## Dark Sun Backgrounds 

In addition to the backgrounds provided in the *Player's Handbook*, the following options are available and reccomended in Dark Sun. Though not as intricate as a class, the backgrounds presented here provide some utility that players will find useful at all levels of play, most of which are tailored to the Dark Sun setting. These backgrounds reveal where your character came from, and how they fit into the world of Athas. 

Generally speaking, any background is compatible with any class and race. However, certain backgrounds may simply not make very much sense for certain characters. A wizard who actively uses defiling magic should probably not take the primal guardian background, as it is extremely contradictory. In other cases, a combination might seem unorthodox but can be made to work with good roleplaying. For example, a druid character could choose the templar background, and play an ex-templar seeking redemption for their actions.  


You might also use your choice in background to defy expectations and break out of set archetypes for characters. A sorcerer-king pact warlock might be expected to take the templar background, but there are many who leave the templar order and seek redemption or fortune elsewhere. So perhaps this warlock character might choose to become an apostate, a primal guardian, a member of the veiled alliance, or something else entirely. 


Backgrounds in Dark Sun are often tied to the factions of Athas — the merchant houses, psionic academies, the templarate, the veiled alliance, and so forth. In order to join one of these factions in a game, you do not necessarily need to choose the associated background. If you are interested in joining a faction, you should feel free to use the relevant background for inspiration and reference.


The backgrounds in this chapter provide both concrete benefits (features, proficiencies, languages, and wild talents) and roleplaying suggestions. 

#### Proficiencies 
Each background gives a character proficiency in two skills (described in chapter 7 of the *Player's Handbook*). 

In addition, backgrounds can give a character proficiency with one or more tools (detailed in the *Player's Handbook* and further in-depth in *Xanathar's Guide to Everything*).

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

#### Languages
Some backgrounds also allow characters to learn additional languages beyond those given by race. Dark Sun backgrounds may also dictate whether your character is literate or not. 

#### Wild Talents
The three psionic backgrounds grant access to minor wild talents, which can be found later in this chapter. 

#### Equipment
Each Dark Sun background provbides a package of starting equipment, some of which is unique to Athas. If you use the optional rule from the Player's Handbook to spend coin on gear, you do not receive the starting equipment from your background
#### Suggested Characteristics
A background contains suggested personal characteristics. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as an inspiration for characteristics of your own creation. 




<div class='classTable wide'>
##### Backgrounds
| Background | Description| 
|:---|:---|
| Alchemist | A scholar that seeks to turn magic into a science | 
| Ardent Bodyguard | A psionic guardian that bonds with the mind of its charge | 
|  Apostate | A seeker of ancient and forbidden knowledge|
| Dune Trader| An agent of the dynastic merchant houses |
| Escaped Slave | A person who was previously owned and chained in servitude | 
| Primal Guardian| A protector of the natural world| 
| Student of the Way | A psion, tutored in the Way at an academy | 
| Templar | An agent of a sorcerer-king| 
| Veiled Alliance | A secret practitioner of preserving magic |
| Wasteland Nomad| A desert dweller who understands how to survive in the wastes| 
| Wilder| An untrained psion, born with the Will | 

</div>



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\page



### **Alchemist** 
You are fascinated with the chemical nature of potions, poisons, and alchemical substances of all kinds. Though you may or may not dabble in transmutation, the process of refining raw materials and changing their form into something of use is your true passion. You might be a healer who creates elixers, antidotes, and remedies and  to cure the ailing. You might also be fascinated with toxins, venoms, contagions, and other acrimonious substances. Perhaps you pursue alchemy academically — mixing potions, draughts, oils, and other strange and mystical concoctions. 

Alchemists are always seeking a new recipe, a new key ingredient, or a new experiment of their own design. Though most are spellcasters of some kind, many scoundrels are attracted to the alchemist's path for the use of poisons and other treacherous adamixtures. Athasian bards, especially, favor the study of alchemy for this reason.

<br>
**Skill Proficiencies:** Choose two from Arcana, <br> Medicine, and Nature <br>
**Tool Proficiencies:** Choose two from alchemists kit, herbalism kit, and poisoners kit <br>
**Languages:** You are literate in any languages that <br>you can speak <br>
**Equipment:** A bandolier containing 2 empty vials and 4 empty potion bottles, a *potion of healing*, a set of common clothes, an herbalism kit, a flask of oil, and a tattered recipe for a potion in a language you do not understand



#### Feature: Formula Discovery

When creating alchemical items, potions, and magical items, you are more easily able to uncover the formulas and exotic materials required. The section on item crafting in *Xanathar's Guide to Everything* (page 128) suggests that the creation of such items require a formula or recipe, and a number of exotic materials to craft it. As an alchemist, you  are <br> able to easily find and decipher formulas for items <br> that you might wish to craft. During downtime <br>within a settlement (or a place that might feasibly <br> contain the knowledge you seek) you may make an Investigation check to attempt to track down such a <br>formula. A formula will list exactly what  materials you require, and perhaps where to find them. 


For any given item that you might want to craft, <br> the DM will decide what kinds of materials might <br> be required. For example, when crafting a poison, <br>your DM might dictate that you need a black lotus <br> flower that can only be found in the Crescent Forest <br> and the venom glands of a dangerous snake. For a <br>potion of giant strength, you might need the hair of a <br>giant, a drop of mercury, and the heart of a slain <br>monster. Stronger items will naturally require ingredients that are more difficult to obtain, the kinds of components<br> that might require an adventure to retrieve. For more common items, especially the *potion of healing*, it as advisable that the ingredients required be somewhat easily obtainable. 
<img 
  src='https://i.imgur.com/rvdyxGc.png' 
  style='position:absolute; bottom:-80px; right:-55px; width:550px' />
  
 ```
 ```
  > ##### Crafting 
> Rules for crafting magical potions and alchemical items can be found on page 129 of the *Dungeon Master's Guide*. Rules for crafting *potions of healing* and non-magical alchemical items can be found on Page 187 of the *Player's Handbook*. Additional crafting rules can be found on page 128 of *Xanathar's Guide to Everything*.

> These rules contain some contradictions on crafting time and supply cost, so you should decide on which rule set to use. *Xanathar's Guide to Everything* contains the most recent and concise crafting mechanics, and for the sake of simplicity, these should probably be the rules that you use for crafting items, potions, alchemical substances, magic items, scrolls, etc.

>Additionally, the Equipment section of this book contains a list of basic alchemical items and potions that can be crafted, as well as a table of possible ingredients and rare components. 


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\page



#### Field of Study
All alchemists have a field of study that they prefer, and use their talents to pursue the creation of items within that field. Choose a study or roll on the table below.


| d6 | Study |
|:----:|:-------------|
| 1  | Alchemical compounds |
| 2  | Magical potions
| 3 | Healing potions and antidotes |
| 4 | Poisons and venoms|
| 5 | Incendiaries and explosives |
| 6 | Experimentation and discovery



#### Suggested Characteristics
Alchemists come in many varieties  — the eccentric with a love for experimentation, the disreputable poisoner who deals in the black market, the medicine man who has a mixture for every malady, or the seeker of enigmatic and esoteric knowledge. 


 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I often get lost in my own thoughts, becoming oblivious to my surroundings.
| 2 | I believe that there's a perfect mixture, draught, or potion for every situation I encounter.|
| 3 | I prefer the solitude of crafting to spending time with other people.|
| 4 | There is nothing I like more than using my wits to overcome a problem.|
| 5 | I am working towards one great discovery, and it is my singular focus.|
| 6 | I'm a bit of a hoarder — I tend to compulsively collect odd bits of slain creatures, minerals, herbs, small insects,  — anything that might be of use.  |
| 7 | Everything in the world can be codified, measured, and catalogued, and it's my job to do just that.    |
| 8 | All of life is just one big experiment, and I'm willing to try just about anything once. |

 
 
 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Self-Improvement.** The goal of a life of study is the betterment of oneself. (Any)|
| 2 | **Creativity.** The world is dire in need of new ideas and bold action. (Good)|
| 3 | **Power.** Knowledge is the path to power and domination. (Evil)|
| 4 | **Logic.** Emotions must not cloud our logical thinking.  (Lawful)|
| 5 | **No Limits.** Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)|
| 6 | **Knowledge.** The path to enlightenment is through knowledge. (Neutral)|


| d6 | Bond |
|:----:|:-------------|
| 1 | My life's work is a single alchemical recipe or formula of great importance. |
| 2 | I have been searching my whole life for the answer to a certain question.|
| 3 | I seek the path to immortality through alchemical or arcane study.|
| 4 | Should my discovery come to light, it could have world changing consequences.|
| 5 | I want only to use my knowledge to help those who are in need.|
| 6 | I cannot allow powerful secrets to fall into the wrong hands.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | I can't resist the opportunity to obtain a rare ingredient or a new recipe, even if it might put me in danger.|
| 2 | I tend to think the solution to every problem is a potent poison, an unstable adamixture, a corrosive acid, or a large explosion.
| 3 | Making a new discovery is worth any price.|
| 4 | I overlook obvious solutions in favor of complicatred ones.|
| 5 | I tend to be aloof, condescending, or snobbish when I speak with those I perceive to be less intelligent.  |
| 6 | I am always right, about everything.|

| d6 | I became an alchemist because ... |
|:----:|:-------------|
| 1 | My mentor's teachings opened my mind to the possibilites of alchemical study.|
| 2 | I learned how to create antidotes and elixers out of a necessity for survival in the wastes. |
| 3 | I found and deciphered a forbidden text that taught me all I know of alchemy. |
| 4 | I sought to learn the healer's arts out of a selfless desire to soothe and mend the pain of others.|
| 5 | My ceaseless curiosity drove me to experimentation and mixology from an early age.|
| 6 | Alchemy offered me the destructive power I required to harm my enemies. |


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\page

### Apostate

As an apostate, you are fascinated with secret histories and forbidden knowledge — arcane tomes, scrolls, historical manuscripts, enchanted items, and lost secrets. The sovereign rulers of Athas restrict virtually all higher learning of this sort, and so you choose to live outside of their laws. You might be a rogue defiler who uses arcane study for his own gain, a cosmologist who craves lore of the multiverse, or a dedicated historian who only seeks the truth of this world. Regardess, you are a criminal in the eyes of the sorcerer-kings and their templar, but to you the rewards far outweigh the risks. 

Apostates are most commonly arcanists, psions, or others drawn to the pursuit of knowledge, though any character with a keen mind for lore might also follow this path. Those sworn to sorcerer-kings who leave the templarate often become apostates, as do bards who act as information brokers and purveyors of esoteric knowledge. Such characters have come into contact with the higher mysteries of Athas, and now seek to understand what forces truly shaped the  ruined world.

```
```



There are no open groups or factions of apostates, though the Veiled Alliance does accept them into their ranks. Some tell tales of secretive orders that construct libraries to preserve knowledge and truth, but if they do exist they do so only in the shadows. 


<br>
**Skill Proficiencies:** Arcana, History <br>
**Tool Proficiencies:** Calligrapher's supplies, cartographer's tools, forgery kit <br>
**Languages.** Two of your choice, and you are literate in any languages that you can speak <br>
**Equipment:** A bottle of black ink, a quill, a roll of parchment, a set of common clothes,  and a page torn from a book that pertains to your chosen mystery (see below)

#### Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information could come from another apostate, a sage, a primal spirit, or other learned person or creature. Your DM might rule that the knowledge you seek is in an almost inaccessible place, such as  locked in a sorcerer-king's vault, or hidden deep within lost ruins. Unearthing the deepest secrets of the Dark Sun setting can require an adventure or even a whole campaign. 



| d10 | Athasian Mystery|
|:----:|:-------------|
| 1 | **The Sorcerer-Kings:** Who are these immortal tyrants, and what is the true source of their power? How long have they been alive, and what is their role in the history of Athas?|
| 2 | **The Dragon:** Why is there only one dragon, where does it come from, and what does it truly want? Why does it demand sacrifices from every city-state?
| 3 | **Cosmology & Divinity:** Why is Athas isolated from the rest of the cosmos, and what lies beyond the Gray? What truly happened to the gods of this world? |
| 4 | **True History:** When did the Desert Age begin, and what caused it? What happened during the Cleansing Wars, and what events preceded them? What was the world like in the Green Age or even before it?|
| 5 | **Ral & Guthay:** What is the nature of the two Athasian moons? Are they truly inhabited, as the stories say, and if so who resides there?|
| 6 | **Arcane Magic:** Why does arcana defile the land? What arcane event(s) transformed the world into a desert?|
| 7 | **Uncharted Lands:** What lies beyond the Tablelands? What is on the other side of the Silt Sea? Are there any other bastions of life or civilization left on this world?|
| 8 | **Artificing:** What marvels from lost civilizations lie in wait? Were there technologically advanced societies in previous eras? What is the nature of magical items preserved from the Green Age? 
| 9 |**Planar Entities:** What is the nature of the primordials? What is the Gray exactly, and why do spirits get trapped there? How did extraplanar aberrations like psurlons get to the Athasian material plane? | 
| 10| **"Lost" City-States:** What other city-states exist in the deserts besides the Seven Cities? Who rules these city-states?|





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\page

#### Athasian Mystery
The world of Athas has many mysteries, a great deal of knowledge lost due to disaster or tyrannical suppression. Apostates generally fixate on certain mysteries that they wish to uncover. You may choose one or two mysteries to start, or roll on the table. 



#### Suggested Characteristics
Apostates are all inquisitive by nature, but they often differ in how they pursue the secrets of Athas. They value knowledge and education, and are often forced to be criminals to pursue their values. This does not mean all apostates are malevolent or ill-intentioned, but simply that they are inherently breaking the laws of the sorcerer-kings.

| d8 | Personality Trait |
|:----:|:-------------|
| 1 | There is nothing I like more than a good mystery. |
| 2 | I spend every spare moment I have thumbing through books, manuscripts, and scrolls.  |
| 3 | I am willing to listen to every side of an argument before I make my own judgement. |
| 4 | Others tend to find me a bit peculiar because I don't understand most social cues.  |
| 5 | I am constantly working on a new puzzle, equation, or theory. |
| 6 | I have a relevant anecdote or historical analogy for just about any occasion.|
| 7 | I always want to know how things work and what makes people tick.|
| 8 | The first thing I do when I enter a location is speculate on who built it, what its purpose was, and how it fits into the world at large.|

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Greater Good.** The mysteries I uncover will make the world a better place when they are revealed. (Good)|
| 2 | **Logic.** Emotions must not cloud our logical thinking. (Lawful)|
| 3 | **No Limits.** Nothing  should prevent the free exchange of information. (Chaotic)|
| 4 | **Knowledge.** The path to power and self-improvement is through knowledge. (Neutral)|
| 5 | **Power.** Knowledge is the path to power and domination. (Evil)|
| 6 | **Aspiration.** I learn for the sake of self-actualization (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | It is my duty to restore lost knowledge for the betterment of society. |
| 2 | My life's work is a manuscript I am writing on a specific mystery or secret. |
| 3 | I work to protect a hidden library, scriptorium, or monastery from those who would see books burned and knowledge destroyed. |
| 4 | I have been searching my entire life for the answer to a certain question. |
| 5 | I will stop at nothing to recover a piece of knowledge that was stolen from me. |
| 6 | I cannot allow powerful secrets to fall into the wrong hands. |

| d6 | Flaw |
|:----:|:-------------|
| 1 | Everything is a conspiracy; there's always a deeper level and a dark mystery at play. |
| 2 | I am more concerned with knowing how something works than actually putting that knowledge to any practicual use.|
| 3 | Unlocking an ancient mystery is worth just about any price. |
| 4 | I am easily distracted by the promise of information. |
| 5 | I view those who are illiterate as fools who are closed off to everything in the world worth knowing.|
| 6 | I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which almost  . . . everyone is . . . compared . . . to me.|

| d6 | I became an apostate because ... |
|:----:|:-------------|
| 1 | I was taught to read in secret by a mysterious scholar, who set me on my path to uncover clandestine lore. |
| 2 | While serving in the templarate, I discovered that the sorcerer-kings were hiding the true nature of reality, and so I want to reveal what has been hidden from me.|
| 3 | In my tribe, literacy was not restricted, and so as I read what little I could find, I grew to have a keen sense of curiosity and a thirst for knowledge. |
| 4 | I once found a planar anomoly (a passage to the Gray, a moongate, or an elemental breach) and now I seek to understand the nature of the multiverse. |
| 5 | I stumbled into a crumbling ruin from the Green Age, and inside I discovered a relic that forever changed how I view the world and its history. |
| 6 | Tall tales of faraway places, ages long past, and powers beyond comprehension have always fascinated me; I have taken to academic study in order to uncover what truth there is to these stories.|



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\page

> ##### Legality of Books & Literature
> Players who openly defy the laws against literacy are bound to come into conflict with the templar of a city-state. When this occurs, there are a few ways to handle this. 

> Clever characters can pose as aristocrats, or as royal defilers who have permission to own and use such items. Documents that grant permission to possess written works can be forged, or even obtained legitimately. 

> Alternatively, corruption is rampant among templar, and a well-placed bribe can often cause them to turn a blind eye. 

> Unprepared characters might find their possessions confiscated, and if the offense is severe enough, may be punished. Typical punishments might include being sold into slavery or being forced to fight in the city-state's arena.
<img 
  src='https://i.imgur.com/PaylqCU.png' 
  style='position:absolute; bottom:360px; left:-12px; width:450px;mix-blend-mode:multiply' />

<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
> ##### The Truth
> The true history of Dark Sun should remain a mystery to the players, especially in the beginning of the game. It is encouraged that players do not immediately seek out the answers to the questions posed here and throughout the apostate background. These subjects often pertain the plot of a Dark Sun campaign. As a DM, you might choose to alter or add to any one of these subjects in order to fit your game and the stories you want to tell.


```
```

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

The circumstances that ended the Green Age are unclear. Some say that the kingdoms of that era fell into centuries of vicious conflict, wars in which spells of nightmarish power spread destruction throughout the world. Others say that the fearsome Dragon of Tyr came to Athas in a falling star and laid waste to all domains. What is known for sure is that the Red Age followed, centuries of chaos and suffering in which the civilizations of the Green Age died. Cities such as Bodach, Celik, and Waverly fell during this time. Eventually, the wars of the Red Age guttered out, leaving a blasted and desolate world that endures today. Many people refer to the current period as the Desert Age.

The details of the calamity that befell Athas are not the only facts in dispute. Some say the Desert Age began a few centuries ago, while others claim that it is two or three thousand years old. In some stories, the current sorcerer-kings are the same immortal rulers who battled one another long ago. According to other accounts, they are the descendants of the sorcerers who put and end to the Red Age wars and founded the city-states in the few habitable spots left in the world. 

Those who can read about the history of Athas will find conflicting accounts, entire eras undocumented, and volumes filled with propoganda written by the sorcerer-kings and their templar. Most Athasians are too concerned with the problems of
the present to devote themselves to the lessons of the past. The few who have any interest in history are often 
lackeys of sorcerer‐kings undertaking a project to glorify their sovereign. The resulting chronicles are
implausible fables, or outright fabrications that often contradict one another.

Some non-human cultures carry on oral histories, imparting stories of the ages before the Desert Age. Whether these fables and myths are true is a matter of much debate, as such stories are so often changed and exaggerated in retelling. Most notably, many Halfling tribes tell tales of a world once covered in pristine oceans and vast jungles. These stories depict thriving and beautiful cities, shaped from the living world. It is also said that during this era the sun was a vibrant turquoise blue, radiating gentle light rather than oppressive crimson heat.  Dwarven accounts tell of a time where their empires were carved into the earth itself, with vast underground settlements and an interconnected highway of tunnels and passages. Dwarven oral history often insists that arcane magic did not exist during this time, and was brought into the world during the Red Age of conflict and calamity.


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\page

### **Ardent Bodyguard** 
You are a psionic protector, a bodyguard who has been trained at an academy of the Way in the technique of psychic bonding with one person whom you have sworn to protect. Your skills might vary from the martial to the mastery of the Will and the Way, but regardless of what your abilities are, you use them to safeguard your bonded charge.

You might already have a bonded charge in mind (another party member or a key NPC make for good options), or you might be seeking someone to protect. Many ardent bodyguards sell their services to the highest bidder. It is common for noble houses in the Seven Cities to hire one or more such guards, especially to protect themselves or their own from the machinations of "minstrels" and assassins. Merchant houses rarely leave the walls of a city-state without at least one trained psion to protect and advise them in their travels, and many times the head of a caravan will take on an ardent bodyguard for added assurance. 


Less commonly, ardent bodyguards act out of altruism, and choose a bonded charge that that they believe needs or deserves their protection. Those who choose the adventurer's path often choose their closest companion to look after, forming a deep and lasting psionic bond that can last a lifetime.

```
```




&emsp;Ardent bodyguards can be self-taught, guided by a psionic master or order, or trained at a psionic academy. See the noble adept and wilder backgrounds in this chapter for guidance on what kind of instuction you may have had. Among the teachings of the psionic academies, the Code of the Aegis is taught to all formally trained ardent bodyguards. This code is an outline for the agreement between an ardent bodyguard and their bonded charge, and is often utilized when a patron hires a bodgyguard for their services. 

<br>
**Skill Proficiencies:** Medicine, Perception <br>
**Tool Proficiencies:** Medicine kit, smith's tools<br>
**Wild Talents:** One of your choice<br>
**Equipment:** A shield,  a set of traveler's clothes, a waterskin, and a pouch containing 10 CP 
 
 
 
#### Feature:Bonded Charge 

You may choose one willing creature to be your bonded charge. This creature must be capable of intelligent thought and possess the ability to speak or understand at least one language. As an action, you form a psionic bond with your bonded charge. You can communicate telepathically with your bonded charge if you are within 120 feet of one another. You can sense when your bonded charge is in danger, as long as he or she is within ten miles. You can sense the general direction and distance to your
bonded charge if you don’t know where he or she is.

 Once you designate a bonded charge, you may not do so again for 7 days.  You may only have one bonded charge at a time. You may end this psionic bond as a bonus action at any time.

> ##### Code of the Aegis
> When a patron hires an ardent bodyguard from a psionic academy, or as a freelance sellsword, the two often enter into a contract known as the Code of the Aegis. This code dictates the behavior and expectations of each party, and is carefully observed by all ardent bodyguards. Those who do not abide by this code earn a reputation as untrustworthy, and find it difficult to seek employment. Some patrons will add their own provisions to a contract, and certain ardent bodyguards may have personal codes or provisions they prefer.
> * The ardent bodyguard shall protect his bonded charge from any harm — with his life if need be.
> * The ardent bodyguard shall keep the faith of his bonded charge, and shall not reveal any secrets or private details that he learns during his service, even after his service is concluded.
> * The patron shall compensate the ardent bodyguard with food and water, lodging, and reasonable pay for services rendered. 
> * The patron shall not ask the ardent bodyguard to bring harm unto others, except in self-defense or defense of his  bonded charge.
> * The patron shall not ask the ardent bodyguard to violate the laws of any city-state or tribal code. 


<img 
  src='https://s-media-cache-ak0.pinimg.com/736x/3b/cf/f6/3bcff6b09719675f3379f5769a269121.jpg' 
  style='position:absolute; bottom:-50px; left:0px; width:450px' />
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  <img 
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  <img 
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  <img 
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  src='http://i.imgur.com/cPPYV7h.png' 
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\page
#### Favored Charge
Ardent bodyguards generally favor protecting a certain type of person, and may do so for a variety of reasons. Some simply seek payment and compensation, while others may do so out of altriuism or a moral code. Choose a favored charge or roll on the table below. 
 
| d6 | Favored Charge |
|:----:|:-------------|
| 1 | I guard whoever will pay the most for my services.  |
| 2 | I guard those who are victoms of brutality, tyranny, or slavery.|
| 3 | I will only bond with and protect my closest friends.|
| 4 | I belong to a noble house or merchant house, and I will only protect those within my own faction.|
| 5 | I will intercede and protect anyone who is a victim of defiling — and the best way to do so is to stop defilers before they have a chance to do harm.|
| 6 | I am drawn to protecting people on important quests, or those who have a greater purpose.|

#### Suggested Characteristics
Ardent bodyguards are defined by the protection of an individual, and a need to be resilient and courageous. Their outlook on the world tend to be defined by how they view their role as a protector, and who they believe needs protecting. 


| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I  stare down any danger without flinching. |
| 2 | I strive constantly toward martial and psionic excellence.|
| 3 | I am constantly on the lookout for danger, and always mindful of my surroundings.
| 5 | I am always polite and respectful.|
| 6 | I have an enduring sense of empathy, and  strong nurturing instincts.|
| 7 | Once I make an agreement, I always do my best to keep to my word. |
| 8 | I will never settle for anything less than perfection. |

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Charity.** I always try to help those in need, no matter what the personal cost. (Good)|
| 2 | **People.** I'm committed to the people I care about, not to ideals. (Neutral)|
| 3 | **Honor.** The Code of the Aegis and any contractual provisions should always be upheld. (Lawful)|
| 4 | **Respect.** I treat my bonded charge with unfettered respect, and expect the same in kind. (Lawful) |
| 5 | **Greed** I'm only in it for the money. (Evil)|
| 6 | **Glory** I seek glory in combat for myself and my bonded charge.  (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | My friends know that once they have earned my loyalty, they can rely on me no matter what. |
| 2 | My honor is my life.|
| 3 | I view guarding others as my duty, which takes precedence over all other concerns.|
| 4 | There is only one person in this world I care for more than any other, and they will always be my bonded charge.|
| 5 | I protect those who cannot protect themselves. |
| 6 | I would lay down my life for those I care for, without hesitation.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | I tend to look to others for direction, and I often struggle with my own agency.|
| 2 | Anyone who would harm my bonded charge will die screaming.|
| 3 | Once someone questions my courage, I will not back down no matter how dangerous the situation.|
| 4 | I will throw myself into danger without heed for the consequences if I think I can save another from harm.|
| 5 | I am loyal to a fault, and I will follow orders even if I believe they are wrong. |
| 6 | I am overly suspicious of anyone who is not my bonded charge or a close companion. |

| d6 | I became an ardent bodyguard because ... |
|:----:|:-------------|
| 1 | I owe my survival to someone who came to my aid, which inspired me to protect others from harm.|
| 2 | A psionic academy selected me from a young age to be trained as an ardent bodyguard. |
| 3 | I belong to a noble house, and I was sent to an academy to serve my family and learn how to protect them from harm. |
| 4 | I could not protect someone I cared for deeply, and I am determined never to let that happen again.|
| 5 | No one else should have to endure what I have been through, and so I will do my best to protect others from harm. |
| 6 | I sought a way to use my psionic aptitude to earn a livelihood in the Seven Cities. |


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\page
### Dune Trader 

You are a member of one of the dynastic merchant houses of the Seven Cities. You transport goods across the land, offering water, food, salt, spices, arms, armor, and more — but your work is not charity. It is all about making a profit, and no one does a better job accumulating wealth and power than the dune traders of Athas (except, perhaps, the sorcerer-kings).

Many small traders and merchant cabals exist, but they pale next to the dynastic houses that dominate trade across the Tablelands. The merchant houses of Athas   are sophisticated trading companies with networks extending many
hundreds of miles, transcending political boundaries, and spanning all social classes. These houses are nations unto themselves, sworn to no sorcerer-king. They field their own armies, hold their own lands, and take an active part in political and social affairs affecting the region. Their trading posts can be found throughout the wastelands. Steams of caravans run from these outposts to the city-states, carrying the
goods with which the houses stock their vast markets and emporiums. A merchant house's leadership might rest in one family's hands, but these houses readily accept new members, always looking for new talent to bolster their presence and influence. Regardless of the position sought, a candidate must swear several oaths to the house leaders. In exchange, a candidate receives protection, status, and regular pay. The particular oaths vary from house to house, but they all have some commonality.

<br>
**Skill Proficiencies:** Choose two from Deception, Insight, and Persuasion <br>
**Tool Proficiencies:** One of your choice<br>
**Languages:** One of your choice <br>
**Equipment:** A backpack, an abacus, an hourglass, a blanket, a lamp, a flask of oil, a merchant's tunic,  a waterskin, and a small wooden box containing 50 Cp

#### Feature: Merchant House Membership
As an established and respected member of a merchant house, you can rely on certain benefits that membership provides. You receive steady pay from your house, as determined by the DM. In exchange, you may be asked to move cargo, recover a certain kind of item or raw material, or ensure the terms of a trade deal with another organization. 

When in any settlement, you may set up a market stall or other place of business, and sell wares in your possession for their listed price. You are already considered to have any relevant licensing to do business in just about every major settlement. 

All dune traders are expected to uphold the merchant's code, although some merchant houses prioritize different parts of the code more than others. Most merchant houses care far more about this rule than any other — always act in the merchant house's best interst. Committing crimes, shady deals, or other dishonesty can be overlooked, but loyalty to the merchant house must be unquestionable. 

Merchant houses wield tremendous political power. If you are accused of a crime, your merchant house will support you if a good case can be made for your innocence or if the crime is deemed justifiable by the merchant house leadership. However, merchant houses, like everyone else, must always bow to the final arbitration of the sorcerer-kings 

<br>

> ##### The Merchant's Code 
You are expected to abide by this code in order to retain your membership to a merchant house.
* Forsake any citizenship or membership in a city-state or tribe.
* Swear allegiance to the merchant house.
* Always act in the merchant house's best interest.
* Deal honestly with stranger, friend, and foe.
* Flaunt no wealth gained through employment by the house.
* Uphold the local laws and attempt to act in accordance with them (not always upheld).
* Protect your own, lending help to merchants in need and refusing to deal with those who unjustly imprison or harass any merchant.


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 <div class='wide'>



| d20 | Merchant House | Primary Merchandise | Headquarters
|:----:|:-------------|:----
| 1 | House Inika (major) | Small, valuable cargo — spices, gems, precious metals, and seeds | Gulg
| 2 | House M'ka (major) | Misc. goods as a cover for assassination and kidnapping |Raam
| 3 | House Shom (major) | Rope, grains, water, obsidian, and precious metals | Nibenay
| 4 | House Stel (major) | Spoils of war — slaves, stolen cargo, weapons, and hostages for ransom | Urik
| 5 | House Tsalaxa (major) | Hemp, grain, artwork, ornate weapons & armor, and slaves | Draj
| 6 | House Vordon (major) | Iron, slaves, artwork, and textiles | Tyr
| 7 | House Wavir (major)  | Bronze, grain, ceramics, and coal | Balic
| 8 | House Ardian (minor) | Gold, possesing a monopoly of the only known gold mine on Athas | Walis Mine
| 9 |  Dedys Consortium (minor)| Livestock, leather, furs, ivory, and rare bones | Draj
| 10 | House Fyra (minor) | Salt, glass, and crystal | Salt View
| 11 | House Ianto (minor) | Silk, fabrix, and textiles | Tyr
| 12 | House Klethira (minor) | Copper, slaves, and marble | Urik
| 13 | House Lamnos (minor) | Silver, oil, pottery, and chalk | Nomadic
| 14 | Renythi League (minor)| Water, herbs, incense, and medicines | Nomadic
| 15 | House Sysra (minor)| Rice, grains, olives, nuts, and produce | Fort Sysra
| 16 | Clearwater Tribe (elven) | Misc. goods, as a cover for black market contraband | Nomadic
| 17 | Swiftwing Tribe (elven) | Forbidden items  — books, scrolls, spell components, and enchanted items | Nomadic
| 18 | The Shadows (elven) | Illegal services — espionage, theft, assassination, extortion, and kidnapping | Nomadic
| 19 | Kreen Consortium (thri-kreen) | Amber, resin, herbs, and pigments | Nomadic
| 20 | Other   house (created by you) | Custom | Custom
</div>

#### Merchant House 
There are a number of large merchant houses on Athas. These are the massive dynasties that have outposts across the Tablelands Region. Choose membership to one of these merchant houses, or roll on the table above. 

Organized along family lines with a matriarch or patriarch at its head, a major house controls dozens
of caravans, maintains estates in several different cities, sponsors trading villages, and employs (or
owns) thousands. 

The major merchant houses engage frequently in trade warfare with other houses — practices of market manipulation, sabotage, espionage, assassination, kidnapping, and ambushing rival caravans are all common. Most of the major houses acquired their wealth and power by ruthlessly eliminating their competitors in the region they are headquartered. Though they do purport to follow the law of each city-state, virtually every merchant house engages in illegal or at least dubious practices in order to get ahead. 

While every merchant house can and does trade in basic goods of all sorts, most have made their wealth by controlling the supply of a few key commodities. For example, the iron trade is controlled primarily by House Vordon, which operates iron mines outside of Tyr. Similarly, House Ardian exists only because it extracts meager amounts of gold from the last known gold mine and thus controls the only reliable supply of the precious metal. 



Minor merchant houses tend to control smaller territories, and have memberships that number in the hundreds rather than the thousands. These minor houses survive primarily by cornering markets of rare or specialty goods, or by isolating themselves from the major houses and avoiding trade wars.

Some elven tribes, thri-kreen khanates, and groups other races operate trade organizations that are not as expansive as true merchant houses. These groups do not wield political power in the Seven Cities or boast vast empires, but they do control certain commodities and services that no other merchant house offers.  

> ##### Merchant Houses in Your Game
> The major merchant houses of Athas hold much of the power in the Tablelands Region, often to the dismay of the
sorcerer-kings. Players will inevitably encounter members of the various merchant houses in a Dark Sun game, either as useful allies, powerful enemies, or simply as a necessary part of life in the Seven Cities. 

> Merchant houses can provide political intrigue, conflict, opporunity, and a power structure to advance through for players in a Dark Sun game. 

>Characters other than dune traders may seek membership in a merchant house, and they should be allowed to do so (without receiving the full benefits of the merchant house membership feature). Every merchant house employs guards, enforcers, scouts, advisors, negotiators, and agents of all sorts. 

>A group of characters who seek to advance in an existing house or establish their own merchant house could even make that the subject of an entire campaign focused on caravan travel, trade negotations, and political power struggles. 

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 \page
#### Suggested Characteristics
Dune traders from each house differ in their methods and outlooks, though they tend to be shrewd and prudent in their dealings with others. There are those who are honest, and those who are unscrupulous; those who are aggressive, and those who are calculating. Some dune traders gain an edge by sabotaging or eliminating competitors, while others engage in market manipulation and establish monopolies to undercut their adversaries. 

| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I am always looking for a new curio, antique, or trade commodity to bring to market. |
| 2 | Everything in life is a risk versus benefit analysis, which I weigh carefully before I make any decisions.|
| 3 |  I will try to talk my way out of just about anything before I resort to other tactics.|
| 4 | I document just about everything in my ledger, meticulously keeping track of income and expenses, weights, inventory, trade strategies, etc.|
| 5 | There is nothing I love more than a good gamble —  I can hardly resist taking a risk for a potential payoff. |
| 6 | Nothing in this world is free, and there is always a price to be paid, it's just a matter of |
| 7 | I view every interaction as a negotiation, and I will haggle relentlessly to get the best deal possible.|
| 8 | I think that curteousy, manners, and diplomacy when dealing with others can go a long way.|

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Logic.** There is always a fair deal, a compromise, or a set of terms to agree to. (Lawful)|
| 2 | **Generosity.** I  attempt to make bargains that benefit others when I can. (Good)|
| 3 | **Freedom.** Everyone should be free to pursue his or her own livelihood. (Chaotic)|
| 4 | **Respect** I stricly abide by the terms of the Merchant's Code, and respect the heirarchy within my house.  (Lawful)|
| 5 | **Greed.** I will be wealthy, and none shall stand in my way.  (Evil)|
| 6 | **Aspiration.** I will climb to the top and make a name for myself. (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | I am loyal to my merchant house first, and everyone else second. |
| 2 | I will always honor my word when I sign a contract, strike a deal, or make a promise. |
| 3 | When I am leading a trade caravan, it is my duty to protect everyone in the caravan. |
| 4 | I want to establish my own market, trade outpost, or emporium.|
| 5 | I seek fortune, wealth, fame, and glory as a merchant.|
| 6 | I always strive to be fair and equitable to my friends.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | I rarely keep friends for very long — unless someone is useful to me, I view them as expendable|
| 2 | I will do just about anything to get my hands on something rare or priceless.  |
| 3 | I am naturally distrustful of others, and quick to assume that someone is trying to cheat me.|
| 4 | I am not liable to do anything unless there is a material or financial incentive for me.|
| 5 | I am never satisfied with what I have — I always want more.  |
| 6 | Everything and everyone in this world is for sale, if you know how to make the right deal.|

| d6 | I became a blank because ... |
|:----:|:-------------|
| 1 | Simply put, I want to be rich.|
| 2 | Blood runs thicker than water — I was born into a merchant house. |
| 3 | I became an apprentice to a dune trader who taught me basic economics, the intricacies of caravan travel, and how to always get the best deal possible. |
| 4 | I believe  that the true powers on Athas are the merchant house dynasties, and so I seek to climb their ranks. |
| 5 | I come from nothing, so membership in a merchant house offers me a livelihood and the means to survive. |
| 6 | I've always had a penchant for bartering, haggling, and negotiation, so I decided to put my talents to use. |

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### Escaped Slave
The cities of the sorcerer-kings are built upon the backs of slaves. Slaves have always been a part of Athasian society. A harsh world calls for harsh justice. Those who cannot obey the laws that protect all or who are not smart enough to bow before those stronger than themselves do not deserve the water it takes to keep them alive. People become slaves by angering or offending those more powerful than themselves. A slave might have owed a debt, stolen a crust of bread, or not bowed low or fast enough when a person of importance passed. Citizens are declared slaves for owning items desired by nobles, for being captured instead of killed during war, and for knowing information above their station. 

Children born to slaves become slaves owned by the mother’s master. After all, the master lost work from the mother during pregnancy and must pay for the child’s care. Such a child owes the master labor equal to the period of time until it can do the work of a full adult, and by then it has no doubt done something to warrant its continued slavery. 

Once declared a slave, a person becomes property. Slaves change hands like money. They are won and lost in bets, sold at auction, and brought to market. Slave owners with slaves that have specialized skills or unusual attributes seek out buyers with particular needs. A slave owner can do what he or she likes with a slave, and it’s no concern of anyone else. 

As an escaped slave, your only hope is to see freedom as a rebirth. Old haunts, one-time friends, even family —  you must avoid them all lest you are recognized and turned in. You must hide your brands, disguise your tattoos, cover up your scars, explain away your calluses. You must take on a new name, a new history, and if you can manage it, a new appearance. You may do all of this, but in the end you will likely trade your old master for a new one — revenge. Most escaped slaves are driven to regard all slave owners as their enemy, and seek vengeance for what they have lost to their former masters. Your life was stolen from you, and now you must choose how to live the rest of it. 

<br>
**Skill Proficiencies:** Choose two from Acrobatics, Athletics, and Sleight of Hand<br>
**Tool Proficiencies.** Disguise kit, and one of your choice <br>
**Languages:** You cannot read or write any languages that you speak, regardless of Intelligence score, race, or any other trait<br>
**Equipment:** Traveler's clothing with a hood, a filter mask, and a set of wood and leather manacles that were once used you bind you

#### Feature: Bonded together

When you are in a place with a population of slaves, you can interact with them in ways others cannot. Slaves develop deep friendships with one another while in captivity, as no free man could ever possibly understand their plight. Local slaves will secretly share information with you if they are able to. People often act in front of their slaves as they would when they are alone, and so slaves have insight into the private lives of nobility, templar, merchants, arena patrons, and many others. Slaves also tend to know the underbelly of a city, and can guide you toward secret passages, black markets, and places of interest unknown to others. 



<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>

> ##### Slavery as Punishment
> Players in a Dark Sun game will at some point, more likely than not, find themselves in conflict with the laws of a city-state. In most cases, templar will attempt to seize suspects and take them alive. Templar are judge, jury, and executioner — and those deemed criminals (regardless of guilt) are considered more useful as laborers than as corpses. Slavery is therefore the most common punishment in most of the Seven Cities, and serves as a reasonable consequence for characters who act carelessly within a settlement. This can lead players to unique adventures. Characters might be forced to become gladiators who may attempt to win their freedom in the arena. Or perhaps they are sentenced to merciless hard labor, and must find a means of escape before they are worked to death.

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#### Servitude
There are slaves for virtually every purpose and role in Athasian society, bust most are used for manual labor or various types of construction. Choose what your role was in servitude, or roll on the table below. 
 
| d20 | Servitude |
|:----:|:-------------|
| 1 | Mason or builder|
| 2 | Plantaition or farm worker |
| 3 | Carpenter|
| 4 | Cook|
| 5 | Domestic servant |
| 6 | Porter|
| 7 | Enslaved soldier
| 8 | Merchant house slave
| 9 | Noble Servant
| 10 | Gladiator or pit fighter
| 11 | Smith
| 12 | Miner
| 13 | Textile worker
| 14 | Ceramicist
| 15 | Messenger
| 16 | Silt Sea shipping slave
| 17 | Litter or rickshaw bearer
| 18 |  Herbalist or apothecary
| 19 | "Source" for a defiler
| 20 | Scribe for a merchant or noble (grants literacy)

#### Suggested Characteristics
All escaped slaves are shaped by their time in captivity, which depends greatly on how their master(s) treated them. For the most part, slaves are mistreated and abused by their captors — but not always. Most who have escaped captivity have nothing but contempt for those who enslave others.


| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I will die before I return to a life of subjugation. |
| 2 | I feel as if have been given another chance at life, and so I choose to look to the future instead of the past. |
| 3 | After being forced to always obey without question, I tend to regard authority figures with skepticism. |
| 4 | I seek to liberate others whenever possible. |
| 5 | I have taken on an entirely new identity, and I refuse to speak about my time in chains. |
| 6 | Laughter is how I cope with the ills of the world —  sarcasm, quips, and banter get me through the hard times.|
| 7 | Others think I'm a bit of a cynic and a pessimist, but after all I have seen, I'm just a realist. |
| 8 | I am overly deferential out of habit, and tend not to speak to others unless spoken to first.|

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Independence.** Now that I am free, I am the sole master of my own destiny. (Chaotic)|
| 2 | **Friendship.** No one can survive in this world without help from others. (Good.)|
| 3 | **Live and Let Live.** I choose to mind my own business to avoid conflicts. (Neutral)|
| 4 | **Freedom.** Everyone deserves the right to act, speak, or think without oppression. (Good)|
| 5 | **Power.** The weak are meant to die out, only the strong survive. (Evil)|
| 6 | **Aspiration.** Now that I am free, I want to live my life to the fullest.  (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 |  After escaping I evaded my pursuers, who might still be hunting me, and I must someday confront them. |
| 2 | I still have friends or family who are enslaved, and I plan to return for them when I am able. |
| 3 | I have learned to place my trust in a close few companions, and it will always be us against the world.  |
| 4 | I was never truly permitted to own anything, so I cherish any valuable possessions that I come across. |
| 5 | Having been subjected to constant cruelty, acts of kindness are the quickest way to win me over.|
| 6 | Someone helped free me from slavery, and I will do my best to repay them for liberating me.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | I refuse to listen to the commands of others, even if they might be advisable or well-intentioned.  |
| 2 | I will stop at nothing to take vengeance on those who enslaved me, and the masters who abused me.|
| 3 | The powerful will always dominate the frail, and so I am determined to be one of the powerful. |
| 4 | I am suspicious of strangers and expect the worst of them. |
| 5 | The best way to get me to do something is to tell me I can't do it. |
| 6 | Now that I have tasted freedom, I have become a bit of a hedonist and enjoy worldly pleasures a bit too much.|

| d6 | I became a slave because ... |
|:----:|:-------------|
| 1 | I was born to a slave, and so I have only known slavery|
| 2 | I committed a terrible crime, and slavery was my punishment. |
| 3 | I incurred a debt that I could not pay off, and so I was forced into servitude as recompense. |
| 4 | I offended a noble or high templar, and so was declared a slave. |
| 5 | I was captured during a raid or as a prisoner of war. |
| 6 | My family was starving and destitute, and so I sold myself into slavery as a last resort to give them what little I could. |


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### Primal Guardian 
Much of Athas is desolate and defiled, but the life of a world is difficult to quench altogether. In spite of the supernatural ruin visited over so much of the planet thousands of years ago, the vital force of Athas still flourishes in a few places — the rain-misted jungles of the Forest Ridge, the green palm groves of hidden oases in the Tablelands, the majestic stands of giant cactus that dot the stony barrens in the wilds south of Tyr, creek-fed mountain vales, the dazzling blue waters of the  Dragon's Bowl, and a thousand more secret refuges and lost springs. 

These places of natural splendor are under constant threat from defilers who would use the life force of these lands to fuel their spells and arcane studies. Even those who do not defile still pillage these places, as natural resources and water are in short supply on Athas. Merchant houses, templars, and even nomadic tribes might despoil the land for its bounty. Whether out of greed, desperation, or malice, the results are the same — one more piece of an already wounded world dies for temporary gain. 

As a primal guardian, you stand watch over these surviving environments. You are a sentinel who would stand against the desolation and havoc of defilers and pillagers. You might be self-appointed, chosen by a primal spirit, or perhaps you inherited this duty from your ancestors. Whatever the case might be, you revere the wild places of Athas and act to prevent any further desecration. You are also a steward, acting to heal and restore verdant lands if you are able. Defilers can destroy in an instant what nature took centuries to create, but perhaps if you act, you can reverse the course of this world's deterioration.

Many primal guardians are hermits who live in the lands they guard, taking to lives of solitude and contemplation. Others take up the mantle of hunters, ruthlessly pursuing defilers and eliminating them before they can profane the lands any further. Others still are guided by primal spirits, given a sacred directive to protect a particular region. Some are possessed by these primal spirits, haunted or maddened by visions of a wounded spirit world. A few primal guardians belong to circles or brotherhoods collectively sworn to defend a wide area. Several such circles, consisting mostly of druids, are scattered throughout the Forest Ridge. Another band known as the Crescent Circle works to defend the Crescent Forest against the constant encroachment by Gulg and Nibenay.

<br>
**Skill Proficiencies:**  Nature and Survival <br> 
**Tool Proficiencies:** Herbalism kit<br>
**Languages:** You can speak Primordial and Sylvan<br>
**Equipment:** Desert clothing, a filter mask, a dowsing rod, a waterskin, and a dreamstone given to you by a primal spirit


#### Feature: Spirits of Athas

While you are in the wilderness, you can attempt to commune with primal spirits. You might be unable to do so if you are in a particularly barren or defiled area. At your DM's discretion, these spirits can confer information about the region you are in — what kinds of creatures dwell here, what landmarks might be nearby, what kinds of people might have traveled through the area recently, etc. These spirits have a variety of individual personalities, and each may react to you differently.  

<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
Most spirits speak in cryptic tones, and offer information that might be open to interpretation. Some are capricious and fickle spirits who enjoy misleading mortals. Othes are angry and vindictive, and may require convincing or tribute of some kind in order to gain their favor. 


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#### Guarded Land
Most primal guardians hail from an isolated or hidden land that they protect. Those who choose to travel often leave their lands in the hands of other guardians while they seek to learn the secrets of the natural world, and techniques or artifacts that might allow them to heal places that have been defiled. Choose a place to have guarded, or roll on the table below. 
 
| d12 | Guarded Land |
|:----:|:-------------|
| 1 | An isolated oasis|
| 2 | A small forest refuge|
| 3 | A grassy savannah|
| 4 | A desert cactus stand|
| 5 | A hidden mountain vale|
| 6 | A cavern teeming with life |
| 7 | A verdant island in the silt sea|
| 8 | The Cresent Forest
| 9 | The Forest Ridge
| 10| The Dragon's Bowl
| 11| A pocket of the Feywild
| 12| One of Athas' twin moons
#### Suggested Characteristics
While all primal guardians venerate nature, their outlook on how best to defend the natural world often differs. They tend to be somewhat reclusive, though a life of solitude leaves many with a strong appreciation for good company.


| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. |
| 2 | The primal spirits whisper in my mind, guiding my thoughts and actions. |
| 3 | I don't fully understand etiquette, social customs, and manners.  |
| 4 | I feel tremendous empathy for all who suffer. |
| 5 | I am often cynical about the intentions of others and skeptical of their motivations.|
| 6 | I love to travel — my wanderlust, love of exploration, and appreciation for natural splendor draw me into the wilderness any chance I get.|
| 7 | Like nature itself, I take the long view of things, and look forward to what consequences my actions might have years from now. |
| 8 | I revere all living things, even other humanoids, and I carefully consider any course of action that would lead to a loss of life. |

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Nature.** I revere the natural world above all else.  (Neutral)|
| 2 | **Redemption.** Anyone, even a defiler, can atone for their wrongdoings. (Good)|
| 3 | **Justice.** Those who would harm the world will be punished in kind. (Lawful)|
| 4 | **Freedom.** No one can claim dominion over people, animals, or land. (Chaotic)|
| 5 | **Impartiality.** Nature will take its course, and so we must intervene in events only when truly necessary. (Neutral)|
| 6 | **Power.** The primal spirits will grant me the power to eradicate all who would bring harm to Athas. (Evil)|


| d6 | Bond |
|:----:|:-------------|
| 1 | I act in service of a primal spirit or spirits, and I am sworn to do as they would ask of me.|
| 2 | An injury to the unspoiled wilderness of my home is an inury to me.  |
| 3 | I will bring terrible wrath down on the evildoers who destroyed my homeland.|
| 4 | I have been sent into civiled lands with a specific task, decreed by my guardian circle. |
| 5 | My tribe has entrusted me to guard our ancestral homelands from invaders.|
| 6 | I know the location of a hidden place such as a tree of life, an unspoilt lake, a moongate, or a portal to the Feywild, and I must ensure it stays a secret.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | When the natural is disrespected, I fly into a blind rage.|
| 2 | I am dogmatic in my thoughts and philosophy.|
| 3 | I would risk everything if it meant saving a verdant place. |
| 4 | Whether preserver or defiler, I loathe all arcanists.|
| 5 | It is nature's way that the strong thrive and the weak perish. |
| 6 | I care little for people and tend to be cold or uncaring towards others.|

| d6 | I became a primal guardian because ... |
|:----:|:-------------|
| 1 | It was demanded of me by my ancestors.|
| 2 | A primal spirit chose me and guided my path. |
| 3 | I chose to leave my life in civilization behind, and protect the natural world.|
| 4 | I was once a defiler myself, and now I seek to give back to the land instead of taking from it. |
| 5 | While traveling through the desert, I found a secret place of unrivaled beauty that inspired me to preserve the unspoiled places of Athas. |
| 6 | Another primal guardian entrusted me with his duties upon his death or departure. |


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\page
### Student of the Way
The Way is the study of the psionic sciences. Many people
may possess the Will (the basic spark of psionic talent) but unless they are schooled in the Way
they will never do more than scratch the surface of their potential.

While many beings can discover the strength of the Will
within themselves, most who go on to study the Way require
guidance from a teacher. There are schools of the Way in every
city of Athas, and merchant houses and noble families often
pay dearly to have their scions educated by the best. Rarely, the
academies waive tuition for a promising student of the free
classes. Slaves are rarely formally instructed in the Way, and are generally forbidden from using psionics.


As a student of the Way, you have attended a psionic academy and you have learned how to harness your inner Will, and how to pursue mastery  the Way. While most people on Athas have some spark of psionic power, few do more than develop a passing familiarity with their innate wild talents. You might be a noble who retains the barest vestiges of psionic training — just enough to levitate off the ground to keep above the filth in the city steets, to move a cup a few inches, or to overhear gossip from a distance. You might instead be a devoted scholar of the psionic sciences who has unlocked the true potential of their mind, devouring every piece of psionic lore and mastering every discipline you could find. 


<br>
**Skill Proficiencies:** History and Psionics<br>
**Languages:** You are literate in any languages that you can speak<br>
**Equipment:** Hooded robes, 5 sticks of incense, a candle, a multifaceted crystal given to you by a psionic instructor, and a pouch containing 15 Cp <br>
**Wild Talents:** One of your choice

#### Feature: Trained in the Way
As a student of the way, you have trained at a psionic academy and can seek further instruction at the school you attended, with a private instructor, or at a new school entirely. When you come across a psionic academy, you and your companions can expect to be treated as a guest. You can receive healing and care, ask psionic masters for any knowledge or insight they might have, and request limited assistance from other psions in completing a task. Any such services provided are subject to the DMs discretion.

Additionally, you may continue to train at an academy or with a psionic master during any downtime you might have. When you do so, you can attempt to learn new wild talents at a rate of one lesser wild talent per month of training, or one greater wild talent per year of training. Your DM might dictate that a particular wild talent will take more or less time to learn depending on the circumstances. For example, an instructor might send you to retrieve a psionic artifact that will provide you with insight that immediately grants  you (and perhaps your companions) a wild talent.

#### Psionic Academy
Each city-state contains one or more schools devoted to teaching the Way to wealthy nobles and merchants, or on occasion to students of modest means who show exceptional psionic aptitude. Choose a psionic academy or roll on the table.


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\page




  <div class='wide'>

| d10 |  Academy | Description
|:----:|:---------|:-
| 1 | The Cerebran| The lone psionic school in Balic, sponsored directly by Dictator Andropinis.
| 2 | The House of the Mind| All psionic children in Draj are commanded by sorcerer-king Tectuktitlay to be trained and rigorously tutored here during their upbinging.
| 3 | The King's Academy | A school mandatory for all psionic children of Urik, commoners and slaves included, it is the only institution permitted to teach psionics in the city.
| 4 | Seer Dagada| Children of Gulg who show psionic ability are sent to this isolated community, where they are patiently trained and raised like a family.
| 5 | School of Augurs| A highly commercial university in Nibenay that  sells telepathic messenging, psychoportive teleportation, and other psionic services.
| 6 | Monastery of the Exalted Path| An order of monks and mystics in Nibenay who specialize in disciplined psionic combat training, pursuing the mastery of both mind and body.
| 7 | School of Thought| A relatively new academy in Tyr that trains nobles and merchants who can afford its exorbitant tuition.
| 8 | The Yellow Monastery | A spiritual order of monks in Raam that teaches self-defense, passive resistance, and nonviolent psionic techniques.
| 9 | Psiumarkh | Located in Raam, this is the oldest and perhaps the most prestigious psionic university in the entire region, founded by a legendary psion named Tarandas 900 years ago.
| 10 | Tutor| Rather than an academy, you were taught by a private psionic instructor. 
</div>


#### Suggested Characteristics
All students of the Way come from a background of psionic study, but they often differ in how they choose to apply what they have learned. Some seek to weaponize  or sell their psionic abilities, while others would prefer a life of contemplation and inner growth. 

 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | My mind is the only tool I require.|
| 2 | I am always seeking to further my mastery of the Way through training, contemplation, and academic study.|
| 3 | I believe there is more to the world than I have been taught, and so I left my academy to seek out the psionic mysteries of Athas.|
| 4 | I tend to be very reserved and pensive, often focusing more on my inner thoughts than my surroundings.   |
| 5 | Reality is truly subjective — anything in this world can be changed if I set my mind to it.|
| 6 | I often speak of strange visions and premonitions.|
| 7 | When making an important decision, I get lost in an existential quandry about infinite possible outcomes.|
| 8 | I  am always curious about the motivations, desires, and thoughts of others. |

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Fate.** Every event is preordained, psionics simply allow us limited understanding of our destiny. (Lawful)|
| 2 | **Greater Good.** I have been gifted with abilities few possess, and should use them to help others. (Good)|
| 3 | **No Limits.** The power of my mind has infinite potential to be unlocked. (Chaotic)|
| 4 | **Knowledge.** The path to power and self-improvement is through knowledge. (Neutral)|
| 5 | **Power.** I will use my master of the Way to dominate others, by force if necessary. (Evil)|
| 6 | **Order.** Great care and careful consideration must be used when manipulating reality. (Lawful)|


| d6 | Bond |
|:----:|:-------------|
| 1 |  I owe a single instructor for all of my success. |
| 2 | When I begin to truly understand the mind of another, I bond with them on a subconscious level|
| 3 | I respect those who show discipline, preparation, and restraint when they encounter a problem. |
| 4 | There is a rival student from my academy, whom I seek to get the better of. |
| 5 | I idolize a particular psion, and seek to achieve the same level of mastery they have. |
| 6 | I seek enlightenment through the study of psionics. |

| d6 | Flaw |
|:----:|:-------------|
| 1 | I view non-psions as simple-minded and weak. |
| 2 | I constantly see recurring patterns and connections between events, whether real or imagined. |
| 3 | I think in such abstract terms that even the most simple practical problems can stump me.  |
| 4 | I would pay just about any price to further my mastery of psionics.|
| 5 | I often see others as playthings to be manipulated and bent to my will.|
| 6 | I  would rather study and train than worry about  my hygeine, appearance, and sometimes my own health.  |

| d6 | I became a student of the way because ... |
|:----:|:-------------|
| 1 | I was taken as a child because I had a spark of Will.|
| 2 | A master saw my potential, and made me his student.|
| 3 | I come from a noble family or merchant house that could afford to send my to a prestigious academy.|
| 4 | I desired mastery of my psionic abilities, and so I worked tirelessly to be admitted to an academy.|
| 5 | I sought a life of asceticism and spirtual contemplation.|
| 6 | I had a precogntive vision of a terrible disaster, and so I train tirelessly in order to prepare myself for it. |


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\page
```
```
### Templarate

Members of the templarate are law enforcement and guards of the Seven Cities. They-+ commonly enjoy broad powers to arrest wrongdoers, impose fines, and command soldiers or city-guards to do their bidding in their home cities. Of course, higher-ranking oficials can countermand these orders, so a low-ranking member can't just commander the half-giants guarding a city gate and march off into the desert with him — he would have to appeal to his superiors to approve his mission and request that guards be assgined to his command. Likewise, the templarate of a particular city-state have no civic authority in other cities or in places not under the direct rule of their king. In fact, one who is in a city-state of a rival sorcerer-king will most likely be regarded with suspicion, or branded as a spy and taken into custody for questioning. 


As a member of the templarate, you might be a loyal agent of your king who revels in your position and ruthlessly explots the weak and the poor. You might instead be a patriot who is trule concerned with what is best for your city-state and your fellow citizens. You could instead be a reformer or even a rebel, who wishes to change or dismantle the systems of tyranny that dominate the Seven Cities. 

Naturally, most members of the templarate belong to the templar class, but  warlocks, wizards, or casters like eldritch knights, arcane archers, or arcane tricksters are also common. Any class might belong to a templarate though, as they are complex organizations that employ soldiers, enforcers, medics, psions, scouts, spies, assassins, diplomats, scholars, judges, and other agents.

If you choose the templarate background, you should work closely with the DM to determine what your place is in the templarate, and why you are an adventurer. Individual members of a templarate may have many reasons for leaving their city-state — a specific task or mission, a personal quest to gain power and glory and return to ascend the ranks of the templarate, or even a desire to leave the life of the templarate behind. 

<br>
**Skill Proficiencies:** Choose two from Arcana, Investigation, Insight, and Perception  
**Languages:** You can speak Draconic. You are considered literate in any languages that you can speak<br>
**Equipment:** Obsidian tipped spear, templar badge of authority, a tabard with the insignia of your city-state, and an obsidian orb





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\page

### Feature: Templar Authority
A templar can exercise a wide range of  authority within their city-state to search individuals, arrest individuals, 
order slaves to do their bidding, requisition troops, and enter
the homes of freemen and nobles. These authorities can be revoked by a high templar or sorcerer-king, if they are abused or used against the interests of the templarate. The following actions are generally recognized civic authorities of templar in most city-states: 


**Accuse:** You may have a citizen imprisoned indefinitely,
awaiting the gathering of evidence against him. You may
only imprison one suspect in such a manner.

**Intrude:** You can, at any time, search the home, person
or possessions of any citizen. You may search and impound
any evidence of wrongdoing, if found.

**Judge:** You may pass judgment on an individual. This
includes setting fines, prison sentences, death sentences or
anything else you wish, within the laws of your city-state. 

**Requisition gear:** You may request basic equipment for combat and personal use from the templar armory. 

**Requisition property:** You may seize property from a citizen if it is of value to a civic task you are performing, of value to the templarate, or of interest to the Sorcerer-King.

**Requisition slaves** You may seize slaves from a citizen if they are needed for a civic task you are performing, or needed by the templarate.

**Requisition troops:** You may request soldiers to accompany you on templar business. This is generally only within the authority of a high templar.

Accusing, intruding, judging, and recquisitioning from nobles or other templar is only within the authority of a <br> high templar. 
Failure to comply with  these demands is<br> usually
sanctioned with fines, imprisonment, enslavement,  <br> or
possibly execution. Any of these authorities can be contested by
other templar or those in the possession of proper documents. Such contests are generally performed with Deception or Persuasion checks. 

While the authorities have clear limitations as listed above, templars are notoriously corrupt and will often act  outside their authority. For example, templar often claim to requisition property out of civic necessity, when in reality the property is simply of value and they wish to have it for themselves.

### Templar by City-State

#### Balic
Templar in balic are known as praetors and are elected to their positions (though the elections are tightly controlled). <br> All Praetor dress in white toga  trimmed in royal purple,<br> and adorned with badges of their elected office. Their Templar abilities arechanneled through their blades,<br> which are prized above all the other Preator's <br>possessions. A Praetor is taught to die before being <br>disarmed or surrendering his or her blade, so most <br>attach their blades to locked gauntlets and secure <br>scabbards.

High Praetors are the ranking high templar, who serve <br>as prominent political officals and are "elected" to a <br>pairlament.  High Praetor all wear intricate drake scale <br>armor, bronze shields, and wield bronze shortswords. High praetors are all defilers and psions of immense power.

```
```
#### Draj

Moon priests are the templar of Draj, and are an order of religious zealots utterly devoted to their "god king". They adorn themselves in blue robes emblazoned with a blight yellow moon, the symbol of their false god.  All templar of Draj carry a curved sacrificial bone dagger or an obsidian barbed scourge  (used to torment the slave populace of Draj). 


Jasuan temple guard are Tectuktitlay's chosen high templar from among the moon priests or the gladiators in Draj's constantly bloodied arenas. Jasuan are indocrinated to have blind loyalty to their sorcerer-king above all other traits. They are reckless warriors who fight without mercy or concern for their own bodily harm, and will give their lives in an instant for what they view as martyrdom. Jasuan wield macuahuitl — fearsome blades of obsidian fragments, glass shards, and animal teeth embedded into wooden hafts. 



  
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\page

#### Gulg

The nganga of Gulg are very unlike templar of the other city-states. They do not serve as politicians, judges, priests, or guardsman. They are a secretive order of witch doctors who lurk at the edges of Gulgan soziety and protect the city-state from magical and physical threats.  Nganga are rarely seen walking the streets, and live apart from Gulgan society. In fact, a token funeral is held for a newly chose nganga to represent their "death" and rebirth into the templar order. After the funeral ceremony, a nganga is not permitted to venture into public without covering his or her face with a mask painted like a skull, cilops, gaj, tembo, or another chosen monster. 

The judaga are the hight templar of Gulg, an order of fearsome hunters chosen to serve in the sorcerer-queen's retinue. They are  a privileged group of warriors and headhunters who collect the heads of their enemies as trophies. All judaga are taught a ritual that traps the soul of a deceased warrior in its own skull. Judaga adorn themselves with these skull trophies, which can be used to summon undead servants and guardians. They dress in preserved leopard skin mantles, Ironwood armor, and and are armed with painted Ironwood scimitars, kukri, and longbows.

#### Nibenay
The templar of Nibenay are all exclusively female, and are all legally wed to the Shadow King Nibenay. The rank and file templar are known as Shadow Brides, whose marriages to the sorcerer-king are largely ceremonial. The templarate of Nibenay is divided into five temples, each a pillar of government that run's the city's affairs — The Temple of the House, The Temple of War, The Temple of Trade, The Temple of Thought, and the Temple of the King's Law. 

Shadow brides dress in black robes and veils, and carry hardened obsidian shortswords. Nibenay templar are always veiled unless inside the Naggaramakam (Nibenay's inner sanctum) and only The Shadow King is permitted to look upon their faces.

The templar who surround the king himself are known as High Consorts. High Consorts tend to dress more opulently, as they are considered Nobles in Nibenay. They wear black iron half-plate when on duty outside of their Temples, wield spears tipped in black iron, and carry powerful defiling implements. Every temple is overseen by a High Consort who reports directly to the sorcerer-king. 

#### Raam
The mansabdar templar of Raam are a disorganzied and disloyal force of thugs who often disguise themselves when on duty so as to avoid attention in the violent and filthy streets of Raam. When it is safe to dress as a Templar, mansabar favor white desert robes over leather or chitin armor. They generally wield a stone or bone mace and a scourge made of giant's hair rope and barbed with obsidian. 


High kuotogha are the sorcerer-queen's cabal of secret police, and closely resemble their queen in appearance (as they are usually her offspring or products of  her experiments). Kutogha look weak and unarmed until a threat presents itself. When in combat, the kuotagha's body hardens, its claws extend violently, and its arm tendons detach from its biceps to form flexible bands that serve as biological weapons in the form of whips and garrotes. Kuotagha employ disguises or illusions when on duty to hide their monstrous appearance.
#### Tyr

Tyrian templar are members of the larges templar organization, which barely clings to power after being splintered. After the death of the sorcerer-king of Tyr, the templarate still maintains order within the capital city. Tyrian warrior templar are a traditional phalanx force that focuses on spear, shortsword, and shield. Templar of Tyr dress how they please, generally favoring desert robes over leather armor and helms with an affixed filter mask.  

The Tyrian Guard are the high templar military force that oversees the governance of the capital city. They form a council of ministers, generals, and politicians that operate out of the Golden Tower of Tyr. Tyrian guard wear iron plate and fearsome iron helms carved with jagged eye sockets. Due to the relative abundance of iron in Tyr, high templar of Tyr arm themselves with a variety of iron weapons as they choose. 

#### Urik


Toil Templar are a meritocratic military force that enforces strict rule of law, and oversees the slave caste. They armor themselves in minimalistic leather laced in bone or chitin. Over their armor, toil templar wear tabards or desert robes of brown, tan, or white according to rank. They arm themselves with whips as befits their role as slavers, and occasionally carry sidearms such as shortswords or daggers as well as rods to channel their Templar abilities. 

Urik's High Council are an order of priests and sages who foster the worship of their sorcerer-king as the Lion God. Each High council member is proven in battle as a defiler, psion, or martial combatant of immense power. They dress in yellow robes, golden iron armor, and wear lion pelts as headdresses.

> ##### Templar of Other City-States
> The Seven Cities are not the only places on Athas ruled by sorcerer-kings and their templarate. Isolated city-states like Eldaarich, Kurn, and Giustenal all have power structures of their own. 

>The templar of Eldaarich are a treacherous force of defilers and psions that use madness and mind control as their weapons of choice. Their city-state is closed off to the outside world, by decree of their paranoid sorcerer-king. 

> The templar of Kurn are perhaps the only truly benevolent templar force that truly works for the public good. They are also fierce combatants and powerful preserves who work tirelessly to keep their city-state hidden and safe from outside forces.

> The templar of Giustenal are all dray who have undergone varying degrees of draconic metamorphosis. They reside in a city-state hidden deep underground, where they serve their undead sorcerer-king and worship him as a deity. 

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\page
 <div class='wide'>


| d10 | City-State | Sorcerer-King| Templar | High Templar
|:----:|:-------------|:-- |:-- |:--
| 1 | Balic| Dictator Androponis  | Praetor | High Praetor | 
| 2 | Draj | Tectuktitlay the Omnipotent| Moon Priests |Jasuan Temple Guard|
| 3 | Gulg | Lalali-Puy the Forest Goddess |Judaga | Nganga
| 4 | Nibenay| Nibenay the Shadow King | Shadow Bride | High Constort
| 5 | Raam | Grand Vizier Abalach-Re | Mansabdar | High Kuotagha
| 6 | Tyr | High Templar Tithian (Previously, Late King Kalak) | Templar of Tyr | Tyrian Guard|
| 7 | Urik | Hamanu, the Lion of Urik | Toil Templar | High Council
| 8 | Eldaarich | Daskinor the Mad | Honest Seers | None
| 9 | Kurn | Oronis the Avangion | Preserver Templar | Tribunal Templar
| 10 | Giustenal | Dread King Dregoth | Apotheosis Templar | Spellscales

 </div>
 
 #### Templarate
Templar are sworn to their sorcerer-king, and have authority within their city-state. Most templar will be of the Seven Cities, although there are isolated city-states on Athas that have templars of their own. Choose a templarate or roll on the table above. 
 
#### Suggested Characteristics
Templar have a reputation for being authoritarian, corrupt, avaricious, and even outright sadistic. These are generalizations, and many exceptions can be found among templar who value justice, civic order, and integrity. 


 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I often vie for leadership in social situations.  |
| 2 | A man reaps what he sows, and I will be the instrument of that justice. |
| 3 | I watch over my companions with fierceness and loyalty, as if they were my own kin. |
| 4 | I take a serious view of the world, and so I tend to be somewhat tone deaf to humor and sarcasm. |
| 5 | I am full of cautionary tales and idioms for almost every situation, learned from my time in the templarate.|
| 6 | When I encounter a dangerous situation, I will resort to diplomacy or coercion before I draw my weapon. |
| 7 | Without strict honesty and integrity, my enforcement of the rule of law is nothing but hypocrisy. |
| 8 | I carefully consider the repercussions of my actions before I decide to act.|

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Greater Good.** I use my authority to benefit civilians and the public good. (Good)|
| 2 | **Honor.** If I dishonor myself, I dishonor the templarate and all it stands for. (Lawful)|
| 3 | **Justice.** The guilty must be punished. (Lawful)|
| 4 | **Tradition.** The systems of government built by the sorcerer-kings are the only thing that has held this broken world together. (Lawful)|
| 5 | **Greed.** The end will always justify the means if there is something to be gained. (Evil)|
| 6 | **Power.** My sorcerer-king will grant me power beyond measure. (Evil)|


| d6 | Bond |
|:----:|:-------------|
| 1 | I am completely and unquestionably loyal to my sorcerer-king.|
| 2 | A vile criminal once escaped my custody, and I will someday bring him back to face justice. |
| 3 | I joined the templarate to ensure the safety and welfare of my family, who reside in the city-state that I serve. |
| 4 | I have been given an important assignment from a high templar or sorcerer-king to track down a specific person, an ancient artifact, or a lost piece of lore. |
| 5 | My honor is my life, and I always act according to my personal code or the conduct decreed by my templarate. |
| 6 | Another templar once saved my life in battle, and to this day I will never leave a fallen companion behind.|

| d6 | Flaw |
|:----:|:-------------|
| 1 | I am quick to presume guilt in others, and I act decisively based on those judgements. |
| 2 | I have no qualms using my authority to exploit others for personal gain. |
| 3 | When I believe that I am in the right, I never back down from my convicitons. |
| 4 | I have a thirst for power that can never be sated.  |
| 5 | I am obsessed with defiling, dark bargains, eldritch knowledge, arcane secrets, or psionic lore.  |
| 6 | The devotion I have for my sorcerer-king borders on fanaticism or zealotry|

| d6 | I became a templar because ... |
|:----:|:-------------|
| 1 | I was chosen as a promising student from a psionic academy to join the templarate. |
| 2 | I trained in the arcane or eldritch arts at a formal college for templar.|
| 3 | I rose through the ranks as a soldier or guardsman to become a templar. |
| 4 | I joined the templarate out of a sense of civic duty and devotion to my city-state.|
| 5 | I sought power, and a sorcerer-king granted me that power in exchange for my oath of fealty. |
| 6 | I view my sorcerer-king as a true monarch, or as a god, and I desired only to serve. 


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\page

### Veiled Alliance 
Arcane spellcasters are feared and reviled throughout Athas, but a secret society protects those who choose the path of the preserver: the Veiled Alliance. Cells of this cabal are located throughout the Tyr Region, mostly within the city-states. Each cell is independent and does not answer to any central authority. Leaders of each cell oversee and train a network of warriors, spies, and other capable agents — especially those who use arcane preserving. 

All veiled alliance activities are directed toward the protection of preserving and the downfall of defiling. Although individual members might take up other tasks, the organization holds no other purpose as more important. The boldest of these aims is direct opposition to the sorcerer-kings. The Veiled Alliance is therefore a rebel movement — the only rebel movement in some city-states. As such, members of the group are eaglery hunted by the templars and agents of every sorcerer-king and those who wish to curry their favor. 

Any preserver who comes to the attention of the Veiled Alliance earns a degree of aid. Membership is another matter. A potential recruit must be trustworthy and gain sponsorship of an existing member. 

As a member of the Veiled Alliance, you are most likely an arcane caster who has sworn never to defile. Anyone who has proven themself can join the group, however, and many non-preservers do so in order to fight against the immortal sovereigns who rule over Athas. You might instead be a psion who despises defilers and seeks to rid the world of their presence. You could instead be a nonmagical agent who acts as a guard, spy, or other agent for the organization. Whatever the case, you are sworn to uphold the tenants of the Veiled Alliance


<br>
**Skill Proficiencies:.** Choose two from Arcana, Deception, Sleight of Hand, and Stealth<br>
**Tool Proficiencies:** Disguise kit and forgery kit<br>
**Languages:** You learn Thieves Cant (see page 96 of the Player's Handbook)<br>
**Equipment:** A hooded cloak, a disguise kit, and a coded message from your veiled alliance cell that you have yet to decrypt

#### Feature: Devoted Preserver  

If you are an arcane caster, you are no longer forced to use Arcane Defiling on a natural 1 during an arcana check made to preserve while casting. Additionally, you cannot be compelled to defile under any circumstances, including while charmed or otherwise mind controlled. You may only defile if you actively choose to do so. 

As a member of the Veiled Alliance, cells in each city-state will generally aid and protect you while you are within their territory. You may seek refuge in any cell for yourself and your companions, but you will all be sworn to secrecy upon penalty of expulsion or death. Veiled Alliance cells generally have access to forbidden items such as literature, spell scrolls, potions, magic items, and the like. As a member, you and your companions can purchase such items, or perhaps you can earn them by completing missions for the organization. The availability, cost, and nature of these items are all subject to your DM's discretion. 


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> ##### Tenants of the Veiled Alliance
> * Protect the path of arcane preserving, its pracitioners, and those who support preservers — especially the Veiled Alliance itself. Teach, aid, and liberate preservers and their allies. Do nothing that brings danger to a preserver's door.
> * Defilers are abominations that steal that which rightly belongs to everyone. In their weakness, they ruin the land and bring hostile attention to those who use arcane magic properly. Convert a defiler to the right path, or thwart and destroy that defiler without revealing the Alliance. 
> * The greatest defilers, the sorcerer-kings, must be brought down. Only they have the power to destroy our path. 


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#### Alliance Undertaking
Members of the Veiled Alliance specialize in carrying out different types of missions or tasks for the organization. These undertakings should always follow the tenants of the organization, and are often directed under orders from higher ranking members. Choose an undertaking to specialize in, or roll on the chart below
 
| d6 | Undertaking |
|:----:|:-------------|
| 1 | Aid, liberate, and protect preservers whenever you are able to do so without endangering the Alliance.  |
| 2 | Attempt to convert defilers you encounter or eliminate their ability to cast spells, or failing that, kill them.|
| 3 | Preserve the knowledge of arcane preserving for future generations by collecting spellbooks, scrolls, and arcane items for safekeeping and study.|
| 4 | Work to undermine the power of the sorcerer-kings and the templarate through sabotage and subversion, or with violence when necessary.|
| 5 | Use passive resistance and reform within the city-states to alter the power structure of tyranny from within and exact lasting change wherever possible. |
| 6 | Seek allies for the Veiled Alliance among other groups on Athas, so that we might band together against the might of defilers. |

#### Suggested Characteristics
Veiled Alliance members have common beliefs and tenants that often shape their outlook. Some are devoted preservers who seek to do as little harm as possible, while other Alliance members are vicious extremists who are akin to arcane terrorists and freedom fighters. 
 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I am slow to trust others, especially those who are not Veiled Alliance members. |
| 2 | When someone else is in danger, especially an innocent, I will do my best to intervene.|
| 3 | I am a very withdrawn and introverted person, and I do not speak unless I have something important to say.|
| 4 | I expect the worst and plan for it; I always have a strategy for when things go wrong.  |
| 5 | I will always attempt to take the moral road, even if it is the more difficult option. |
| 6 | I believe that anything worth doing involves at least a degree of risk, and I am willing to take those risks.|
| 7 | The first thing I do when I enter a new place is note potential hiding places and possible escape routes. |
| 8 | I would rather make a new friend than a new enemy, if possible. |

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Greater Good.** It is my responsiblity to ensure magic is used only to help and never to harm. (Good)|
| 2 | **Freedom.** The systems of government on Athas must be challenged and dismantled. (Chaotic)|
| 3 | **Redemption.** Even the most vile defilers and dark sorcerers can be redeemed.  (Good)|
| 4 | **Knowledge.** Arcane knowledge must be preserved so that it can be studied properly. (Neutral)|
| 5 | **Might.** Casting off the yoke of tyranny will require violent action and difficult decisions. (Evil)|
| 6 | **Mastery.** I will become powerful by mastering preserving magic. (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | I would die before revealing my Veiled Alliance cell to our enemies. |
| 2 | A defiler once took something or someone from me, and I will have my vengeance. |
| 3 | I keep a dark secret for the Alliance that would have terrible ramifications if it was exposed. |
| 4 | I have been entrusted with a critical mission from the leader of my cell.|
| 5 | The person who vouched for me to join the Alliance is my most trusted confidant. |
| 6 | I carry a personal vendetta against a sorcerer-king.  |

| d6 | Flaw |
|:----:|:-------------|
| 1 | When faced with a choice between the interests of the Veiled Alliance and my friends, I will chose the Alliance. |
| 2 | When I encounter a defiler, my first thought is to cut off their fingers and tongue to remove their spellcasting abilities.|
| 3 | I tell lies compulsively, even about the little things. |
| 4 | I will run to save my own life when a situation looks dire, even if that means leaving others behind. |
| 5 | I immediately judge those who do not share my values as evil, even if there might be a moral middle-ground.|
| 6 | I recklessly taunt my enemies to elicit a hostile response. |

| d6 | I became a member of the Veiled Alliance because ... |
|:----:|:-------------|
| 1 | I was a preserver who was rescued by an Alliance member, and joined their ranks to repay my debt.|
| 2 | My life was destroyed by a defiler, a templar, or a sorcerer-king, and so I have sworn to oppose them.|
| 3 | I believe that defiling is responsible for the broken and decaying world that Athas has become.|
| 4 | My talents as an infiltrator and a spy are considered valuable assets to the Alliance.|
| 5 | I want to become a powerful arcanist, but I do not wish to take the easy and destructive path.|
| 6 | I was once a defiler, and I seek redemption for my wrongdoings.|


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### **Wasteland Nomad**
Civilization huddles behind the towering walls of the Seven Cities, citizens and slaves alike subject to the tyrannical sorcerer-kings and their power-mad templars. Life in the dusty streets of the cities might be easy compared to the harsh barrens of Athas, but the comfort and security the sorcerer-kings offer come at a terrible price. Freedom is just a dream, and countless thousands endure crushing poverty and injustice because it is the only way they know how to live. Only in the wide deserts and trackless wastelands beyond the graps of the sorcerer-kings' rule can people truly be free. 

As a wasteland nomad, you might be a wandering herder, hunter, or scavenger who ekes out a living in the desert. You might have been a solitary hermit, or have belonged to a nomadic tribe that roamed the sandy wastes following wildlife migrations and water sources. You are among the only Athasians who know true freedom, and you have had to encounter harsh realities in the wastes as a price for that freedom. Your life has been in constant peril from mutated and monstrous wildlife, barbaric raiders and reavers,the oppressive sun, and the scarcity of the barren wildlands. 

The sorcerer-kings loathe the wasteland nomads, and see them as nothing more than rabble and brigands who thieve and murder to make ends meet. Nomad tribes must contend not only with the environment, but also with teh city-state's armies and patrols, which range the lands to round up new slaves to toil or fight in the arenas.

Many are born into the nomadic life, but there is no shortage of refugees from the cities who have joined them. Deserters, fugitive slaves, criminals on the run, apostates, ex-templar, and misfits of all kinds flee their homelands and risk their lives in the wastelands. Some find new homes alongside the nomadic tribes, while others prefer a life of solitude. The deserts claim all but the strongest of travelers, with thirst, hunger, and exposure leading to lingering and painful deaths. Those who survive this grim test of survival learn to subsist on what little Athas has to offer, and are stronger for it. 

Rangers, barbarians, druids, and psions who seek solitude often become wasteland nomads, though just about any character might take to this background. 
<br>
**Skill Proficiencies:** Choose two from  Animal Handling, Nature, Perception, and Survival. <br>
**Tool Proficiencies:** Leatherworker's tools, woodcarver's tools <br>
**Equipment:** Desert clothing, a filter mask, sun balm, 7 days of food and water, two waterskins, a bone hunting knife, a dowsing rod, and a distillation kit. 

#### Feature: Wayfarer of the Wilds


Maps might show roads and points of interest, but they don't provide the kind of information you learn as a wasteland nomad. You know how best to find shelter in the desert, and can make survival checks to seek out specific shelters that offer an advantage of your choosing — a high vantage point, access to a nearby resource, terrain suitable to fortification, or cover from the sunlight for daytime resting. It is up to your DM whether this kind of shelter can be found within your current environment.
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 While you are in the Athasian wilderness, you often know the lay of the land and how best to travel to avoid being caught by surprise. You know of routes that can be used to avoid detection from desert predators, patrols, or other kinds of random encounters. Your DM will tell you if such a route exists in your immediate vicinity. If a secret route does exist, you will never be caught by surprise while traveling on that route. You might still encounter other creatures, but you are sure to be aware of them before they are upon you.




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#### Survival Origin
You have been to the wild and abandoned places of Athas, and seen things that city dwellers cannot fathom. Consider some of the places you have visited by consulting an atlas or map of Dark Sun (either online or in the 4e Dark Sun Campaign Setting) As a nomad, you have made your way by surviving alone or with others, but you managed somehow. Choose a survival origin, or roll on the table below. 
 
| d12 |Origin| |  d12 |
|:----:|:-------------|
| 1 | Herder | |  7 | Refugee or fugitive|
| 2 | Hunter-gatherer |  | 8 | Tribal nomad
| 3 | Raider or marauder|  | 9 | Wandering merchant
| 4 | Bandit or outlaw |  | 10 | Exile or outcast
| 5 | Guide or scout| |  11 | Scavenger or delver
| 6 | Bounty hunter | | 12 | Mercenary 






#### Suggested Characteristics
Those who live in the wastes are as diverse as those who dwell in the Seven Cities, perhaps more so. They are often marked by an uncivilized demeanor and a habitual wanderlust, but otherwise it is difficult to generalize about the nomads.

 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I can be a bit brutish, uncivilized, or outright savage after having lived in the wilds for so long.  |
| 2 | Though I wasn't raised by wolves (they're extinct), I was in fact reared among beasts and not men. |
| 3 | I can never remain in one place for very long without getting restless. |
| 4 | I place little value in trinkets and treasures — all the wealth in the world can't buy you the acumen you need to survive in the wastes.|
| 5 | I am constantly noting the features of my surroundings should I need them — cover, high ground, line of sight, fortifications, etc. |
| 6 | Crowds or cramped spaces give me anxiety; I much prefer the open wilderness. |
| 7 | I expect the universe to offer me nothing but adversity and hardship, but regardless, I love a good challenge.  |
| 8 | My curiosity will always take me around the next bend, over the next dune, up the next mountainside, or wherever I think I might see something new.|

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Change.** Life is much like the endless dune sea, always shifting and in constant flux. (Chaotic)|
| 2 | **Respect.**  We should strive to leave everyone and everything in better condition upon leaving. (Good)|
| 3 | **Freedom.** I respect no claims to authority; no one can truly rule over the wilderness. (Chaotic)|
| 4 | **Nature.** The natural world is more important than all of the constructs of civilization. (Neutral)|
| 5 | **Might.** The Athasian wastes are meant to weed out the weakest among us.  (Evil)|
| 6 | **Glory** I will seek more fortunes in the wild places of this world. (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | I left my family to seek fortune elsewhere, but I will return someday and share what I have found. |
| 2 | I onced loved someone I could not have, and so I left and never looked back. |
| 3 | I fled to the wilds to escape from someone who might still be hunting them, and someday I must confront them. |
| 4 | I lost my closest companion, and now I wander the wastes in hopes that I might one day find them. |
| 5 | I am the sole survivor of my tribe or village, and I must choose to move on and rebuild or to pursue retribution against the forces that destroyed my people. |
| 6 | Someone once saved me from certain death in the wastes, and so I offer aid to travelers in need whenever I am able. |

| d6 | Flaw |
|:----:|:-------------|
| 1 | I don't understand the nuances of civilized customs, and so I frequently offend others unintentionally... well, alright, sometimes it's on purpose. |
| 2 | My brash sense of exploration and curiosity often get me into trouble.  |
| 3 | I often take things that are not mine, as I have little respect or understanding for the concept of ownership.  |
| 4 | I am accustomed to a life of brutality where violence is often the only solution to my problems. |
| 5 | After having lost so many people close to me, I avoid developing lasting attachments to others. |
| 6 | I obsessively hunt a particular monster, and I will see it dead even if I draw my last breath in the process.|

| d6 | I became a wasteland nomad because ... |
|:----:|:-------------|
| 1 | I fled left civilization to escape something in my past. |
| 2 | I was born outside the walls of the city-states, and I have never known a life of comfort. |
| 3 | I make my fortunes in the wilderness, and I have chosen the life of a nomad. |
| 4 | I sought the freedom to live my life without the constraints of authoritarianism and oppression. |
| 5 | I was cast out of my home for committing a  crime. |
| 6 | I was found as a child and raised by a tribe of nomads as if I was one of their own.  |


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### **Wilder**
Throughout Athas, from city-states to slave tribes to nomadic clans, people spontaneously develop psionic abilities. These wild psions with an affinity for the Will are known as wilders. Without formal training, these wilders manifest blunt and simple psionic disciplines. Though they are not formally trained in a psionic academy, wilders can have minds brimming with psionic potential waiting to be unleashed. 

In the city-states, people often see wilders as dangerous and unreliable. All too often an untrained wilder uses his or her ability against unsuspecting neighbors, or loses control of a power barely held in check — sometimes with disastrous consequences. In many cities, templars scour the children of nobles and commoners alike for signs of psionic power, and see to it that these discoveries are carefully trained in order to control their gifts and guard against disaster. In city-states where only the upper classes can afford such training, those with an affinity for the Way must learn how to use their abilities on their own. 
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Outside the cities, it's a different story. The psychic surges that wilders manifest are simply another advantage in the fight for survival in the wild lands outside the sorcerer-kings' domains. Wilders do not gather in formal schools, but there are many organizations across Athas that gather psions into their ranks. Psions of all kinds, wilders included, are highly valued among the merchant houses, the templarate, the veiled alliance, and within tribal culture. However, some factions are comprised entirely of psions, and only accept those with talent in the Will and the Way. The most notorious of these factions is the Order, a reclusive and secretive organization with motivations unknown to outsiders. Other factions of psions gather in remote locations and hidden monasteries to pursue higher understandings and mastery of the mind. 

As a wilder, you are most likely a mystic or a monk, or a character who focuses on the use of wild talents. You may have manifested your abilities suddenly and violently, or perhaps you have known you were different your entire life. Many wilders long to find their place in society where they can put their talents to use, while others pursue a life of seclusion to develop their abilities without interference or endangering others. Some wilders seek to learn more about their abilities through study, and often learn from others like them rather than joining the psionic academies. There is a tendency among wilders to be self-reliant, leading a few to refuse any kind of training or guidance, believing that they alone possess the ability to unlock their true inner potential. 


<br>
**Skill Proficiencies:** Insight, Psionics<br> 
**Wild Talents:** Two of your choice <br>
**Equipment:** Desert clothing, a bouyan crystal, a pouch of esperweed

#### Feature: Born of the Will

You draw power from within your own mind, and from your own sheer willpower. During a long rest, you may choose to meditate for two hours of the rest, and during this time you may re-train your wild talents. You may exchange any one minor wild talent that you know with any other minor wild talent.

In order to re-train greater wild talents, your DM might dictate that you need to be in a place of  psionic power, such as the presence of a supernatural crystal formation or in the meditation chamber of a remote monastery. It is up to your DM where places of psionic power are located in the world, and how you might find them. For example, you might attempt to sense a place of power with a Psionics check, learn from another wilder with an Investigation or Persuasion check, or recall such information with a History check. 

Strange or extraordinary places of psionic power can even be the subject of short adventures — a journey into the mental landscape of a powerful psion or into the mind of a madman, a delve into the ruins of an ancient structure with non-euclidean geometry, or an expedition into a tear in the fabric of reality that leads to the Far Realm. Psionic creatures of Athas (such as gaj, intellect devourers, or psurlon) might also be drawn to these places of power, or might have created them in the first place.  

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#### Wilder Guide
Though wilders tend to develop their talents on their own at first, many seek some kind of guidance from powerful psions. Outside of the psionic academies of the Seven Cities there are a number of psionic instructors, monastic traditions, and secretive orders of psions that help wilders to develop their powers. Choose a guide, or roll on the table below. 
 
| d6 | Guide |
|:----:|:-------------|
| 1 | Self taught |
| 2 | Nomadic teacher|
| 3 | Tribal psionicist|
| 4 | The Brotherhood of the Mind|
| 5 | The Auditors|
| 6 | Monastic order|
| 7 | An aberrant psionic creature
| 8 | A member of the Order

#### Suggested Characteristics
A wilder can come from just about anywhere on Athas. Most wilders are shaped by what has happened in their life since their wild talents or other psionic abilities manifested. This crucial turning point could have been a blessing or a curse, or perhaps a mix of both. 

 
| d8 | Personality Trait |
|:----:|:-------------|
| 1 | I believe that I have the capability to overcome any challenge if I properly harness my inner Will.  |
| 2 | With my abilities comes a strong empathic link to the emotions of other creatures — emotions that I feel as if they were my own.   |
| 3 | I experience random visions, nightmares, precognitive flashes, or hallucinations. |
| 4 | I try to keep calm as much as possible, for when I am driven to anger I am prone to emotional outbursts. |
| 5 | I eschew material comforts in the pursuit of enlightenment . |
| 6 | I tend to use my talents for even the most minor tasks (telepathy instead of speaking, moving small objects with my mind instead of picking them up, etc).|
| 7 | When I spend a lot of time with someone, I imprint upon them and emulate their behaviors and outlook. |
| 8 | My mind wanders, and I often have trouble focusing on the task at hand. |

 
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Greater Good.** I am mindful to use my abilities to help others, rather than to bring harm. (Good)|
| 2 | **Restraint.** Unchecked power is always dangerous, and I must be careful even of my own. (Lawful)|
| 3 | **Independence.** I am the only person I need to rely upon. (Chaotic)|
| 4 | **No Limits.** No one can place any constraints on my sheer force of will. (Chaotic)|
| 5 | **Power.** My surges of psionic power will annihilate anything or anyone that stands in my way.  (Evil)|
| 6 | **Self-Improvement** A strength of Will is all that is needed to better ones self. (Any)|


| d6 | Bond |
|:----:|:-------------|
| 1 | My powers once caused a terrible accident for which I still feel a terrible guilt, and I hope to never make the same mistake again.   |
| 2 | I discovered a psionic secret by chance, and this secret could have far-reaching ramifications. |
| 3 | I could not control my  abilities until a powerful psion guided me, and I owe them a tremendous debt. |
| 4 | I am haunted by a psionic force that appears in my dreams, and I need to discover what it wants from me.|
| 5 | My family abandoned me when I developed my powers, and if I ever meet them again I am not sure what I would do. |
| 6 | I fled before I could be placed into a mandatory psionic academy, and I am a known fugitive in my home city. |

| d6 | Flaw |
|:----:|:-------------|
| 1 | I am often unwilling to accept help from others.|
| 2 | My memory is unstable due to random psionic surges, resulting in temporary amnesia, unreliable recall, or short-term memory loss.  |
| 3 | I grow bored easily, and resort to thrill-seeking or risky behavior to experience a rush.|
| 4 | I put too much faith in prophecy, clairvoyance, or clairsentience — even when reality does not align with these notions. |
| 5 |  I am prone to sudden surges of violent and destructive behavior. |
| 6 | I have almost no patience or impulse control. |

| d6 | I became a wilder because ... |
|:----:|:-------------|
| 1 | I was exposed to psionic energy in a place of power and manifested abilities. |
| 2 | A powerful psion showed me my inner power.|
| 3 | I accidentally manifested power during an sudden psionic surge, and nothing has ever been the same.|
| 4 | My ancestors have always had a powerful Will, and so I was born with my powers. |
| 5 | I felt a presence calling to me in my dreams, and when I followed its directions I gained my talents.|
| 6 | I could not attend a psionic academy, and so I was forced to develop my talents on my own.|


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## Wild Talents	
Wild talents are abilities that emerge from psionic aptitude.  Psionic energy suffuses Athas, making it the most common and accessible power source in the Dark Sun setting. Most inhabitants of Athas are born with psionic aptitude, expressed by wild talents.

A lesser wild talent is a minor psionic effect that can generally be used at will. Lesser wild talents are extremely common, and many people on Athas have access to at least one. The mystic class grants wild talents as a class feature, and they can also be gained through racial traits, backgrounds, feats, or other features. 

Greater wild talents are are an optional addition to a Dark Sun game, and offer more powerful effects. They are surges of psionic energy that can only be manifested infrequently, but can be quite impactful when used. Greater wild talents are intended to be more rare than lesser wild talents, and can only be obtained via an optional feat, or given out at the DM's discretion for quest rewards or in place of magic items. 

Some wild talents call for attack rolls or saving throws. When you gain a wild talent, choose either Intelligence, Wisdom, or Charisma to designate as your talent ability. You use your talent ability when setting the saving throw DC for a wild talent or when making an attack roll with one.

<div align='Center'>
**Wild talent save DC** = 8 + your proficiency bonus + <br>
your talent ability modifier

**Wild talent attack modifier** = your proficiency bonus + your talent ability modifier

</div>
<br>



### Lesser Wild Talents

#### Beacon
*Lesser wild talent* <br>
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
#### Blade Meld
*Lesser wild talent* <br>
As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.
#### Blind Spot
*Lesser wild talent* <br>
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

#### Break Object
*Lesser wild talent* <br>
As a bonus action, you cause one unattended, non-metal and non-magical item you can see within 120 feet of you to break. The object must weigh under 10lbs.

<br>
<br><br>
#### Delusion
*Lesser wild talent* <br>
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

#### Energy Beam
*Lesser wild talent* <br>
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, radiant, or thunder damage (your choice).

The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Light Step
*Lesser wild talent* <br>
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

#### Memory Hole
*Lesser wild talent* <br>
As an action, you target one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw, or it forgets any events that have occured in the last 10 seconds. 

If the creature succeeds on the saving throw, it is aware that you attempted to psionically manipulate it, but not in what way.
#### Mental Tools
*Lesser wild talent* <br>
As a bonus action, you create a simple tool you can hold in one hand. The object appears in your hand or at your feet. You canot use the object to attack or hinder another creature. The object lasts for 5 minutes or until you use this power again.
#### Mind Meld
*Lesser wild talent* <br>
As a bonus action, you can communicate with a willing creature who lacks language comprehension or the ability to speak. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.
This communication can occur until the end of the current turn. You cannot directly converse, but you can understand and convey vague ideas, emotions, desires, or motivations. You also gain
access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.




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#### Mind Slam
*Lesser wild talent* <br>
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.
The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

#### Mind Step
*Lesser wild talent* <br>
You may expend all of your movement speed to teleport yourself up to 10 feet to an unoccupied space that you can see.


#### Mind Thrust
*Lesser wild talent* <br>
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.

The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
#### Mystic Charm
*Lesser wild talent* <br>
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
#### Mystic Hand
*Lesser wild talent* <br>
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
#### Object Projection
*Lesser wild talent* <br>
As a bonus action, you teleport an object you are holding in one hand to an unoccupied space or to a willing creature within 60 feet. Alernatively, you can attempt to teleport an object into an unwilling creature's inventory. The creature must succeed on a Wisdom saving throw, or the object is placed on their person in a place of your choosing. If the creature succeeds on the saving throw, it is aware that you attempted to psionically manipulate it, but not in what way.

#### Psychic Crush
*Lesser wild talent* <br>
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and
is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice.
You can’t lift the target off the ground unless it is already airborne or underwater.

The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

#### Pyrokinesis
*Lesser wild talent* <br>
As an action, you spontaneously ignite one creature that you can see within 120 feet of you with a psionic fire. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. If it takes any of this damage, the creature continues to burn, taking this damage each round. A burning creature may make a Dexterity saving throw at the start of its turn to extinguish the flames. Alternatively, a creature can drop prone and expend 10 feet of movement to roll, which will automatically extinguish the flame. 

The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You may also use this wild talent as a bonus action to cause one unattended, flammable object you see within 120 feet of you to catch fire. 


#### Sensing Eye 
*Lesser wild talent* <br>
As a bonus action, choose one square you can see that is within 60 feet of you. You can determine your line of sight from that square for 1 minute, or until you use this power again.

#### Telepathy
*Lesser wild talent* <br>
Your	mind	awakens	to	the	ability	to	communicate	via	telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. This communication is two way, if you allow it, and the creature can speak back to you once you have established telepathic contact. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

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### Optional Rule: Starting Wild Talents

If your DM decides to use this optional rule, every character starts with a  lesser wild talent at level 1. Your DM might allow you to choose a wild talent, or might have you roll randomly to determine your starting wild talent. If you decide to roll, do so on the table presented below.

Random wild talents can also be employed for NPCs and monsters in a Dark Sun game, as psionics are common among every population on Athas. 

##### Random Lesser Wild Talents
| 1d20 | Wild Talent | 1d20 |Wild Talent
|:----|:-------------|:--|:--
| 1  | Beacon |  11 | Mind Slam
| 2  | Blade Meld | 12 |  Mind Step
| 3 | Blind Spot | 13 | Mind Thrust
| 4| Break Object | 14 | Mystic Charm
| 5 | Delusion | 15 | Mystic Hand
| 6 | Energy Beam | 16 | Object Projection
| 7 | Memory Hole | 17 | Psychic Crush
| 8 | Light Step | 18 | Pyrokinesis
| 9 | Mental Tools| 19 | Sensing Eye
| 10 | Mind Meld| 20 | Telepathy


### Optional Rule: Greater Wild Talents

Greater wild talents are, as the name would imply, more powerful than lesser wild talents. They are likewise more difficult to obtain; only the optional Wild Talent Master feat grants a greater wild talent of a character's choice.

As a DM, you might choose to award greater wild talents to characters in order to compensate for magic items being potentially more rare in Dark Sun. This option captures the feel of psionics being more prevalent on Athas, and the scarcity of arcane items. You should carefully choose how and when to grant greater wild talents to your characters. Each greater wild talent is marked with a rarity system, comparing it to the effects of a magic item (uncommon, rare, very rare, legendary, etc.) 

A greater wild talent could be obtained by visiting a place of great psionic power, training with a psionic master or at an academy, finding a psionic artifact, or gifted as a boon by a sorcerer-king or other powerful patron. You might also choose to include greater wild talents as powers imbued into items, granted permanently by consuming the item, or by attuning to and wearing the item as normal. 

Greater wild talents are quite strong, and a character with access to several would have power far beyond a similar character who does not. To prevent power creep, it is advised that each player have access to only one greater wild talent at a time. When using this option, you might allow players to learn a new greater wild talent, at the expense of losing their previous talent. 


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### Greater Wild Talents
#### Amnesia
*Greater wild talent, very rare* <br>
You are able to shatter the mind of another, completely erasing all of its memories. As an action, you target one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw, or permanently lose all memories.  The memories lost during amnesia pertain only to the creatures identity, its history, and motivations. The creature retains its basic statistics including any traits, features, languages, proficiencies, spells, and the like.


If the creature is engaged in combat, it immediately stops any hostilities, and  becomes confused, wondering who it is, why it is here, what is going on, etc. If attacked, the creature will still react with its base instincts to defend itself. Any Persuasion or Deception checks made to influence this creature are made with advantage. 

A creature's memories can be recovered with the use of a *greater restoration* spell

Once you use this talent, you must finish a long rest before you can use it again.
####  Barrier Surge
*Greater wild talent, rare* <br>

You can manifest a barrier of force around yourself, protecting you from harm. When you take damage or failing a saving throw, you may use your reaction to manifest a barrier around you. This barrier grants you resistance to the triggering damage type, if any, for the next minute. Additionally, you may re-roll any saving throws you made as a part of the trigger, and must use the second result. 

Once you use this talent, you must finish a long rest before you can use it again.
#### Critical Surge
*Greater wild talent, very rare* <br>

You can use a surge of your own energy to fuel a psionically imbued strike. As a reaction to you or an ally within 60 feet rolling a 15 or higher on an attack roll, you may choose to make that attack a critical hit. If you do so, you immediately take psychic damage equal to twice your level. This damage cannot be reduced in any way.


Once you use this talent, you must finish a long rest before you can use it again.

#### Clairvoyant Surge
*Greater wild talent, rare* <br>

You are wracked with visions of a faraway place. As an action, you may choose to view a distant location that must be on the same plane of existence. You must have a point of reference such as the name of the location, an important landmark, a memory of the place, or the like. While you are viewing this faraway place, you have an out of body experience in which the DM will describe what you see and hear. For as long as you are viewing this location, you are subject to the unconscious condition. You regain consciousness as soon as you choose to end this effect, as a bonus action.

Once you use this talent, you must finish a long rest before you can use it again.

```
```
#### Deja Vu
*Greater wild talent, rare* <br>

Your mind catches brief flashes of the future, and you can influence events as a result. As a reaction to a creature that you can see within 60 feet of you rolling an attack roll, ability check, or saving throw, you can choose to impose advantage or disadvantage on the triggering roll. You can choose to use this talent after the creature makes its roll, but before the DM determines whether the roll succeeds or failed. 

Once you use this talent, you must finish a short rest before you can use it again. 

#### Dream Eater
*Greater wild talent, uncommon* <br>

You may consume the dreams anyone whose mind is wandering, using them to heal yourself.  As an action, you target a charmed, frightened, incapacitated, paralyzed, sleeping, stunned, or unconscious creature you can see that is within 60 feet of you. The target must make an Intelligence saving throw, or take 4d6 psychic damage.  You are then healed for an amount equal to the damage you dealt. If the creature is subject to a condition that ends upon taking damage, this damage does not does not end the condition. For example, a creature subject to the *sleep* spell who is then targeted by this talent would not automatically wake up.   

The talent’s damage increases by 1d6 when you reach 5th level (5d6), 11th level (6d6), and 17th level (7d6).

Once you use this talent, you must finish a short rest before you can use it again. 


#### Drain Intellect
*Greater wild talent, uncommon* <br>

You can wound the minds of your foes. As an action, you target a creature that you can see that is within 120 feet of you. The target must succeed on an Intelligence saving throw or take 2d10 psychic damage. Also on a filure, roll 3d6; if the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stuned until it regaints at least one point of Intelligence. 

Once you use this talent, you must finish a short rest before you can use it again. 


####  Feedback Surge
*Greater wild talent, uncommon* <br>
Your mind strikes back against those who would harm you. As an action, you assume a stance of psychic defense. Until the stance ends, whenever you are the target of an attack, the attacker takes psychic damage equal to your level + your talent ability modifier. This stance lasts for 5 minutes. 

Once you use Psychic Feedback, you must finish a long rest before you can use it again.

#### Induce Psychosis
*Greater wild talent, rare* <br>

The power of your mind can drive others to madness. As an action, you target a creature you can see that is within 120 feet of. The target must succeed on an Intelligence saving throw or be subject to a random long-term madness effect (DMG p.258). Every time you use this talent, there is a 5% chance that you afflict yourself with a long-term madness effect. 

Once you use this talent, you must finish a long rest before you can use it again.


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#### Mind Reading
*Greater Wild Talent, uncommon* <br>

You can pry into the minds of others to learn their inner thoughts. You may cast *detect thoughts* as a bonus action with this talent, using no components. This is considered a psionic effect, not an arcane spell, and is not subject to the defiling rules.

Once you use this talent, you must finish a short rest before you can use it again. 


#### Mind's Eye
*Greater wild talent, legendary* <br>
You can materialize a third eye that allows you to see the unseen. As a bonus action, you cause a new eye to form on yourself, typically on your forehead or on the palm of your hand. This eye lasts for 1 hour. For the duration, you have truesight, you notice secret doors hidden by magic, and you can see into the Gray, all out to a range of 120 feet.

#### Mindbending
*Greater wild talent, legendary* <br>

You can dominate the minds of others, bending them to your will. You may cast *dominate person* as an action with this talent, using no components. This is considered a psionic effect, not an arcane spell, and is not subject to the defiling rules.

Once you use this talent, you must finish a long rest before you can use it again.

#### Phase Surge
 *Greater wild talent, rare* <br>
 
You can take an immaterial form that allows you to pass through solid objects. As an action, you are considered phasing, along with your equipment for one minute. 

A phasing creature is invisible, incorporeal, and capable of moving in any direction, even up or down, albeit at half normal speed. As a phasing creature, you can move through solid objects, including living creatures. 

Force effects and abjurations affect a phasing creature normally.  A phasing creature cannot interact with any material object in any way. A phasing creature can’t attack material creatures or target them with any spells or abilies.

 If the duration ends and you become material while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
 
 Once you use this talent, you must finish a long rest before you can use it again.
 ```
 ```
#### Precognitive Surge
*Greater wild talent, very rare* <br>

Your dreams grant you visions of the future, and allow you to manipulate the events of the following day. Whenever you end a long rest, roll 3d20, and note the results. These become your precognitive rolls, which last until you take your next long rest, or until they are expended.

As a reaction to a creature that you can see within 60 feet of you rolling an attack roll, ability check, or saving throw, you can choose to replace the triggering roll with one of your precognitive rolls. Replacing a roll in this way expends the precognitive roll you have chosen to use. 

 Once you use this talent, you must finish a long rest before you can use it again.

#### Psionic Decoy
*Greater wild talent, rare* <br>

You are able to create a psionic replica of your own likeness. As a bonus action, you create a duplicate of yourself in an unoccupied square you can see within 120 feet. The duplicate lasts for 1 hour, or until it is killed, and dissapears if it moves more than 120 feet from you. This duplicate has statistics identical to yours, including ability scores, proficiencies, movement speed, AC and HP.  This duplicates occupies a square, and has an AC equal to yours. The duplicate has equipment that appears identical to yours, all of which is functionally useless. The duplicate is solid, and can interact with physical objects. It cannot receive any healing or temporary hit points.

You have a telepathic link with your duplicate, which grants you the ability to sense anything that it can. On your turn, you may use a bonus action to telepathically direct the duplicate to take any actions that you can take — except that it cannot attack, cast spells, cause damage in any way, or use any ability that would force a saving throw. It can feign attacking, but will always appear to miss.  



lf a creature spends a bonus action examining your duplicate, the creature can determine that it is an illusionary effect with a successful Investigation check (DC 15).




 Once you use this talent, you must finish a long rest before you can use it again.

#### Psionc Winds
*Greater wild talent, uncommon* <br>
You are able to levitate with enough precision and skill to emulate flight. As a bonus action, you gain a fly speed equal to your movement speed for one minute. If this flight ends while you are midair, you safely fall to the ground as if under the effects of a *featherfall* spell.

Once you use this talent, you must finish a short rest before you can use it again. 



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#### Psychokinetic Prison
*Greater wild talent, uncommon* <br>
You are able to imprison others in constructs made of pure psionic energy.  As an action, you target a creature that you can see that is within 120 feet of you. The target must succeed on a Wisdom saving throw, or it takes 2d8 psychic damage and is subject to the restrained condition. A creature can repeat the saving throw at the end of its turn in order to end this effect. 

The talent’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

Once you use this talent, you must finish a short rest before you can use it again. 

#### Psychoportation Surge
*Greater wild talent, rare* <br>
You bend space, teleporting yourself and your allies around the battlefield. As an action, you target up to 5 willing creatures that you can see that are within 60 feet of you. Any creatures that you targeted can instantly teleport to an unoccupied space that they can see, within 60 feet. You may also teleport in this way, if you choose to do so. 


 Once you use this talent, you must finish a long rest before you can use it again.
```
```

#### Shared Madness
*Greater wild talent, uncommon* <br>
You may endanger your own sanity in order to damage the mind of another. As an action, you target a creature you can see that is within 120 feet of. The target must succeed on an Intelligence saving throw or be subject to a random short-term madness effect (DMG p.258). If you choose to subject yourself to a random short-term madness effect, the target automatically fails its saving throw. 

 Once you use this talent, you must finish a long rest before you can use it again.


#### Telekinetic Surge
*Greater wild talent, rare* <br>
You emit a burst of telekinetic energy, rebuking a target away from you with mental force. The target must succeed on a Strength saving throw, or be knocked 60 feet away from you. The target moves in a straight line. If it collides with terrain or hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per 10 feet traveled. 

The distance that this talent pushes a target increases by 20 feet when you reach 5th level (80 feet), 11th level (100 feet), and 17th level (120 feet). 

 Once you use this talent, you must finish a long rest before you can use it again.



### Random Greater Wild Talents
 As a DM, you may at some point wish to grant a greater wild talent at random. If, for example, the characters were to encounter a psionic crystal formation, it might provide a random wild talent. In such a case, you may use this chart for refence.

##### Random Greater Wild Talents
| 1d20 | Wild Talent | 1d20 |Wild Talent
|:----|:-------------|:--|:--
| 1  | Amnesia |  11 | Mind's Eye
| 2  | Barrier Surge | 12 |  Mindbending
| 3 | Critical Surge | 13 | Phase Surge
| 4| Clairvoyant Surge | 14 | Precognitive Surge
| 5 | Deja Vu | 15 | Psionic Decoy
| 6 | Dream Eater | 16 | Psionic Winds
| 7 | Drain Intellect | 17 | Psychokinetic Prison
| 8 | Feedback Surge | 18 | Psychoportation Surge
| 9 | Induce Psychosis| 19 | Shared Madness
| 10 | Mind Reading| 20 | Telekinetic Surge


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## Feats in Dark Sun

Feats are an optional rule in chapter 6, “Customization Options,” of the
*Player’s Handbook*. The DM decides whether they’re used and may also decide that some feats are available in a campaign and others aren’t.

The following feats are presented as additional options in a Dark Sun game. Much like wild talents, feats can be used as alternate rewards in Dark Sun instead of magic items. Feats are powerful options, and should be given to players sparingly. If you are running a 'low magic' game, it is suggested that you allow each player to choose a feat or racial feat of their choice beginning at level 1. 

The feats are presented below in alphabetical order.





### Axe Master
Your prowess with axes allows you to weild them with unrivaled force. You gain the following benefits:

which apply only to weapon attacks made with the handaxe, battleaxe, and greataxe:
* When you hit a prone creature with an attack made with a handaxe, battleaxe, or greataxe, the creature takes additional slashing damage equal to your Strength modifier.
* When you roll weapon damage dice for a handaxe, battleaxe, or greataxe and obtain a result of 1 or 2 on a die, you may re-roll that die and must use the second result. 
* When you deal damage with a handaxe, battleaxe, or greataxe, you may choose to deal either slashing or bludgeoning damage.

### Blade Master
Your expertise with the bladed weapons is unmatched. You gain the following benefits:

* When attacking with a weapon that deals slashing damage, you can choose to deal
bludgeoning, piercing, or slashing damage. You must choose the damage
type before making the attack roll.
* When attacking with a weapon that deals slashing damage, your weapon attacks score a critical hit on a
roll of 19 or 20.

### Blunt Weapon Master
You’re a master of blunt weaponry and know exactly
where to land  blows to turn a fight to your advantage. You gain the following benefits:

* When you deal damage with a weapon that deals bludgeoning damage, you may choose to reduce the damage dealt by half, and force the target of your attack to make a Strength saving throw. On a failed save, the creature is stunned until the start of your next turn. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. Once you use this ability, you can't do so again until you finish a short or long rest.
* When you hit a creature with an attack made with a weapon that deals bludgeoning damage, you may also take the shove  action (no action required). This shove can move the target up to 10 feet, instead of the normal 5. See page 195 of the *Player's Handbook* for rules on shoving a creature. 



### Dune Caster
*Prerequisite: spellcasting class feature* <br>
You have mastered the interactions of magic with desert terrain. You have a number of dune caster charges equal to your primary spellcasting ability modifier. These charges replenish when you complete a long rest. You may expend these charges in the following ways:
* Whenever you cast a spell that deals fire or lightning damage, you may expend a dune caster charge to turn the terrain in the area of effect to glass. The terrain under any creatures targeted by your spell is considered to be in the area of effect. This glass is considered difficult terrain. Any creature who moves through this terrain or ends its turn in this terrain takes slashing damage equal to your primary spellcasting ability modifier. 
* Whenever you cast a spell that deals cold or necrotic damage, you may expend a dune caster charge to freeze the terrain in the area of effect for 1 minute. The terrain under any creatures targeted by your spell is considered to be in the area of effect. This ice is considered difficult terrain. Any creature who moves through this terrain must make a Dexterity saving throw equal to your spell save DC, or immediately end their movement and fall prone. 
* Whenever you cast a spell that deals acid or thunder damage, you may expend a dune caster charge to to turn the terrain in the area of effect into a crater. The terrain under any creatures targeted by your spell is considered to be in the area of effect. The terrain in this area of effect is destroyed, leaving behind a pit with a depth equal to 5 feet x your primary spellcasting ability modifier. Creatures who were in the area of effect must make a Dexterity saving throw equal to your spell save DC, or fall into the crater. 


### Enlightened Mind
You have delved extensively into monastic studies, gaining the following benefits:
* Increase your Wisdom score by 1.
* Whenever you make a History, Investigation, or Nature check you may use your Wisdom modifier in place of your Intelligence modifier for the ability check.
* You gain a bonus to your initiative equal to your Wisdom modifier.


### Finesse Weapon Master
Finesse weapons are weightless in your hands, allowing you to wield them with lethality. You gain the following benefits:
* When you roll a 1 on a damage die for an attack you make with a melee weapon that you are wielding with
the finesse property, you can roll a d4 and add it to the damage result. You may deal this extra damage only once per turn. 
 







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### Forceful Personality
Your force of will allows you to adapt in many situations. You gain the following benefits:
* Increase your Charisma score by 1.
* When you would make a Wisdom or Intelligence saving throw, you
can instead make a Charisma saving throw. You
can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of
this ability when you complete a long rest.
* You may use your Charisma modifier for Insight, Investigation, or History checks in situations where other creatures are present for you to interact with. Ask the DM to determine whether the situation is such that your Charisma modifier can apply before you make the ability check. 



### Frightening Visage
Your appearance borders on horrifying, providing you with  the following benefits:
* Decrease your Charisma score by 1, to a minimum of 1, and increase another ability score of your choice by 1, to a maximum of 20.
* You gain proficiency in Charisma (Intimidation). If you already have proficiency in this skill, you instead gain expertise (doubled proficiency).
* A negative Charisma modifier functions as a positive
Charisma modifier for Charisma (Intimidation) checks.


### Light Armor Master
You know how best to use the freedom of movement granted by being unencumbered by armor. You gain the following benefits:
* Your speed increases by 5 feet while wearing light or
no armor.
* While wearing light or no armor, you gain a +1 bonus to all saving throws. 



### Lifeshaper
You have learned how to shape the living world around you, creating objects from organic matter, and changing the structure of living beings. You gain the following benefits:
* You may use organic compounds in place of crafting ingredients when you create an item, allowing you to craft items from plant life, recently deceased creatures, or other such materials (see page [blank] of *Xanathar's Guide to Everything* for crafting rules). The value of these materials is determined by the DM, and should be based upon the rarity and amount of the material. The resulting items appear organic and bizarre, and are thus not able to be sold under most conditions. 
* You gain a pool of life shaping points, equal to your your proficiency bonus times 10. As an action, you may touch a creature and expend a number of these points. The creature regains hit points equal to the number of life shaping points expended. You regain all expended life shaping points upon completing a long rest. 

```
```



### Psionic Martial Arts
You have trained in both body and mind, and can use one to influence the other. You gain the following benefits:
 * Whenever you deal damage with an unarmed strike, you may choose to deal psychic damage instead. 
 * You gain one lesser wild talent of your choice. 
 * Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 psychic damage to the attack's damage.



### Quick Witted
Your mind moves quickly, and as a result, so does your body. You gain the following benefits:
* Your Intelligence score increases by 1, to a maximum
of 20.
* When you would make a Dexterity saving throw, you
can instead make an Intelligence saving throw. You
can use this aability a number of times equal to your
Intelligence modifier. You regain all expended uses of
this ability when you complete a long rest.
* You may use your Intelligence modifier in place of your Dexterity modifier when determining your Initiative. 

### Thrown Weapon Master
Your thrown attacks strike deep, embedding your thrown weapon into your foes. Whenever you hit a creature with a weapon that has the thrown property, your weapon embeds into that creature. An embedded weapon reduces the creature's movement speed by 5 feet for one hour, or until that creature regains hit points from any source. This effect is cumulative with itself; for example, three embedded weapons in a creature will reduce its movement speed by 15. If the creature's movement speed is reduced to 0 in this way, it must succeed on a Constitution saving throw or it is restrained. The DC for this saving throw equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. Once restrained, this creature can repeat this saving throw at the beginning of each of its turns. On a successful save, it is no longer restrained and its movement speed reverts to normal. 
### Weapons of the Arena
Your experience in gladiatorial arenas and pit fights has allowed you to train with weapons of all sorts. You gain the following benefits:
* You gain proficiency in 3 exotic weapons of your choice, which are listed on page [blank].
* When an exotic weapon property would allow you to expend a bonus action to have an effect, you can instead expend no action. You may do so only once per round.


### Wild Talent Master
You have an affinity for psionics, gaining the following benefits: 
* You gain two lesser wild talents of your choice, and one greater wild talent of your choice. 
* You may add your psionic ability modifier to the damage of any wild talents. 

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\page




<div class='wide'>

| Race | Feats|
|:----|:---------|
| Aarakocra  | Superior Flight, Unencumbered Flight,  Wing Buffet  |
| Djinn  | Limited Wish, Unbound Djinn|
| Dray |  Draconic Apotheosis, Flight, Purged by Fire|
| Dwarf |  Dwarven Resilience, Eminent Focus, Magical Immunity|
| Eladrin | Fey Arcana, Fey Translocation|
| Elf | Elven Accuracy, Harrier
| Halfling | Headhunter, Minute Stature, Ritual Cannibalism
| Half-Dwarf | Dwarven Resilience, Not Today, Second Chance, Prodigy
| Half-Elf | Elven Accuracy, Half-Elf Cunning, Second Chance, Prodigy
| Half-Giant | Crushing Boulder, Hurl the Weak
| Human | Against all Odds, Second Chance, Prodigy
| Genasi | Elemental Surge, Primordial Sacrifice
| Genasi (fire or magma) | Purged by Fire
| Genasi (air or smoke) | Flight
| Genasi (earth or sand) | #
| Githzerai | Mindful Escape
| Gnoll | Apex Predator, Bloodrage, Ritual Cannibalism
| Minotaur | Goring Horns
| Scorrow | Arachnid Scaling, Cruel Stinger
| Tari | Minute Stature, Tunneler, Virulent Plague
| Thri-kreen | Flight, Psionic Hivemind, Ritual Cannibalism
| Tiefling | Barbed Hide, Flamewreath#
| Tiefling (infernal) | Purged by fire
| Tiefling (infernal, abyssal, or stygian) | Flight
| Yuan-ti | Yuan-Ti Abomination, Yuan-Ti Malison, Yuan-Ti Pureblood Ancestry, Ritual Cannibalism


</div>


## Racial Feats





This section introduces a collection of special feats
that allow you to explore your character’s race further.
These feats are each associated with a race from
the Races of Athas chapter, as summarized in the Racial
Feats table. A racial feat represents either a deepening
connection to your race’s culture or a physical transformation
that brings you closer to an aspect of your
race’s lineage. 

As with any feat, the DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. 


Additionally, with the introduction of flight speed for Aarakocra characters, or characters with the flight feat, there are feats in this section that require a flying speed. 
##### Flight Feats
| Feat |
|:----|
| Dive Attack | 
| Superior Flight  | 
| Wing Buffet  | 

The feats are presented below in alphabetical order.


\page
### Against all Odds
*Prerequisite: Human* <br>
When the deck is stacked against you and your back is against the wall, this is when you are at your best. 

Whenever you have disadvantage on an attack roll, ability check, or saving throw, you may instead choose to gain advantage. You may choose to apply advantage after you roll the d20s, but must decide before the DM says whether the roll succeeds or fails. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses of this ability when you complete a long rest.



### Apex Predator
*Prerequisite: Gnoll* <br>
You are a peerless hunter, gaining the following benefits:
* Increase your Strength or Wisdom score by 1.
* You can smell fresh blood up to 1 mile away, and you know the distance and direction of the source. You have advantage on Wisdom (Survival) checks to track any creatures who are bleeding (below their hit point maximum). 
* Your movement speed is increased by 10 when you are moving toward a bleeding creature (below their hit point maximum).
* You may use your howl of the pack racial trait to invigorate up to 6 allied creatures who can hear you. For one hour, these allies gain 10 movement speed when moving toward a bleeding creature, and temporary Hit Points equal to your Wisdom modifier. 

### Arachnid Scaling
*Prerequisite: Scorrow* <br>
Your eight legs allow you to ascend surfaces effortlessly. You gain the following benefits:
* Increase your Dexterity or Strength score by 1. 
* You gain a climb speed equal to your movement speed (see the burrow speed section on page 8 of the *Monster Manual*).
* You can climb on horizontal surfaces (ceilings) as if they were vertical surfaces. 

### Barbed	Hide
*Prerequisite:	Tiefling* <br>
One	of	your	ancestors	was	a	barbed	devil	or	other	spiky	fiend. Barbs	protrude	from	your	head and body. You	gain	the	following	benefits:
* Increase	your	Constitution or	Charisma score	
by	1.
* As	a	bonus	action,	you	can	cause	small	barbs	to protrude all	over	your	body or cause	them	to
retract.	At	the	start	of	each	of	your	turns while the	barbs	are	out,	you	deal	1d6	piercing	damage	to	any	creature	grappling	you	or	any	creature	grappled	by	you.
* You	gain	proficiency	in	the	Intimidation	skill.	If	you’re	already	proficient	in	it,	your	proficiency	bonus	is	doubled	for	any	check	you	make	with	it.
```
```
### Bloodrage
*Prerequisite: Gnoll* <br>
Your bestial fury manifests, granting you the following benefits:
* Increase your Strength score by 1.
* When you hit a creature with your bite attack during blood fury, you may spend one Hit Die to heal yourself. Roll the die, and add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).



### Cruel Stinger
*Prerequisite: Scorrow* <br>
The venom from your scorpion tail becomes highly concentrated, providing the following benefits:
* The saving throw DC of your barbed stinger trait is increased by 2.
* Creatures poisoned by your barbed stinger trait are also blinded for the duration (1 minute).
* The damage from your barbed stinger trait is increased by an amount equal to your Constitution modifier. 

### Crushing Boulder
*Prerequisite: Half-giant* <br>
Objects thrown by you can devastate your foes. You gain the following benefits:

* Whenever you roll a 4 or lower on a damage die for boulder toss, you may reroll the die.
* When you use  boulder toss, you may choose to instead target a 10 x 10 area with the attack. Any creature within the area must make a Dexterity saving throw. The DC for this saving throw equals 8 +
your Strength modifier + your proficiency bonus. A
creature takes 1d12 damage on a failed save, and half
as much damage on a successful one.
* The range of your boulder toss is doubled. 


### Chameleon Carapace
*Prerequisite: Thri-kreen* <br>
Your chitin becomes a swirl of shifting color that can grant you camouflage. You gain the following benefits:
* Increase your Dexterity score by 1.
* As an action, you can change the color of your carapace to match the color and texture of your surroundings. When you are not wearing armor, you have advantage on Stealth checks made to hide in these surroundings.

### Dive Attack
*Prerequisite: Flying speed* <br>


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<div class='footnote'>Character Options</div>
\page
### Draconic Apotheosis
*Prerequisite:	Dray* <br>
You develop a draconic affinity for destructive energies.	You	gain	the	following	benefits:

* You can use your action to exhale
destructive energy. When you use your breath weapon, each creature in
the a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 +
your Intelligence modifier + your proficiency bonus. A
creature takes 2d6 fire damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level. After you use your breath weapon, you can't use it
again until you complete a short or long rest.
* You gain the ability to alter the resistance granted by your born of fire trait and the damage type of your breath weapon. Once per long rest, you may choose a damage type from the following list: acid, cold, lightning, necrotic, poison, or thunder. Both your damage resistance and the damage type of your breath weapon change to this chosen type. You may also choose to revert to fire damage & resistance during a long rest.





### Dwarven	Resilience
*Prerequisite:	Dwarf or half-dwarf* <br>
You	have	the	blood	of	dwarf	heroes	flowing	through	your	veins.	You	gain	the	following	benefits:
* Increase	your	Constitution	score	by	1.
* Whenever you	take	the	Dodge	action	in	combat,	you	can	spend	one	Hit	Die to	heal	yourself. Roll	the	die,	add	your	Constitution	modifier,	and	regain	a	number	of	hit	points	equal	to	the	total	(minimum	of	1).

### Elemental Surge
*Prerequisite: Genasi* <br>
Your affinity with the elements allows you to call upon your inborn traits more frequently You gain the following benefits:
* Increase an ability score of your choice by 1. 
* Once per day, you may spend a bonus action to instantly regain the use of an expended racial trait that would normally require a short or long rest before using again.


### Elven	Accuracy
*Prerequisite:	Elf or	half-elf* <br>
You	have	uncanny	aim.	You	gain	the	following	benefits:
* Increase	your	Dexterity	score	by	1.
* Whenever you	have	advantage	on	an	attack	roll,	you	can	reroll	one	of	the	dice	once.

### Eminent Focus
*Prerequisite:	Dwarf* <br>
Your focus takes precedence above all else. You gain the following benefits:
* Increase your Constitution, Strength, or Wisdom score by 1. 
* Your focus dice become d10s. 
* Whenever you roll focus dice, you can reroll any roll of 1.

 




### Fey Arcana
*Prerequisite: Eladrin* <br>
Your propensity for mage hunting grants you anti-magic capabilities. You gain the following benefits:
* You may cast the *counterspell* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Intelligence is your spellcasting ability for this spell. For the purposes of this spell's level, you are considered a Wizard of equal level to your own. This spellcasting cannot defile.
* You may cast the *dispel magic* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Intelligence is your spellcasting ability for this spell. For the purposes of this spell's level, you are considered a Wizard of equal level to your own. This spellcasting cannot defile.

### Fey Translocation
*Prerequisite: Eladrin* <br>
Your teleportation is suffused with magic from the feywild, empowering it. You gain the following benefits:
* Increase your Intelligence score by 1. 
* Whenever you teleport, all enemy creatures adjacent to you when you begin your teleportation and all enemy creatures adjacent to your destination square take damage equal to your Intelligence modifier. 
* The range of any teleportation you use is doubled. 


### Flight
*Prerequisite:	Dray, Genasi (air or smoke), Thri-kreen, or Tiefling (infernal, abyssal, or stygian)* <br>
Whether through wings or elemental might, you gain the ability to fly. You	have	a	flying	speed	of	30	feet if	you aren’t aren’t	exceeding	your carrying	capacity. Your flight speed is reduced by 10 feet if you are wearing heavy armor. 


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\page
### Flamewreath
*Prerequisite:	Tiefling* <br>
You	learn	to	call	on hellfire	to	serve	your	commands.	You	gain	the	following	benefits:
* Increase	your	Intelligence	or	Charisma	score	
by	1.
* When	you	roll	fire	damage for	a	spell	you	cast,	you	can	reroll	any	roll	of	1	on	the	fire	damage	dice.
* Whenever	you	cast a	spell	that	deals	fire	damage,	you	can	cause	flames	to	wreathe	you	until	the	end	of	your	next	turn.	The	flames	don’t	harm	you	or	your	possessions,	and	they	shed	bright light	out	to	30	feet	and	dim	light	for	an	additional	30	feet.	While	the	flames	are	present,	any creature	within	5	feet	of	you	that	targets	you	with	a	melee	attack	takes	1d4	fire	damage.


### Goring Horns
*Prerequisite: Minotaur* <br>
Momentum can turn your horns into a fearsome weapon. You gain the following benefits:
* Increase your Strength score by 1. 
* When you move 20 feet or more before making an attack with your horns, the damage of your horns increases by 1d8.
* When you hit a creature with your horns and that creature is adjacent to a wall or other vertical terrain feature, you may choose to pin them (no action required). This pin functions as a grapple, except that you cannot move the pinned creature.

### Half-Elf Cunning
*Prerequisite: Half-Elf* <br>
You have unmatched aptitude in your chosen pursuits. You gain the following benefits:
* Increase one ability score of your choice by 1. 
* Choose one skill that you are proficient in. You gain advantage on all ability checks with the chosen skill. 


### Harrier
*Prerequisite:	Elf* <br>
Your speed provides a relentless assault with little chance for counter-attacks. You gain the following benefits:

* Once per round, when you use the dash action, you may make an attack as a bonus action. 
* Whenever you take the dash action, your movement during the dash does not provoke any opportunity attacks. 

### Headhunter
*Prerequisite: Halfling* <br>
You are a hunter of men, and you know how to dispatch them quickly. You gain the following benefits:
* Increase your Dexterity score by 1.
* Whenever you deal a critical strike against a humanoid target, you deal additional damage equal to 5 + your Dexterity modifier. 
* When you use the Attack action and attack with a weapon covered by the halfling training racial trait, you may use a bonus action to attack with a thrown weapon.

### Hurl the Weak
*Prerequisite: Half-giant or minotaur* <br>
Your unnatural strength allows you to pick up and throw creatures smaller than you. You gain the following benefits:
* Your Strength score increases by 1.
* When you have a medium or smaller sized creature grappled, you may use an action to attempt to throw it. The creature must succeed on a Strength (Athletics) or Dexterit (Acrobatics) check, contested by your Strength (Athletics) check. If you win this contest,  the creature is thrown 30 feet in a direction of your choosing and takes bludgeoning damage equal to 1d6 per 10 feet of distance thrown + your Strength modifier. If the creature wins the contest, it is not thrown and instead breaks free of your grapple. 

### Limited Wish
*Prerequisite: Dinn* <br>
You have the ability to grant small wishes for your master. You have three charges of limited wish. You regain all  charges after completing a long rest. You or your master can expend these charges (no action required) to gain one of the following effects:

* Expend one charge to gain advantage on your next attack roll, ability check, or saving throw. You may use your reaction to retroactively gain this advantage after rolling.
* You may create an object, worth 500 gp per charge spent. This object lasts for one hour, and is clearly a magical construct (it cannot be sold or otherwise traded). This cannot be used to create potions or other consumables, or components for spells. The types of objects that can be created are at your DM's discretion. 
* Expend one charge to increase an ability score by an amount equal to your proficiency bonus, for one hour.
* Expend charges to duplicate a spell of third level or lower. One charge is expended for each spell level. 



### Magical Immunity
*Prerequisite:	Dwarf* <br>
Your runic markings are especially potent. You gain the following benefits:
* Increase your Constitution score by 1.
* If you are subject to a spell or magical effect, you may choose to end it (no action required). Once you use this ability, you can’t do so again until you finish a short or long rest.

### Mindful Escape
*Prerequisite: Githzerai* <br>
Your psionic and martial aptitude allows you to evade danger. You gain the following benefits:
* Increase your Dexterity score by 1.
* When you fail a saving throw, you may use your reaction to gain resistance to all damage until the start of your next turn, re-roll the triggering saving throw, and teleport up to 60 feet to an unoccupied square that you can see. Once you use this ability, you can’t do so again until you finish a long rest.




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<div class='footnote'>Character Options</div>
\page

### Not Today
*Prerequisite: Half-dwarf* <br>
You simply refuse to die. You gain the following benefits: 
* Increase your Constitution score by 1.
* When you have 0 hit points, you are not knocked
unconscious. You still must make death saving
throws, and you suffer the normal effects of taking
damage while at 0 hit points. 

### Prodigy
*Prerequisite:	Half-elf, half-dwarf,	or	human* <br>
You	have	a	knack	for	learning	new	things.	You	gain	the	following	benefits:	
* Increase	one	ability	score	of	your	choice	by	1.
* You	gain	one skill	proficiency of	your	choice,	expertise (doubled proficiency) in one skill you already have proficiency in, one tool	proficiency of	your	choice,	and	one language of	your	choice.


### Psionic Hivemind
*Prerequisite: Thri-kreen* <br>
Your innate psionic abilities have developed fully, gaining the following benefits:
* Increase your Charisma score by 1.
* You have telepathy with a range of 1 mile. You may create a telepathic link with any allied creatures within this range, all of whom can communicate telepathically with one another as long as your are conscious. 
* You gain one greater wild talent of your choice. 





### Primordial Sacrifice
*Prerequisite: Genasi* <br>
You can commune with primal spirits, offering them blood in exchange for a boon. As an action, you deal damage to yourself equal to half of your maximum hit points. Once you use this ability, you can’t do so again until you finish a long rest. In exchange for your sacrificed hit points, you gain one of the following effects:
* An allied creature of your choice within 60 feet regains hit points equal to the amount that you sacrificed. 
* You gain a bonus to your next attack roll, ability check, or saving throw equal to the number of hit points that you sacrificed (maximum of +10). If the die roll and the bonus equal 20 or higher, it is considered a natural 20. 
* Each allied creature within 60 feet gains one Inspiration.


### Purged by Fire
*Prerequisite: Dray, Genasi (fire or magma), or Tiefling (infernal)*
The heat generated by flames regenerates you and mends your wounds. You gain the following benefits:
* Increase your Constitution score by 1. 
* Whenever you take fire damage, you may use your reaction to spend one Hit Die to heal yourself. Roll the die, and add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). 

```
```
### Ritual Cannibalism
*Prerequisite: Halfling, Gnoll, Thri-Kreen, or Yuan-Ti* <br>
You can feast upon the flesh of fallen corpses, gaining the following benefits:

* Increase your Constitution score by 1. 
* As an action, you may bite into an adjacent humanoid corpse. When you do so, you may spend one Hit Die to heal yourself. Roll the die, and add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
* When you eat a humanoid corpse during a short rest, you are considered to have met your food and water requirements for the day.
* You cannot contract any diseases from eating humanoid corpses.

### Second	Chance
*Prerequisite:	Half-elf, half-dwarf, or human* <br>
Fortune	favors	you.	You	gain	the	following	benefits:
* Increase	one	ability	score	of	your	choice	by	1.
* When	a	creature	you	can	see	hits	you	with	an	attack roll,	you	can	use	your	reaction	to	force	that	creature	to	reroll.	Once you use this ability, you can’t do so	again until	you	finish a short or long rest.


### Minute Stature
*Prerequisite: Halfling or tari* <br>
You have learned to use your small size to your advantage. You gain the following benefits:
* Your Armor Class increases by 1. 
* You can move through squares occupied by Medium or larger creatures without provoking opportunity attacks.
* When standing behind a medium or larger creature, you are considered to have **three-quarters** cover instead of **half cover**.

### Superior Flight
*Prerequisite: Flying speed* <br>
Your manueverability in the air allows you to stay aloft with ease. You gain the following benefits:
* Increase your flight speed by 10 feet.
* If your movement speed is reduced to 0 while flying, you remain hovering in the air instead of falling. 
* If you are subject to the incapacitated, paralyzed, stunned, or unconscious conditions while flying, you glide to the ground at a rate equal to your flight speed. If you hit the ground, you are knocked prone, but do not take any falling damage.



<div class='pageNumber'>176</div>
<div class='footnote'>Character Options</div>

\page

### Thri-Kreen Multi-Weapon Master
*Prerequisite: Thri-kreen* <br>
Born with four arms, you have learned to fight using all of them at once. You gain the following benefits:

* Whenever you make a weapon attack or unarmed strike as a bonus action, you may make an additional weapon attack or unarmed strike using one of your smaller arms that hasn't been used to make an attack this turn. Treat all damage rolls made for weapon attacks granted by this feat as though they were damage rolls for bonus attacks made from two-weapon fighting.
* Fighting so extensively with your lower arms forces you to leave yourself open or move into extremely close range. Any creatures you target with attacks granted by this feat have advantage on their first attack roll against you until the start of your next turn.

### Tunneler
*Prerequisite: Tari* <br>
You can tunnel through dirt and sand, finding your way underground where others cannot. You gain the following benefits:
* Increase your Dexterity score by 1.
* You have a burrow speed of 15 feet (see the burrow speed section on page 8 of the *Monster Manual*).
* You have tremorsense of 60 feet (see the tremorsense section on page 9 of the *Monster Manual*).

### Unbound Djinn
*Prerequisite: Dinn* <br>
You have learned how to bend the rules of your imprisonment. You gain the following benefits:
* You no longer require a designated master, and can leave your prison at will.
* While outside of your prison, you may pick up and move your own prison, or hold it on your person.
* You may move up to 10 miles away from your prison.



### Unencumbered Flight
*Prerequisite: Aarakocra* <br>
You have learned how to fly while wearing armor, gaining the following benefits:
* Increase your Dexterity score by 1.
* You do not suffer a penalty to your flight speed when wearing medium armor. 
* You may use your flight while wearing heavy armor, which reduces your flight speed by 15 feet.


### Virulent Plague
*Prerequisite: Tari* <br>
Your diseased bite becomes a contagious disease that can cause epidemic outbreaks. You gain the following benefits: 
* Increase your Constitution score by 1. 
* The saving throw DC of your rat plague trait is increased by 2.
* Whenever a target afflicted by your rat plague trait comes within 5 feet of another creature, that creature is also exposed to the rat plague and must make a saving throw.
* You know how to easily cure the rat plague, and can do so with a successful Medicine check (DC 10).




### Wing Buffet
*Prerequisite: Flying speed* <br>
The power of your wings creates a powerful burst of wind when you take flight. You gain the following benefits:
* When you begin flying, your movement leaving the ground does not provoke an opportunity attack. Any movement made during flight provokes as normal. 
* When you begin flying, all creatures within 10 feet must make a Strength saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus.  A
creature is knocked prone and takes 2d6 bludgeoning damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level. After you use wing buffet, you can't use it
again until you complete a short or long rest.




### Yuan-Ti Abomination
*Prerequisite: Yuan-ti* <br>
Your snake form is monstrously large, gaining the following benefits:
* Increase your Strength or Constitution score by 1.
* While in snake form, your size is Large (as described in the Races Appendix).

### Yuan-Ti Malison
*Prerequisite: Yuan-ti* <br>
Your two-legged form is a hideous blend of snake and human features, gaining the following benefits:
* Increase one ability score of your choice by 1.
* You may now use all of your racial traits while in your two-legged form.
* You may choose to gain one additional racial trait from a yuan-ti subrace that is not your own. Choose from the following traits: asphyxiate, constrict, chameleon skin, shed skin, poison immunity, or venomous fangs.

### Yuan-Ti Pureblood Ancestry
*Prerequisite: Yuan-ti* <br>
You can trace your ancestry directly to the first yuan-ti who underwent the ophidian transformation. You gain the following benefits:
* Increase one ability score of your choice by 1.
* You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.





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