

Jankx Master gains a +2 bonus on Stealth checks

Z’tal Master gains a +2 bonus on Acrobatics checks

Spellcasting

Wizards on Athas cannot choose from any of the normal arcane traditions at second level. They must instead choose from either the Path of the Defiler or the Path of the Preserver.

Wizard Feature: Arcane Defiling

All wizards, regardless of their path, must draw the energy of the land in order to cast spells. A wizard who does so without care defiles the land, withering plants and ruining soil. The power of the land however, can strengthen spells.

Wizards who do not choose to preserve the life energy of the land when they cast a spell may add their spell casting ability modifier to any damage dealt by the spell, and the saving throw DC of any such spell is increased by one.

When the land is defiled in this way, it leaves a ring of lifeless earth and ashen plant remains for a radius around the caster of 5ft times the level of the spell slot expended. Defiling with a cantrip leaves a barren area 5ft across, centered on the caster.

Path of the Defiler

Raze

Starting at 2nd level when you choose this path, when you are standing in an area with living plants, you can drain their energy to power your spells, treating them as if cast with a spell slot one level higher than you actually spent. When you use this feature, all plant life within 5ft of you turns black and withers and you cannot use this feature in an area that has been defiled already.

Agonizing Raze

Starting at 6th level, when you use your Raze feature, you can also cause each creature within 5ft of you to make a Constitution saving throw or take 1d6 necrotic damage. If you do, and at least one creature is damaged by this feature, you have advantage on the attack roll of the spell, if it requires one, or else targets of the spell you are casting have disadvantage on their saving throw.

Blood Magic

Starting at 10th level, you may use your Raze feature without expending a spell slot. Instead of casting a spell, you regain 2d8 hit points, plus 1d6 hit points for each creature within 5 feet that fails the Constitution saving throw from your Agonizing Raze feature

Destructive Raze

Beginning at 14th level, when you use your Raze feature, you can reroll any number of the spell's damage dice. You must use the second result even if it is lower.

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Path of the Preserver

Cleansing Flame

At 2nd level when you choose this path, you gain the Cleansing Flame cantrip. [NOTE: Re-flavored Sacred Flame, can only target defilers, templars who serve defilers, or undead] This cantrip never defiles, and cannot be used with defiling.

Backlash

Beginning at 2nd level when you choose this path, you can imbue an area of land and plants with protective magic. By expending a 1st level spell slot, you can ward a circular area centered on yourself with a 20ft radius against Defiling. A Defiler who attempts to draw the energy of this land must make a Constitution saving throw. The defiler suffers 2d6 radiant damage on a failed saving throw, and half damage on a successful save. If you expend a higher spell slot than 1st level, the radius increases by 10ft and the damage increases by 1d6 for each level above 1st.

Careful Empowerment

Beginning at 6th level, you learn to empower your spells using the life energy of the land, but without causing defiling. When you cast a spell in an area with fertile soil and plant life, you may add your spell casting modifier to the spell's damage roll, if any, and the saving throw DC for that spell is increased by one.

Preserve Life

Beginning at 10th level, you add the spells cure wounds and lesser restoration to your spellbook, if you do not have them already, and they count as wizard spells for you. In addition, you can cast mass cure wounds as a ritual once per day.

Preserving Soul

At 14th level, you can use your action to activate a magical aura that sheds bright light to a radius of 10ft, and dim light for another 10ft beyond that. The aura requires your Concentration to maintain, and can be maintained for up to an hour.

Within this aura,
the following effects apply:
  • Any magical darkness within the aura's radius is dispelled

  • You and your allies within the aura cannot be charmed, frightened or possessed by aberrations or undead, and any of your allies already under such an effect from such a creature has advantage on any new saving throw against the effect.

  • You and your allies within the aura have resistance to bludgeoning, slashing, and piercing damage from non-magical weapons.

Chapter III: Backgrounds

Traders cooperate for Profit. Templars form allegiances for Domination. Psions join schools to gain Knowledge, and raiders band together for Strength. Power comes in many forms, but all who band together seek it - intentionally or unknowingly. Those who join them are caught in a web, for all organizations are tainted with corruption.

The Veiled Alliance seeks to overthrow the Sorcerer-Kings and justifies murder in its ranks out of fear for discovery. The elitist Order would bend the will of man to keep nuetral balance of the land. The Academy Bards would assassinate their own for the right price. Once you realize the secrets of your organization, it is too late, for you are shackled to it. You realize you have traded your freedom for power. That for all the percieved freedom you have,truelly you are no better off than the common slave.

―The Oracle, Blue Shrine Scrolls

On Athas, people come in a variety of shapes, colors and sizes. All, however, have been shaped and molded by the crimson sun. Those that survive and remain to be met are certainly interesting indeed, with stories and lore all to their own.

New Available Backgrounds

Scribe

You were either born into slavery or captured at a very young age. Luckily for you, your fate wasn’t to end up in the obsidian mines, but instead, to live a life of relative luxury. You could be owned by a merchant house, the templarate or a noble house. Recently, you either escaped, were released, or your merchant passed away, granting you freedom.

Skill Proficiencies: Persuasion, History

Languages: Read and Write Cavilish (merchant’s tongue) and Common.

Equipment: A bottle of lead ink, a quill, a merchant’s robes, and a belt pouch containing 15 Cp

Feature: As a former slave, you are easily overlooked. You are able to slip into crowds without notice unless you draw attention to yourself. You’re also able to hide yourself in large groups of slaves with the masters being unaware and the slaves being disinclined to rat you out.

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CHAPTER 3 | BACKGROUNDS

Untrained Escaped Slave

You were either a worker in the slave pits, worked in the fields or another labor intensive job.

Your life has been hard and unforgiving with those all around you succumbing to disease and weakness while you struggled to survive until your recent escape or release.

Skill Proficiencies: Athletics, Medicine

Tool Proficiencies: One type of musical instrument

Equipment: Tattered robes, a chunk of obsidian, and a cloth bag containing 10 Cp

Feature: You can gain valuable information by speaking with slaves, who will be more than willing to help you in exchange for their freedom.

City-State Militia

You applied to join the militia and were accepted. You underwent the basic training and have been stationed in (insert city-state name) 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 other way while you get to shake those who aren’t smart enough down for any contraband they might have.

Skill Proficiencies: Deception, Intimidation

Tool Proficiencies: Forgery kit, one type of artisan’s tools

Equipment: An obsidian spear, loose guard robes, a pair of spiked gloves, 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 to quickly 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 were crawling with things that would make good of you as supper.

Skill Proficiencies: Animal Handling, Perception

Tool Proficiencies: Skilled in riding one animal of your choosing (Kank, Inix, Mekillot, etc)

Equipment: A bag of spice, robes with a veil, a rudimentary spyglass, and a belt pouch containing 25 Cp

Feature: You are skilled in desert travel and know where safe places to rest are. When travelling along a trade route you can find a cave, crevasse or otherwise sheltered area to rest within a day’s travel.

Backgrounds Changes from PHB

Sage and Sailor are currently not available backgrounds

Wild Talents

Whenever a player begins playing a new character, have them call “High or Low” on a Percentile roll. If they get the roll right, they receive a Wild Talent. Unless stated below all wild talents last for 1 minute/3 levels. These wild talents are at will and can be manifested 1 a day / 3 levels. Unless they gain training at a Psionic academy then they can manifest the power 2 a day/ 3 levels.

Note: All Wild Talents are bonus actions.
All-around Vison

You gain the ability to mentally see in all directions at once even if blinded or blindfolded.

Effect: you gain a +2 on all visual perception rolls within your sight. You never have disadvantage from an unseen attack.

Body Equilibrium

You gain an enhanced sense of bodily awareness, and can shift your weight to excel in many situations.

Effect: You move your speed. During the move, you gain advantage on Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.

Far Hearing

For a moment, you can hear the faintest of whispers.

Effect: Choose one 5 foot by 5 foot area you can see that is within 50 feet of you.

Until the end of your next turn, you can hear as if you occupied that square.

Know Direction

With a moment’s concentration, you can sense which way is true north.

Effect: You determine which way is north. For 1 hour, you gain advantage to checks to navigate using the Survival, Nature, or Perception skills.

Mental Tools

From thought, you create matter, equipping yourself with the simple tools you need.

Effect: You create a simple tool you can hold in one hand. The object appears in your hand or at your feet.

You cannot use the object to attack or hinder another creature. The object lasts for one hour or until you use this ability again.

Object Projection

Your force of will teleports an object a short distance away.

Effect: You teleport an object you are holding in one hand to an unoccupied square within 50 feet of you or to a willing creature within 50 feet of you.

Psionic Image

You plant the image of an object in the minds of nearby creatures.

Target: One or more creatures in 10 feet circle

Effect: Each target must make a wisdom saving throw. (DC 10 + Proficiency Bonus + Intelligence Modifier) On a failure, each target sees the image of a Small or smaller object in your hand or in a square in the circle. The image lasts until the end of your next turn.

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Psionic Spark

You focus your anger, frustration, or passion into one small object until the heat of your emotion ignites it.

Target: One flammable object that isn’t carried by another creature within 20 feet.

Effect: You cause the target to catch fire.

Telekinetic Grasp

With your mental strength, you can manipulate nearby objects.

Target: One object that weighs 20 pounds or less and isn’t carried by another creature within 25 feet

Effect: You manipulate the target or move it 25 feet to an area within range.

Thought Projection

You broadcast a thought or an image to nearby allies.

Target: One or more allies in 20 feet

Effect You convey either an image or a message of 10 words or fewer to each target.

Chapter IV: Equipment

I have heard tales that suits of clothing fashioned from metal have even been found from time to time. It is generally agreed that these were worn by warriors to protect against the blows of enemy weapons. I can only speculate that the climate must have been far cooler in those ancient days. Any fool that would wear such clothing now would die faster from heat stroke than he would have from the weapons of his foes.

Still, the idea that there was once enough metal in the world to allow such a garment to have been manufactured astounds me. There are even rumors that mounds of steel, silver, and gold lie hidden in the deepest tunnels of certain forlorn cities. I have never seen such a thing myself, but if such treasures exist, theym will reward those who find them most handsomely. Those who control such stores of metal can buy food, power, influence, and sometimes even the sorcerer-king’s protection.”

―The Wanderer's Journal

Dark Sun characters must be well equipped in order to endure the rigors of Athas. This chapter covers a variety of topics related to mundane equipment that every hero needs to survive and prosper.

Equipping a Character

Characters in Dark Sun receive the same starting packages as their Player’s Handbook counterparts. This means they receive the same starting funds (converted to ceramic pieces; see below for more information on the currency of Athas), have access to the same weapons, armor, and equipment that their funds allow. current slaves and slave Gladiators start with no money or equipment but what his/her master provides.

Wealth & Money:

All prices in Dark Sun are given in terms of ceramic pieces.

Currency Conversions

Athasian Currency Player’s Handbook Equivalent Ceramic Pieces

Ceramic bit (bit) = Silver piece (sp) 1/10

Ceramic piece (Cp) = Gold piece (gp) 1

Silver piece (sp) = Platinum piece (pp) 10

Gold piece (gp) = N/A 100

Prices for goods and equipment in the Player’s Handbook, except as stated here, convert directly from gold to ceramic. For example, rather than costing 10 gp, a suit of leather armor would cost 10 Cp. Items that must be made using metal components, however, retain their full Player’s Handbook cost.

Note:

Cp (ceramic pieces) must not be confused with cp (copper pieces).

Ceramics are made from glazed clay and baked in batches once a year in a secure process supervised by the high templar that supervises the city’s treasury. Bits are literally one‐tenth parts of a ceramic piece—the ceramic pieces break easily into ten bits. Some cities’ ceramic pieces have small holes that can be threaded onto a bracelet or necklace.

In general, the Athasian economy in the cities is relatively stable thanks to the Merchant Houses. Under normal conditions, supply is ample thanks to the caravans traveling back and forth between the cities. However, for smaller communities and trade outposts the price situation on certain goods can sway drastically. A raider attack or sandstorm can result in lack of necessities such as food and water, for which people will pay almost any amount of coin. Coins are not the only means of exchange. Barter and trade in commodities is widespread.

Weapons

Characters in a Dark Sun game use a variety of weapons: some with direct counterparts in the Player’s Handbook, some without. The Athasian Weapons table 1-1 details new weapons available for Dark Sun campaigns.

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Athasian Weapons

Name Cost Damage Weight Properties
Alhulak 9 cp 1d6 Slashing 9 Reach
Bard's Friend 10 cp 1d4 slashing 3 Light
Cahulak 12 cp 1d6/1d6 piercing 12 Two handed
Carrikal 8 cp 1d8 slashing 6 Versatile(1d10)
Chatkcha 3 cp 1d6 piercing 3 30 ft range
Crusher 24 cp 1d8 bludgeoning 9 Two handed Reach
Datchi Club 9 cp 1d6 bludgeoning 10 Two handed Reach
Dragon's Paw 15 cp 1d6/1d6 piercing 9 Two handed
Elven Blade 15 cp 1d8 slashing 3 Finesse
Forearm Axe 2 sp 1d6 slashing 4
Gouge 6 cp 1d10 piercing 12 Two handed
Gythka 9 cp 1d6/1d6 Slashing 9 Two handed Finesse
Impaler 10 cp 1d8 slashing 3 Light
Lotulis 15 cp 1d8/1d8 slashing 9 Two handed
Master's Whip 4 cp 1d4 piercing 3 Reach
Macahuitl 25 cp 1d8 slashing 5 Finesse
Puchik 6 cp 1d4 piercing 1 Light
Singing Sticks 30 cp 1d6 bludgeoning 1 Light
Talid 25 cp 1d6 piercing 2 Light
Tortoise Blade 40 cp 1d6 piercing 4 +1 Armor
Trikal 10 cp 1d8 slashing 5 Reach
Tkaesali 8 cp 1d10 slashing 15 Two handed Reach
Weighted Pike 35 cp 1d8/1d6 bludgeoning/slashing 15 Two handed
Widow's Knife 40 cp 1d4 piercing 3 Light Finesse
Wrist Razor 15 cp 1d6 slashing 2 Light Finesse
When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” Double weapon. (This weapon can be used to attack twice, once using an attack action and once with a bonus action, as if you were dual-wielding. For more information, consult the two-weapon fighting rules in the Player’s Handbook.)

Inferior Material and Athasian Weapons:

Metal is rare on Athas, and many weapons ordinarily crafted using metal components are extremely expensive. Unworked iron is worth 100 Cp per pound on average, but can cost much, much more in some places.

Worked metal is even more expensive, as craftsmen who actually know how to craft metal items are rare at best. Most metal weapons are items dating back to the Green Age, or have been crafted from the meager resources of Tyr’s iron mines.

Due to the rarity of metal, weapons and other items constructed primarily from metal are priced at their Player’s Handbook listed cost in gp—they are not converted to Cp. For example a metal longsword costs 15 gp (or 1,500Cp).

Weapons and items containing only small quantities of metal are priced at half their Player’s Handbook listed cost in gp. Divide the listed Player’s Handbook price by 2. For example, 20 metal‐tip arrows cost 50 Cp. Due to the extremely high cost of metal weaponry, most weapons from the Player’s Handbook are constructed from inferior, but functional, materials instead on Athas. Most common are bone and stone such as flint or obsidian, but treated wood is sometimes used as well.

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Weapons constructed from inferior materials, such as a bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls. This penalty cannot reduce damage dealt below 1. These weapons cost half of the listed price in the Player’s Handbook. Convert the listed Player’s Handbook price to Cp, and then divide the cost by 2. For example a bone shortsword costs 5 Cp.

The following weapons from the Player’s Handbook can be constructed from non‐metal materials without penalty: bolas, all bows (and arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces, net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the Player’s Handbook. These weapons cost 1% of the listed price in the Player’s Handbook. Simply convert the listed price in the Player’s Handbook to Cp. For example, a spear listed at 2 gp in the Player’s Handbook costs 2 Cp.

Furthermore, due to the rarity of metal, Athas has its share of unique weapons designed to be constructed from non–metal materials; as such, they do not suffer from the inferior materials penalties described below.

Bone and wood weapons weigh 1/2 of their metal equivalents, but stone weapons weigh twice as much.

Critical Hit Rules:

Due to the inferiority of non-metal weapons, if a character or creature wielding a non-metal(or if non-metal, non-magical) weapon succeeds on a critical hit, they must roll a D12 and decide which two number ranges the weapon won’t break on. Low is 1-4, Medium is 5-8 and High is 9-12.

For example: Rikus makes a critical hit on the Tembo with his bone longsword. He declares “Low and High.” for his D12 roll. He then rolls, and the D12 lands on 7. The weapon therefore breaks.

Weapon Materials
Material Cost Weight Damage Hit
Metal 100% 100%
Obisidian/Stone 5% 75$ - -1
Bone 3% 50% -1 -1
Wood 1% 50% -2 -1

Weapon Descriptions

Cahulak: A cahulak consists of two alhulaks (see above) joined by a 5‐foot rope. You may fight as if fighting with two weapons. A creature using a double weapon in one hand, such as a half‐giant using a set of cahulaks can’t use it as a double weapon. When using a cahulak, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent).

Because the cahulak can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the cahulak to avoid being tripped. If you strike at an opponent 10 ft. away, you cannot use the cahulak as a double weapon unless you possess natural reach.

Carrikal: The sharpened jawbone of a large creature is lashed to a haft. The jagged edges are sharpened,

forming a sort of battleaxe with two forward‐facing heads.

Chatkcha: The chatkcha returns to a proficient thrower on a missed attack roll. To catch it, the character must make an attack roll against AC 10 using the same bonus they threw the chatkcha with. Failure indicates the weapon falls to the ground 10 ft. in a random direction from the thrower. Catching the chatkcha is part of the attack and does not count as a separate attack.

Crusher: The crusher is made from a large stone or metal weight, mounted at the end of a 15‐foot long shaft of springy wood. The weight is whipped back and forth. The crusher is a reach weapon. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. You need a 15‐foot ceiling to use the weapon, but it can reach over cover. Crushers come in two varieties, fixed and free. A fixed crusher requires a base to use. The fixed crusher’s base is enormously heavy, usually consisting of a thick slab of stone with a hole drilled through it to support the crusher’s pole. The base is transported separately from the pole, and it takes one full minute to set the fixed crusher up for battle. The fixed crusher is a martial weapon, finding most use in infantry units. It is possible to use the crusher pole without the base as a free crusher, but this requires considerable expertise (DM’s permission).

Datchi Club: A datchi club has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4‐5 foot length of dried insect hive or roots to a three‐foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon.

Dragon’s Paw: Popular in the arenas, the dragon’s paw consists of a five or six‐foot long pole, with a blade on either end. A basket guards your hands from attack, granting a +2 bonus on all attempts to defend against being disarmed. A dragon’s paw is a double weapon. You may fight as if fighting with two weapons. A creature using a double weapon in one hand, such as a half‐giant using a dragon’s paw can’t use it as a double weapon.

ElvenBlade: This is long thin obsidian sword with a small tortoise basket hilt.

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: Worn in an over‐the‐shoulder harness, the gouge is commonly found in the Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three‐foot long shaft of wood. Your opponent cannot use a disarm action to disarm you of a gouge while you are wearing the harness. Removing the harness is a move action.

Gythka: A gythka is a double weapon. You may fight as if fighting with two weapons. A creature using a double weapon in one hand, such as a half‐giant using a gythka can’t use it as a double weapon.

Impaler: Like many Athasian weapons, the impaler was developed for the arenas. Two blades are mounted parallel to the end of a four‐foot long shaft, forming a bladed ‘T’. The impaler is swung horizontally or vertically with great force.

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Lotulis: Two barbed, crescent shaped blades adorn either end of the lotulis, a double weapon once popular in the arena of Tyr. You may fight as if fighting with two weapons. A creature using a double weapon in one hand, such as a half‐giant using a lotulis can’t use it as a double weapon.

Macahuitl: A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like the scimitar, though macahuitls tend to require more maintenance. The macahuitl is especially popular among the Draji, who seem to be the only ones who can easily pronounce this weapon’s Draji name (“ma‐ka‐wheet‐luh”). Non‐Draji simply refer to it as the “obsidian sword” or the “Draji sword.”

Master’s Whip: The master’s whip is usually braided from giant hair or leather, and has shards of chitin, obsidian or bone braided into the end of the whip. Unlike normal whips, the master’s whip deals damage normally, has only a ten‐foot range, and you apply your Strength modifier to damage dealt. In all other respects, it is treated as a normal whip.

Puchik: A bone or obsidian punching dagger.

Singing Stick: A singing stick is a carefully crafted and polished club, often used in pairs. Singing sticks draw their name from the characteristic whistling sound they make when used. In the hands of a nonproficient character, singing sticks are nothing more than light clubs.

Talid: The talid, also known as the gladiator’s gauntlet, is made of stiff leather with metal, chitin or bone plating on the hand cover and all along the forearm. Spikes protrude from each of 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. A strike with a talid is considered an armed attack. The cost and weight given are for a single talid. An opponent cannot use a disarm action to disarm a character’s talid.

Tkaesali: This polearm, commonly used by the Gythyaki, consists of long wooden haft each end topped with a curved jagged blade(like a scythe). A tkaesali has reach. You can strike opponents 5 feet away with it, but you can’t use it against an adjacent foe, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the tkaesali can be dropped to avoid being tripped.

Trikal: Three blades project radially from the business end of a six‐foot long haft. A series of sharp serrated edges line the shaft below the foot‐long blades, while the far end of the weapon is weighted, in order to balance the weapon. Because of the trikal’s curved blades on the top of the weapon, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the trikal can be dropped to avoid being tripped.

Tortoise Blade: The tortoise blade consists of a foot‐half long dagger mounted to the center of a shell. The tortoise blade is strapped over the wearer’s arm, preventing them from holding anything but the tortoise blade. The tortoise blade also functions as a buckler, granting a +1 armor bonus. A masterwork tortoise blade either functions as a masterwork shield or a masterwork weapon (or both, for twice the normal masterwork cost).

Weighted Pike: A solid head, generally stone or baked ceramic, is mounted on the end of a spear or a pike. A weighted pike is a double weapon. You may fight as if fighting with two weapons. A creature using a double weapon in one hand, such as a half‐giant using a weighted pike can’t use it as a double weapon.

Widow’s Knife: Two prongs are hidden within the hilt of a widow’s knife. On a successful hit, you may trigger the

prongs by releasing a catch in the hilt as a free action. The prongs do an additional 1d3 points of damage when sprung, and take a standard action to reload.

Wrist Razor: Several shards of obsidian or bone are fastened to a strip of leather or other binding material, or are lashed onto the forearm of the wielder. Wrist razors are hard to disarm, granting you a +2 bonus when opposing a disarm attempt.

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Armor

All forms of armor given in the Player’s Handbook have a non–metal equivalent that costs 1/100th of the cost listed in the Player’s Handbook; simply change the gp price to Cp. In addition to being the equivalent of armor on a metal rich world, thousands of years of tortuous heat have lead Athasian armorers to develop ingenious air ventilation and air circulation methods. This allows medium and heavy armors to be worn in the Athasian heat.

While Athasian characters use all the varieties of armor described in the Player’s Handbook, the armor they use incorporates materials commonly found in the world around them. Though most of the armors are made using various parts of common Athasian animals, the armor construction process makes use of several different reinforcement methods developed over time.

Many of the armors are highly composite, made using the pieces of several different animals –no two suits of armor look quite alike. Through the use of hardening resins, shaped chitin and stiff leather backings, Athasian armorers can craft remarkably durable armors from the material at hand.

Breastplate, Full Plate and Half Plate: These armors are constructed using choice plates taken from shelled animals, such as mekillots or braxat.

Studded Leather: This armor is crafted using close‐set rivets made of bone, hardwood, stone, or talons.

Shell Armor: Shell armor is made by weaving giant’s hair around the shells of various small creatures such as an aprig. Shell armor is the Athasian equivalent to the Player’s Handbook’s chain mail armor.

Chitin Armor: This armor is skillfully made by interlocking hexagonal bits of chitin (usually carved from a kank’s carapace). Chitin armor is the Athasian equivalent to the Player’s Handbook’s chain shirt armor.

Scale mail: Scale mail is usually made from the scales of an erdlu, inix or other naturally scaled creatures.

Banded Mail and Splint Mail: These armors are fashioned from shavings of agafari wood, bonded to softer, more flexible woods, and treated with a hardening resin.

Special Substances & Items

The following items are often, but not always available for sale in the Bard’s Quarter of most city‐states. Contacting someone willing to sell these and other associated goods usually requires proficient use of the Deception, Persuasion, and/or Investigation skills.

Special Items
Item Cost Craft DC
Esperweed 250 Cp
Hypnotic Brew 30 cp 15
Pre-poison darts Poison + 10 cp 20
Splash-Globes
Item Cost Craft DC
Acid 10 Cp 15
Liquid Darkness 35 cp 15
Liquid Dust 25 cp 20
Liquid Fire 20 cp 20
Liquid Light 40 cp 15
Poison Poison cost x 1.5 varies

Esperweed: This rare and notoriously addictive herb cannot be cultivated, and does not last more than a single week after being picked, unless somehow magically kept fresh (as through the nurturing seeds spell). After esperweed is eaten, a DC 12 Constitution save must be made. Failure results in nausea for one minute. If the save is made, the eater has managed keep the esperweed down, taking 1d4 points of Strength damage, but you also begin to regain 10 Psi points per minute, up to 10% above your normal psi point limit (round down). You also gain the empathy power as a psi‐like ability that can be used once per day. Manifester level is equal to 1/2 Hit Dice (minimum 1st). These benefits last for one hour, after which you lose all remaining power points. These psi points are spent first when manifesting powers (much like temporary hit points).

Hypnotic Brew: 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. When a hypnotic brew is imbibed, the drinker’s Wisdom saves suffer a –2 circumstance penalty for 1 hour if they fail a Constitution save (DC 15).

Pre‐poisoned Darts: Athasian bards sometimes sell especially prepared blowgun darts that contain a dose of injected poison inside a hollow tip, protected with a wax plug. This reduces the risk of self–poisoning to 2% rather than 5%. You can remove the wax plug as a free action while preparing to fire the dart.

Splash‐globes: Splash‐globes are spherical glass jars containing contact poison or up to half a pint of some alchemical fluid. In addition to bursting on impact like any grenade, splash‐globes can be placed in hinged pelota, thus giving the grenade additional range when fired through a splash‐bow or dejada. The following types of splash‐globes are available:

Acid:Standard flask acid can be placed in splash‐globes.

Contact Poison: Any contact poison can be placed in a splash‐globe.

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Liquid Darkness: Anyone struck directly by liquid darkness must make Dexterity save (DC 15) or be blinded for one minute. Those splashed with liquid darkness have their vision blurred for one minute if they fail a DC 15 Dexterity save, granting their opponents concealment. In addition, all natural fires within the splash area are instantly extinguished. Liquid darkness immediately extinguishes liquid light.

Liquid Dust: The liquid from this splash‐globe turns into dust on contact with the air. You can use this liquid to cover up to 20 5‐foot squares of tracks. On impact, liquid dust forms a 15‐foot diameter cloud, ten feet high that lasts one round. Alternately, liquid dust can be launched via splash‐globes. Anyone struck directly by liquid dust must make a DC 15 Constitution save each round for one minute; failure dictates that they are nauseated for that round. Those splashed with liquid dust suffer the same effect for one round if they fail a DC 15 Constitution save.

Liquid Fire: Alchemist’s fire can be placed in splash‐globes.

Liquid Light: This splash‐globe contains two liquids that mix together when the splash‐globe is ruptured. The resulting mixture glows for eight hours. If you break the liquid light globe while it is still in its pouch, the pouch can serve as a light source just like a sunrod. Anyone struck directly by liquid light must make a DC 20 Constitution save or be temporarily dazzled (–1 on all attack rolls) for 1 minute, and will glow in darkness for eight hours unless they somehow cover the affected areas. Creatures splashed with liquid light (see grenade rules) also glow in the darkness, but are not blinded.

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 1'

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 halfling 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 halfling 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

Dark Sun 5th Edition Player’s Handbook Page 86

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

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horror

70 A piece of wax imprinted with the image of the

Grand Vizier

71 A small stone carving of the Raamic god, Badnu

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 halfling 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

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